<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Hacker News: SleepyMyroslav</title><link>https://news.ycombinator.com/user?id=SleepyMyroslav</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Sun, 05 Jul 2026 04:42:17 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=SleepyMyroslav" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by SleepyMyroslav in "Ask HN: Will programmers write more efficient code during the memory shortage?"]]></title><description><![CDATA[
<p>>There's no good technical reason for things to be that way<p>Of course there is. What people gets presented is look how new graphics is shining. What devs get presented is look how much less manual work you need to get this graphics out of the door. Look at any UE5 presentation aiming at devs. You will be able to see a lot of 'just do this and technology will handle the rest of it'. There is no going back to manually making 3-5 replacements for each and every thing in the game. And the same goes for lights every few meters of a game world.<p>As a gamedev I don't really care about the regular software. You can see that the main problem for devs is to get paid for it. All kind of schemes with subscriptions and online services and such were tried. People just don't want to pay for the software. The mentality is 'we will get it for pennies on a sale' is the same like with the steam sales. Or even worse people will choose 'free' version with 'promotions' and data collection and whatever else that saves them pennies. Look at 'free to play games' steam category for the example of the horror show.<p>Oh and I don't think devs are the saints there. You can find a lots of examples that prey on gullible customers or trick people to buy 'digital goods' they don't need or outright bad things with gambling addictions and more.<p>The only thing consumer can do is to only vote with their wallet and push their representatives to regulate. The stop killing games is an example of the latter. The former is often deemed inefficient but Imho it is the only thing that will separate surviving studios and the shattered ones. As you may see in the press the names and past successes don't save studios from closing their doors now.</p>
]]></description><pubDate>Sat, 20 Jun 2026 10:52:12 +0000</pubDate><link>https://news.ycombinator.com/item?id=48608236</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=48608236</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48608236</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "Every Byte Matters"]]></title><description><![CDATA[
<p>as for my experience, yep I do not have Java experience and a long list of C++ projects.<p>> what is exactly that you'd think makes Java harder to compile in an optimised way than C++?<p>In games C++ is doing some simulations and data delivery for GPU. Code that does work on GPU is not mixed with rest of C++ code. So invoking Cuda (or the likes) in the middle of computation is a cheat code that Java does not have. Simulations on the CPU need to be efficiently parallel ( think 12 hardware threads for last gen or 4-6 threads for smaller platforms) and most likely specialized for hardware SIMD ( think AVX2 for last gen or SSE2 like for smaller platforms). To wrangle multi GB data efficiently a lot of compression/decompression and data structures are needed. Does Java still has overhead per class instance? It might force designs with arrays of primitive data types that are more verbose.<p>Add there per platform I/O and everything. It means that games force people to unlearn everything that language ever thought about standard I/O. Even more about being cross platform. In C++ it means something completely different. In C++ you can't trust language implementation vendor with anything. From your comment I assume that Java teams rely on language implementation in lots of ways. In C++ being efficient means do it yourself. How efficient our memory allocation is? Answer can only be per engine/project. There is no 'average' because 'vendor provided' is the bottom of the barrel quality. No one is improving vendor provided exactly because no one is expected to use it.<p>In short there are hard to compare many different C++. I can't see them compare to each other much less to other programming languages like Java. This might be not the answer you wanted but that's all I have.</p>
]]></description><pubDate>Thu, 04 Jun 2026 14:44:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=48399469</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=48399469</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48399469</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "Every Byte Matters"]]></title><description><![CDATA[
<p>I am not GP poster. I find pron points interesting even if I work in the gamedev on game engines. If you don't mind I will try to explain how I see them interesting. Since I have not worked on Rust systems I will stick to C++.<p>Note his example elsewhere in this discussion of 2 projects done at same time in Java and Rust and the complaint that Rust system used too many locks. This can happen in C++ too. But why it does not happen in (my) practice? Because C++ evolved to not use locks in large scale parallel systems. This was said from mainstage conferences keynotes at least since 2013 [1]. So there is "normal C++" and "C++ that works at large scale" and they are not the same C++ languages. The performance scales between them are many orders of magnitude. Imho it does not mean that Java anywhere near the best of what C++ can do. So here we are talking past each other. pron is correct that Java is not bad and you are correct that you have no reasons to leave Rust.<p>1. <a href="https://sean-parent.stlab.cc/presentations/2013-09-11-cpp-seasoning/cpp-seasoning.pdf" rel="nofollow">https://sean-parent.stlab.cc/presentations/2013-09-11-cpp-se...</a></p>
]]></description><pubDate>Thu, 04 Jun 2026 12:53:42 +0000</pubDate><link>https://news.ycombinator.com/item?id=48397977</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=48397977</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48397977</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "Cost of enum-to-string: C++26 reflection vs. the old ways"]]></title><description><![CDATA[
<p>C++ is often cross compiled from mostly identical sources. 
