<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: durante_a</title><link>https://news.ycombinator.com/user?id=durante_a</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Thu, 09 Apr 2026 09:47:13 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=durante_a" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by durante_a in "Things you should know about Windows Input, but would rather not"]]></title><description><![CDATA[
<p>If the library you are alluding to is GameInput, then I tried that and it sadly did not solve the problem.</p>
]]></description><pubDate>Tue, 17 Sep 2024 19:56:43 +0000</pubDate><link>https://news.ycombinator.com/item?id=41571972</link><dc:creator>durante_a</dc:creator><comments>https://news.ycombinator.com/item?id=41571972</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41571972</guid></item><item><title><![CDATA[New comment by durante_a in "Things you should know about Windows Input, but would rather not"]]></title><description><![CDATA[
<p>I tried GameInput, sadly it doesn't solve this issue.<p>You still need legacy input for Window interactions, and the message queue still gets flooded by fast-polling mice.</p>
]]></description><pubDate>Tue, 17 Sep 2024 19:53:24 +0000</pubDate><link>https://news.ycombinator.com/item?id=41571937</link><dc:creator>durante_a</dc:creator><comments>https://news.ycombinator.com/item?id=41571937</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41571937</guid></item><item><title><![CDATA[New comment by durante_a in "Leaving Rust gamedev after 3 years"]]></title><description><![CDATA[
<p>Hi, I'm a game developer and I'm fond of "modern C++" and the stdlib.
Sure, I would like some priorities to be different (i.e. we should have had static reflection a while ago), but it's still moving in the right direction.<p>Particularly the idea that "the last good version was basically C++11" is exactly what I would expect to hear from someone who reads a few edgy articles on the internet but has no actual in-depth experience working with the language. C++14 and 17 are, for a large part, plain ergonomic upgrades over C++11, with lots of minor but impactful additions and improvements all over. I can't even think of anything in those two versions that would be sufficiently controversial to make anyone prefer C++11 over them, or call it the "last good version".<p>C++20 is obviously a larger step, and does include a few more controversial changes, but those are completely optional (and I don't expect many of them to be widely adopted in gamedev for a decade at least, even though for some I wish it went more quickly).</p>
]]></description><pubDate>Sat, 04 May 2024 12:33:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=40257177</link><dc:creator>durante_a</dc:creator><comments>https://news.ycombinator.com/item?id=40257177</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40257177</guid></item></channel></rss>