<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: enbugger</title><link>https://news.ycombinator.com/user?id=enbugger</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Mon, 15 Jun 2026 12:40:04 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=enbugger" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by enbugger in "Ask HN: Is anyone working at least 4 hours daily on an Apple Vision Pro?"]]></title><description><![CDATA[
<p>Virtual Desktop is the only app which makes Quest 3 usable for work. And it is bad thing because it is available only on Win and Mac. Unfortunately, Linux alternatives' video encoding/postprocessing is inferior. Judging by my WiVRn experience. Hopefully that changes</p>
]]></description><pubDate>Tue, 26 May 2026 09:21:27 +0000</pubDate><link>https://news.ycombinator.com/item?id=48277197</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=48277197</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48277197</guid></item><item><title><![CDATA[New comment by enbugger in "Buildcraft Is a Compiler Problem"]]></title><description><![CDATA[
<p>Interesting observation. This is what was lurking in the back of my mind when I was playing Path of Exile. But I usually thought it would be very elegant to implement it in the form of Lisp macros that transform all the computations into fast code that would need to be executed every tick.<p>I also think something similar could be implemented for an in-game rig of animated characters. In order to cut off the computation of animations that don't affect the result in any way at an earlier stage — for example, when the character switches weapons. This could make animation code more CPU cache friendly as many conditions could be optimized out.</p>
]]></description><pubDate>Sun, 24 May 2026 12:16:54 +0000</pubDate><link>https://news.ycombinator.com/item?id=48256663</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=48256663</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48256663</guid></item><item><title><![CDATA[New comment by enbugger in "Buildcraft Is a Compiler Problem"]]></title><description><![CDATA[
<p>> Making it a "Compiler problem" makes it an unsolvable one in acceptable time.<p>If I understand correctly, "compilation" is needed only on equipment change. I remember some FPS drop in PoE when changing the gear too.<p>>in a beautiful mess of about 20k lines of calculations in various files.<p>And is it actually suitable for realtime? PoB is not a realtime application.</p>
]]></description><pubDate>Sun, 24 May 2026 12:05:23 +0000</pubDate><link>https://news.ycombinator.com/item?id=48256586</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=48256586</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48256586</guid></item><item><title><![CDATA[New comment by enbugger in "GitHub confirms breach of 3,800 repos via malicious VSCode extension"]]></title><description><![CDATA[
<p>It shouldn’t. Same 3rd party extensions distribution model like in VSCode just written in Lua instead</p>
]]></description><pubDate>Thu, 21 May 2026 08:54:42 +0000</pubDate><link>https://news.ycombinator.com/item?id=48219697</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=48219697</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48219697</guid></item><item><title><![CDATA[New comment by enbugger in "Native all the way, until you need text"]]></title><description><![CDATA[
<p>I can't. But I'm sure I will be happier and richer person if I don't opt out self from a working stack in favor of saving 100-200mb RAM</p>
]]></description><pubDate>Sun, 17 May 2026 15:55:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=48170041</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=48170041</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48170041</guid></item><item><title><![CDATA[New comment by enbugger in "Native all the way, until you need text"]]></title><description><![CDATA[
<p>A decision to move native because of the crisis seems like an expensive populist move to please not very solvent users. Why bother with that if many predict the RAM crisis will last merely until  2027?</p>
]]></description><pubDate>Sun, 17 May 2026 14:40:24 +0000</pubDate><link>https://news.ycombinator.com/item?id=48169345</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=48169345</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48169345</guid></item><item><title><![CDATA[New comment by enbugger in "Quarkdown – Markdown with Superpowers"]]></title><description><![CDATA[
<p>How does it replace Obsidian though? I somehow think the author does not fully understand that knowledge management systems are inherently interactive and need to handle queries like in databases because they are databases.</p>
]]></description><pubDate>Mon, 27 Apr 2026 23:17:22 +0000</pubDate><link>https://news.ycombinator.com/item?id=47928578</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=47928578</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47928578</guid></item><item><title><![CDATA[New comment by enbugger in "C# in Unity 2026: Writing more modern code"]]></title><description><![CDATA[
<p>>gets solved in Godot with C++<p>if only by rewriting half of the Godot codebase. With design choices they made, Godot will never be performant enough for RTS/Crown simulation games.<p><a href="https://github.com/godotengine/godot/issues/101494" rel="nofollow">https://github.com/godotengine/godot/issues/101494</a><p>>How's the whole DOTS adoption going?<p>I'm quite impressed to what people build on top of it:
<a href="https://github.com/Dreaming381/Latios-Framework" rel="nofollow">https://github.com/Dreaming381/Latios-Framework</a>
<a href="https://assetstore.unity.com/packages/tools/animation/mesh-animator-animate-massive-crowds-26009" rel="nofollow">https://assetstore.unity.com/packages/tools/animation/mesh-a...</a>
and many more</p>
]]></description><pubDate>Tue, 14 Apr 2026 12:56:23 +0000</pubDate><link>https://news.ycombinator.com/item?id=47765059</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=47765059</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47765059</guid></item><item><title><![CDATA[New comment by enbugger in "What is jj and why should I care?"]]></title><description><![CDATA[
<p>1) Are there any benefits in replacing a personal private project git repo with jj? I usually just commit straight to master in order to just not to lose the changes and be able to roll back. 
2) Are there any pros in doing so in a project with many large binary files (3d models, images)?</p>
]]></description><pubDate>Tue, 14 Apr 2026 12:46:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=47764964</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=47764964</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47764964</guid></item><item><title><![CDATA[New comment by enbugger in "C# in Unity 2026: Writing more modern code"]]></title><description><![CDATA[
<p>Godot is nowhere near to something like C# HPC, Jobs and Burst. And I’m afraid even GDExtension can’t help with that.
