<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: hrydgard</title><link>https://news.ycombinator.com/user?id=hrydgard</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Sun, 05 Apr 2026 22:33:55 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=hrydgard" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by hrydgard in "No Graphics API"]]></title><description><![CDATA[
<p>Well, it is what is done on several tiler architectures, and it generally works just fine. Normally your computations of the position aren't really intertwined with the computation of the other outputs, so dead code elimination does a good job.</p>
]]></description><pubDate>Wed, 17 Dec 2025 11:34:06 +0000</pubDate><link>https://news.ycombinator.com/item?id=46300830</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=46300830</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46300830</guid></item><item><title><![CDATA[New comment by hrydgard in "Shipping textures as PNGs is suboptimal"]]></title><description><![CDATA[
<p>BC1-3 are like that, but BC7 is far, far more complex. The search space is huge.</p>
]]></description><pubDate>Sun, 07 Sep 2025 13:28:36 +0000</pubDate><link>https://news.ycombinator.com/item?id=45157983</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=45157983</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45157983</guid></item><item><title><![CDATA[New comment by hrydgard in "Blender is Native on Windows 11 on Arm"]]></title><description><![CDATA[
<p>It works just fine and is natively ARM, since a year or so.</p>
]]></description><pubDate>Wed, 13 Aug 2025 13:53:13 +0000</pubDate><link>https://news.ycombinator.com/item?id=44888478</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=44888478</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44888478</guid></item><item><title><![CDATA[New comment by hrydgard in "A new PNG spec"]]></title><description><![CDATA[
<p>What about implementations? libpng seems pretty dead, 1.7 has been in development forever but 1.6 is still considered the stable version. Is there a current "canonical" png C/C++ library?</p>
]]></description><pubDate>Wed, 25 Jun 2025 07:07:12 +0000</pubDate><link>https://news.ycombinator.com/item?id=44374397</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=44374397</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44374397</guid></item><item><title><![CDATA[New comment by hrydgard in "First Boeing 787 Dreamliner Crash"]]></title><description><![CDATA[
<p>Parody account</p>
]]></description><pubDate>Thu, 12 Jun 2025 11:24:38 +0000</pubDate><link>https://news.ycombinator.com/item?id=44256367</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=44256367</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44256367</guid></item><item><title><![CDATA[New comment by hrydgard in "Show HN: Duolingo-style exercises but with real-world content like the news"]]></title><description><![CDATA[
<p>Great stuff!<p>Small UX thing: Make it so you can just click a word to fill in the next empty spot, instead of having to drag, similar to when building sentences in Duolingo. Especially when not on a touchscreen, having to drag is pretty painful and reduces accessibility.</p>
]]></description><pubDate>Tue, 01 Apr 2025 09:21:56 +0000</pubDate><link>https://news.ycombinator.com/item?id=43544597</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=43544597</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43544597</guid></item><item><title><![CDATA[New comment by hrydgard in "FFmpeg School of Assembly Language"]]></title><description><![CDATA[
<p>Function calls are very fast (unless there's really a lot of parameter copying/saving-to-stack) and if you can re-use a chunk of code from multiple places, you'll reduce pressure on the instruction cache. Inlining is not always ideal.</p>
]]></description><pubDate>Sun, 23 Feb 2025 16:05:43 +0000</pubDate><link>https://news.ycombinator.com/item?id=43150247</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=43150247</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43150247</guid></item><item><title><![CDATA[Talking to an App Store Review brick wall]]></title><description><![CDATA[
<p>Article URL: <a href="https://www.ppsspp.org/blog/stuck-in-app-store-review/">https://www.ppsspp.org/blog/stuck-in-app-store-review/</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=42249202">https://news.ycombinator.com/item?id=42249202</a></p>
<p>Points: 3</p>
<p># Comments: 0</p>
]]></description><pubDate>Tue, 26 Nov 2024 19:43:04 +0000</pubDate><link>https://www.ppsspp.org/blog/stuck-in-app-store-review/</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=42249202</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42249202</guid></item><item><title><![CDATA[New comment by hrydgard in "How I failed to make a game: Raycasting on the GBA"]]></title><description><![CDATA[
<p>Not sure if you care at this point, given that you stopped working on project, but there's a better way to find the ray direction for each column than using sin/cos for every one, which will also get rid of the slightly warped look:<p>Calculate the two vectors from the camera at the very left and right of the screen (using your fov angles and sin/cos, that's fine). Then, to find the ray direction vectors for each column, interpolate linearly between your left and right direction vectors, and possibly normalize the resulting vectors if your ray walking algorithm requires it.<p>This will create a perspective that integrates tightly with sprites that you 3D project the usual way, and lines will stay straight lines.</p>
]]></description><pubDate>Thu, 17 Oct 2024 21:07:12 +0000</pubDate><link>https://news.ycombinator.com/item?id=41873794</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=41873794</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41873794</guid></item><item><title><![CDATA[New comment by hrydgard in "UE5 Nanite in WebGPU"]]></title><description><![CDATA[
