<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: mikhmha</title><link>https://news.ycombinator.com/user?id=mikhmha</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Wed, 24 Jun 2026 12:04:12 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=mikhmha" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by mikhmha in "Building a Blog with Elixir and Phoenix"]]></title><description><![CDATA[
<p>Wow. I am so glad for this post because I am literally planning to do this today. I've been building an MMO using Elixir as the backend, and currently the main website is a static site a friend made for me using Vue.js. Mostly it just functions as a way to display blog posts that show new updates to the game. And it contains a button to "launch" the browser client for the game which is just a redirect to a page hosted on a cloudflare bucket that contains the game files.<p>But I figure now is the time to update the site. I don't know enough about Vue.js and I'm more of a backend programmer anyways. I've been putting it off for so long. I always figured the site would be temporary until I put in the time to learn some Pheonix. Its a bit strange being in the Elixir world working on a project that doesn't touch Phoenix in any way. To me its like an entirely new domain for a language that I consider myself "skilled" in. Whereas for others Elixir = Pheonix. So this write-up really helps remove the overwhelming feeling I've had about starting, because I don't need liveview or ecto or all the other stuff but most of the learning resources focus on that.<p>I'm kind of excited to start now. Eventually it will be a not-so static website that will maybe interface with some exposed endpoints running on the main game server so I can show stats like "live players" or a "live map" of the game on the main site. But for now it will remain completely isolated from the game server.</p>
]]></description><pubDate>Thu, 26 Mar 2026 21:44:11 +0000</pubDate><link>https://news.ycombinator.com/item?id=47536195</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=47536195</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47536195</guid></item><item><title><![CDATA[New comment by mikhmha in "Optimizing a lock-free ring buffer"]]></title><description><![CDATA[
<p>Lock-free ring buffer is my favorite data structure. I remember implementing it in C++ and then using a legitimate implementation in the form of boost:SPSC for prod. The idea is so simple. And then I started thinking about designing some programming language or framework around the concept, only to then stumble upon the idea of "message passing" for concurrency. Which of course led me to learn about Erlang.
And then I went down the Erlang rabbit hole. It might have been a mistake...I made more money doing C++.</p>
]]></description><pubDate>Thu, 26 Mar 2026 21:16:42 +0000</pubDate><link>https://news.ycombinator.com/item?id=47535870</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=47535870</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47535870</guid></item><item><title><![CDATA[New comment by mikhmha in "Goodbye to Sora"]]></title><description><![CDATA[
<p>I tried using Sora for a month. Never paid for it. I tried many different ways of prompting and I was always underwhelmed by its output. The generation would also take so long and there was like a 50% chance it would fail due to content violations. I will say though that it was kind of addicting in a way. Just trying to crank the lever and see what would come out. But you'd always leave disappointed. It was a casino where the operator was losing money for every play.<p>I think OpenAI had a brief delusion that it could become some huge social networking app. The App was heavily modeled after TikTok..</p>
]]></description><pubDate>Tue, 24 Mar 2026 21:25:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=47509585</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=47509585</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47509585</guid></item><item><title><![CDATA[New comment by mikhmha in "Ask HN: Who wants to be hired? (November 2025)"]]></title><description><![CDATA[
<p>Location: Canada (Canadian Citizen)<p>Remote: Yes. Also open to hybrid and in-person<p>Willing to relocate: Yes.<p>Technologies: Elixir, C++, C, Node.js, Godot Game Engine, AWS<p>Résumé/CV: 
(resume): <a href="https://drive.google.com/file/d/1Zaa-fiZmRCSxHq30d-6mzguWUXjRpVWm/view" rel="nofollow">https://drive.google.com/file/d/1Zaa-fiZmRCSxHq30d-6mzguWUXj...</a>
(linkedin): <a href="https://www.linkedin.com/in/XXXXXX/" rel="nofollow">https://www.linkedin.com/in/XXXXXX/</a> (available upon request)<p>Email: XXXXXXXXX (removed due to receiving spam)<p>Hey. I'm a software developer experienced in designing and building distributed systems. I've been working on a MMORPG that uses Elixir for the backend. This project has been done mostly out of self-interest and curiosity. Currently the game has some players and fans, with servers located across multiple regions.<p>Prior to this I was a backend developer at a financial services start-up that specialized in implementing payment solutions for non-profit companies. In this role I wore many different hats. I did Data Engineering work in the form of designing schemas and building PCI-compliant data pipelines for use in analytics (DynamoDB, AWS Lambda, AWS S3, AWS Athena). I also built out several integrations to different CRM + ERP platforms. Furthermore I was responsible for the company DevOps strategy and architected a multi-AWS account set-up + CI/CD pipeline for all company infrastructure deployments.<p>I'm open to any intermediate backend or fullstack developer roles. I have some interest in working within the games industry, so if you have any roles there, I would also be interested. Through my work on the MMORPG in elixir, I've gained considerable experience in designing and implementing AI-Actor architecture + Hierarchical Task Networks for autonomous agents. Technical interests include: low latency distributed systems, systems analysis, signal processing, and graphics programming.</p>
