<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: krajzeg</title><link>https://news.ycombinator.com/user?id=krajzeg</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Sat, 26 Sep 2026 13:14:59 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=krajzeg" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by krajzeg in "Looking at Unity made me understand the point of C++ coroutines"]]></title><description><![CDATA[
<p>Echoing the thoughts of the only current sibling comment: lots of "serious" developers (way to gatekeep here) definitely use coroutines, when they make sense. As mentioned, it's one of the best ways to have something update each frame for a short period of time, then neatly go away when it's not needed anymore. Very often, the tiny performance hit you take is completely outweighed by the maintanability/convenience.</p>
]]></description><pubDate>Wed, 25 Mar 2026 12:35:49 +0000</pubDate><link>https://news.ycombinator.com/item?id=47516508</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=47516508</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47516508</guid></item><item><title><![CDATA[New comment by krajzeg in "How Quake.exe got its TCP/IP stack"]]></title><description><![CDATA[
<p>I was quite active in the Allegro community around that time, mostly on the allegro.cc forums - but I was still a 14-year old learning the ropes back then. Missed out on DJGPP, it was already MinGW under Windows for me.<p>I took part in a few of the later Speedhacks, around 2004-2005, I think?<p>Allegro will always have a warm place in my heart, and it was a formative experience that still informs how I like to work on games.<p>EDIT: Hah, actually found my first Speedhack [1]! Second place, not bad! Interestingly, the person who took first place (Rodrigo Braz Monteiro) is also a professional game developer now.<p>[1]: <a href="https://web.archive.org/web/20071101091657/http://speedhack.allegro.cc/results/overall" rel="nofollow">https://web.archive.org/web/20071101091657/http://speedhack....</a></p>
]]></description><pubDate>Wed, 19 Nov 2025 00:36:08 +0000</pubDate><link>https://news.ycombinator.com/item?id=45974298</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=45974298</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45974298</guid></item><item><title><![CDATA[New comment by krajzeg in "Original C64 Lode Runner Source Code"]]></title><description><![CDATA[
<p>Just wanted to note: this is in no way the original source code for the game. It's disassembled and commented source code.<p>Here is the repository owner explaining the process himself: <a href="https://github.com/Piddewitt/C64-Game-Source-Code" rel="nofollow">https://github.com/Piddewitt/C64-Game-Source-Code</a><p>Nice work and interesting still, but maybe we can correct the title?</p>
]]></description><pubDate>Sun, 19 Oct 2025 23:27:33 +0000</pubDate><link>https://news.ycombinator.com/item?id=45638940</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=45638940</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45638940</guid></item><item><title><![CDATA[New comment by krajzeg in "Many of the Pokemon playtest cards were likely printed in 2024"]]></title><description><![CDATA[
<p>Just leaving this here: many of the Pokemon cards in question are being sold through Heritage, hyped by CGC (the grading company).<p><a href="https://www.cgccards.com/news/article/13534/" rel="nofollow">https://www.cgccards.com/news/article/13534/</a><p>History both repeats and rhymes, in this case.</p>
]]></description><pubDate>Fri, 31 Jan 2025 11:00:59 +0000</pubDate><link>https://news.ycombinator.com/item?id=42886549</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=42886549</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42886549</guid></item><item><title><![CDATA[New comment by krajzeg in "I made a tiny library for switches and sum types in Lua"]]></title><description><![CDATA[
<p>Lua is very flexible and very fun to hack! With a different approach [0], you can get a switch on tag that feels more like a "standard" switch statement, eg.:<p><pre><code>  result = switch(shape) {  
    rectangle = function(r)  
      return "a rectangle with width " .. r.width  
    end,  
    function(s)  
      return "an unknown shape"  
    end  
  }
</code></pre>
Can't easily get rid of the pesky functions, though.<p>[0]: <a href="https://gist.github.com/krajzeg/9bd8806fb72c1ae22eb931b42b3dbc47" rel="nofollow">https://gist.github.com/krajzeg/9bd8806fb72c1ae22eb931b42b3d...</a></p>
