<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: turtledragonfly</title><link>https://news.ycombinator.com/user?id=turtledragonfly</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Sat, 29 Aug 2026 12:15:22 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=turtledragonfly" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by turtledragonfly in "LÖVE: 2D Game Framework for Lua"]]></title><description><![CDATA[
<p>The Lua source code is also a masterclass in C, I recommend it to anyone learning that language. It's big enough to be an involved implementation, but small and focused and well-organized enough to (at least roughly) understand what's going on at the various layers. It's a very solidly-written mass of portable C, with only minor exceptions.</p>
]]></description><pubDate>Sun, 05 Apr 2026 22:06:31 +0000</pubDate><link>https://news.ycombinator.com/item?id=47654412</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=47654412</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47654412</guid></item><item><title><![CDATA[New comment by turtledragonfly in "The unlikely story of Teardown Multiplayer"]]></title><description><![CDATA[
<p>I'm sure you know, but for others reading: even on the same architecture, there is more to floating point determinism than just running the same "x = a + b" code on each system. There's also the state of the FPU (eg: rounding modes) that can affect results.<p>On older versions of DirectX (maybe even in some modern Windows APIs?) there were cases where it would internally change the FPU mode, causing chaos for callers trying to use floats deterministically[1].<p>[1] <a href="https://gafferongames.com/post/floating_point_determinism/" rel="nofollow">https://gafferongames.com/post/floating_point_determinism/</a>  (see the Elijah quote, especially)</p>
]]></description><pubDate>Tue, 17 Mar 2026 11:43:38 +0000</pubDate><link>https://news.ycombinator.com/item?id=47411342</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=47411342</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47411342</guid></item><item><title><![CDATA[New comment by turtledragonfly in "Back to FreeBSD: Part 1"]]></title><description><![CDATA[
<p>Partly what I mentioned above: a higher rate of development "churn" — incorporating new systems or technology before it's well-baked or well-integrated with the rest of the OS, only to be replaced a few years later with something else. The kerfuffle over WireGuard in FreeBSD 13 (ultimately backing it out of that release) is, I think, one recent-ish example of the FreeBSD devs taking a stance to demand a certain quality bar for such things.<p>Another aspect for me is documentation. I've been disheartened recently by how some faster-paced changes to the FreeBSD ports system aren't well-documented, so 'man ports' and the handbook are a bit out-of-sync with reality. Being able to read the handbook and the manpages to get an accurate education on the OS has always felt right to me, and the Linux ecosystem doesn't do it nearly as well, I feel.<p>I think generally it's a cathedral-vs-bazaar sort of difference. I hope FreeBSD stays more cathedral-y than Linux.</p>
]]></description><pubDate>Wed, 25 Feb 2026 03:55:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=47147125</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=47147125</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47147125</guid></item><item><title><![CDATA[New comment by turtledragonfly in "Back to FreeBSD: Part 1"]]></title><description><![CDATA[
<p>> FreeBSD was perfectly fine but it didn't do anything I needed that Linux didn't already do.<p>I broadly agree, even as a FreeBSD fan myself; things have converged a lot over the decades. But still, I generally feel that while you can get the same work done in both, FreeBSD does things <i>better</i> (and/or cleaner, more elegant, etc) in many cases.<p>The overall feeling of system cohesion makes me happier to use it, from small things like Ctrl-T producing meaningful output for all the base OS tools, to larger and more amorphous things like having greater confidence core systems won't change too quickly over time (eg: FreeBSD's relatively stable sound support, versus Linux's alsa/pulse/pipewire/..., similar for event APIs, and more).<p>Though I totally feel your pain about latest-and-greatest hardware driver support. Has gotten better since the '90s, but that gap will probably always be there due to the different development philosophies.<p>I hope FreeBSD never gets too "Linux-y"; it occupies it's own nice spot in the spectrum of available options.</p>