]]></description><pubDate>Mon, 03 Nov 2025 19:28:24 +0000</pubDate><link>https://news.ycombinator.com/item?id=45803301</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45803301</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45803301</guid></item><item><title><![CDATA[New comment by mikhmha in "Valorant's 128-Tick Servers (2020)"]]></title><description><![CDATA[
<p>Good point. Yeah I guess it wouldn't cut it for any fast-paced twitch shooter. Especially with a 120 update per second deadline. A non-deterministic GC pause could have disastorous effects, especially in a tense shootout. I don't know much about GC theory but the GC in BEAM is per process and heap-based? I'm not sure exactly what that entails, but can you not structure the main simulation process to take advantage of this fact?<p>I find myself interested in developing multi-player simulations with more flexible deadlines. My MMO runs at 10 ticks. And its not twitch-based. So the main simulation process can have pauses and it wouldn't have a big impact on gameplay. Though this has never occurred.<p>As long as: (tick process time) + (send update to clients) + (gc pause) < 100ms, everything is fine?. (My assumption).<p>Btw what does DOD mean? Is it Data on Demand? Since my game is persistent I can't reset arrays at some match end state. So I store things either in maps on the main server process or I store it in the dedicated client process state (can only be updated via server process).</p>
]]></description><pubDate>Tue, 07 Oct 2025 18:29:13 +0000</pubDate><link>https://news.ycombinator.com/item?id=45506874</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45506874</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45506874</guid></item><item><title><![CDATA[New comment by mikhmha in "Valorant's 128-Tick Servers (2020)"]]></title><description><![CDATA[
<p>In the case of Call of Duty: Black Ops 1. Thee matchmaking + leaderboards system was implemented by DemonWare (3rd party) in Erlang.<p>Erlang actually has good enough performance for many types of multiplayer games. Though you are correct that it may not cut it for fast paced twitch shooters. Well...I'm not exactly sure about that. You can offload lots of expensive physics computations to NIF's. In my game the most expensive computation is AI path-finding. Though this never occurs on the main simulation tick. Other processes run this on their own time.</p>
]]></description><pubDate>Mon, 06 Oct 2025 22:27:33 +0000</pubDate><link>https://news.ycombinator.com/item?id=45497004</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45497004</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45497004</guid></item><item><title><![CDATA[New comment by mikhmha in "Valorant's 128-Tick Servers (2020)"]]></title><description><![CDATA[
<p>I am currently doing this! Working on an MMO game server implemented in Elixir. It works AMAZING and you get so much extra observability and reliability features for FREE.<p>I don't know why its not more popular. Before I started the project, some people said that BeamVM would not cut it for performance. But this was not true. For many types of games, we are not doing expensive computation on each tick. Rather its just checking rules for interactions between clients and some quick AABB + visibility checks.</p>
]]></description><pubDate>Mon, 06 Oct 2025 22:22:27 +0000</pubDate><link>https://news.ycombinator.com/item?id=45496966</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45496966</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45496966</guid></item><item><title><![CDATA[New comment by mikhmha in "Old Stockholm Telephone Tower"]]></title><description><![CDATA[
<p>As someone obsessed with Networking and Networking Topology I am so so fascinated by analog telephone networks. Just the idea of long-distance connections being made via physical wires connecting at switches by human operators feels so raw. I can't even imagine such a thing. When I was younger analog telephone was being phased out. I still remember my dad having to go buy calling cards at convenience stores so he could make long distance calls back home. And then one day there were no more calling cards.<p>I can imagine lots of lessons learned from telephone networking helped shape ideas around computer network design.</p>
]]></description><pubDate>Mon, 06 Oct 2025 00:11:08 +0000</pubDate><link>https://news.ycombinator.com/item?id=45486407</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45486407</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45486407</guid></item><item><title><![CDATA[New comment by mikhmha in "OpenAI and Nvidia announce partnership to deploy 10GW of Nvidia systems"]]></title><description><![CDATA[
<p>I don't care for personalities. You want to mark him as a grifter but is that just an emotional response? I have not bought anything from Ed, I don't subscribe to his newsletter, I don't know much about him beyond visiting his website every few weeks and reading the free articles. He does not sell me vitality pills or coffee mugs. The only soliciting he does is his paid sub stack.<p>But it goes both ways? Because AI promoters are also spreading FUD. That's how they make money. Because their livelihoods are tied to this technology and all the valuations. So is spreading FUD for you just a condition on whether or not you agree with the person?</p>