]]></description><pubDate>Thu, 02 Jan 2025 00:22:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=42570457</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=42570457</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42570457</guid></item><item><title><![CDATA[New comment by krajzeg in "Mushroom Color Atlas"]]></title><description><![CDATA[
<p>I love that this is on today's internet, and as its own site, not as an account in somebody's garden. Uniquely tailored to what it is trying to do and oozing with personality, but professional in presentation.<p>I have zero interest in mushrooms or dying fabrics, and yet, I can't help and be infected by this site's enthusiasm. Great way to start a day!</p>
]]></description><pubDate>Fri, 08 Nov 2024 10:17:39 +0000</pubDate><link>https://news.ycombinator.com/item?id=42085738</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=42085738</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42085738</guid></item><item><title><![CDATA[The Early Days of Valve from a Woman Inside]]></title><description><![CDATA[
<p>Article URL: <a href="https://medium.com/@monicah428/the-early-days-of-valve-from-a-woman-inside-bf80c6b47961">https://medium.com/@monicah428/the-early-days-of-valve-from-a-woman-inside-bf80c6b47961</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=41460276">https://news.ycombinator.com/item?id=41460276</a></p>
<p>Points: 240</p>
<p># Comments: 51</p>
]]></description><pubDate>Thu, 05 Sep 2024 20:47:29 +0000</pubDate><link>https://medium.com/@monicah428/the-early-days-of-valve-from-a-woman-inside-bf80c6b47961</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=41460276</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41460276</guid></item><item><title><![CDATA[New comment by krajzeg in "Konrad Zuse (1994)"]]></title><description><![CDATA[
<p>If you find this interesting and find yourself in Berlin with a bit of free time, the Deutsche Techniksmuseum there has a great exhibit on Zuse, including replicas, actual units of later computers, design drawings, storage units... well worth your time (as is the rest of the museum).</p>
]]></description><pubDate>Tue, 02 Apr 2024 23:24:06 +0000</pubDate><link>https://news.ycombinator.com/item?id=39911942</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=39911942</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39911942</guid></item><item><title><![CDATA[New comment by krajzeg in "The Hearts of the Super Nintendo"]]></title><description><![CDATA[
<p>The GBA still had some cartridges with enhancement hardware, though a lot less focused on overcoming CPU/memory limitations than on the previous consoles.<p>My favorite is WarioWare: Twisted [1] including a gyro sensor (+ a rumble pack) to enable gameplay based on turning the whole GBA around. But there were also add-on real time clocks (Pokemon), light sensors, and other things.<p>It also had the Nintendo e-Reader [2], which technically connected to the cartridge port and loaded like a cartridge, but was its own unique piece of weirdness.<p>[1]: <a href="https://en.wikipedia.org/wiki/WarioWare:_Twisted" rel="nofollow">https://en.wikipedia.org/wiki/WarioWare:_Twisted</a>!<p>[2]: <a href="https://en.wikipedia.org/wiki/Nintendo_e-Reader" rel="nofollow">https://en.wikipedia.org/wiki/Nintendo_e-Reader</a></p>
]]></description><pubDate>Mon, 01 Apr 2024 16:53:59 +0000</pubDate><link>https://news.ycombinator.com/item?id=39896211</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=39896211</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39896211</guid></item><item><title><![CDATA[New comment by krajzeg in "My favourite animation trick: exponential smoothing (2023)"]]></title><description><![CDATA[
<p>As a game developer, I find eased tweens with a preset duration better for most UI use cases. However, this other type of animation is extremely useful when you want to smooth a movement that is continuous/unpredictable, with no definite start/end point. Think for example a tile being dragged-dropped on a grid, snapping to the grid as the player moves the mouse, or indeed, the article's example of moving a camera around.<p>For these cases, the exponential lerp trick is very useful, and not universally known. There are many games (some of mine included!) that use the less correct linear lerp and run into trouble with their animations feeling completely off once somebody runs the game on a 240 Hz monitor, or anything different from the 60fps that used to be standard.<p>For this reason, I appreciate the article. It's usually hard to access this type of hyper-specific knowledge, as it is most often passed as an "apprentice-style" oral tradition from the senior people on a team to the more junior members.</p>
