<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: anonymous908213</title><link>https://news.ycombinator.com/user?id=anonymous908213</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Mon, 01 Jun 2026 18:18:43 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=anonymous908213" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by anonymous908213 in "Google removes "Doki Doki Literature Club" from Google Play"]]></title><description><![CDATA[
<p>I think a better question, rather than a point about unsigned exes, was: "on a regular consumer version of Windows, what happens if you run literally any program that was not downloaded from the Microsoft Store?". In which case the answer is "you cannot run it, there is a pop-up directing you to the Microsoft Store, and the only way to find out how to run it is it to google the information which will point you through several layers of system menus to disable nanny mode". This will happen to you for something as common and widespread as downloading Chrome or Firefox. Attempting to disable nanny mode will result in an ominous screen warning you about how bad the thing you're about to do is, and telling you that the action is irreversible.<p>Microsoft is not as bad as Google and Apple, yet, but they absolutely have the power to be as bad and are flirting with how to accomplish greater and greater control of their platform without triggering too much backlash.</p>
]]></description><pubDate>Mon, 13 Apr 2026 08:09:39 +0000</pubDate><link>https://news.ycombinator.com/item?id=47749196</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47749196</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47749196</guid></item><item><title><![CDATA[New comment by anonymous908213 in "The economics of software teams: Why most engineering orgs are flying blind"]]></title><description><![CDATA[
<p>It absolutely does not use blindness as a stand-in for incompetence, that is your own outrage-seeking interpretation of it. A neutral interpretation would be that "flying blind" is to "operate without perfect information". It is a simple description of operating conditions, not a derogatory term in any way. Your reply is worded in such a way as to indicate that you think the person you're replying to deserves to be shamed for 'defending' it, but having a disability does not entitle you to browbeat the world into submission and regulate all usage of any words associated with your disability as you see fit. This is quite benign and people are perfectly well within their right to object to somebody trying to police plainly descriptive language.</p>
]]></description><pubDate>Mon, 13 Apr 2026 07:41:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=47748966</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47748966</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47748966</guid></item><item><title><![CDATA[New comment by anonymous908213 in "Google removes "Doki Doki Literature Club" from Google Play"]]></title><description><![CDATA[
<p>1bil+ people have surrendered their right to artistic expression to Google, and another 1bil+ to Apple, and another 1bil+ to Microsoft. Many more billions have surrendered it to Visa and Mastercard. The world will only continue to get worse for the foreseeable future as five corporations assert global control over what is allowed to be published. It is mournful knowing that humanity's peak is behind us.</p>
]]></description><pubDate>Sun, 12 Apr 2026 20:30:18 +0000</pubDate><link>https://news.ycombinator.com/item?id=47744135</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47744135</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47744135</guid></item><item><title><![CDATA[New comment by anonymous908213 in "Industrial design files for Keychron keyboards and mice"]]></title><description><![CDATA[
<p>I'm actually not, but the person I was replying to clearly was given the "three states over" comment. I explicitly specified the statement was conditional on customers not being within walking distance.</p>
]]></description><pubDate>Sat, 11 Apr 2026 00:05:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=47725551</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47725551</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47725551</guid></item><item><title><![CDATA[New comment by anonymous908213 in "Industrial design files for Keychron keyboards and mice"]]></title><description><![CDATA[
<p>I mean, you still need a truck to get the item to the store...<p>Delivery is actually <i>more</i> resource-efficient if the store isn't within walking distance of its customers. If instead of making 10 people get in their car and make a round trip to the store/warehouse, you put 10 packages in one vehicle and deliver to everyone in the same neighborhood with one trip, you're looking at an order of 90% less wasted emissions.</p>
]]></description><pubDate>Fri, 10 Apr 2026 21:52:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=47724091</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47724091</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47724091</guid></item><item><title><![CDATA[New comment by anonymous908213 in "JSON formatter Chrome plugin now closed and injecting adware"]]></title><description><![CDATA[
<p>Whatever value they provide is completely and totally irrelevant compared to giving Microsoft, Google, and Apple the unilateral discretion to end any software developer's career, or any software development business, by locking them out of deploying software with no recourse. Nobody has a problem with optional value-add stores, but all three have or are moving towards having complete control of software distribution on the hardware platforms used by billions of people.</p>
