<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: glaze</title><link>https://news.ycombinator.com/user?id=glaze</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Tue, 20 Oct 2026 11:04:58 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=glaze" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by glaze in "Notes on the Complex Roots of Unity"]]></title><description><![CDATA[
<p>Reading the title, I thought this was going to be about the origins of the Unity game engine.</p>
]]></description><pubDate>Sun, 18 Oct 2026 11:37:16 +0000</pubDate><link>https://news.ycombinator.com/item?id=50140140</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=50140140</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=50140140</guid></item><item><title><![CDATA[New comment by glaze in "My first contribution to Linux"]]></title><description><![CDATA[
<p>Nice, torille!<p>I also got my first and so far only kernel patch submitted years ago:<p>On my MacBook Pro 2010 with GeForce 320M running any OpenGL application, even glxgears, would crash because it ran out of memory. So I dug into nouveau drm code and found out that some memory related function was using wrong code path for that GPU.<p>It took some time to figure out how to submit a patch but it felt nice after I got it accepted.<p>I didn't even know about those patch sanity-checking scripts back then, they look useful for potential future patches!</p>
]]></description><pubDate>Fri, 10 Oct 2025 13:15:19 +0000</pubDate><link>https://news.ycombinator.com/item?id=45538641</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=45538641</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45538641</guid></item><item><title><![CDATA[New comment by glaze in "Kazakhstan president proposes reforms to limit his powers"]]></title><description><![CDATA[
<p>His successor was Mauno Koivisto.</p>
]]></description><pubDate>Sat, 02 Apr 2022 15:42:38 +0000</pubDate><link>https://news.ycombinator.com/item?id=30889051</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=30889051</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=30889051</guid></item><item><title><![CDATA[New comment by glaze in "size_t-to-int vulnerability in Linux’s filesystem layer"]]></title><description><![CDATA[
<p>If you initialize it like this you get a warning:<p>x = { size };</p>
]]></description><pubDate>Tue, 20 Jul 2021 17:20:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=27896526</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=27896526</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=27896526</guid></item><item><title><![CDATA[New comment by glaze in "Dissecting the Apple M1 GPU, Part III"]]></title><description><![CDATA[
<p>You're right that it's not free. But compared to the whole game engine codebase size the renderer backend is usually not big.</p>
]]></description><pubDate>Mon, 19 Apr 2021 16:39:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=26864758</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=26864758</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=26864758</guid></item><item><title><![CDATA[New comment by glaze in "Dissecting the Apple M1 GPU, Part III"]]></title><description><![CDATA[
<p>Yup, I doubt he has experience working in the games industry. Many engines support multiple graphics APIs and there's often only 1-2 employees implementing/maintaining them so speaking about vendor lock-in is not a strong argument.</p>
]]></description><pubDate>Mon, 19 Apr 2021 14:35:06 +0000</pubDate><link>https://news.ycombinator.com/item?id=26863181</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=26863181</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=26863181</guid></item><item><title><![CDATA[New comment by glaze in "Dissecting the Apple M1 GPU, Part III"]]></title><description><![CDATA[
<p>Supporting both Vulkan and Metal in a game engine is not a huge task. I work in the games industry, my job is to implement and maintain graphics backends to a renderer engine, so I can speak from experience.</p>
]]></description><pubDate>Mon, 19 Apr 2021 14:30:57 +0000</pubDate><link>https://news.ycombinator.com/item?id=26863143</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=26863143</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=26863143</guid></item><item><title><![CDATA[New comment by glaze in "Ask HN: Show me your half baked project"]]></title><description><![CDATA[
<p>Aether3D Game Engine (Linux/Windows/mac/iOS, Vulkan/D3D12/Metal)<p><a href="https://github.com/bioglaze/aether3d" rel="nofollow">https://github.com/bioglaze/aether3d</a><p>Some people like making games, I like making game engines. I don't have a specific goal/target in mind while making it. I've written several game engines since the nineties, and this is my most recent version.<p>I have abandoned many of my older engines at some point to develop a new one, but with this engine I'll try to keep developing it a lot further before making a new engine.</p>
]]></description><pubDate>Sat, 09 Jan 2021 16:33:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=25701737</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=25701737</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=25701737</guid></item><item><title><![CDATA[New comment by glaze in "The Legend of GayBlade"]]></title><description><![CDATA[
<p>It was called like that also in Finland in the 80s/early 90s.</p>
]]></description><pubDate>Mon, 31 Aug 2020 07:22:16 +0000</pubDate><link>https://news.ycombinator.com/item?id=24329195</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=24329195</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=24329195</guid></item><item><title><![CDATA[New comment by glaze in "Ask HN: What did you work on in 2017?"]]></title><description><![CDATA[
