<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: tommsy64</title><link>https://news.ycombinator.com/user?id=tommsy64</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Thu, 30 Apr 2026 18:30:43 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=tommsy64" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by tommsy64 in "Ask HN: What are you working on? (July 2025)"]]></title><description><![CDATA[
<p>Have you seen <a href="https://file.pizza/" rel="nofollow">https://file.pizza/</a> FilePizza? Similar concept using WebRTC</p>
]]></description><pubDate>Sun, 27 Jul 2025 19:47:42 +0000</pubDate><link>https://news.ycombinator.com/item?id=44704078</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=44704078</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44704078</guid></item><item><title><![CDATA[New comment by tommsy64 in "Show HN: Attaching to a virtual GPU over TCP"]]></title><description><![CDATA[
<p>There is a GPU-over-network software called Juice [1]. I've used it on AWS for running CPU-intensive workloads that also happen to need some GPU without needing to use a huge GPU instance. I was able to use a small GPU instance, which had just 4 CPU cores, and stream its GPU to one with 128 CPU cores.<p>I found Juice to work decently for graphical applications too (e.g., games, CAD software). Latency was about what you'd expect for video encode + decode + network: 5-20ms on a LAN if I recall correctly.<p>[1] - <a href="https://github.com/Juice-Labs/Juice-Labs">https://github.com/Juice-Labs/Juice-Labs</a></p>
]]></description><pubDate>Sat, 10 Aug 2024 00:02:36 +0000</pubDate><link>https://news.ycombinator.com/item?id=41206401</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=41206401</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41206401</guid></item><item><title><![CDATA[New comment by tommsy64 in "SSH-Snake: Automated SSH-Based Network Traversal"]]></title><description><![CDATA[
<p>An interesting limitation mentioned in the README<p>"IPv4 Only: Like all of the best programs, the script does not support IPv6. I can't imagine there will be support for this anytime soon."<p>What are considered "all the best programs" these days? Is IPv6 adoption really so looked down upon?</p>
]]></description><pubDate>Sat, 06 Jan 2024 00:54:02 +0000</pubDate><link>https://news.ycombinator.com/item?id=38887127</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=38887127</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38887127</guid></item><item><title><![CDATA[New comment by tommsy64 in "Niklaus Wirth has died"]]></title><description><![CDATA[
<p>Relevant excerpt of Dijkstra's own account (from EWD1308 [1]):<p>Finally a short story for the record. In 1968, the Communications of the ACM published a text of mine under the title "The goto statement considered harmful", which in later years would be most frequently referenced, regrettably, however, often by authors who had seen no more of it than its title, which became a cornerstone of my fame by becoming a template: we would see all sorts of articles under the title "X considered harmful" for almost any X, including one titled "Dijkstra considered harmful". But what had happened? I had submitted a paper under the title "A case against the goto statement", which, in order to speed up its publication, the editor had changed into a "letter to the Editor", and in the process he had given it a new title of his own invention! The editor was Niklaus Wirth.<p>[1] Transcription - <a href="https://www.cs.utexas.edu/%7EEWD/transcriptions/EWD13xx/EWD1308.html" rel="nofollow">https://www.cs.utexas.edu/%7EEWD/transcriptions/EWD13xx/EWD1...</a>
PDF - <a href="https://www.cs.utexas.edu/%7EEWD/ewd13xx/EWD1308.PDF" rel="nofollow">https://www.cs.utexas.edu/%7EEWD/ewd13xx/EWD1308.PDF</a></p>
]]></description><pubDate>Wed, 03 Jan 2024 20:29:12 +0000</pubDate><link>https://news.ycombinator.com/item?id=38859402</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=38859402</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38859402</guid></item><item><title><![CDATA[New comment by tommsy64 in "Medically assisted deaths constituted 4.1 per cent of all deaths in Canada"]]></title><description><![CDATA[
<p>Can you provide a source for this claim?</p>
]]></description><pubDate>Mon, 30 Oct 2023 04:16:38 +0000</pubDate><link>https://news.ycombinator.com/item?id=38065623</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=38065623</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=38065623</guid></item><item><title><![CDATA[New comment by tommsy64 in "Factorio is coming to Nintendo Switch"]]></title><description><![CDATA[
<p>This [Factorio SAT Solver](<a href="https://github.com/R-O-C-K-E-T/Factorio-SAT" rel="nofollow">https://github.com/R-O-C-K-E-T/Factorio-SAT</a>) has generated novel balancer designs. See the [wiki](<a href="https://wiki.factorio.com/Balancer_mechanics" rel="nofollow">https://wiki.factorio.com/Balancer_mechanics</a>) to learn about belt balancers.</p>