Here is an example from Zig [1] that explains why it is not that simple.<p>1. <a href="https://matklad.github.io/2025/04/19/things-zig-comptime-wont-do.html#No-Host-Leakage" rel="nofollow">https://matklad.github.io/2025/04/19/things-zig-comptime-won...</a></p>
]]></description><pubDate>Thu, 14 May 2026 18:41:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=48139408</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=48139408</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48139408</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "The West forgot how to make things, now it’s forgetting how to code"]]></title><description><![CDATA[
<p>I don't think compilers are a good example. The economics of software development has won a long time ago. For example in Gamedev with well known soft real-time requirements people (mostly) stopped doing that machine code dance many hardware generations ago. Like it happened with memory optimizations: people measure memory in GB now not in KB =)<p>I am sure programmers cherish every case when they can do micro optimization but in the retrospect the high level cuts is what made the system fit the perf or memory budget.</p>
]]></description><pubDate>Sun, 26 Apr 2026 10:49:26 +0000</pubDate><link>https://news.ycombinator.com/item?id=47909221</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=47909221</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47909221</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "Kernel code removals driven by LLM-created security reports"]]></title><description><![CDATA[
<p>I understand that they are trying to say that it is getting better... 271 vulnerabilities is a lot. I have been using FF for a long time. I am now considering if using it at all was a mistake or not. And I think it was.</p>
]]></description><pubDate>Wed, 22 Apr 2026 19:34:01 +0000</pubDate><link>https://news.ycombinator.com/item?id=47868206</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=47868206</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47868206</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "Surelock: Deadlock-Free Mutexes for Rust"]]></title><description><![CDATA[
<p>I have anecdata from my gamedev work that people tend to make mistakes when threads are pinned to some CPUs. Normally, when only time is a variable people can understand what can happen in their code. What confuses them is that space where those threads execute can be already taken. If a thread that should make whole system progress fails to grab a time slice these deadlocks are hard to reason about. Granted that lock ordering is the basic technique and if system did not had it all bets are off.</p>
]]></description><pubDate>Sun, 12 Apr 2026 09:55:18 +0000</pubDate><link>https://news.ycombinator.com/item?id=47737820</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=47737820</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47737820</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "I built a Cargo-like build tool for C/C++"]]></title><description><![CDATA[
<p>Another fresh example of what you don't like:
<a href="https://www.youtube.com/watch?v=ExSlx0vBMXo" rel="nofollow">https://www.youtube.com/watch?v=ExSlx0vBMXo</a> Building C++: It Doesn't Have to be Painful! - Nicole Mazzuca - Meeting C++ 2025<p>Build systems don't plan to converge in the future =)</p>
]]></description><pubDate>Thu, 09 Apr 2026 17:28:45 +0000</pubDate><link>https://news.ycombinator.com/item?id=47706576</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=47706576</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47706576</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "Why I Always End Up Going Back to C"]]></title><description><![CDATA[
<p>(Not a GP) I think you can see how poorly the string abstraction argument looks in context of a team-based project. Instead of dismissing it completely I would like to provide an example of a context where C is perfectly fine now.<p>Consider data compression library like Oodle. Even with closed source and use of dangerous things like multiple threads it is perfectly reasonable deal if game project's budget has money to be spent on performance.<p>The thing is if game project have money it is not likely to be interested in written in C game engines or core middleware libraries (like physics, sound or occlusion culling). Because after buying a license your team is still expected to work in that code even if official support is very active.<p>Disclaimer, I work in gamedev and never needed to touch C code.</p>
]]></description><pubDate>Sat, 31 Jan 2026 19:54:43 +0000</pubDate><link>https://news.ycombinator.com/item?id=46840149</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=46840149</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46840149</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "Go-legacy-winxp: Compile Golang 1.24 code for Windows XP"]]></title><description><![CDATA[