]]></description><pubDate>Sun, 22 Feb 2026 19:07:17 +0000</pubDate><link>https://news.ycombinator.com/item?id=47113684</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=47113684</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47113684</guid></item><item><title><![CDATA[New comment by turtledragonfly in "I'm making a game engine based on dynamic signed distance fields (SDFs) [video]"]]></title><description><![CDATA[
<p>Why must you attack me personally like this?! ⠀(:</p>
]]></description><pubDate>Mon, 12 Jan 2026 16:46:45 +0000</pubDate><link>https://news.ycombinator.com/item?id=46590961</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=46590961</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46590961</guid></item><item><title><![CDATA[New comment by turtledragonfly in "I'm making a game engine based on dynamic signed distance fields (SDFs) [video]"]]></title><description><![CDATA[
<p>This is super cool, and I like the no-nonsense presentation.<p>I'm curious to know where he takes the gameplay. He mentions it being digging-focused, and also mentions the digging/terrain deformation aspects in other games like No Man's Sky are relatively low-fidelity. I wonder what a "high-fidelity digging game" looks like (:<p>Aside, if I may self-plug: I wrote a small series on SDFs, for those who might be interested[1]. I'm also using them in my game engine (though it's 2D, for me).<p>[1]<p>* <a href="https://festina-lente-productions.com/articles/sdfs-1/" rel="nofollow">https://festina-lente-productions.com/articles/sdfs-1/</a><p>* <a href="https://festina-lente-productions.com/articles/sdfs-2/" rel="nofollow">https://festina-lente-productions.com/articles/sdfs-2/</a><p>* <a href="https://festina-lente-productions.com/articles/sdfs-3/" rel="nofollow">https://festina-lente-productions.com/articles/sdfs-3/</a></p>
]]></description><pubDate>Sun, 11 Jan 2026 23:48:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=46581828</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=46581828</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46581828</guid></item><item><title><![CDATA[New comment by turtledragonfly in "I'm making a game engine based on dynamic signed distance fields (SDFs) [video]"]]></title><description><![CDATA[
<p>The Dreams team made a nice talk at SIGGRAPH 2015, if you want to check it out:<p>* Slides (good notes): <a href="https://advances.realtimerendering.com/s2015/AlexEvans_SIGGRAPH-2015-sml.pdf" rel="nofollow">https://advances.realtimerendering.com/s2015/AlexEvans_SIGGR...</a><p>* video: <a href="https://www.youtube.com/watch?v=u9KNtnCZDMI" rel="nofollow">https://www.youtube.com/watch?v=u9KNtnCZDMI</a></p>
]]></description><pubDate>Sun, 11 Jan 2026 23:40:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=46581763</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=46581763</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46581763</guid></item><item><title><![CDATA[New comment by turtledragonfly in "Friendship Begins at Home"]]></title><description><![CDATA[
<p>I'm reminded of that scene from A Beautiful Mind where someone asks him if he still has his hallucinations. He looks over and sees the fake people still there, and says "Oh no, they're not gone. Maybe they'll never be." And they still would drag him into things again, but he has learned to ignore them and not get pulled in.<p>So it is with internal demons sometimes, I find. You learn to recognize them, rather than expunge them.</p>
]]></description><pubDate>Sun, 19 Oct 2025 06:48:51 +0000</pubDate><link>https://news.ycombinator.com/item?id=45632456</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=45632456</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45632456</guid></item><item><title><![CDATA[New comment by turtledragonfly in "Fast calculation of the distance to cubic Bezier curves on the GPU"]]></title><description><![CDATA[
<p>Pretty cool. I haven't dived into the details of this post, but it's a problem I've been wrangling with from time to time in my game.<p>Below is a series of writings on this topic that I enjoyed, by James Blinn, of "Blinn-Phong reflection" fame (and more). Not state-of-the-art, but an interesting read. It's just for cubics, which is what you need to solve the distance formula for quadratic bezier curves (my particular case), rather than the harder cubic curves of the linked article.<p>* <a href="https://courses.cs.washington.edu/courses/cse590b/13au/lecture_notes/cubic.pdf" rel="nofollow">https://courses.cs.washington.edu/courses/cse590b/13au/lectu...</a><p>* <a href="https://courses.cs.washington.edu/courses/cse590b/13au/lecture_notes/solvecubic_p2.pdf" rel="nofollow">https://courses.cs.washington.edu/courses/cse590b/13au/lectu...</a><p>* <a href="https://courses.cs.washington.edu/courses/cse590b/13au/lecture_notes/solvecubic_p3.pdf" rel="nofollow">https://courses.cs.washington.edu/courses/cse590b/13au/lectu...</a><p>* <a href="https://courses.cs.washington.edu/courses/cse590b/13au/lecture_notes/solvecubic_p4.pdf" rel="nofollow">https://courses.cs.washington.edu/courses/cse590b/13au/lectu...</a><p>* <a href="https://courses.cs.washington.edu/courses/cse590b/13au/lecture_notes/solvecubic_p5.pdf" rel="nofollow">https://courses.cs.washington.edu/courses/cse590b/13au/lectu...</a></p>
