<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: arjonagelhout</title><link>https://news.ycombinator.com/user?id=arjonagelhout</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Mon, 14 Sep 2026 16:42:04 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=arjonagelhout" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by arjonagelhout in "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"]]></title><description><![CDATA[
<p>I can recommend OpenTK [0]. I've used it recently to create a 3D renderer, and I have not run into any issues.<p>[0] <a href="https://opentk.net/" rel="nofollow">https://opentk.net/</a></p>
]]></description><pubDate>Thu, 23 Jul 2026 16:58:20 +0000</pubDate><link>https://news.ycombinator.com/item?id=49024755</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=49024755</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49024755</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Apple raises prices of MacBooks, iPads"]]></title><description><![CDATA[
<p>I personally avoid Visual Studio Code as much as possible due to the scroll latency, so I think it is noticeable as long as you know what to look for.</p>
]]></description><pubDate>Thu, 25 Jun 2026 20:25:49 +0000</pubDate><link>https://news.ycombinator.com/item?id=48678759</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=48678759</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48678759</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Solar is winning the energy race"]]></title><description><![CDATA[
<p>There was a production car planned called the Lightyear One [0], originating from a Dutch student team, but if I recall correctly it was quite difficult and expensive to manufacture.<p>[0] <a href="https://en.wikipedia.org/wiki/Lightyear_0" rel="nofollow">https://en.wikipedia.org/wiki/Lightyear_0</a></p>
]]></description><pubDate>Sun, 29 Mar 2026 10:37:06 +0000</pubDate><link>https://news.ycombinator.com/item?id=47561959</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=47561959</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47561959</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Making Video Games in 2025 (without an engine)"]]></title><description><![CDATA[
<p>I personally use Skia, in combination with a very thin platform layer. I do use C++ so that might still be a bit too low level, but after having set up everything, the Skia API is really nice for just drawing some text / other primitives onto the screen.<p>React Native uses Skia under the hood as far as I recall.</p>
]]></description><pubDate>Mon, 02 Mar 2026 14:48:36 +0000</pubDate><link>https://news.ycombinator.com/item?id=47218640</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=47218640</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47218640</guid></item><item><title><![CDATA[New comment by arjonagelhout in "The one and only codebase I'm ever going to keep working on"]]></title><description><![CDATA[
<p>That wasn't my intention. The intention was to share the joy of working on a single project for a long time, and holding myself accountable to keep working on this project instead of abandoning it.</p>
]]></description><pubDate>Mon, 26 Jan 2026 12:26:10 +0000</pubDate><link>https://news.ycombinator.com/item?id=46764834</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=46764834</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46764834</guid></item><item><title><![CDATA[The one and only codebase I'm ever going to keep working on]]></title><description><![CDATA[
<p>Article URL: <a href="https://arjonagelhout.nl/writings/2026-01-25_the_one_and_only_codebase/">https://arjonagelhout.nl/writings/2026-01-25_the_one_and_only_codebase/</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=46759529">https://news.ycombinator.com/item?id=46759529</a></p>
<p>Points: 2</p>
<p># Comments: 2</p>
]]></description><pubDate>Sun, 25 Jan 2026 23:01:51 +0000</pubDate><link>https://arjonagelhout.nl/writings/2026-01-25_the_one_and_only_codebase/</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=46759529</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46759529</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Tell HN: Merry Christmas"]]></title><description><![CDATA[
<p>Merry Christmas!<p>Here’s a quad tree:<p>11<p>11<p>—<p>0110<p>0110<p>1111<p>0110<p>—<p>00000000<p>00011000<p>00011000<p>00111100<p>01111110<p>11111111<p>00011000<p>00011000</p>
]]></description><pubDate>Thu, 25 Dec 2025 00:04:41 +0000</pubDate><link>https://news.ycombinator.com/item?id=46380716</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=46380716</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46380716</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Simple undo history for a mesh graph using diffs"]]></title><description><![CDATA[