]]></description><pubDate>Wed, 14 Sep 2022 06:27:37 +0000</pubDate><link>https://news.ycombinator.com/item?id=32833904</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=32833904</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=32833904</guid></item><item><title><![CDATA[New comment by tommsy64 in "Three papers highlight results of record yield nuclear fusion shot"]]></title><description><![CDATA[
<p>Climate Catastrophe?</p>
]]></description><pubDate>Sun, 14 Aug 2022 19:47:56 +0000</pubDate><link>https://news.ycombinator.com/item?id=32462299</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=32462299</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=32462299</guid></item><item><title><![CDATA[New comment by tommsy64 in "Ghost recon breakpoint game save disappeared"]]></title><description><![CDATA[
<p>Your current gaming PC setup sounds like what I'd want. Can you give some details about the SAN hardware? What does it take to have Windows boot off of a FibreChannel SAN that's backed by ZFS?</p>
]]></description><pubDate>Fri, 27 May 2022 07:48:20 +0000</pubDate><link>https://news.ycombinator.com/item?id=31527063</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=31527063</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=31527063</guid></item><item><title><![CDATA[New comment by tommsy64 in "Nocom – 2b2t Minecraft server exploit using Monte-Carlo localization"]]></title><description><![CDATA[
<p>I'm curious how you developed the "very cute headless" Minecraft client. Did you use the Forge build tools? How did you go about ripping out the rendering/keyboard stuff?</p>
]]></description><pubDate>Sun, 19 Dec 2021 22:29:29 +0000</pubDate><link>https://news.ycombinator.com/item?id=29619127</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=29619127</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=29619127</guid></item><item><title><![CDATA[New comment by tommsy64 in "Show HN: Factorio Blueprint Visualizer"]]></title><description><![CDATA[
<p>Foreman 2.0 <a href="https://github.com/DanielKote/Foreman2" rel="nofollow">https://github.com/DanielKote/Foreman2</a> is robust Factorio diagramming app. It's capable of creating rather large diagrams, such as this [1] one of an entire Seablock factory.<p>Another one I like to use for quick diagramming is Factorio Lab [2], which is a web app.<p>[1] <a href="https://www.reddit.com/r/Seablock/comments/r0w0nl/full_graph/" rel="nofollow">https://www.reddit.com/r/Seablock/comments/r0w0nl/full_graph...</a>
[2] <a href="https://factoriolab.github.io/" rel="nofollow">https://factoriolab.github.io/</a></p>
]]></description><pubDate>Mon, 29 Nov 2021 21:07:39 +0000</pubDate><link>https://news.ycombinator.com/item?id=29385296</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=29385296</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=29385296</guid></item><item><title><![CDATA[New comment by tommsy64 in "Show HN: This Word Does Not Exist"]]></title><description><![CDATA[
<p>That reminds me of the Japanese word よし (yo shi) (which sounds like "Yosh"). Its meaning is very nearly identical: an expression of excitement or enthusiasm, equivalent to saying "all right!" or "okay!" in English. Was the model trained with the Japanese word and its definition?</p>
]]></description><pubDate>Wed, 13 May 2020 21:13:30 +0000</pubDate><link>https://news.ycombinator.com/item?id=23171906</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=23171906</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=23171906</guid></item><item><title><![CDATA[New comment by tommsy64 in "WinUI – The modern native UI platform of Windows"]]></title><description><![CDATA[
<p>Ahh, #927. A classic! :P</p>
]]></description><pubDate>Wed, 06 May 2020 06:33:18 +0000</pubDate><link>https://news.ycombinator.com/item?id=23088395</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=23088395</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=23088395</guid></item><item><title><![CDATA[New comment by tommsy64 in "Matheminecraft: Where math and Minecraft meet"]]></title><description><![CDATA[
<p>I'm just starting to learn computer graphics and I've come across the Marching Cubes algorithm; however, I don't understand in this instance what you mean by "using one or more rays per pixel" and how that fits in with Marching Cubes. Could you point me in a direction to learn more about this? Thank you.</p>
]]></description><pubDate>Tue, 21 Apr 2020 23:15:07 +0000</pubDate><link>https://news.ycombinator.com/item?id=22940338</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=22940338</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22940338</guid></item><item><title><![CDATA[New comment by tommsy64 in "Matheminecraft: Where math and Minecraft meet"]]></title><description><![CDATA[
