<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: gdxhyrd</title><link>https://news.ycombinator.com/user?id=gdxhyrd</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Fri, 19 Jun 2026 22:04:55 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=gdxhyrd" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>Considering UE4 and Unity both support OpenGL, yes, a lot if not the majority of games.<p>WebGL and OpenGL ES are pretty much OpenGL. Formally they are different standards, but they are based all in OpenGL: if you know one, you know the others pretty well, which is what is important for developers as you agree in the second paragraph.</p>
]]></description><pubDate>Mon, 20 Jan 2020 09:14:38 +0000</pubDate><link>https://news.ycombinator.com/item?id=22097534</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22097534</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22097534</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>Thanks!</p>
]]></description><pubDate>Mon, 20 Jan 2020 09:07:15 +0000</pubDate><link>https://news.ycombinator.com/item?id=22097505</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22097505</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22097505</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>AMD has <i>always</i> lacked tools and has never produced much on the software side.<p>That is not news, and that has nothing to do with the state of OpenGL.<p>Please, stop spreading misinformation about OpenGL.</p>
]]></description><pubDate>Sun, 19 Jan 2020 20:17:37 +0000</pubDate><link>https://news.ycombinator.com/item?id=22093734</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22093734</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22093734</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>OpenGL does not stop being cross-platform just because it does not work natively in 1 platform.<p>In any case, abstraction layers for macOS already exist.<p>And, going by your definition,  if Apple only allows Metal, then no API will be cross-platform ever anyway.</p>
]]></description><pubDate>Sun, 19 Jan 2020 20:16:42 +0000</pubDate><link>https://news.ycombinator.com/item?id=22093728</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22093728</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22093728</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>That profiler is meant for <i>low-level</i> debugging as its own description says. That is why it does not support DX11 either.</p>
]]></description><pubDate>Sun, 19 Jan 2020 18:24:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=22092939</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22092939</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22092939</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Bring your monorepo down to size with sparse-checkout"]]></title><description><![CDATA[
<p>You are conflating language/build issues with VCS issues.<p>Everything you discuss also applies to multirepo, but worse, because there no one enforces consistency across all the project and you will end up with a broken interdependency.</p>
]]></description><pubDate>Sun, 19 Jan 2020 18:21:00 +0000</pubDate><link>https://news.ycombinator.com/item?id=22092913</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22092913</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22092913</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>A lot of games and apps are being released using OpenGL <i>today</i>.<p>Then there is WebGL and OpenGL ES, widely used everywhere too.<p>So, no, it is not going anywhere. In fact, Khronos themselves have said so.</p>
]]></description><pubDate>Sun, 19 Jan 2020 18:09:55 +0000</pubDate><link>https://news.ycombinator.com/item?id=22092849</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22092849</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22092849</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>Apple is not Khronos.<p>They haven't supported OpenGL for years anyway, so the fact they deprecate it now is irrelevant.</p>
]]></description><pubDate>Sun, 19 Jan 2020 18:08:42 +0000</pubDate><link>https://news.ycombinator.com/item?id=22092843</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22092843</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22092843</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>In almost no situations you want to have software, pixel-based access.<p>Are we really going back 30 years?</p>
]]></description><pubDate>Sun, 19 Jan 2020 17:22:55 +0000</pubDate><link>https://news.ycombinator.com/item?id=22092558</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22092558</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22092558</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>Where is this all being discussed and developed?</p>
]]></description><pubDate>Sun, 19 Jan 2020 17:19:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=22092537</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22092537</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22092537</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>POSIX, SDL and the usual suspects are pretty much cross-platform and run everywhere.</p>
]]></description><pubDate>Sun, 19 Jan 2020 17:18:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=22092531</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22092531</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22092531</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>Eh, no. Vendors everywhere will package things for your architecture and give you binaries.<p>That is how it has always been done and is still done.<p>Yes, you can do it differently with an IL, but that isn't new either (Java, .NET, etc.).</p>
]]></description><pubDate>Sun, 19 Jan 2020 17:14:59 +0000</pubDate><link>https://news.ycombinator.com/item?id=22092507</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22092507</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22092507</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Standalone WebAssembly games using I/O devices"]]></title><description><![CDATA[
