<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: cyber_kinetist</title><link>https://news.ycombinator.com/user?id=cyber_kinetist</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Wed, 23 Sep 2026 07:32:06 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=cyber_kinetist" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by cyber_kinetist in "Microsoft exec called AI scraping 'the largest theft of labor in human history'"]]></title><description><![CDATA[
<p>At least the Chinese AI companies are doing good service open-sourcing their models back to the public.</p>
]]></description><pubDate>Fri, 18 Sep 2026 10:20:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=49752298</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49752298</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49752298</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Steam Frame starts at $1059"]]></title><description><![CDATA[
<p>There is a real danger if Valve ever gets sold in bad hands - the only hope is Gabe Newell living long enough or find a good successor who can continue having a majority stake in the company.</p>
]]></description><pubDate>Tue, 15 Sep 2026 12:58:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=49711861</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49711861</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49711861</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Fitting Neural Textures and PBR Material Maps with ES (No Backprop)"]]></title><description><![CDATA[
<p>The "no A, no B, no C" pattern is a phrase that's frequently generated by Claude Code.</p>
]]></description><pubDate>Tue, 15 Sep 2026 05:43:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=49708216</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49708216</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49708216</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Mechanical Turk shutting down September 30"]]></title><description><![CDATA[
<p>Most progress in data-driven robotics nowadays are done either in unicorn startups or corporate research labs - so you should follow the industry more than academia.  The path to good robot performance isn't really in the models themselves - it's highly dependent on how much you can gather high-quality real-life data.<p>Specifically for laundry folding, Sunday Robotics is probably the state of the art, where they were able to obtain 99.1% success rate and call it "done": <a href="https://www.sunday.ai/blog/act-2-preview#solve-standard" rel="nofollow">https://www.sunday.ai/blog/act-2-preview#solve-standard</a></p>
]]></description><pubDate>Thu, 27 Aug 2026 14:02:29 +0000</pubDate><link>https://news.ycombinator.com/item?id=49465071</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49465071</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49465071</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "'Never seen this level of objection': Scotland pushes back against datacentres"]]></title><description><![CDATA[
<p>Which counteracts with the EU's desire to have any kind of sovereign AI. Guess you have to lose something if you want to earn something...</p>
]]></description><pubDate>Tue, 25 Aug 2026 09:31:14 +0000</pubDate><link>https://news.ycombinator.com/item?id=49431114</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49431114</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49431114</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Simulacra and Simulation"]]></title><description><![CDATA[
<p>I've read both, but Baudrillard is more lucid and insightful in his writing. I would suggest reading <i>Symbollic Exchange and Death</i> (his magnum opus) instead of <i>Simulacra and Simulation</i> first though.</p>
]]></description><pubDate>Thu, 20 Aug 2026 10:24:33 +0000</pubDate><link>https://news.ycombinator.com/item?id=49372695</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49372695</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49372695</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Maximizing the value of your Claude Code sessions"]]></title><description><![CDATA[
<p>It has been a while since bro has become a gender-neutral term, particularly in younger circles...</p>
]]></description><pubDate>Sat, 15 Aug 2026 06:23:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=49308190</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49308190</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49308190</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Cyberscript"]]></title><description><![CDATA[
<p>Rust is slow to compile, and not that productive when writing gameplay code (see <a href="https://loglog.games/blog/leaving-rust-gamedev/" rel="nofollow">https://loglog.games/blog/leaving-rust-gamedev/</a>)<p>Odin... technically not a scripting language, and haven't used it that much. But if compile times are good enough and hot reloading works, might worth a try. Though I think manual memory management can be antithetical when churning out gameplay code quickly (or when you're working with game designers with minimal background in programming)</p>
]]></description><pubDate>Mon, 03 Aug 2026 13:24:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=49155520</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49155520</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49155520</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Cyberscript"]]></title><description><![CDATA[