]]></description><pubDate>Fri, 10 Apr 2026 20:59:00 +0000</pubDate><link>https://news.ycombinator.com/item?id=47723587</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47723587</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47723587</guid></item><item><title><![CDATA[New comment by anonymous908213 in "WireGuard makes new Windows release following Microsoft signing resolution"]]></title><description><![CDATA[
<p>> incompetence is always more likely than malice.<p>"Incompetence" of this degree <i>is malice</i>. It is actively malicious to create a system that automatically locks people out of their accounts with absolutely no possibility for human review or recourse short of getting traction in the media. "No sir, I didn't grind those orphans up. It was this orphan grinding machine I made that did it, teehee!"</p>
]]></description><pubDate>Fri, 10 Apr 2026 16:09:34 +0000</pubDate><link>https://news.ycombinator.com/item?id=47720235</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47720235</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47720235</guid></item><item><title><![CDATA[New comment by anonymous908213 in "Session is shutting down in 90 days"]]></title><description><![CDATA[
<p>> "we'll release a free thing, have no way to generate income, lose money for a few years, and then beg for a million dollars." That's not a business plan. That's a waste of your time & your users' time.<p>This is literally the foundation story of numerous billion-dollar businesses. In fact OpenAI managed to beg their way into a trillion dollars after losing money offering no kind of product for many years. It sounds like it's just a business plan that you don't like very much.<p>Off the top of my head, I believe Twitter, Youtube, Discord, Reddit, Imgur each had no monetization at all for the first 3~5 years of their existence. Or more recently there was uv, that write-it-in-Rust Python package manager that had no avenue for monetization but received millions in investment funding a team working on it full-time until successfully getting bought out by OpenAI.</p>
]]></description><pubDate>Thu, 09 Apr 2026 18:52:25 +0000</pubDate><link>https://news.ycombinator.com/item?id=47708026</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47708026</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47708026</guid></item><item><title><![CDATA[New comment by anonymous908213 in "My Experience as a Rice Farmer"]]></title><description><![CDATA[
<p>This was mostly a nice read, I do enjoy these kinds of slice-of-life blogs. I think it might have been a bit better without making claims about the economic future and history of rice farming or whatever, if the author doesn't even speak the language it's unlikely they have any real insight to offer and whatever shallow information they got off a random Youtube video is liable to be spreading misinformation that misleads uninformed readers than being actually informative. Farming a rice field does not a rice economist make.<p>There is one particularly funny point I'd quibble on:<p>> This was part of a system to discourage communism initially by encouraging ownership of business and preventing absentee landlords accumulating large tracts of land where people who work the fields would be forced into renting.<p>I'm dubious about the credibility of this assertion, but it is amusing to think that the goal would be to "discourage communism" by a policy that is essentially communistic in nature, in the true definition of the economic system (ownership of the means of production, ie. you own your own labour rather than renting it out).<p>I am, of course, nitpicking. It's rather easier for me to write comments complaining about things than praising them at length, but I was entertained by the view into the author's experiences and anecdotes.</p>
]]></description><pubDate>Tue, 07 Apr 2026 06:49:56 +0000</pubDate><link>https://news.ycombinator.com/item?id=47671562</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47671562</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47671562</guid></item><item><title><![CDATA[New comment by anonymous908213 in "VNDB founder Yorhel has died"]]></title><description><![CDATA[
<p>RIP. VNDB is a truly incredible resource and the world is a better place for its existence.</p>
]]></description><pubDate>Wed, 25 Mar 2026 08:47:44 +0000</pubDate><link>https://news.ycombinator.com/item?id=47514875</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47514875</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47514875</guid></item><item><title><![CDATA[New comment by anonymous908213 in "In Memoriam: John W. Addison, my PhD advisor"]]></title><description><![CDATA[
<p>Now this is an eulogy you wouldn't mind accidentally being published about you prematurely! May we all strive to leave such a profoundly positive impact on the lives of the people around us.</p>
]]></description><pubDate>Mon, 16 Mar 2026 09:03:38 +0000</pubDate><link>https://news.ycombinator.com/item?id=47396589</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47396589</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47396589</guid></item><item><title><![CDATA[New comment by anonymous908213 in "Online age-verification tools for child safety are surveilling adults"]]></title><description><![CDATA[