]]></description><pubDate>Fri, 08 Mar 2024 13:48:29 +0000</pubDate><link>https://news.ycombinator.com/item?id=39641007</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=39641007</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39641007</guid></item><item><title><![CDATA[New comment by krajzeg in "Pkl, a Programming Language for Configuration"]]></title><description><![CDATA[
<p>> ...GraalVM Truffle framework... Futurama Projections...<p>I know it's partly on me for not knowing the domain, but I honestly suspected somebody is trying to make fun of me with some concentrated technobabble.<p>Especially since I wouldn't expect the topic (configuration languages) to require complex mathematical machinery to work with. Now I have something interesting to dig into.</p>
]]></description><pubDate>Sat, 03 Feb 2024 13:13:17 +0000</pubDate><link>https://news.ycombinator.com/item?id=39240055</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=39240055</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39240055</guid></item><item><title><![CDATA[New comment by krajzeg in "Google's New AI-Powered Browser Could Mark the End of the Human Internet"]]></title><description><![CDATA[
<p>I can already see the wonderful cyberpunk future, where people writing e-mails use Gmail's AI assistant to add all the polite boilerplate, while the recipients trying to get through their overflowing inbox use the Gmail-integrated AI summarizer to pare it all back down.</p>
]]></description><pubDate>Fri, 26 Jan 2024 22:46:09 +0000</pubDate><link>https://news.ycombinator.com/item?id=39149849</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=39149849</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39149849</guid></item><item><title><![CDATA[New comment by krajzeg in "Unity plan pricing and packaging updates"]]></title><description><![CDATA[
<p>In fact, the Plus plan is being removed completely. It's only mentioned off-handedly in the last paragraph of the article, but it's another giant change for indie devs (who have no choice but to migrate from Plus to Pro).<p>They are offering a free upgrade from Plus to Pro for one year, but that does nothing once that time elapses - you have to pay the Pro fees or drop down to Personal, which is not viable for most games.</p>
]]></description><pubDate>Tue, 12 Sep 2023 14:42:01 +0000</pubDate><link>https://news.ycombinator.com/item?id=37482049</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=37482049</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=37482049</guid></item><item><title><![CDATA[New comment by krajzeg in "Ask HN: Is it just me or GPT-4's quality has significantly deteriorated lately?"]]></title><description><![CDATA[
<p>Do we have a good, objective benchmark set of prompts in existence somewhere? If not, I think having one would really help with tracking changes like that.<p>I'm always skeptical of subjective feelings of tough-to-quantify things getting worse or better, especially where there is as much hype as for the various AI models.<p>One explanation for the feelings is the model really getting significantly worse over time. Another is the hype wearing off as you get more used to the shiny new thing and become more critical of its shortcomings.</p>
]]></description><pubDate>Wed, 31 May 2023 10:56:28 +0000</pubDate><link>https://news.ycombinator.com/item?id=36136823</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=36136823</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=36136823</guid></item><item><title><![CDATA[New comment by krajzeg in "GPT-3 will ignore tools when it disagrees with them"]]></title><description><![CDATA[
<p>But that's just the thing. If we were having a normal conversation, I would react the same and ask you where you had found a room this big.<p>However, in the context of receiving the same run of text that GPT-3 did, printed on a sheet of paper, I would probably just go "eh, this is a math question, don't be a smartass".</p>
]]></description><pubDate>Tue, 07 Mar 2023 12:17:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=35054508</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=35054508</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=35054508</guid></item><item><title><![CDATA[New comment by krajzeg in "GPT-3 will ignore tools when it disagrees with them"]]></title><description><![CDATA[