]]></description><pubDate>Sat, 18 Oct 2025 23:28:45 +0000</pubDate><link>https://news.ycombinator.com/item?id=45631100</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=45631100</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45631100</guid></item><item><title><![CDATA[New comment by turtledragonfly in "Dimensions of everyday objects"]]></title><description><![CDATA[
<p>From the name, I thought it was going to be about fractal dimensions[1] (:<p>So on that tangent ... you can measure that value for ordinary objects using the "box counting" method[2], to get a notion of objects being "1.3 D" and such.<p>[1]<a href="https://en.wikipedia.org/wiki/Fractal_dimension" rel="nofollow">https://en.wikipedia.org/wiki/Fractal_dimension</a><p>[2]<a href="https://pages.cs.wisc.edu/~ergreen/honors_thesis/dimension.html" rel="nofollow">https://pages.cs.wisc.edu/~ergreen/honors_thesis/dimension.h...</a></p>
]]></description><pubDate>Sat, 11 Oct 2025 00:29:09 +0000</pubDate><link>https://news.ycombinator.com/item?id=45545311</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=45545311</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45545311</guid></item><item><title><![CDATA[New comment by turtledragonfly in "Social anxiety isn't about being liked"]]></title><description><![CDATA[
<p>This seems fairly culture-dependent, from my experience.<p>For instance, I've noticed a distinct difference in how sarcasm is received in the Northeast US vs the West Coast. What you described feels more Northeast-y to me (I'm sure it varies by other segments and sub-sub-cultures, too).<p>There's the saying: "If an Irish person calls you 'asshole,' it means they think you're a friend. If they call you 'friend' it means they think you're an asshole."<p>Not just for the Irish though, I don't think (:</p>
]]></description><pubDate>Fri, 03 Oct 2025 16:34:35 +0000</pubDate><link>https://news.ycombinator.com/item?id=45464824</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=45464824</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45464824</guid></item><item><title><![CDATA[New comment by turtledragonfly in "Hand: open-source Robot Hand"]]></title><description><![CDATA[
<p>As an aside, this "robot tentacle" paper was referenced in a recent HN story: "SpiRobs: Logarithmic Spiral-shaped Robots for Versatile Grasping Across Scales"[1]<p>Seems like a pretty high bang-for-the-buck for versatility and capability with only a few cables controlling it.<p>[1] <a href="https://arxiv.org/pdf/2303.09861" rel="nofollow">https://arxiv.org/pdf/2303.09861</a></p>
]]></description><pubDate>Thu, 17 Jul 2025 15:59:09 +0000</pubDate><link>https://news.ycombinator.com/item?id=44594784</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=44594784</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44594784</guid></item><item><title><![CDATA[New comment by turtledragonfly in "Migrating away from Rust"]]></title><description><![CDATA[
<p>Speaking as someone who has made their own game engine for their indie game: it really depends on the game, and on the developer's personality and goals. I think you're probably right for the majority of cases, since the majority of games people want to make are reasonably well-served by general-purpose game engines.<p>But part of the thing that attracted me to the game I'm making is that it would be <i>hard</i> to make in a standard cookie-cutter way. The novelty of the systems involved is part of the appeal, both to me and (ideally) to my customers. If/when I get some of those (:</p>
]]></description><pubDate>Mon, 28 Apr 2025 22:01:27 +0000</pubDate><link>https://news.ycombinator.com/item?id=43826599</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=43826599</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43826599</guid></item><item><title><![CDATA[New comment by turtledragonfly in "Jellyfin as a Spotify alternative"]]></title><description><![CDATA[
<p>Just tossing in my own recommendation: I use Lyrion Music Server (previously Logitech Media Server (previously Slim Devices/Squeezebox))[1]<p>It's open-source, self-hosted, has various good plugins (eg: I have some Pandora stations I listen to, as well as my own music collection).
