<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: phqb</title><link>https://news.ycombinator.com/user?id=phqb</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Sat, 25 Jul 2026 03:17:28 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=phqb" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by phqb in "Ask HN: What Are You Working On? (July 2026)"]]></title><description><![CDATA[
<p>I'm prototyping a wood-working simulator game in my free time for a year now, here is its latest short <a href="https://phqb.github.io/woodsim-short-15-07-2026.html" rel="nofollow">https://phqb.github.io/woodsim-short-15-07-2026.html</a>.<p>My goal is to capture the satisfying feeling of sawing & chiselling wood and hammering its parts (jointing) into an usable object.<p>Now sawing mechanic is done, chiseling shouldn't be a problem. Jointing will be hard.<p>The techs: Rust, raylib, JoltPhysics. I don't use engines to avoid answering "how to do X in Y" questions while I even don't know how to do X yet. But now I'm considering migrating to bevy to not have to implement (good) shadow, lighting, ... from scratch.<p>Btw I use no AI except for brainstorming and well-defined & isolated functions. I want to control all my codes instead of begging the LLM model.</p>
]]></description><pubDate>Wed, 15 Jul 2026 03:33:05 +0000</pubDate><link>https://news.ycombinator.com/item?id=48915956</link><dc:creator>phqb</dc:creator><comments>https://news.ycombinator.com/item?id=48915956</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48915956</guid></item><item><title><![CDATA[New comment by phqb in "The King in Yellow"]]></title><description><![CDATA[
<p>I also knew this book from Signalis which is now one of my favorite. I even made a copy of this book[0] based on the in-game one.<p>[0]: <a href="https://x.com/phqb1/status/1840023494060585237" rel="nofollow">https://x.com/phqb1/status/1840023494060585237</a></p>
]]></description><pubDate>Fri, 07 Feb 2025 13:19:32 +0000</pubDate><link>https://news.ycombinator.com/item?id=42972187</link><dc:creator>phqb</dc:creator><comments>https://news.ycombinator.com/item?id=42972187</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42972187</guid></item><item><title><![CDATA[New comment by phqb in "Show HN: I made a WebGL-based app that traces images using circles"]]></title><description><![CDATA[
<p>I added JSON import & export. Btw you can get a sharable link. But the details of the drawing will reduce because of URL length limitation.</p>
]]></description><pubDate>Sun, 13 Mar 2022 15:26:28 +0000</pubDate><link>https://news.ycombinator.com/item?id=30662037</link><dc:creator>phqb</dc:creator><comments>https://news.ycombinator.com/item?id=30662037</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=30662037</guid></item><item><title><![CDATA[New comment by phqb in "Show HN: I made a WebGL-based app that traces images using circles"]]></title><description><![CDATA[
<p>I added number of circles sliders.</p>
]]></description><pubDate>Sun, 13 Mar 2022 15:23:20 +0000</pubDate><link>https://news.ycombinator.com/item?id=30662004</link><dc:creator>phqb</dc:creator><comments>https://news.ycombinator.com/item?id=30662004</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=30662004</guid></item><item><title><![CDATA[Show HN: I made a WebGL-based app that traces images using circles]]></title><description><![CDATA[
<p>I was fascinated by this [0] and this video [1]. After many struggles, I finally built this app that traces images using circles similar to what these videos had shown.<p>The most challenging part (to me) is to find a way to convert images to vector lines. I had tried Potrace, but its output is not suitable for my use case: too many small elements share the same border. Potrace's goal is to represent the original image faithfully using vector lines. But I want to trace the image edges.<p>After searching and trying some Potrace alternatives in vain, I finally found my keyword. Surprisingly (to me), it lies at the end of the wiki page of the very topic [2]. Then I found a paper [3] that has nice pseudocode and a C implementation. I rewrote the pseudocode in Rust because I wanted to experiment with rustwasm. Honestly, I didn't care much about the math behind it.<p>From then, I could continue to finish the app and show it to the world.<p>This app is also my chance to learn about rustwasm and WebGL.<p>FYI: this app is offline-only; your images never leave your browser<p>[0] <a href="https://www.youtube.com/watch?v=r6sGWTCMz2k" rel="nofollow">https://www.youtube.com/watch?v=r6sGWTCMz2k</a><p>[1] <a href="https://www.youtube.com/watch?v=-qgreAUpPwM" rel="nofollow">https://www.youtube.com/watch?v=-qgreAUpPwM</a><p>[2] <a href="https://en.wikipedia.org/wiki/Edge_detection#Subpixel" rel="nofollow">https://en.wikipedia.org/wiki/Edge_detection#Subpixel</a><p>[3] <a href="https://www.ipol.im/pub/art/2017/216/" rel="nofollow">https://www.ipol.im/pub/art/2017/216/</a></p>
<hr>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=30530376">https://news.ycombinator.com/item?id=30530376</a></p>
<p>Points: 93</p>
<p># Comments: 24</p>
]]></description><pubDate>Wed, 02 Mar 2022 17:56:08 +0000</pubDate><link>https://phqb.github.io/circle_drawing/</link><dc:creator>phqb</dc:creator><comments>https://news.ycombinator.com/item?id=30530376</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=30530376</guid></item></channel></rss>