At least not with Godot’s scene structure which prioritises simplicity over performance.</p>
]]></description><pubDate>Thu, 09 Apr 2026 18:30:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=47707620</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=47707620</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47707620</guid></item><item><title><![CDATA[New comment by enbugger in "C# in Unity 2026: Writing more modern code"]]></title><description><![CDATA[
<p>> I don't want to design anything in any UI.<p>I had the same need and found Raylib_cs suit very well for that</p>
]]></description><pubDate>Thu, 09 Apr 2026 18:21:32 +0000</pubDate><link>https://news.ycombinator.com/item?id=47707453</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=47707453</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47707453</guid></item><item><title><![CDATA[New comment by enbugger in "Union types in C# 15"]]></title><description><![CDATA[
<p>Cool, you now can implement Elm architecture inspired GUI framework in C#.<p>As much as I hate Microsoft, I admit they are doing great things for C#</p>
]]></description><pubDate>Thu, 09 Apr 2026 10:26:38 +0000</pubDate><link>https://news.ycombinator.com/item?id=47701753</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=47701753</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47701753</guid></item><item><title><![CDATA[New comment by enbugger in "Testing the Swift C compatibility with Raylib (+WASM)"]]></title><description><![CDATA[
<p>From <a href="https://recastnav.com" rel="nofollow">https://recastnav.com</a> :<p>> Industry Standard - Recast powers AI navigation features in Unity, Unreal, Godot, O3DE and countless AAA and indie games and engines<p>I see the industry is of full double standards :)</p>
]]></description><pubDate>Tue, 24 Mar 2026 18:14:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=47506862</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=47506862</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47506862</guid></item><item><title><![CDATA[New comment by enbugger in "Testing the Swift C compatibility with Raylib (+WASM)"]]></title><description><![CDATA[
<p>> So, if you want to build games using raylib, why not learn learning or use Swift for that?<p>Never ever worked for me. Imagine, you actually learned basic Swift and Raylib, now you want "advanced" features in your game like navigation/pathfinding, model loading, ImGui, skeletal animation (those are actually vital for gamedev). 
You realize that<p>- Navigation is only ReCast which is pure C++ library,<p>- ImGui has C++ API as first-class citizen,<p>- Decent animation with compression is only open-sourced by OzzAnimation which is pure C++ project.<p>For gamedev interfacing with C is never enough, half of ecosystem is built heavily on C++. Even C++ interop is not enough (see Dlang). Without all those libraries you are bound to make boring 2d platformers.<p>Same for Zig, Odin, C3 etc.</p>
]]></description><pubDate>Tue, 24 Mar 2026 16:26:43 +0000</pubDate><link>https://news.ycombinator.com/item?id=47505157</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=47505157</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47505157</guid></item><item><title><![CDATA[New comment by enbugger in "Workers who love ‘synergizing paradigms’ might be bad at their jobs"]]></title><description><![CDATA[
<p>> They are designed for environments where being clear is very risky<p>So fake guru courses mostly</p>
]]></description><pubDate>Sat, 07 Mar 2026 11:35:56 +0000</pubDate><link>https://news.ycombinator.com/item?id=47286700</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=47286700</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47286700</guid></item><item><title><![CDATA[New comment by enbugger in "Fix the iOS keyboard before the timer hits zero or I'm switching back to Android"]]></title><description><![CDATA[
<p>We live in time when instead of booking a ticket you have to create a landing page to draw developer’s attention to a quite irritating bug.</p>
]]></description><pubDate>Fri, 13 Feb 2026 19:35:35 +0000</pubDate><link>https://news.ycombinator.com/item?id=47006759</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=47006759</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47006759</guid></item><item><title><![CDATA[New comment by enbugger in "Trump says Venezuela’s Maduro captured after strikes"]]></title><description><![CDATA[
<p>>ZERO concern of the current US administration about the welfare of Venezuelans<p>Neither was doing that with other countries they ransacked. The other was pouring enough propaganda at you so that you think it is somehow different.</p>
]]></description><pubDate>Sat, 03 Jan 2026 21:50:01 +0000</pubDate><link>https://news.ycombinator.com/item?id=46481994</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=46481994</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46481994</guid></item><item><title><![CDATA[New comment by enbugger in "Unity's Mono problem: C# code runs slower than it should"]]></title><description><![CDATA[
<p>I don't want to do manual memory management and pointer handling<p>I don't want to have any sort of undefined behavior<p>I want to have quick code reload button in the editor<p>I want to still rely of the engine official documentation with examples like it is with GDScript and C#</p>
]]></description><pubDate>Tue, 30 Dec 2025 09:13:29 +0000</pubDate><link>https://news.ycombinator.com/item?id=46431188</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=46431188</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46431188</guid></item><item><title><![CDATA[New comment by enbugger in "Unity's Mono problem: C# code runs slower than it should"]]></title><description><![CDATA[
<p>Not to mention the Hot Reload which comes out of the box.</p>
]]></description><pubDate>Mon, 29 Dec 2025 11:15:57 +0000</pubDate><link>https://news.ycombinator.com/item?id=46419519</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=46419519</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46419519</guid></item><item><title><![CDATA[New comment by enbugger in "Unity's Mono problem: C# code runs slower than it should"]]></title><description><![CDATA[
<p>GDScript is not very maintainable as the code base grows. It lacks proper refactoring tools (e.g. the ones from Jetbrains Rider), static type checking, flexible object system and many 3rd party libraries which might be needed</p>
]]></description><pubDate>Mon, 29 Dec 2025 11:12:49 +0000</pubDate><link>https://news.ycombinator.com/item?id=46419487</link><dc:creator>enbugger</dc:creator><comments>https://news.ycombinator.com/item?id=46419487</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46419487</guid></item></channel></rss>