<p>Hi HN, I’m working on a 3D modeling app, and landed on a simple approach to implementing undo for a mesh graph data structure.<p>I’d also love to be pointed to other techniques or approaches that might be better.<p>Let me know if the part about recording the diff is of interest.</p>
]]></description><pubDate>Tue, 19 Aug 2025 02:35:35 +0000</pubDate><link>https://news.ycombinator.com/item?id=44947687</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44947687</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44947687</guid></item><item><title><![CDATA[Simple undo history for a mesh graph using diffs]]></title><description><![CDATA[
<p>Article URL: <a href="https://blog.shapereality.io/posts/undo/">https://blog.shapereality.io/posts/undo/</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=44947686">https://news.ycombinator.com/item?id=44947686</a></p>
<p>Points: 2</p>
<p># Comments: 1</p>
]]></description><pubDate>Tue, 19 Aug 2025 02:35:35 +0000</pubDate><link>https://blog.shapereality.io/posts/undo/</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44947686</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44947686</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Dev Compass – Programming Philosophy Quiz"]]></title><description><![CDATA[
<p>I think it’s a bug in getting a useful outcome, but it’s a feature in creating engagement with the post.</p>
]]></description><pubDate>Sun, 17 Aug 2025 10:30:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=44930516</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44930516</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44930516</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Dev Compass – Programming Philosophy Quiz"]]></title><description><![CDATA[
<p>I have the same issue. For many of the questions my answer is "all of the above, but A in context A, B in context B, etc.". Many are also not mutually exclusive.<p>Take this example: "When debugging I typically:"<p>> Write tests to isolate the problem<p>In the case of math functions, or more primitive building blocks, writing tests can help ensure correctness of the underlying functions, to exclude them from the problem search.<p>> Reason about the code logically first<p>This is always useful.<p>> Use a debugger to step through code systematically<p>Useful when dealing with a larger codebase and the control flow is hard to follow. The call stack can give quick guidance over trying to manually decipher the control flow.<p>> Add print statements to understand data flow:<p>Useful when debugging continuous data streams or events, e.g. mouse input, where you don't want to interrupt the user interaction that needs to be debugged.</p>
]]></description><pubDate>Sun, 17 Aug 2025 00:25:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=44927951</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44927951</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44927951</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Show HN: 1 Million Rows"]]></title><description><![CDATA[
<p>I get “A problem repeatedly occurred on <url>” on iOS Safari.</p>
]]></description><pubDate>Mon, 11 Aug 2025 17:43:42 +0000</pubDate><link>https://news.ycombinator.com/item?id=44867107</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44867107</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44867107</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Blender: Beyond Mouse and Keyboard"]]></title><description><![CDATA[
<p>I didn't know about Feather 3D, but it looks super aesthetically pleasing. I'll have to try it out.<p>I tried uMake a while back, but found the 3D viewport navigation a bit hard to use, and would often find out I had been drawing on the wrong plane after orbiting the camera.<p>After using something like Tilt Brush in VR, it's hard to go back to a 2D screen that doesn't instantly communicate the 3D location of the brush strokes you're placing.</p>
]]></description><pubDate>Mon, 28 Jul 2025 15:12:54 +0000</pubDate><link>https://news.ycombinator.com/item?id=44711684</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44711684</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44711684</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Blender: Beyond Mouse and Keyboard"]]></title><description><![CDATA[
<p>That's a good way of looking at it!<p>I'm definitely aiming to build a more focused app compared Blender, as I want to focus explicitly on modeling, e.g. BRep or NURBs.<p>What kind of apps have you worked on?</p>