<p>I actually find the first example strikingly similar to what would happen if a human was given a secretly broken tool.<p>If somebody asked me: "Hey, what's the area of a room 1235 x 738m, here's a calculator?" and the calculator gave me 935420, I would just say "935420 meters squared" as long as the rough number of digits seemed correct (and maybe as long as the last digit was 0, but I think with a less mathy person that wouldn't matter).<p>Should the calculator give me "3984" instead I would be like "wait, that's not right, let my calculate this by hand", which is what GPT-3 tried to do. It's just way worse at doing math "by hand".<p>A very interesting anecdote and another article which makes me wonder how a statistical prediction model can come so close to actual reasoning while seemingly using completely different tools to get there.</p>
]]></description><pubDate>Tue, 07 Mar 2023 11:42:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=35054240</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=35054240</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=35054240</guid></item><item><title><![CDATA[New comment by krajzeg in "Ask HN: How to move from traditional tech into game dev?"]]></title><description><![CDATA[
<p>You are not! PICO-8 was where I started, and it was a great experience - both for its community at the time and due to the constraints it imposed, making me focus on finishing games and boiling them down to the essentials.<p>I heartily recommend PICO-8 for anybody trying to get into hobby/solo gamedev from the programming direction.</p>
]]></description><pubDate>Sun, 08 Jan 2023 17:39:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=34301149</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=34301149</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=34301149</guid></item><item><title><![CDATA[New comment by krajzeg in "Ask HN: How to move from traditional tech into game dev?"]]></title><description><![CDATA[
<p>> building up a brand<p>That's a big topic, and one I'm not an expert on - if I was forced to pick my weakest gamedev suit, marketing would be it.<p>What worked for me was picking a social media outlet I felt comfortable with, then using it to its fullest. For me, that was Twitter, back in the 140-character days way before all this Musk mess. Twitch might work for you, if you enjoy building up an audience around a stream - though with a coding stream you're mostly going to get other programmers (not necessarily a bad thing depending on the game).<p>The biggest boost in recognition for Slipways was as a result of Twitch/YouTube content creators featuring it. Content creators (not necessarily limited to YT/Twitch) is where I would focus my efforts these days when trying to get the word out. The smaller-to-medium-sized ones are usually very approachable and eager to try stuff out.</p>
]]></description><pubDate>Sun, 08 Jan 2023 17:07:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=34300826</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=34300826</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=34300826</guid></item><item><title><![CDATA[New comment by krajzeg in "Ask HN: How to move from traditional tech into game dev?"]]></title><description><![CDATA[
<p>Itch.io is great and has single-handedly made it much easier to get an early audience for a freeware game. It's been a great help for me as well. It's harder to actually earn money there (at least in my case, it's orders of magnitude less money than eg. Steam), but you can't beat it for ease of publishing something and seeing what people think of it.</p>
]]></description><pubDate>Sun, 08 Jan 2023 16:50:32 +0000</pubDate><link>https://news.ycombinator.com/item?id=34300656</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=34300656</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=34300656</guid></item><item><title><![CDATA[New comment by krajzeg in "Ask HN: How to move from traditional tech into game dev?"]]></title><description><![CDATA[
<p>Slipways is built on top of Unity. If your main goal is to make a game (a daunting prospect on its own), having to create an engine on top of that is probably not going to help your chances.<p>If your main goal is to enjoy yourself, there are very few programming tasks as varied and fulfilling as writing your own game engine. Personally, I'm glad there are alternatives.</p>
]]></description><pubDate>Sun, 08 Jan 2023 16:47:25 +0000</pubDate><link>https://news.ycombinator.com/item?id=34300618</link><dc:creator>krajzeg</dc:creator><comments>https://news.ycombinator.com/item?id=34300618</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=34300618</guid></item></channel></rss>