<p>Niche as in... I haven't heard anyone using it except for the studio that made it (Gaijin Entertainment). Might be a good language (at least from what the docs suggest), but needs some marketing to increase adoption...</p>
]]></description><pubDate>Mon, 03 Aug 2026 13:19:02 +0000</pubDate><link>https://news.ycombinator.com/item?id=49155429</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49155429</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49155429</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Cyberscript"]]></title><description><![CDATA[
<p>For gamedev scripting, the gap has not been filled yet. Lua is good for embedding but the language itself is terrible for LLM usage (too much dynamic typing). C# is too heavy for scripting usage (long compile times, clunky to embed into a C++ engine), and other alternatives (AngelScript, daScript, ...) are just too niche.</p>
]]></description><pubDate>Sun, 02 Aug 2026 13:10:58 +0000</pubDate><link>https://news.ycombinator.com/item?id=49144348</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49144348</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49144348</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "SIMD for Collision"]]></title><description><![CDATA[
<p>There was an even better version of GJK published around 2017 which made it more numerically robust: the Signed Volume Method (<a href="https://dl.acm.org/doi/10.1145/3083724" rel="nofollow">https://dl.acm.org/doi/10.1145/3083724</a>) OpenGJK is written by the same author, and is based on that paper.</p>
]]></description><pubDate>Sun, 26 Jul 2026 05:26:02 +0000</pubDate><link>https://news.ycombinator.com/item?id=49054994</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49054994</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49054994</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"]]></title><description><![CDATA[
<p>Nope it uses modern OpenGL and LWJGL bindings under the hood. Recently they're in the process of switching the entire thing to Vulkan.</p>
]]></description><pubDate>Fri, 24 Jul 2026 09:36:26 +0000</pubDate><link>https://news.ycombinator.com/item?id=49033156</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49033156</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49033156</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"]]></title><description><![CDATA[
<p>Note that I've used the term "Graphics Programming" rather than just "Computer Graphics".<p>The RTR book doesn't teach you the programming side of things at all, the material is more theoretical and reads more like a reference book. Most importantly it doesn't have any examples with full source code, so it's not a friendly book to follow for beginners. The PBR book is much better in this regard, but it mainly focuses on offline ray tracing / path tracing which is bit of a distinct topic from conventional real-time rendering on the GPU.</p>
]]></description><pubDate>Fri, 24 Jul 2026 05:23:41 +0000</pubDate><link>https://news.ycombinator.com/item?id=49031496</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49031496</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49031496</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"]]></title><description><![CDATA[
<p>Nope, the limitations are just too huge for actual usage. Heard Godot Engine tried to use MoltenVK for macOS but experienced too many issues so they just developed a Metal backend.<p>The fundamental problem is Metal 3 is just too high-level to be able to emulate all of Vulkan's behavior. The new Metal 4 API (which is more low level and similar to Vulkan in many ways) might have improved things recently, but sadly MoltenVK hasn't been rewritten to this new API yet.</p>
]]></description><pubDate>Thu, 23 Jul 2026 17:39:17 +0000</pubDate><link>https://news.ycombinator.com/item?id=49025356</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49025356</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49025356</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"]]></title><description><![CDATA[
<p>I think the dark side of OpenGL for beginning graphics programming is that debugging can be really frustrating! I really think learnopengl.com should have a mandatory section for how to use RenderDoc (<a href="https://renderdoc.org/" rel="nofollow">https://renderdoc.org/</a>) - it's night and day if you know how to use it.<p>DX11 suffers from the problem that there aren't that much high quality material  comparable to learnopengl.com - I really don't like RasterTek which just dumps code at you without explaining things properly. Same for Metal - the best way would be to just download and read the example source code from the official Apple site, but it's rather unfriendly for beginners.</p>
]]></description><pubDate>Thu, 23 Jul 2026 17:25:19 +0000</pubDate><link>https://news.ycombinator.com/item?id=49025171</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49025171</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49025171</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"]]></title><description><![CDATA[
<p>I think if you're trapped in the Apple ecosystem then Metal is your only production-quality option. But beginner-level learning material for it is quite sparse, so it's better to transition from OpenGL to Metal rather than learning Metal from scratch. (If you're an experienced graphics dev, you should be able to follow up on Metal by just reading their example source code)</p>