<p>No, OpenGL is not "on the way out". Please back up your claims.</p>
]]></description><pubDate>Sun, 19 Jan 2020 17:10:44 +0000</pubDate><link>https://news.ycombinator.com/item?id=22092479</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22092479</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22092479</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Bring your monorepo down to size with sparse-checkout"]]></title><description><![CDATA[
<p>You are right, I was thinking of CVS.<p>In any case, with SVN you usually do not want to give write perms to everyone in all the tree, so you end up with effectively partitioned spaces, or you make several repos instead, or you put another layer on top. With Git, anyone can easily develop global commits.</p>
]]></description><pubDate>Sun, 19 Jan 2020 00:10:25 +0000</pubDate><link>https://news.ycombinator.com/item?id=22088376</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22088376</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22088376</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Bring your monorepo down to size with sparse-checkout"]]></title><description><![CDATA[
<p>> Plus, one have to draw a line somewhere on what to include (a Python interpreter? A Go version? awk and grep?), and third party vs in-house is a fairly robust one imo.<p>If your code/project/company uses the dependency in any way in production and it is not a part of the base system (which should be reproducibly installed), you include it; either in source or binary form.<p>Why is the size a problem? Developers should only be checking out once. If your repo hits the many-GiB mark, then you can apply more complex solutions (LFS, sparse, etc.) if it is a burden.</p>
]]></description><pubDate>Sat, 18 Jan 2020 19:51:19 +0000</pubDate><link>https://news.ycombinator.com/item?id=22086656</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22086656</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22086656</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Bring your monorepo down to size with sparse-checkout"]]></title><description><![CDATA[
<p>> This is what confuses me about monorepos. Their design requires an array of confusing processes and complex software to make the process of merging, testing, and releasing code manageable at scale (and "scale" can even be 6 developers working on 2 separate features each across 10 services, in one repo).<p>False. It is having multiple repos what creates those problems and a huge graph of versions and dependencies.<p>What "processes" are you talking about?</p>
]]></description><pubDate>Sat, 18 Jan 2020 19:41:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=22086575</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22086575</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22086575</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Bring your monorepo down to size with sparse-checkout"]]></title><description><![CDATA[
<p>What? I don't understand what that means.<p>A monorepo is just 1 repo. There is nothing more straightforward than that.</p>
]]></description><pubDate>Sat, 18 Jan 2020 19:38:58 +0000</pubDate><link>https://news.ycombinator.com/item?id=22086552</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22086552</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22086552</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Bring your monorepo down to size with sparse-checkout"]]></title><description><![CDATA[
<p>> IME, most consternation comes from people adopting a mono repo without adopting a build/dependency graph tool (like Bazel, buck or pants).<p>That seems like a build problem, not a Git problem.<p>> An additional source of strain is from people abusing the repo (checking in large binaries, third party dependencies, etc).<p>That is not necessarily abuse. In fact, it is a good practice in many cases!<p>> A third is when people try to do branch-based feature development, instead of the “correct” practice of only deploying master (or weekly cuts of master).<p>I am not sure what you mean by branch-based development, but I don't see why that would be a specific problem of monorepos.</p>
]]></description><pubDate>Sat, 18 Jan 2020 19:32:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=22086507</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22086507</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22086507</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Measure code execution time accurately in Python"]]></title><description><![CDATA[
<p>It depends on what you are trying to do.<p>Most of these benchmarks are not done to predict performance in a target machine, but to find out which is faster.</p>
]]></description><pubDate>Sat, 18 Jan 2020 19:17:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=22086403</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22086403</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22086403</guid></item><item><title><![CDATA[New comment by gdxhyrd in "Measure code execution time accurately in Python"]]></title><description><![CDATA[
<p>You are speaking as a stats person. :)<p>While there are dozens of things that can go south in benchmarking, how to solve them is not about applying advanced stats, but about understanding and eliminating the sources of noise.<p>Most benchmarks in CS can be done quite easily as long as one understands all the technology stack.</p>
]]></description><pubDate>Sat, 18 Jan 2020 19:06:26 +0000</pubDate><link>https://news.ycombinator.com/item?id=22086338</link><dc:creator>gdxhyrd</dc:creator><comments>https://news.ycombinator.com/item?id=22086338</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22086338</guid></item></channel></rss>