You can synchronize music across multiple devices in your home (I just have 2).<p>Even though the physical devices (Squeezebox Touch, etc) are no longer sold, it's pretty easy to build one yourself with a raspberry pi.<p>It's one of those cases where a company created something great, and strongly-open-sourced it enough that the project can't die even though the new owners are not giving it the love it deserves.<p>So, I hope to keep using it for the rest of my days (:<p>[1] <a href="https://lyrion.org/" rel="nofollow">https://lyrion.org/</a></p>
]]></description><pubDate>Thu, 17 Apr 2025 22:36:04 +0000</pubDate><link>https://news.ycombinator.com/item?id=43722971</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=43722971</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43722971</guid></item><item><title><![CDATA[New comment by turtledragonfly in "How a $2k 'Made in the USA' Phone Is Manufactured"]]></title><description><![CDATA[
<p>Go back to /r/vxjunkies/, and take your retro-encabulator with you :Þ</p>
]]></description><pubDate>Fri, 11 Apr 2025 03:28:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=43650243</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=43650243</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43650243</guid></item><item><title><![CDATA[New comment by turtledragonfly in "PEP 750 – Template Strings"]]></title><description><![CDATA[
<p>> turning python to PHP.<p>Why stop there? Go full Perl (:<p>I think Python needs more quoting operators, too. Maybe qq{} qq() q// ...<p>[I say this as someone who actually likes Perl and chuckles from afar at such Python developments. May you get there one day!]</p>
]]></description><pubDate>Thu, 10 Apr 2025 21:25:24 +0000</pubDate><link>https://news.ycombinator.com/item?id=43648150</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=43648150</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43648150</guid></item><item><title><![CDATA[New comment by turtledragonfly in "Why I run FreeBSD for my home servers (2024)"]]></title><description><![CDATA[
<p>Do you use ZFS for root, on Debian? (enabling "boot environments")<p>I've recently switched my FreeBSD setups to use that scheme, and it's been nice. Would be interested to hear if it's similarly straightforward on Debian (my second-favorite OS :)<p>Obviously requires support in the bootcode; I'm not sure of the state of that for Linux.</p>
]]></description><pubDate>Mon, 31 Mar 2025 22:38:08 +0000</pubDate><link>https://news.ycombinator.com/item?id=43540716</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=43540716</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43540716</guid></item><item><title><![CDATA[New comment by turtledragonfly in "NASA Shuts Off Voyager Science Instrument"]]></title><description><![CDATA[
<p>It was a crash bug, but I'm not really sure the details (and it has been some years...). Even at the time, I wasn't personally involved in it, just heard about it through the grapevine.<p>But yes, my understanding is it was quite expensive and the publisher was none too pleased (:</p>
]]></description><pubDate>Fri, 07 Mar 2025 01:46:23 +0000</pubDate><link>https://news.ycombinator.com/item?id=43286802</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=43286802</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43286802</guid></item><item><title><![CDATA[New comment by turtledragonfly in "NASA Shuts Off Voyager Science Instrument"]]></title><description><![CDATA[
<p>Video games used to be like this. Once you built the "gold master" CD/DVD/cartridge/etc it was out of your hands. It was kinda nice to have a concrete end to the project [1]. Nowadays, everything is on the 'net, you can send patches, dlc, etc and the notion of a game being "done" is murky.<p>[1] There was, however, one game I worked on where they had to pull the boxes from stores (delivered, but not yet for sale) and swap out the disk in order to release a critical fix that was discovered too late. Fun times (:</p>
]]></description><pubDate>Thu, 06 Mar 2025 21:08:29 +0000</pubDate><link>https://news.ycombinator.com/item?id=43285095</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=43285095</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43285095</guid></item><item><title><![CDATA[You need a novelty budget (2018)]]></title><description><![CDATA[
<p>Article URL: <a href="https://shimweasel.com/2018/08/25/novelty-budgets">https://shimweasel.com/2018/08/25/novelty-budgets</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=41843129">https://news.ycombinator.com/item?id=41843129</a></p>
<p>Points: 2</p>
<p># Comments: 0</p>
]]></description><pubDate>Mon, 14 Oct 2024 23:04:13 +0000</pubDate><link>https://shimweasel.com/2018/08/25/novelty-budgets</link><dc:creator>turtledragonfly</dc:creator><comments>https://news.ycombinator.com/item?id=41843129</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=41843129</guid></item></channel></rss>