<p>We are not in a post-anonymous world. People who care can absolutely still remain anonymous, for the time being, with enough effort. However, the number of services we can use is being increasingly cut off by these measures. If the trend continues, then we will soon be in such a world, but we are not there yet.<p>I hate comments like yours beyond belief. "Oh, I'm so smart. It's too much effort to stay private, so I've accepted that a dystopian surveillance state where every action anyone ever takes is recorded permanently and accessible to anyone is inevitable. Look at these fucking idiots worrying about this issue. Can't they just accept it will happen and shut up?"<p>It is also worth noting that there is a distinction to be made between government and corporate surveillance. Even if it were possible for state actors to de-anonymize specific targets with reliability (it's not, with sufficient opsec), that is <i>very different</i> from a corporation being able to do it. Once a corporation has your data, they will sell it to anyone and everyone, making your entire life public record for anyone to find with a bit of digging. That is a threat model that is much more likely for Average Joe than being targeted by the government, but it is also a threat which is easier to defeat than that of a state actor. This cynical defeatism is baseless.</p>
]]></description><pubDate>Wed, 11 Mar 2026 00:15:03 +0000</pubDate><link>https://news.ycombinator.com/item?id=47330414</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47330414</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47330414</guid></item><item><title><![CDATA[New comment by anonymous908213 in "MonoGame: A .NET framework for making cross-platform games"]]></title><description><![CDATA[
<p>> by directly letting people modify the source code (Unreal Engine, Godot).<p>Unreal is not open source, and while Godot is, I would wager 90% of its users never even look at the source code. It very specifically attracts people who want an easy way to make games without prior expertise.<p>> Players do not care about that.<p>Users don't care about much when it comes to software quality, honestly. They accept 20 FPS, slow loading, bug-riddled games that consume +20gb ram and +100gb more disk space than necessary. They may complain about a game if it gets bad enough, but they still buy and play those games. My games are significantly more optimized than most. They aren't perfect, but they don't need to be. They don't even need to be as optimized as I have made them, it's mostly just a point of pride and making the kind of software I want to see in the world. I think the only way you lose a player on technical points is if they literally cannot boot your game, but those issues plague engine games too. I had driver issues myself crashing on boot with an UE5 game two weeks ago.</p>
]]></description><pubDate>Sun, 08 Mar 2026 14:02:45 +0000</pubDate><link>https://news.ycombinator.com/item?id=47297396</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47297396</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47297396</guid></item><item><title><![CDATA[New comment by anonymous908213 in "MonoGame: A .NET framework for making cross-platform games"]]></title><description><![CDATA[
<p>"Modern games" span a wide range of things. I develop solely 2D games, because I prefer 2D games over 3D games. I think that even today 2D games are more enjoyable than 3D games. That doesn't mean Super Mario Bros. That can mean Europa Universalis IV, it can mean Stardew Valley, it can mean Magic the Gathering Online, it can mean Hollow Knight, it can mean Slay the Spire, it can mean a huge variety of interesting and engaging games, none of which require 3D graphics. 2D games can be as complex as you'd like them to be, far more complex in game logic than a 3D shooter even. The more complex you'd like them to be, the easier it gets to implement them if you understand the primitives you're implementing them with. Imagine trying to optimize your data structures when you don't even know what an int32 is? There are real game developers in the world who don't know even that much. It is a great thing that off-the-shelf game engines provide a level of accessibility to allow anyone to develop games, but they do not represent the pinnacle of what can be achieved in software engineering. They are the exact opposite of it, in fact.<p>> You simply don't know where the bugs and performance pitfalls are because you haven't encountered them, yet.<p>What is your point? I profile my games and have detailed logging systems. If I or my users run into performance issues, I address them as I come across them. Understanding my codebase at a low level makes it significantly easier to dig into problems and investigate underlying root causes than anyone on Unity will ever be able to. If you use Unity, you are putting your complete faith that Unity has perfectly optimized X low-level problem away at the engine level. If they haven't, and you run into that issue in your game, you are completely fucked. I <i>love</i> being solely responsible for the defects in my games. That means I can fix them myself. The worst thing in the world in software development is when somebody else's fuck-up becomes your problem, and you can't fix it, so you have to implement some hacky workaround, if you can even figure out why the closed-source engine code you didn't write and can't read is behaving incorrectly to work around it in the first place. Sometimes that still happens anyways -- our hardware-OS stacks are built with tens or hundreds of millions of line of dogshit code, and you can't get around it if you want to create software for platforms people use, but you can at least remove as many dependencies on bad code you have no understanding of as possible.</p>
]]></description><pubDate>Sun, 08 Mar 2026 11:22:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=47296459</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47296459</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47296459</guid></item><item><title><![CDATA[New comment by anonymous908213 in "MonoGame: A .NET framework for making cross-platform games"]]></title><description><![CDATA[
