<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: dejobaan</title><link>https://news.ycombinator.com/user?id=dejobaan</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Tue, 18 Aug 2026 14:22:26 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=dejobaan" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by dejobaan in "Olo (Color)"]]></title><description><![CDATA[
<p>I always thought it was something like <a href="https://www.moodlight.org/" rel="nofollow">https://www.moodlight.org/</a> (set to 60 colors/second) or <a href="https://flashing-colors.com/" rel="nofollow">https://flashing-colors.com/</a> (set to 100 colors/second).<p>Note that those are possibly photosensitive epilepsy risks if you turn them up to 60/100.</p>
]]></description><pubDate>Mon, 17 Aug 2026 17:55:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=49335008</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=49335008</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49335008</guid></item><item><title><![CDATA[New comment by dejobaan in "Making holograms with a pen plotter"]]></title><description><![CDATA[
<p>This is "old Internet" style fun territory (along the same lines as the Tom7 fun, if not quite as deep). I felt that the olive oil + fingerprint + phone screen was a really nice way to illustrate the core concept. Especially clever because it used something common and annoying to help describe how the plotter does its thing.</p>
]]></description><pubDate>Tue, 11 Aug 2026 19:34:13 +0000</pubDate><link>https://news.ycombinator.com/item?id=49263320</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=49263320</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49263320</guid></item><item><title><![CDATA[New comment by dejobaan in "What went wrong with data lakes? A 15-year reality check"]]></title><description><![CDATA[
<p>Not a data lake expert here, but I think there's a parallel with telemetry/logging for video games. The author talks about mass "ingestion without purpose," which is what I've sometimes flubbed in the past—during playtesting, we'd collect piles of data about where the players won/lost/moved/whatever, and there was so darned much of it that we'd just toss our hands up and not do anything with it.<p>The article suggests (sensibly!) that the right thing to do is to actually go in and design what's being logged with purpose (i.e., everything should answer a known question). But I don't always know what I'm looking for when I'm testing a thing. At the risk of using LLMs as a hammer that hammers everything, I wonder if they'd help with that problem?<p>I've pointed Codex at Posthog logs, for instance, and it's been able to say, "yeah, well, look at this pile of residential proxies hitting your site." I wonder if it'd similarly be able to say, "hey, I notice a pattern where everyone who picks the Cleric class stops playing after level 3"?</p>
]]></description><pubDate>Wed, 05 Aug 2026 19:50:44 +0000</pubDate><link>https://news.ycombinator.com/item?id=49188030</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=49188030</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=49188030</guid></item><item><title><![CDATA[Show HN: How Expensive Is Your (Steam) Wishlist?]]></title><description><![CDATA[
<p>A tool/toy that lets you connect to your Steam wishlist to calculate the total list/current price of all the games on it.<p>There's a shallow, jokey purpose to it ("I could buy a BMW with this amount!"), but the real purpose is to demonstrate how we can do a better job of portraying a game catalog. I often wishlist stuff, then it pops up in a "Hey, it's on sale!" email months later. In that email, there's a banner capsule, but that doesn't help my brain remember why I added it.<p>To that end, after you get the bill, you get a nice, flat feed of stuff about all the titles you've wishlisted over the years. It's all stuff that developers painstakingly put together, but which Steam tucks away under the fold of a game's Store page.<p>Anyway, my wishlist came to about $250. My QA guy is up to $19k. Give it a go; hope you enjoy it!</p>
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<p>Comments URL: <a href="https://news.ycombinator.com/item?id=48196207">https://news.ycombinator.com/item?id=48196207</a></p>
<p>Points: 3</p>
<p># Comments: 0</p>
]]></description><pubDate>Tue, 19 May 2026 17:15:26 +0000</pubDate><link>https://weloveit.io/how-expensive-is-your-wishlist/</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=48196207</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48196207</guid></item><item><title><![CDATA[New comment by dejobaan in "Isopods of the world"]]></title><description><![CDATA[
<p>This is lovely. My daughter's in grammar school, and keeps bringing them home. She now has the site open on my iPad, and is drawing them. Thank you for sharing this!</p>
]]></description><pubDate>Thu, 23 Apr 2026 17:18:39 +0000</pubDate><link>https://news.ycombinator.com/item?id=47878463</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=47878463</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47878463</guid></item><item><title><![CDATA[New comment by dejobaan in "Indie game developers have a new sales pitch: being 'AI free'"]]></title><description><![CDATA[
<p>I've been keeping an eye out on AI disclosures on Steam (<a href="https://www.totallyhuman.io/blog/the-surprising-new-number-of-genai-games-on-steam" rel="nofollow">https://www.totallyhuman.io/blog/the-surprising-new-number-o...</a>). While it's unsurprising that devs are using it, what was surprising was the number of games that disclose it. I believe, as of November, it's up to 8% of the while library. The biggest game to disclose AI use right now is Stellaris (with many many millions in sales), though having initially launched many years ago, their GenAI usage is in product updates.</p>
