<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>Mon, 06 Jul 2026 23:19:42 +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 "Pledging another $400k to the Zig software foundation"]]></title><description><![CDATA[
<p>I really do not understand how people talk about "Being rich / being a billionaire will make you fundamentally unhappy". Damn if I had all the money I have so many good-willed projects I want to throw money at!</p>
]]></description><pubDate>Mon, 22 Jun 2026 14:08:43 +0000</pubDate><link>https://news.ycombinator.com/item?id=48630357</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48630357</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48630357</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Show HN: I wrote a C++ ray tracer from scratch without AI"]]></title><description><![CDATA[
<p>Or for a better alternative, just use plain old indices rather than shared pointers.<p>The scene is only going to be loaded / unloaded all at once, you can just load the data into contiguous arrays and index from them. No need to use shared_ptr since lifetimes aren't that complex.</p>
]]></description><pubDate>Mon, 15 Jun 2026 15:20:20 +0000</pubDate><link>https://news.ycombinator.com/item?id=48542597</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48542597</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48542597</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "The Future of wasi-gfx and wasi:webgpu"]]></title><description><![CDATA[
<p>I thought SDL3 covers everything on that front though? Don't think we need to reinvent the wheel too much for window management.</p>
]]></description><pubDate>Sun, 14 Jun 2026 08:19:27 +0000</pubDate><link>https://news.ycombinator.com/item?id=48525278</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48525278</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48525278</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "GLM 5.2 Is Out"]]></title><description><![CDATA[
<p>> our American frontier AI companies are incredibly ethical<p>Ah... sweet summer child.<p>> Intellectual property theft. How can we be sure that no output of our American frontier AI models was used while training these Chinese models?<p>The US AI models are already using pirated copyrighted material off the Internet. If Chinese models also do this, they're at least giving it back to the people by releasing their weights as open source.</p>
]]></description><pubDate>Sat, 13 Jun 2026 18:07:10 +0000</pubDate><link>https://news.ycombinator.com/item?id=48519830</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48519830</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48519830</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Orthodox C++ (2016)"]]></title><description><![CDATA[
<p>The problem with metaprogramming-heavy C++ codebases is always compilation times and obtuse error messages...<p>Template metaprogramming is sometimes very useful to get around C++'s language restrictions, but I tend to use it sparingly.</p>
]]></description><pubDate>Sat, 13 Jun 2026 16:42:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=48518945</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48518945</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48518945</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Orthodox C++ (2016)"]]></title><description><![CDATA[
<p>LLVM uses a hand-rolled version of RTTI for the best performance (the parent constructor accepts its runtime type as an enum), and it seemed that the maintenance costs for it aren't that high. (See <a href="https://llvm.org/docs/HowToSetUpLLVMStyleRTTI.html" rel="nofollow">https://llvm.org/docs/HowToSetUpLLVMStyleRTTI.html</a>)<p>Or if you're even lazier, you can easily make a more automatic RTTI system with some templates / macros that works much faster than dynamic_cast! (See <a href="https://github.com/royvandam/rtti" rel="nofollow">https://github.com/royvandam/rtti</a>)</p>
]]></description><pubDate>Sat, 13 Jun 2026 16:41:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=48518927</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48518927</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48518927</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "How liminalism became the defining aesthetic"]]></title><description><![CDATA[
<p><a href="https://en.wikipedia.org/wiki/Hauntology" rel="nofollow">https://en.wikipedia.org/wiki/Hauntology</a></p>
]]></description><pubDate>Sun, 07 Jun 2026 15:46:49 +0000</pubDate><link>https://news.ycombinator.com/item?id=48435957</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48435957</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48435957</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "How liminalism became the defining aesthetic"]]></title><description><![CDATA[
<p>I feel that generative AI is the culmination of Baudrillard and Mark Fisher's thesis.<p>The world we live in is already dead, and we are wandering with its ghosts. After capitalism strips everything off its materiality and leaves only with its symbols, only the nostalgia for a non-existent past remains.</p>
]]></description><pubDate>Sun, 07 Jun 2026 15:40:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=48435894</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48435894</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48435894</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Gaussian Point Splatting"]]></title><description><![CDATA[
<p>Yes but in a weird way (at least on vanilla 3DGS) - it duplicates the splats on the mirror side.<p>Vanilla 3DGS cannot do any specular lighting or reflections - the color is basically baked in the splats. There's some active research going on to create richer Gaussian splats so we can do shading (or even ray tracing on it) - but haven't seen anyone using in production yet.</p>
]]></description><pubDate>Fri, 05 Jun 2026 04:01:26 +0000</pubDate><link>https://news.ycombinator.com/item?id=48407770</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48407770</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48407770</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Gaussian Point Splatting"]]></title><description><![CDATA[
<p>Cannot find anything related to Monte Carlo methods in the source code. I thought Spark  implemented a conventional 3DGS pipeline with LoD optimizations (And it seems they do the sorting on the CPU using Rust/WebAssembly because of WebGL limitations)</p>
]]></description><pubDate>Thu, 04 Jun 2026 12:50:31 +0000</pubDate><link>https://news.ycombinator.com/item?id=48397938</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48397938</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48397938</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Gaussian Point Splatting"]]></title><description><![CDATA[