<p>Pack Z and 32-bit color together into a 64-bit integer, then do an atomic min (or max with reversed Z) to effectively do a Z-query and a write really, really fast.</p>
]]></description><pubDate>Thu, 05 Sep 2024 18:28:33 +0000</pubDate><link>https://news.ycombinator.com/item?id=41459228</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=41459228</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41459228</guid></item><item><title><![CDATA[New comment by hrydgard in "Honey, I shrunk {fmt}: bringing binary size to 14k and ditching the C++ runtime"]]></title><description><![CDATA[
<p>What else would it possibly mean?<p>k is very common shorthand for kB, at least historically.</p>
]]></description><pubDate>Sun, 01 Sep 2024 12:38:45 +0000</pubDate><link>https://news.ycombinator.com/item?id=41416509</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=41416509</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41416509</guid></item><item><title><![CDATA[New comment by hrydgard in "ESP32-S3 has a few SIMD instructions"]]></title><description><![CDATA[
<p>Nice!<p>Could save a couple of cycles per iteration by preloading the shift amounts into several GPRs before entering the loop, instead of initializing them just before use.</p>
]]></description><pubDate>Mon, 06 May 2024 11:01:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=40273238</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=40273238</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40273238</guid></item><item><title><![CDATA[New comment by hrydgard in "Eclipse: The Demo that Sold 3D to Nintendo"]]></title><description><![CDATA[
<p>I think "cover shooter mechanic" refers to ducking behind cover and a system for smoothly shooting from behind it like in Gears of War - or in Winback. This mechanic was not there in Wolfenstein 3D.</p>
]]></description><pubDate>Tue, 05 Dec 2023 12:04:17 +0000</pubDate><link>https://news.ycombinator.com/item?id=38529817</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=38529817</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38529817</guid></item><item><title><![CDATA[New comment by hrydgard in "Cities Skylines 2 runs with 20fps on an Nvidia RTX4090"]]></title><description><![CDATA[
<p>It's probably just a very good guess, since that's how it always goes.</p>
]]></description><pubDate>Thu, 26 Oct 2023 18:39:23 +0000</pubDate><link>https://news.ycombinator.com/item?id=38029929</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=38029929</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38029929</guid></item><item><title><![CDATA[New comment by hrydgard in "Accessible Palette: stop using HSL for color systems (2021)"]]></title><description><![CDATA[
<p>oklab might be an even better alternative to LCh:<p><a href="https://bottosson.github.io/posts/oklab/" rel="nofollow noreferrer">https://bottosson.github.io/posts/oklab/</a></p>
]]></description><pubDate>Tue, 29 Aug 2023 13:33:05 +0000</pubDate><link>https://news.ycombinator.com/item?id=37307658</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=37307658</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=37307658</guid></item><item><title><![CDATA[New comment by hrydgard in "Dolphin Emulator Progress Report: May, June, and July 2023"]]></title><description><![CDATA[
<p>Only the user mode part of the driver is replaced, the kernel interface is actually shared between the closed source and the open source driver. So it's just loaded like a DLL/.so and hooked up to the API.</p>
]]></description><pubDate>Sun, 13 Aug 2023 20:08:08 +0000</pubDate><link>https://news.ycombinator.com/item?id=37113871</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=37113871</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=37113871</guid></item><item><title><![CDATA[New comment by hrydgard in "Vulkan Video Decoding"]]></title><description><![CDATA[
<p>You can have a Vulkan driver that only exposes a video decoder queue and no raster/compute/copy queues, not a problem.</p>
]]></description><pubDate>Mon, 08 May 2023 08:32:05 +0000</pubDate><link>https://news.ycombinator.com/item?id=35859349</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=35859349</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=35859349</guid></item><item><title><![CDATA[New comment by hrydgard in "My favorite C compiler flags during development"]]></title><description><![CDATA[
<p>valgrind runs on your unmodified binary, it's asan that needs a separate build.</p>
]]></description><pubDate>Sun, 30 Apr 2023 16:36:24 +0000</pubDate><link>https://news.ycombinator.com/item?id=35764190</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=35764190</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=35764190</guid></item><item><title><![CDATA[New comment by hrydgard in "Bay 12 Games has made $7M from the Steam release of Dwarf Fortress"]]></title><description><![CDATA[
<p>What dropoff? The newest number is on top.<p>(Though yeah, there will be a dropoff for sure, it's just not visible here).</p>
]]></description><pubDate>Thu, 02 Feb 2023 10:55:34 +0000</pubDate><link>https://news.ycombinator.com/item?id=34624918</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=34624918</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=34624918</guid></item><item><title><![CDATA[New comment by hrydgard in "Clip control on the Apple GPU"]]></title><description><![CDATA[
<p>There is no good reason to flip the flag dynamically at runtime and apps just don't do that, so flushing the pipeline should be perfectly fine, even in an implementation of the clip control extension.</p>
]]></description><pubDate>Mon, 22 Aug 2022 16:32:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=32553767</link><dc:creator>hrydgard</dc:creator><comments>https://news.ycombinator.com/item?id=32553767</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=32553767</guid></item></channel></rss>