]]></description><pubDate>Mon, 28 Jul 2025 15:08:31 +0000</pubDate><link>https://news.ycombinator.com/item?id=44711639</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44711639</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44711639</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Blender: Beyond Mouse and Keyboard"]]></title><description><![CDATA[
<p>I haven't used picocad, but I came across it once before. It looks adorable! I'll definitely check out its UX.</p>
]]></description><pubDate>Mon, 28 Jul 2025 15:03:34 +0000</pubDate><link>https://news.ycombinator.com/item?id=44711580</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44711580</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44711580</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Blender: Beyond Mouse and Keyboard"]]></title><description><![CDATA[
<p>I'm currently in contact with the Blender team to see where I could contribute, but you're right that there is space for multiple projects.<p>I think I'm going to focus more on CAD / architectural use cases, instead of attempting feature parity with Blender's main selling points (rendering, hard-surface modeling, sculpting).</p>
]]></description><pubDate>Mon, 28 Jul 2025 15:01:14 +0000</pubDate><link>https://news.ycombinator.com/item?id=44711556</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44711556</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44711556</guid></item><item><title><![CDATA[New comment by arjonagelhout in "Blender: Beyond Mouse and Keyboard"]]></title><description><![CDATA[
<p>I'm building my own polygon modeling app for iOS as a side-project [0], so I feel a bit conflicted.<p>Getting fully featured Blender on the iPad will be amazing for things like Grease Pencil (drawing in 3D) or texture painting, but on the other hand my side-project just became a little bit less relevant.<p>I'll have to take a look at whether I can make some contributions to Blender.<p>[0] <a href="https://apps.apple.com/nl/app/shapereality-3d-modeling/id6746662557">https://apps.apple.com/nl/app/shapereality-3d-modeling/id674...</a></p>
]]></description><pubDate>Mon, 28 Jul 2025 01:25:26 +0000</pubDate><link>https://news.ycombinator.com/item?id=44706334</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44706334</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44706334</guid></item><item><title><![CDATA[New comment by arjonagelhout in "No More Shading Languages: Compiling C++ to Vulkan Shaders [pdf]"]]></title><description><![CDATA[
<p>To add to this list, Apple has MSL, which uses a subset of C++</p>
]]></description><pubDate>Sat, 21 Jun 2025 02:17:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=44333948</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44333948</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44333948</guid></item><item><title><![CDATA[New comment by arjonagelhout in "No More Shading Languages: Compiling C++ to Vulkan Shaders [pdf]"]]></title><description><![CDATA[
<p>I think this is indeed the advantage of this paper taking C++ as the language to compile to SPIR-V.<p>Game engines and other large codebases with graphics logic are commonly written in C++, and only having to learn and write a single language is great.<p>Right now, shaders -- if not working with an off-the-shelf graphics abstraction -- are kind of annoying to work with. Cross-compiling to GLSL, HLSL and Metal Shading Language is cumbersome. Almost all game engines create their own shading language and code generate / compile that to the respective shading languages for specific platforms.<p>This situation could be improved if GPUs were more standardized and didn't have proprietary instruction sets. Similar to how CPUs mainly have x86_64 and ARM64 as the dominant instruction sets.</p>
]]></description><pubDate>Sat, 21 Jun 2025 02:01:29 +0000</pubDate><link>https://news.ycombinator.com/item?id=44333871</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44333871</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44333871</guid></item><item><title><![CDATA[New comment by arjonagelhout in "No More Shading Languages: Compiling C++ to Vulkan Shaders [pdf]"]]></title><description><![CDATA[
<p>What is the main difference in shading languages vs. programming languages such as C++?<p>Metal Shading Language for example uses a subset of C++, and HLSL and GLSL are C-like languages.<p>In my view, it is nice to have an equivalent syntax and language for both CPU and GPU code, even though you still want to write simple code for GPU compute kernels and shaders.</p>
]]></description><pubDate>Sat, 21 Jun 2025 01:52:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=44333825</link><dc:creator>arjonagelhout</dc:creator><comments>https://news.ycombinator.com/item?id=44333825</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44333825</guid></item></channel></rss>