<p>The only officially (at least partially) supported way from Microsoft is to add into Visual Studio the toolchain named "C++ Windows XP Support for VS 2017 (v141) tools". It is still there in the "individual components" of Visual Studio Installer for the latest VS but it is marked as [Deprecated]. It is a safe bet that MS will never fix any existing bugs in it or update it so at this point your best bet might be with the open source tools.<p>All other currently supported toolchains rely on runtimes that are explicitly not compatible with Win XP.</p>
]]></description><pubDate>Fri, 16 Jan 2026 18:30:04 +0000</pubDate><link>https://news.ycombinator.com/item?id=46650012</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=46650012</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46650012</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "Google Antigravity"]]></title><description><![CDATA[
<p>Given how embracing AI is an imperative in tech companies, "a link to something" is likely to be a product of LLM-assisted writing itself. Entire concept of checking through the internet becomes more and more recursive with every passing moment.</p>
]]></description><pubDate>Wed, 19 Nov 2025 19:10:41 +0000</pubDate><link>https://news.ycombinator.com/item?id=45983712</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=45983712</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45983712</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "Why is Zig so cool?"]]></title><description><![CDATA[
<p>I am not sure if a slow pace is as beneficial as you say. I scrolled through the error handling issue brought up in this comment section ( <a href="https://github.com/ziglang/zig/issues/2647#issuecomment-2670609338" rel="nofollow">https://github.com/ziglang/zig/issues/2647#issuecomment-2670...</a> ) and its clear that only thing that happened there was communication on the issue was hindered. I come from C++ side and our "ISO C++ committee" language development process leaves a lot to be desired. Now look at error handling that they did passed in C++23 ( std::expected ). It raises some questions on how slow you can be while still appearing to be moving forward.<p>Disclaimer: I would like to see Zig and other new languages to become a viable alternatives to C++ in Gamedev. But I understand that it might happen way after me retiring =)</p>
]]></description><pubDate>Sat, 08 Nov 2025 11:20:34 +0000</pubDate><link>https://news.ycombinator.com/item?id=45855902</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=45855902</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45855902</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "TPDE-LLVM: Faster LLVM -O0 Back-End"]]></title><description><![CDATA[
<p>I mean my colleagues work hard to keep our build times around 3 minutes for full build of multimillion lines of C++ code that can be rebuilt and same or few times bigger code that is prebuilt but provides tons of headers. If I was constantly annoyed by build times longer than few seconds I probably would have changed my career path couple decades ago xD.<p>I am both hands for faster -O1 build times though. Point taken.</p>
]]></description><pubDate>Wed, 03 Sep 2025 20:30:38 +0000</pubDate><link>https://news.ycombinator.com/item?id=45120065</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=45120065</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45120065</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "TPDE-LLVM: Faster LLVM -O0 Back-End"]]></title><description><![CDATA[
<p>Judging from a lot of points people find -O0 code useful. May I ask if someone from those people tell me how you find it useful? The question is based on following experience: if we have lots of C++ code then all of the std lib and ours abstractions are becoming zero cost only after inlining. Inlining implies at least -O1. Why people even build -O0 for large projects? And if a project is not large one then build times should not be that much of a problem.</p>
]]></description><pubDate>Wed, 03 Sep 2025 19:02:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=45119326</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=45119326</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45119326</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "Partially Matching Zig Enums"]]></title><description><![CDATA[
<p>>I think most programs will build in "safe release" mode<p>Do you have any citations to support this 'safe release' theory? Like there are not many Zig applications and not many of them document their decisions. One i could find [1] does not mention safe anywhere.<p>1. <a href="https://ghostty.org/docs/install/build" rel="nofollow">https://ghostty.org/docs/install/build</a></p>