<p>To be clear, the framework I built is independent of the MonoGame framework. As for how it was built, it's relatively straightforward. There are three layers: platform layer, framework layer, and the game layer. On the platform layer, I started by implementing a basic hello world-tier game loop using Win32 window/messaging APIs, OpenGL for graphics rendering, and OpenAL for audio playback. Then I wrote tidy wrapper layer functions for calling into the platform layer, with better ergonomics/readability, which the game layer calls. Then, I began adding WASM APIs at the platform layer, with branching #if statements in the framework layer that control whether src\platform\win32 or src\platform\wasm functions are called based on build target. In this way, the game code remained unchanged but support for web was seamlessly added (with some pain in adjusting the wrapper APIs to handle the large differences in Win32 and web APIs). Then repeated this process for each additional platform. The primary csproj is set up to branch into different csprojs per build target, with one using the Microsoft.NET.Sdk.WebAssembly project SDK, etc. Over time, I expanded features of the platform layer and wrapper layer as they were needed.<p>For the game I had already made progress on when trying MonoGame, I had already written a wrapper layer over the MonoGame APIs even before I had started on my own framework. My new framework wrapper layer was designed as similarly as possible, so transitioning my game code to the new framework was mostly painless, and only required adjusting the shape of some rendering/audio/input calls here and there.</p>
]]></description><pubDate>Sun, 08 Mar 2026 09:55:41 +0000</pubDate><link>https://news.ycombinator.com/item?id=47295970</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47295970</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47295970</guid></item><item><title><![CDATA[New comment by anonymous908213 in "MonoGame: A .NET framework for making cross-platform games"]]></title><description><![CDATA[
<p>SDL and Raylib are probably the closest C(++) analogues. Or SFML if you strictly want a library written in C++, I suppose.</p>
]]></description><pubDate>Sun, 08 Mar 2026 09:31:14 +0000</pubDate><link>https://news.ycombinator.com/item?id=47295876</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47295876</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47295876</guid></item><item><title><![CDATA[New comment by anonymous908213 in "MonoGame: A .NET framework for making cross-platform games"]]></title><description><![CDATA[
<p>So too with game engine design, where you have dozens of designs and hundreds of tutorials to learn from in the building of your own. It is seriously funny that no matter how you try to contort the metaphor, it continues to fit perfectly in a way that indicates it is not actually a bad thing.</p>
]]></description><pubDate>Sun, 08 Mar 2026 08:34:29 +0000</pubDate><link>https://news.ycombinator.com/item?id=47295634</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47295634</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47295634</guid></item><item><title><![CDATA[New comment by anonymous908213 in "MonoGame: A .NET framework for making cross-platform games"]]></title><description><![CDATA[
<p>It sounds like you don't like programming. I am in the process of writing my own language/IDE/compiler on the side of making games, and have already written a dialect of C# with a compiler that transpiles it to legal C# for use in the meantime. I would, in fact, <i>love</i> to write my own OS if not for the fact that proprietary hardware vendors make it virtually impossible for anybody to create a new OS that runs on consumer hardware in the year 2026. If you gave me a trillion dollars with which to build a CPU factory, I'd jump at the chance to learn that too.<p>People who don't like programming, who wish to abstract it all away and "stand on the shoulders of giants"[1] without understanding anything about the giants, seem to view low-level code as a bogeyman. It doesn't take a lifetime to understand. To the contrary, I would argue that low-level code is easier to work with than working only with high-level code, because you can reason about it. The more you rely on abstractions you don't understand, the more impossible it becomes to effectively reason about anything, because your reasoning is glossing over the details that make things work. But reasoning about primitives, and the things built out of those primitives that you understand, is not actually nearly as hard as the people who just want to plop Javascript libraries together and stop thinking about it would believe.<p>In particular, when it comes to games, especially 2D games (which are what Godot and MonoGame are typically used for), it's <i>really</i> not that hard. Windows has an API for doing X, Y and Z with graphics. Linux has an API for doing X, Y, and Z for graphics. You write a wrapper that your game code calls that passes through calls to each of those APIs with an #if statement filtering for which OS you're running on. Rinse and repeat the other set of platforms, with a bit of extra finangling for API limitations on web and phone OSes. Rinse and repeat for audio, input, and font handling. It took less than a month of work for me to get a polished cross-platform system working on five platforms. Not because I'm a genius, but because it's seriously just not hard. There are a thousand tutorials and books you could pick from that will give you a rundown of exactly how to do it.