]]></description><pubDate>Mon, 22 Sep 2025 20:55:44 +0000</pubDate><link>https://news.ycombinator.com/item?id=45339339</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45339339</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45339339</guid></item><item><title><![CDATA[New comment by mikhmha in "OpenAI and Nvidia announce partnership to deploy 10GW of Nvidia systems"]]></title><description><![CDATA[
<p>There is no indication of being in a bubble when you're actually in one. Its only after the bubble pops do people recognize it in hindsight. Otherwise there would be no bubbles and we wouldn't see large institutions fall for this crap.<p>What is a credible indication? Who is credible? Its all subjective. Its possible to fool yourself endlessly when financial incentives are involved. The banks did it with mortgages.</p>
]]></description><pubDate>Mon, 22 Sep 2025 20:33:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=45339081</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45339081</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45339081</guid></item><item><title><![CDATA[New comment by mikhmha in "OpenAI and Nvidia announce partnership to deploy 10GW of Nvidia systems"]]></title><description><![CDATA[
<p>Its not a good argument against him. I read his articles and he is absolutely correct about the state of things. Predicting the crash is a fools errand. I don't use that as a argument to discredit what he actually writes regarding the raw economics of the AI industry.<p>I say this as someone who has been holding NVDA stock since 2016 and can cash out for a large sum of money. To me its all theoretical money until I actually sell. I don't factor it into financial planning.<p>You don't see me being a cheerleader for NVDA. Even though I stand to gain a lot. I will still tell you that the current price is way too high and Jensen Huang has gotten high off his own supply and "celebrity status".<p>After all, we all can't buy NVDA stock and get rich off it. Is it truly possible for all 30,000+ NVDA employees to become multi-millionaires overnight? That's not how capitalism works.</p>
]]></description><pubDate>Mon, 22 Sep 2025 20:19:16 +0000</pubDate><link>https://news.ycombinator.com/item?id=45338920</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45338920</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45338920</guid></item><item><title><![CDATA[New comment by mikhmha in "Ask HN: Has anyone else been unemployed for over two years?"]]></title><description><![CDATA[
<p>I'm hitting 2 years of unemployment in a month. Its somewhat intentional, the day after I became unemployed (I quit) I started to learn Elixir and began work on building a MMO-type game (this was unplanned). Why? Because I like distributed systems programming. I didn't expect to still be working on it 2 years later. Honestly there was no plan or expectation. I got sucked into this project and it was better than having to look for a job. Its fulfilling and intellectually stimulating. The game has public playtests and I have some interested players.<p>But now I'm hitting 2 years and the money is starting to dry up so I need to find work again. I always thought working on this type of project would be a win-win for finding work again, but it hasn't helped much. It may even be a hinderance. Employers/Recruiters don't take it seriously or see it as some exotic work experience. I try to tell them - Distributed Systems...the concepts are the same wherever you go. No dice. I'm on the younger side and have 3 years of professional experience at a payments startup doing backend + devops + AWS. Sometimes I wonder if I screwed myself out of the job market. I'm seen as a Junior Dev with a 2 year work experience gap.<p>I cope by staying in shape. I have a good routine and I even got into swimming over the past year! I think if it wasn't for these activities I would've fell into despair some time ago.</p>
]]></description><pubDate>Fri, 19 Sep 2025 22:17:16 +0000</pubDate><link>https://news.ycombinator.com/item?id=45307391</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45307391</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45307391</guid></item><item><title><![CDATA[New comment by mikhmha in "How do I get into the game industry"]]></title><description><![CDATA[
<p>My game is both "small" and "large" in scope at the same time. Its large in the sense that its a Multiplayer Online Game. But the scope of the gameplay is rather limited. I'm not trying to make a full-out MMORPG with all the content expected of one. And that was never my intention. Its an MMO in the sense that the server architecture can support a lot of players and AI units in the world.<p>Yet I feel like I get wrongly misjudged as a delusional person trying to make a full-out MMORPG. No my game doesn't have a focus on questing, professions, or theme-park areas and raids. People in this industry are too quick to Pidgeon-hole you into existing game genres when you may be trying to do something new entirely.<p>I have a playable demo, some interested players who provide feedback in discord, etc. The game mechanics started simple but have gotten more complex with each update. A lot of work is spent in improving the AI and making them behave "smartly". I pay for server hosting and manage the servers. Its just me. But it feels like I don't even get my resume looked at when I'm applying to jobs in the industry. Because I don't have any prior experience?</p>