]]></description><pubDate>Wed, 26 Nov 2025 14:46:03 +0000</pubDate><link>https://news.ycombinator.com/item?id=46057849</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=46057849</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46057849</guid></item><item><title><![CDATA[New comment by dejobaan in "Game design is simple"]]></title><description><![CDATA[
<p>Raph is, at once, incredibly accomplished, thoughtful about design, and humble about it. I once caught him coming off an international flight, and he was excitedly showing off a game he'd coded on the plane. He genuinely loves working on the stuff and thinking about it.<p>His writing is often SO full of ideas that I can't absorb an entire piece in one sitting. It's like a 12 course tasting menu. The neat thing with his writing is that, despite what he says here about all 12 pieces being important together, you can often just pick an isolated bit and chew on it for a while, and still learn something.<p>(Presumably return to the other 11 courses later; they'll still be fresh.)</p>
]]></description><pubDate>Fri, 07 Nov 2025 00:22:05 +0000</pubDate><link>https://news.ycombinator.com/item?id=45842257</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=45842257</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45842257</guid></item><item><title><![CDATA[New comment by dejobaan in "Procedural generation with Wave Function Collapse (2019)"]]></title><description><![CDATA[
<p>There's a neat demo of this in action here: <a href="https://jaxry.github.io/wave-function-collapse/" rel="nofollow">https://jaxry.github.io/wave-function-collapse/</a><p>Another, where you can set cells and then have it solve: <a href="https://oskarstalberg.com/game/wave/wave.html" rel="nofollow">https://oskarstalberg.com/game/wave/wave.html</a><p>And an itch.io game where you are the wave function selector: <a href="https://bolddunkley.itch.io/wfc-mixed" rel="nofollow">https://bolddunkley.itch.io/wfc-mixed</a><p>I thought this concept would have found more traction in the world of procgen (in games), because it's pretty neat. But I found it difficult to work with, so perhaps others also did!</p>
]]></description><pubDate>Fri, 03 Oct 2025 23:06:42 +0000</pubDate><link>https://news.ycombinator.com/item?id=45468839</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=45468839</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45468839</guid></item><item><title><![CDATA[New comment by dejobaan in "The demo scene is dying, but that's alright"]]></title><description><![CDATA[
<p>I was just walking down demoscene memory lane yesterday. Some of my favorite demoscene demos were Amiga ones (playlist: <a href="https://www.youtube.com/watch?v=RPdB_zdyMbM&list=PLwds84NCmJadTeGeeXBzVuKWsdwi2Y6PB" rel="nofollow">https://www.youtube.com/watch?v=RPdB_zdyMbM&list=PLwds84NCmJ...</a>), which lead me to "The Greatest Video Game Tech Demo Ever," Shadow the Beast: <a href="https://www.youtube.com/watch?v=ovwFjgAFhOs" rel="nofollow">https://www.youtube.com/watch?v=ovwFjgAFhOs</a><p>That video's great because it breaks down how Psygnosis managed to get 12 layers of parallax scrolling at 50fps and 128 colors on-screen. I never really loved the game as much as (say) Blood Money, but it was an awesome accomplishment in the same way demoscene demos were!</p>
]]></description><pubDate>Sun, 07 Sep 2025 23:57:06 +0000</pubDate><link>https://news.ycombinator.com/item?id=45163387</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=45163387</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45163387</guid></item><item><title><![CDATA[New comment by dejobaan in "Chrome extension that replaces occurrences of 'the cloud' with 'my butt'"]]></title><description><![CDATA[
<p>I loved this one back in the day, and have referenced it within the past month. The author felt that simply changing "cloud" to "butt" was less funny. But that always brings to mind the 1994 TSR mage-to-wizard search-and-replace: <a href="https://www.reddit.com/r/DnD/comments/s82mi4/til_that_in_1994_tsr_published_the_encyclopedia" rel="nofollow">https://www.reddit.com/r/DnD/comments/s82mi4/til_that_in_199...</a></p>
]]></description><pubDate>Sun, 07 Sep 2025 14:51:31 +0000</pubDate><link>https://news.ycombinator.com/item?id=45158676</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=45158676</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45158676</guid></item><item><title><![CDATA[New comment by dejobaan in "Video Game Blurs (and how the best one works)"]]></title><description><![CDATA[
<p>Fantastic piece. I love stuff with interactivity; and the comparison between blur types is great, as your eye can evaluate them side-by-side. Thanks for putting it together!</p>
]]></description><pubDate>Sat, 06 Sep 2025 18:03:20 +0000</pubDate><link>https://news.ycombinator.com/item?id=45151485</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=45151485</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45151485</guid></item><item><title><![CDATA[New comment by dejobaan in "AccuWeather to discontinue free access to Core Weather API"]]></title><description><![CDATA[
<p>This is fantastic; thank you for it. The "try the API" page is also excellent!</p>
]]></description><pubDate>Wed, 23 Jul 2025 20:27:31 +0000</pubDate><link>https://news.ycombinator.com/item?id=44663648</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=44663648</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44663648</guid></item><item><title><![CDATA[New comment by dejobaan in "Show HN: Beyond Z²+C, Plot Any Fractal"]]></title><description><![CDATA[