]]></description><pubDate>Mon, 11 Aug 2025 06:58:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=44861432</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=44861432</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44861432</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "C++26 Reflections adventures and compile-time UML"]]></title><description><![CDATA[
<p>Tbh I dont have exact numbers from 2024 at hand. I remember that decision was unanimous. A build times increase is a very sensitive topic for us in gamedev.</p>
]]></description><pubDate>Mon, 04 Aug 2025 21:28:00 +0000</pubDate><link>https://news.ycombinator.com/item?id=44791565</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=44791565</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44791565</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "C++26 Reflections adventures and compile-time UML"]]></title><description><![CDATA[
<p>I am sorry for the confusion. It's fine to have some downvotes if its not what ppl like to see. I was not complaining. Message was purely informational from single point of view that a) game platforms have only partial C++20 support in 2025. b) there are features that are in C++ standard that do not fit description 'god-send'.</p>
]]></description><pubDate>Sun, 03 Aug 2025 18:10:08 +0000</pubDate><link>https://news.ycombinator.com/item?id=44778447</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=44778447</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44778447</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "C++26 Reflections adventures and compile-time UML"]]></title><description><![CDATA[
<p>You are sounding like rose tinted glasses are on. I think your glass is half full if you recheck actual versions and features. And mine is half empty in gamedev.<p>Anecdata: A year or so ago I have been in discussion if beta features of C++20 on platforms are good to be used on large scale. It makes it not a sum but an intersection of partial implementations. Anyway it looked positive until we needed a pilot project to try. One of the projects came back with 'just flipping C++20 switch with no changes causes significant regression on build times'. After confirming it that it is indeed not an error on our side it was kinda obvious. Proportional increase of remote compilation cloud costs for few minor features is a 'no'. After a year the beta support is no longer beta but still partial on platforms and no improvements on build times in community. YMMV of course because gamedev mostly supports closed source platforms with closed set of build tools.</p>
]]></description><pubDate>Sun, 03 Aug 2025 09:38:51 +0000</pubDate><link>https://news.ycombinator.com/item?id=44775350</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=44775350</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44775350</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "This Month in Ladybird"]]></title><description><![CDATA[
<p>I had to think carefully if I would ever agree with 'plausible situation' at any point of my career. And the answer is no. If they really needed 2-3 ppl they would have adjusted their sponsorships/donations plan and picked up those ppl full time. There are costs of bigger teams and wider contributor networks that are rarely advertised.<p>But ofc what can I know about browsers, I am just a gamedev. From my PoV (studio tech director) in custom game engines juniors mostly do acts of wanton destruction in the name of curiosity. And then leave for better compensated industries anyway.<p>In my opinion folks inciting random contributions from webdev crowd unfamiliar with C++ are not helping. And those who are familiar should know better than to do random drive-by features.</p>
]]></description><pubDate>Sat, 02 Aug 2025 15:10:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=44768256</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=44768256</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44768256</guid></item><item><title><![CDATA[New comment by SleepyMyroslav in "This Month in Ladybird"]]></title><description><![CDATA[
<p>There are different levels of confidence in junior programmers code in different languages. For C++ it is one of the lowest possible.<p>If thousands of HN readers suddenly decide that they need to start their 10+ years learning of C++ with immediate contribution to the Ladybird project it would be not really helpful, right?</p>
]]></description><pubDate>Sat, 02 Aug 2025 12:37:24 +0000</pubDate><link>https://news.ycombinator.com/item?id=44767101</link><dc:creator>SleepyMyroslav</dc:creator><comments>https://news.ycombinator.com/item?id=44767101</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44767101</guid></item></channel></rss>