<p>Then, for example, writing your own rudimentary 2D GUI map editor can literally be done in a day. Presumably you know how to code a main menu. Add an option to the main menu that changes the gamestate to State.MapEditor when selected. Set a keybind on this state where your arrow keys increment or decrement X/Y coordinates, a keybind to place tiles/objects, a keybind to cycle which object ID is selected, and a keybind that calls a function which serializes your map state to text and saves it to a file. A little bit more work for a moving camera viewport, but it's not that hard. Want more features, polish it more. When you fully understand the primitives your system is built with, adding new features can be done quickly and easily, because it's so easy to reason about compared to reasoning about code you've never read built with primitives you don't understand.<p>3D does up the difficulty level, but it's by no means unachievable, either. The content creator Tsoding is currently doing a semi-weekly challenge to build his own 3D game engine from scratch on video, and he's making great progress despite not spending that much time on it, a side project that gets a few hours a week.<p>The end result of all this is a codebase that is more performant, lightweight, easy to read, and very easy to extend. I think developing your own engine can actually save time in the long run (if you're willing to forego the instant gratification), because it's so easy to fix bugs and add new features when you have a complete mental map of your codebase and the primitives used to construct it. For example, I have a friend who used Godot to develop a game, and they've been plagued for months with a low percentage chance of fatal crashes on a boss that they are completely unable to identify and fix, and it's because they don't have a mental map of the engine code. It's simply not even possible for them to reason about what in the engine could be going wrong because they don't even know what the engine is actually doing.<p>[1] Another metaphor that is grossly mis-invoked, in my view. Do you think Isaac Newton did not understand the work of those that came before him? The great thing about giants is that by doing the hard work of exploring new concepts, they make it easier for everyone who comes after them to learn them. I think it's a bit intellectually lazy to put off the work of giants as something that should not, or even can not, be learned.<p>[2] "like J.R.R. Tolkien wrote books, and there's a reason nobody writes books the way he wrote his." It's a real shame more people don't, considering there has never been a fantasy work rivalling his in the nearly century since.</p>
]]></description><pubDate>Sun, 08 Mar 2026 07:21:04 +0000</pubDate><link>https://news.ycombinator.com/item?id=47295297</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47295297</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47295297</guid></item><item><title><![CDATA[New comment by anonymous908213 in "MonoGame: A .NET framework for making cross-platform games"]]></title><description><![CDATA[
<p>> wasting time reinventing the wheel<p>It's always funny to me that this metaphor is used to indicate a bad thing, but re-inventing the wheel is actually very valuable. Note that our vehicles do not run on stone wheels. Thank goodness we kept re-inventing wheels that were more suitable for our specific use cases! This metaphor is, therefore, exactly apt for describing off-the-shelf game engines. All of the big open game engines are heavy and make a ton of decisions for you that will not be optimal for your specific game, because they make generalized decisions necessary to support all kinds of games. This does save you time, and you can absolutely make games that are good enough with them, but it's ridiculous to me to describe making your own engine as <i>wasting</i> time. It's spending time to gain a benefit, which is a trade-off that is worth it for some and not necessary for others.</p>
]]></description><pubDate>Sun, 08 Mar 2026 05:58:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=47294910</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47294910</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47294910</guid></item><item><title><![CDATA[New comment by anonymous908213 in "MonoGame: A .NET framework for making cross-platform games"]]></title><description><![CDATA[
<p>There isn't really a comparison to be made between MonoGame and Godot. MonoGame is for programmers. Godot is for people who want to make games but don't care for programming and would rather use a GUI for development. Godot locks you into the Godot way of doing things. MonoGame is a thin cross-platform abstraction over platform APIs for sprite rendering, audio playback, input, and font, leaving you to build your game engine yourself however you like.<p>I think the greatest flaw in MonoGame, however, is that their cross-platform abstraction notably excludes web. Given how relatively thin MonoGame is, I think you're better off building your own framework that supports compiling to WASM as well, if you have any experience as a developer already. It is what I did and took some effort but was pretty well doable and didn't take all that long, and the payoff of being able to share your games instantly in the browser for anyone to play with just a click of a link is so worth it.<p>The other notable flaw in MonoGame is that the content pipeline thing it has is horrendous. When I tried it, I ended up simply bypassing using that pipeline at all. They are currently in the process of reworking it completely, I believe, but I'm not sure when that's supposed to release.<p>Maybe the value in MonoGame is that it does support consoles, though; I have no idea what developing for console is like, and only target web/computer/phone OS platforms myself.</p>
]]></description><pubDate>Sun, 08 Mar 2026 05:40:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=47294781</link><dc:creator>anonymous908213</dc:creator><comments>https://news.ycombinator.com/item?id=47294781</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47294781</guid></item></channel></rss>