<p>I like things where you can just jump into the guts and play around. If you spend enough time plinking, you can end up getting an intuitive feel for a system. Also surprised at how many iterations you can crank out these days; I once implemented a Mandel-generator on my TI-81 calculator, and that took forever. Thank you for creating and sharing this!</p>
]]></description><pubDate>Tue, 15 Jul 2025 20:12:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=44575348</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=44575348</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44575348</guid></item><item><title><![CDATA[New comment by dejobaan in "Two and a Half Years in GameDev"]]></title><description><![CDATA[
<p>Rooting for you, as always!</p>
]]></description><pubDate>Sun, 06 Jul 2025 16:47:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=44482210</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=44482210</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44482210</guid></item><item><title><![CDATA[New comment by dejobaan in "Painting with Math: A Gentle Study of Raymarching (2023)"]]></title><description><![CDATA[
<p>The interactive examples are super fun. Hidden in there is also a link to the author's procgen terrain generator/viewer: <a href="https://r3f.maximeheckel.com/sdf6" rel="nofollow">https://r3f.maximeheckel.com/sdf6</a><p>The inline examples have editable code, but that one's kinda nice because you can just tweak a few knobs.</p>
]]></description><pubDate>Thu, 19 Jun 2025 13:55:32 +0000</pubDate><link>https://news.ycombinator.com/item?id=44318723</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=44318723</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44318723</guid></item><item><title><![CDATA[New comment by dejobaan in "I convinced HP's board to buy Palm and watched them kill it"]]></title><description><![CDATA[
<p>The pattern sticks out to me, to the point where I have a directive in my LLM conversations, telling it to never to use "It's not just X—it's Y." So, I'm with you on this!</p>
]]></description><pubDate>Fri, 13 Jun 2025 19:42:39 +0000</pubDate><link>https://news.ycombinator.com/item?id=44271608</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=44271608</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44271608</guid></item><item><title><![CDATA[New comment by dejobaan in "How Georgists Valued land in the 1900's"]]></title><description><![CDATA[
<p>Yeah, Lars isn't really the axe grindy type—I think the tone isn't meant to be negative here.</p>
]]></description><pubDate>Sun, 01 Jun 2025 14:43:29 +0000</pubDate><link>https://news.ycombinator.com/item?id=44151241</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=44151241</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44151241</guid></item><item><title><![CDATA[New comment by dejobaan in "Show HN: Typed-FFmpeg 3.0–Typed Interface to FFmpeg and Visual Filter Editor"]]></title><description><![CDATA[
<p>The visual tool seems especially fantastic. FFMPEG seems an example of where modular/visual programming could really help, since I don't know all the bits FFMPEG offers. Minor UX note: I expected DEL to destroy nodes/edges (Win11/Chrome). But all in all: awesome!</p>
]]></description><pubDate>Thu, 29 May 2025 12:47:45 +0000</pubDate><link>https://news.ycombinator.com/item?id=44125555</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=44125555</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44125555</guid></item><item><title><![CDATA[New comment by dejobaan in "Palette lighting tricks on the Nintendo 64"]]></title><description><![CDATA[
<p>While I'm really happy we have faster systems now, there was something fun about about having to subvert constraints in games, and so satisfying and lovely when you did it right.<p>HN folks are probably familiar with raster interrupts (<a href="https://en.wikipedia.org/wiki/Raster_interrupt" rel="nofollow">https://en.wikipedia.org/wiki/Raster_interrupt</a>) and "racing the beam." I always associated this with the Atari 800. You weren't "supposed" to be able to do stuff like <a href="https://youtu.be/GuHqw_3A-vo?t=33" rel="nofollow">https://youtu.be/GuHqw_3A-vo?t=33</a>, but Display List Interrupts made that possible.<p>What I didn't know until recently was how much Atari 2600's games owed to this kinda of craziness: 
<a href="https://www.youtube.com/watch?v=sJFnWZH5FXc" rel="nofollow">https://www.youtube.com/watch?v=sJFnWZH5FXc</a><p>It's stuff like this that makes me think that if hardware stopped advancing, we'd still be able to figure out more and more interesting stuff for decades!</p>
]]></description><pubDate>Sat, 17 May 2025 17:48:23 +0000</pubDate><link>https://news.ycombinator.com/item?id=44015834</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=44015834</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44015834</guid></item><item><title><![CDATA[New comment by dejobaan in "It Awaits Your Experiments"]]></title><description><![CDATA[
<p>Fantastic. While it's not quite at the level of Bök's work, an inevitable comparison is all of Tom7's projects (and in particular <a href="http://tom7.org/harder" rel="nofollow">http://tom7.org/harder</a>). I always love when this kind of stuff pops up onto HN. I feel that we're all interesting and experimental, and sometimes need a nudge to remember that people can do weird, neat stuff.</p>
]]></description><pubDate>Tue, 13 May 2025 19:35:35 +0000</pubDate><link>https://news.ycombinator.com/item?id=43976759</link><dc:creator>dejobaan</dc:creator><comments>https://news.ycombinator.com/item?id=43976759</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43976759</guid></item></channel></rss>