]]></description><pubDate>Fri, 29 Aug 2025 21:58:01 +0000</pubDate><link>https://news.ycombinator.com/item?id=45069904</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45069904</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45069904</guid></item><item><title><![CDATA[New comment by mikhmha in "How do I get into the game industry"]]></title><description><![CDATA[
<p>I'm finding that dedicating yourself to working on your own game can be a detriment to finding an actual job in the industry? It feels like employers are wary about your intentions and whether or not you will stick around.<p>Employers also don't seem to take home-grown experience seriously? Even if you know more about the niche side of things like networking, graphics, AI programming. If you don't have exact experience in whatever tools/framework they use (UE blueprints, Unity, etc), they think you won't be a good fit. Even though tools are just tools and concepts are more important.</p>
]]></description><pubDate>Fri, 29 Aug 2025 21:50:54 +0000</pubDate><link>https://news.ycombinator.com/item?id=45069831</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=45069831</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45069831</guid></item><item><title><![CDATA[New comment by mikhmha in "The new skill in AI is not prompting, it's context engineering"]]></title><description><![CDATA[
<p>It is total quackery. When you zoom out in these discussions you begin to see how the AI yappers and their methodology is just modern-day alchemy with its own jargon and "esoteric" techniques.</p>
]]></description><pubDate>Mon, 30 Jun 2025 23:12:09 +0000</pubDate><link>https://news.ycombinator.com/item?id=44428912</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=44428912</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44428912</guid></item><item><title><![CDATA[New comment by mikhmha in "Ask HN: What are you working on? (May 2025)"]]></title><description><![CDATA[
<p>Continuing to work on my MMORPG made with Elixir and Godot. The game has been live for 2 months but there's still lots to do. A lot of the architecture revolves around the AI simulation run in Elixir. I started working on this game after quitting my job on a whim (18 months ago!). I've started to get some daily players which is exciting.<p><a href="https://swarmmo.games" rel="nofollow">https://swarmmo.games</a> The game is playable in browser! And theres no sign-up required to try it out.</p>
]]></description><pubDate>Mon, 26 May 2025 00:51:21 +0000</pubDate><link>https://news.ycombinator.com/item?id=44092818</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=44092818</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44092818</guid></item><item><title><![CDATA[New comment by mikhmha in "Will AI systems perform poorly due to AI-generated material in training data?"]]></title><description><![CDATA[
<p>Right? I've never associated "double-spacer" with boomer. Maybe anally retentive? Someone who is trying too hard? The only thing I associate with boomers is ALL-CAPS writing. Which I assume is a holdover from typewriter days. But I kind of like ALL CAPS. It conveys some level of importance to the message.</p>
]]></description><pubDate>Sat, 17 May 2025 08:04:56 +0000</pubDate><link>https://news.ycombinator.com/item?id=44012817</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=44012817</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44012817</guid></item><item><title><![CDATA[New comment by mikhmha in "Patterns for Building Realtime Features"]]></title><description><![CDATA[
<p>Wow, this sounds like how the AI simulation for my multiplayer game works. Each AI agent has a view of the world and can make local steering decisions to avoid other agents and self preservation. Agents carry out low-level goals that are given to them by squad leaders. A squad leader receives high level "world" objectives from a commander.  High-level objectives are broken down into low level objectives distributed among squad units based on their attributes and preferences.</p>
]]></description><pubDate>Mon, 10 Feb 2025 22:52:57 +0000</pubDate><link>https://news.ycombinator.com/item?id=43006339</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=43006339</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43006339</guid></item><item><title><![CDATA[New comment by mikhmha in "String of recent killings linked to Bay Area 'Zizians'"]]></title><description><![CDATA[
<p>So did Fyodor Dostoevsky.</p>
]]></description><pubDate>Sun, 02 Feb 2025 05:59:17 +0000</pubDate><link>https://news.ycombinator.com/item?id=42906347</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=42906347</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42906347</guid></item><item><title><![CDATA[New comment by mikhmha in "Ask HN: What skills do you want to develop or improve in 2025?"]]></title><description><![CDATA[
<p>Swimming! I started going 2x a week. I took lessons as a kid but hated it due to a fear of water after a traumatic experience in the deep-end. I don't have that fear anymore and I really enjoy it now. I can tread water! And I can float! The mechanics of swimming and floating make a lot of sense to me now. Now I'm swimming laps to find a technique that lets me swim the longest for the least amount of energy. Mostly I copy the techniques of older folks who are also swimming laps in the lanes next to me. lol.<p>I figure if the game I'm working on doesn't pan out then I'll go become a sailor or something. I think thats what I'm training for, potential career change.</p>
]]></description><pubDate>Wed, 25 Dec 2024 23:21:49 +0000</pubDate><link>https://news.ycombinator.com/item?id=42511892</link><dc:creator>mikhmha</dc:creator><comments>https://news.ycombinator.com/item?id=42511892</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42511892</guid></item></channel></rss>