<p>Note that the first published work of rendering Gaussian Volumes was in this 1991 paper (<a href="https://articles.tomasparks.name/publications/Westover1991.pdf" rel="nofollow">https://articles.tomasparks.name/publications/Westover1991.p...</a>) - so 3DGS is really a rehash of an old method from the 90s!<p>The contributions of 3DGS lie in how fast you can make them in modern GPU hardware (tiling + sorting with threads), and how to make the pipeline differentiable so that you can fit the Gaussian splats with photogrammetry data. Similar to the history of deep learning, it became technically feasible once the GPU hardware was powerful enough.</p>
]]></description><pubDate>Thu, 04 Jun 2026 12:45:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=48397873</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48397873</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48397873</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Gaussian Point Splatting"]]></title><description><![CDATA[
<p>Really nice idea for 3DGS rendering - though the main problem is the noise (an unfortunate issue for all Monte-Carlo based methods).<p>I think future papers would probably continue improving on this method and focus on how to sample the points more efficiently while being unbiased (similar to how ray-tracing solved their performance issues). Or maybe... we can just add a deep-learning based denoiser and call it a day!</p>
]]></description><pubDate>Thu, 04 Jun 2026 12:01:36 +0000</pubDate><link>https://news.ycombinator.com/item?id=48397448</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48397448</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48397448</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Gaussian Point Splatting"]]></title><description><![CDATA[
<p>You can launch much more logical threads than the available physical threads. The GPU scheduler will automatically dispatch the work to the SMs.</p>
]]></description><pubDate>Thu, 04 Jun 2026 11:56:18 +0000</pubDate><link>https://news.ycombinator.com/item?id=48397395</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48397395</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48397395</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Nvidia Removes Gaming Revenue Category from Financial Reports"]]></title><description><![CDATA[
<p>Unfortunately you need specialized hardware for triangle rasterization, and TPUs / Compute oriented GPUs cannot really do this efficiently.<p>Some gamedevs hoped Nanite would eliminate the need for rasterization hardware, but because it's only performant in certain scenarios (very high poly meshes) consumers are pushing back against this.</p>
]]></description><pubDate>Sat, 23 May 2026 09:41:36 +0000</pubDate><link>https://news.ycombinator.com/item?id=48246260</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48246260</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48246260</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Native all the way, until you need text"]]></title><description><![CDATA[
<p>Does it mix well with text input? What I really want is a native WYSIWYG Markdown editor - in a similar fashion to Typora (Electron) or Milkdown (a JS library).</p>
]]></description><pubDate>Sun, 17 May 2026 12:49:19 +0000</pubDate><link>https://news.ycombinator.com/item?id=48168462</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48168462</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48168462</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Native all the way, until you need text"]]></title><description><![CDATA[
<p>I just wish there was a native Markdown renderer / editor library in C that I can use cross-platform - in the style of something like IMGUI (where the library outputs a list of primitives for you to render yourself in any graphics API).<p>Or well... since we now have Claude I might have a jab at this someday in my free time.</p>
]]></description><pubDate>Sun, 17 May 2026 12:28:33 +0000</pubDate><link>https://news.ycombinator.com/item?id=48168312</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48168312</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48168312</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "CUDA-oxide: Nvidia's official Rust to CUDA compiler"]]></title><description><![CDATA[
<p>I'm quite interested in how they dealt with Rust's memory model, which might not neatly map to CUDA's semantics. Curious what the differences are compared to CUDA C++, and if the Rust's type system can actually bring more safety to CUDA (I do think writing GPU kernels is <i>inherently</i> unsafe, it's just too hard to create a safe language because of how the hardware works, and because of the fact that you're hyper-optimizing all the time)</p>
]]></description><pubDate>Mon, 11 May 2026 17:33:32 +0000</pubDate><link>https://news.ycombinator.com/item?id=48097999</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48097999</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48097999</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Show HN: Countries where you can leave your MacBook at a random coffee shop"]]></title><description><![CDATA[
<p>South Korea has CCTVs all over the place (especially in the cities), and even small-scale robbery is treated as a very serious crime that often it's not worth the risk.</p>
]]></description><pubDate>Sun, 10 May 2026 11:08:05 +0000</pubDate><link>https://news.ycombinator.com/item?id=48082861</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=48082861</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48082861</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "Eka’s robotic claw feels like we're approaching a ChatGPT moment"]]></title><description><![CDATA[
<p>The problem - robots do break, they need constant maintenance, repair, and replacement (especially the smaller ones like the humanoids), and can go wrong in all sorts of situations. The costs for robot maintenance largely depend on the reliability of hardware and that should be included in the ROI calculation (which almost no one is doing right now)</p>
]]></description><pubDate>Sat, 02 May 2026 07:39:37 +0000</pubDate><link>https://news.ycombinator.com/item?id=47984270</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=47984270</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47984270</guid></item><item><title><![CDATA[New comment by cyber_kinetist in "DeepSeek V4–almost on the frontier, a fraction of the price"]]></title><description><![CDATA[
<p>Yeah even the Chinese open models have a problem that inference costs for these aren't that cheap. The only way out for the AI bubble collapse is simply more efficient hardware at lower costs and infrastructure setup downtime.</p>
]]></description><pubDate>Sat, 02 May 2026 07:34:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=47984231</link><dc:creator>cyber_kinetist</dc:creator><comments>https://news.ycombinator.com/item?id=47984231</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47984231</guid></item></channel></rss>