<p>I worked on my side project, a cross-platform game engine: <a href="https://github.com/bioglaze/aether3d" rel="nofollow">https://github.com/bioglaze/aether3d</a><p>In 2017 I mostly worked on the engine's Vulkan and D3D12 support. In 2018 I plan to add Android support and physically-based rendering.<p>I sometimes also blog about the development: <a href="https://bioglaze.blogspot.fi/" rel="nofollow">https://bioglaze.blogspot.fi/</a></p>
]]></description><pubDate>Sun, 31 Dec 2017 17:41:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=16041540</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=16041540</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=16041540</guid></item><item><title><![CDATA[New comment by glaze in "The D Garbage Collector"]]></title><description><![CDATA[
<p>Quantum Break is a modern Xbox One & PC game and uses D in some subsystems.</p>
]]></description><pubDate>Mon, 20 Mar 2017 19:05:07 +0000</pubDate><link>https://news.ycombinator.com/item?id=13916772</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=13916772</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=13916772</guid></item><item><title><![CDATA[New comment by glaze in "Star Citizen developers intend to drop DirectX support and only support Vulkan"]]></title><description><![CDATA[
<p>No. Mantle, on which Vulkan is based on, was AMD only. AMD gave it to Khronos and it evolved into Vulkan.</p>
]]></description><pubDate>Sun, 19 Mar 2017 14:27:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=13907245</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=13907245</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=13907245</guid></item><item><title><![CDATA[New comment by glaze in "New DirectX Shader Compiler Based on Clang/LLVM Open-Sourced"]]></title><description><![CDATA[
<p>The tax of supporting multiple APIs is not always huge. I recall reading that Unreal's Vulkan support was done by 1 or 2 employees.</p>
]]></description><pubDate>Tue, 24 Jan 2017 16:08:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=13472470</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=13472470</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=13472470</guid></item><item><title><![CDATA[New comment by glaze in "GPU folks: we need to talk about control flow"]]></title><description><![CDATA[
<p>One reason is that shaders are stored as text and require each driver vendor to write parsers for them and not everyone implements them in the same way.</p>
]]></description><pubDate>Wed, 21 Dec 2016 16:14:51 +0000</pubDate><link>https://news.ycombinator.com/item?id=13230198</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=13230198</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=13230198</guid></item><item><title><![CDATA[New comment by glaze in "Pascal GPUs on All Fronts Push Nvidia to New Highs"]]></title><description><![CDATA[
<p>I don't think the lock-in in the case of graphics APIs is too bad, because even for large codebases implementing a new graphics API support is often done by one or two persons.</p>
]]></description><pubDate>Mon, 14 Nov 2016 12:37:25 +0000</pubDate><link>https://news.ycombinator.com/item?id=12949398</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=12949398</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=12949398</guid></item><item><title><![CDATA[New comment by glaze in "Magic Leap goes to Finland in pursuit of VR and AR talent"]]></title><description><![CDATA[
<p>Get Unity or Unreal. Unity uses C#, Unreal uses C++ or a visual scripting system called Blueprints.</p>
]]></description><pubDate>Fri, 28 Oct 2016 18:18:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=12819084</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=12819084</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=12819084</guid></item><item><title><![CDATA[New comment by glaze in "How to Make an RPG"]]></title><description><![CDATA[
<p>Oceanhorn is very Zelda-like, originally made for iOS but later ported to many other platforms. It got great reviews and is not free-to-play.</p>
]]></description><pubDate>Fri, 24 Jun 2016 12:12:49 +0000</pubDate><link>https://news.ycombinator.com/item?id=11969120</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=11969120</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=11969120</guid></item><item><title><![CDATA[New comment by glaze in "VNC Roulette"]]></title><description><![CDATA[
<p>I wouldn't leave my bike unlocked in Helsinki. Just last year my bike was stolen near the Parliament house (Kiasma) even though it was locked to the stand.</p>
]]></description><pubDate>Sun, 27 Mar 2016 17:10:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=11370624</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=11370624</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=11370624</guid></item><item><title><![CDATA[New comment by glaze in "How Vulkan maps to mobile tile-based GPUs"]]></title><description><![CDATA[
<p>NVIDIA recently updated their mainline driver to support it on Windows and Linux. AMD's support is in beta driver and only for Windows.</p>
]]></description><pubDate>Wed, 09 Mar 2016 17:25:54 +0000</pubDate><link>https://news.ycombinator.com/item?id=11254240</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=11254240</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=11254240</guid></item><item><title><![CDATA[New comment by glaze in "Sweden's tradition of watching Donald Duck cartoons on Christmas Eve (2009)"]]></title><description><![CDATA[
<p>I live in Espoo, but spent my childhood/adolescence in Turku.</p>
]]></description><pubDate>Wed, 24 Dec 2014 19:19:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=8794163</link><dc:creator>glaze</dc:creator><comments>https://news.ycombinator.com/item?id=8794163</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=8794163</guid></item></channel></rss>