<p>I've had this exact same project idea on my mind for a year or so, largely driven by a desire to see beautiful, to-scale mountain ranges in game (Thousands of blocks of render distance rather than a measly ~256). I wouldn't consider myself a computer graphics guy either; however, I recently started to dive into the world of computer graphics to at least figure out what it would take to implement something like this.<p>As a sibling commenter mentioned, using a marching cube algorithm is one approach. 0fps [1] has a good blog post about using Progressively Ordered Primitive buffers to implement Level of Detail in Minecraft-like games. (There is an interesting comment on that blog replying to that post.) Another blog [2] shows a similar implementation in a Minecraft-like game call "SeaOfMemes".<p>On a side note, I've never heard of Terasology—and it's been around for 9 years(!) it seems. I'll definitely check it out.<p>[1] - <a href="https://0fps.net/2018/03/03/a-level-of-detail-method-for-blocky-voxels/" rel="nofollow">https://0fps.net/2018/03/03/a-level-of-detail-method-for-blo...</a>
[2] - <a href="http://www.sea-of-memes.com/LetsCode64/LetsCode64.html" rel="nofollow">http://www.sea-of-memes.com/LetsCode64/LetsCode64.html</a> and <a href="http://www.sea-of-memes.com/LetsCode67/LetsCode67.html" rel="nofollow">http://www.sea-of-memes.com/LetsCode67/LetsCode67.html</a></p>
]]></description><pubDate>Tue, 21 Apr 2020 23:07:36 +0000</pubDate><link>https://news.ycombinator.com/item?id=22940297</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=22940297</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22940297</guid></item><item><title><![CDATA[New comment by tommsy64 in "Matheminecraft: Where math and Minecraft meet"]]></title><description><![CDATA[
<p>What you are thinking of is called Level of Detail (LOD). The principle being that 3D models further away can be rendered with fewer vertices/polygons, i.e., at a lower LOD. 3D models in Minecraft are almost all simple cubes or a collection of rectangles (e.g., torches, levers, slabs). There aren't really any extra polygons in these models that can be removed to create a less detailed representation, unlike, say in this [1] model of a rabbit.<p>Thus, you are right in thinking that Minecraft doesn't implement a LOD by changing the resolution of the models; however, it does use progressively lower resolution textures for texturing models that are farther away. This is a common technique called mipmapping [2].<p>[1] - <a href="https://cathyatseneca.gitbooks.io/3d-modelling-for-programmers/content/3ds_max_basics/3d_representation.html" rel="nofollow">https://cathyatseneca.gitbooks.io/3d-modelling-for-programme...</a>
[2] - <a href="https://en.wikipedia.org/wiki/Mipmap" rel="nofollow">https://en.wikipedia.org/wiki/Mipmap</a></p>
]]></description><pubDate>Tue, 21 Apr 2020 22:29:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=22940027</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=22940027</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22940027</guid></item><item><title><![CDATA[New comment by tommsy64 in "Matheminecraft: Where math and Minecraft meet"]]></title><description><![CDATA[
<p>A quick search shows MathCraft Security Technologies [1] and MathCraft(TM): Math In Action [2] by Cycorp both exist.<p>On a similar note, I find it amusing that accidentally going to minecraft.com instead of minecraft.net brings you to the home page of a literal mining engineering consultancy [3].<p>"MineCraft Consulting provides innovative solutions and project management
services for coal mining projects in Australia and Overseas."<p>"MineCraft is a registered trademark of MineCraft Consulting Pty Ltd."<p>[1] - <a href="https://www.mathcraft.com/" rel="nofollow">https://www.mathcraft.com/</a>
[2] - <a href="http://mathcraft.ai/" rel="nofollow">http://mathcraft.ai/</a>
[3] - <a href="http://www.minecraft.com/" rel="nofollow">http://www.minecraft.com/</a></p>
]]></description><pubDate>Tue, 21 Apr 2020 22:12:44 +0000</pubDate><link>https://news.ycombinator.com/item?id=22939904</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=22939904</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22939904</guid></item><item><title><![CDATA[New comment by tommsy64 in "Run your own high-end cloud gaming service on EC2 (2015)"]]></title><description><![CDATA[
<p>Parsec[1] is a Discord-like game-streaming host and client. I've used it a little and it seems to work just as well or better than Steam Stream or GeForce Now. Furthermore, it has virtually no setup and works across WAN without a VPN.<p>[1] <a href="https://parsecgaming.com/features/" rel="nofollow">https://parsecgaming.com/features/</a></p>
]]></description><pubDate>Sun, 09 Feb 2020 19:44:20 +0000</pubDate><link>https://news.ycombinator.com/item?id=22283929</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=22283929</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=22283929</guid></item><item><title><![CDATA[New comment by tommsy64 in "Dynamic Progamming: First Principles"]]></title><description><![CDATA[
<p>There appears to be a missing return statement in the Fibonacci Number example in the if block. Should look like this: <a href="https://repl.it/NLIf/1" rel="nofollow">https://repl.it/NLIf/1</a></p>
]]></description><pubDate>Wed, 25 Oct 2017 02:06:10 +0000</pubDate><link>https://news.ycombinator.com/item?id=15546819</link><dc:creator>tommsy64</dc:creator><comments>https://news.ycombinator.com/item?id=15546819</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=15546819</guid></item></channel></rss>