]]></description><pubDate>Thu, 23 Jul 2026 17:20:23 +0000</pubDate><link>https://news.ycombinator.com/item?id=49025106</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49025106</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49025106</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"]]></title><description><![CDATA[
<p>Android smartphones are <i>notorious</i> in having low-quality Vulkan drivers full of bugs and spec violations... (I'm looking at you Qualcomm!)<p>A data point: SDL3-GPU maintainers announced that they will not give a shit about Android support, since there's just too many devices that haven't properly implemented the Vulkan spec. (<a href="https://github.com/libsdl-org/SDL/issues/12652#issuecomment-2755770682" rel="nofollow">https://github.com/libsdl-org/SDL/issues/12652#issuecomment-...</a>)<p>Another data point: the current maintainer of the renderer portion of the Godot engine suffering through all the bug reports from Android devices (<a href="https://github.com/godotengine/godot/issues?q=is%3Aissue%20state%3Aopen%20android%20vulkan" rel="nofollow">https://github.com/godotengine/godot/issues?q=is%3Aissue%20s...</a>)</p>
]]></description><pubDate>Thu, 23 Jul 2026 17:08:42 +0000</pubDate><link>https://news.ycombinator.com/item?id=49024913</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49024913</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49024913</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"]]></title><description><![CDATA[
<p>> I'm working on a "Post-Modern OpenGL" tutorial that exclusively teaches the most "modern" (merely a decade old) APIs and practices of GL 4.6. But, writing is slow going...<p>Is it the AZDO stuff? Quite interested, since there isn't really much information on the Internet about it rather than some slides and GDC videos.</p>
]]></description><pubDate>Thu, 23 Jul 2026 17:06:32 +0000</pubDate><link>https://news.ycombinator.com/item?id=49024886</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49024886</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49024886</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"]]></title><description><![CDATA[
<p>> If you're looking for fundamental material, the last thing you want is learning a very (not slightly) outdated and weird API.<p>I've never seen a more detailed tutorial than LearnOpenGL that actually goes through the concepts of graphics programming thoroughly and actually make things other than just "learn how to use the API". That alone should be enough to cement the site's longevity.<p>> And OpneGL is worse<p>It's never late to learn Vulkan / DX12 after learning learnopengl.com! The value of learnopengl.com isn't in the APIs, it's about learning the basic concepts of graphics programming. If you start learning with Vulkan without any prerequisite knowledge, you'll be bogged in low-level details from the start that isn't really related with learning the actual fundamentals. (And you'll probably have to unlearn Vulkan and DX12 again once a new API has surfaced)</p>
]]></description><pubDate>Thu, 23 Jul 2026 16:59:37 +0000</pubDate><link>https://news.ycombinator.com/item?id=49024779</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49024779</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49024779</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Learn OpenGL, extensive tutorial resource for learning Modern OpenGL"]]></title><description><![CDATA[
<p>The one and only Holy Bible of Graphics Programming. If you're starting to learn computer graphics, just study through the entire site and do the examples one by one. It doesn't matter one bit that it uses a slightly outdated API called OpenGL - you're supposed to learn how to render things first, not about some weird obscure hardware / driver details!<p>After you've learned it, you can start learning CUDA if you want to do some more low-level compute stuff on the GPU (sorry, but you should just buy an NVIDIA card, CUDA is just that good). Or if you actually want to just make things but want to use a nicer cross-platform graphics API than OpenGL, then I recommend SDL3. (Or use Metal if you want to make macOS exclusive apps - it's actually a quite nice API)<p>Vulkan or DX12 are currently flawed APIs that are unnecessarily complex and doesn't even match the performance characteristics of current-gen hardware anymore. (see the titular post: <a href="https://www.sebastianaaltonen.com/blog/no-graphics-api" rel="nofollow">https://www.sebastianaaltonen.com/blog/no-graphics-api</a>). However if you want a computer graphics career (either in the game industry or in other niche domains) having experience with these APIs will be beneficial since these are what many production apps are currently stuck with - though honestly the job market for graphics really suck nowadays. (The biggest sector was triple-A game companies with their own engines, but the game industry is imploding right now...)</p>
]]></description><pubDate>Thu, 23 Jul 2026 16:51:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=49024659</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=49024659</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49024659</guid></item></channel></rss>