<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: v1sea</title><link>https://news.ycombinator.com/user?id=v1sea</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Fri, 03 Jul 2026 12:58:43 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=v1sea" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by v1sea in "Swift and the Cute 2d game framework: Setting up a project with CMake"]]></title><description><![CDATA[
<p>Thanks for sharing a simple setup that avoids SwiftPM. It is nice to have more options.<p>Swift has to shed the perception that it only works on apple platforms. I've found the the C++ interop to be pretty good for my computer vision use cases.</p>
]]></description><pubDate>Fri, 06 Jun 2025 14:48:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=44201489</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=44201489</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44201489</guid></item><item><title><![CDATA[New comment by v1sea in "Native visionOS platform support"]]></title><description><![CDATA[
<p>It’s nice to see this addition. I’m not sure if Godot would be better off bridging OpenXR to apple’s ar compositer or do as these PRs implement.<p>It isn’t much work to bridge from a metal renderer to the ar compositor. There are nice, if under documented c apis for Compositor Services in visionOS. I don’t think this will end up being a heavy maintenance burden, but they should donate some headsets as the second vertex amplification doesn’t run in the simulator. The max threads per thread group also differ. So real hardware is needed to measure performance.<p><a href="https://developer.apple.com/documentation/compositorservices/drawing-fully-immersive-content-using-metal" rel="nofollow">https://developer.apple.com/documentation/compositorservices...</a></p>
]]></description><pubDate>Wed, 23 Apr 2025 04:51:00 +0000</pubDate><link>https://news.ycombinator.com/item?id=43768701</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=43768701</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43768701</guid></item><item><title><![CDATA[New comment by v1sea in "Show HN: Glyph3D – A 3D text visualizer for macOS and iOS / iPadOS"]]></title><description><![CDATA[
<p>I built an interactive call graph interface targeting visionOS that I'll be open sourcing soon. My approach is to use the Language Server Protocol(LSP) as the itermediate format as many LSP implementations support the call hierarchy method. You can then proxy the commands to the headset for rendering. Using the LSP is nice because you can integrate the controls into small editor plugins and get live code analysis.<p>Most code analysis programs fail in some combination of editor integration, language support, iteration speed, or interactivity.<p>One of the big issues with visionOS right now is the divide between a full immersive space and a volume. There is a dev option to enable the virtual display to work in an immersive space, but normally a full metal rendered scene will hide your mac monitor. The volume requires RealityKit and provides no hand tracking data. My approach is to run the graph fruchterman-reingold spring embedder in a metal compute kernel updating a LowLevelMesh in a volume. The biggest limit I've faced is around 1000 input targets (graph nodes) is the most the RealitKyt renderer can support before the frame rate dips under 90Hz.<p>Good luck if you attempt visionOS, it is nearly undocumented.</p>
]]></description><pubDate>Mon, 02 Dec 2024 19:33:36 +0000</pubDate><link>https://news.ycombinator.com/item?id=42299517</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=42299517</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42299517</guid></item><item><title><![CDATA[New comment by v1sea in "Show HN: I built an interactive cloth solver for Apple Vision Pro"]]></title><description><![CDATA[
<p>You can use it in the sun as it is using video passthrough not optical AR like the hololens.</p>
]]></description><pubDate>Sun, 02 Jun 2024 01:17:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=40550588</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40550588</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40550588</guid></item><item><title><![CDATA[New comment by v1sea in "Show HN: I built an interactive cloth solver for Apple Vision Pro"]]></title><description><![CDATA[
<p>Really neat, are you running the cloth simulation on the CPU or GPU? How many elements are in the simulated cloth? Good luck on future AR projects!</p>
]]></description><pubDate>Sun, 02 Jun 2024 01:13:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=40550573</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40550573</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40550573</guid></item><item><title><![CDATA[New comment by v1sea in "Async Channels for Swift Concurrency"]]></title><description><![CDATA[
<p>Nice, now I can have the nice concurrency syntax with the error handling I know and love. ♡</p>
]]></description><pubDate>Tue, 07 May 2024 07:04:27 +0000</pubDate><link>https://news.ycombinator.com/item?id=40283119</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40283119</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40283119</guid></item><item><title><![CDATA[New comment by v1sea in "Show HN: Hacker Search – A semantic search engine for Hacker News"]]></title><description><![CDATA[
<p>Can you go into more detail on how it works or provide some references for articles/papers on implementing a system like this? Is it just RAG?<p>Testing it out, I'd say the results for "graph visualization" are focused if a bit incomplete. So to me it has high precision, but lower recall.<p>I don't see this searching comments. That could be a nice extension. Thanks for sharing.</p>
]]></description><pubDate>Thu, 02 May 2024 17:34:41 +0000</pubDate><link>https://news.ycombinator.com/item?id=40238986</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40238986</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40238986</guid></item><item><title><![CDATA[New comment by v1sea in "3D framework for the web, built on Svelte and Three.js"]]></title><description><![CDATA[
<p>Looks promising. It would be nice if the XR components exposed more configuration options. For example I don't see a way to use the transient pointer of the apple headset nor the depth buffer of the Quest 3.<p>[0] <a href="https://webkit.org/blog/15162/introducing-natural-input-for-webxr-in-apple-vision-pro/" rel="nofollow">https://webkit.org/blog/15162/introducing-natural-input-for-...</a><p>[1] <a href="https://www.w3.org/TR/webxr-depth-sensing-1/" rel="nofollow">https://www.w3.org/TR/webxr-depth-sensing-1/</a></p>
]]></description><pubDate>Tue, 30 Apr 2024 00:25:05 +0000</pubDate><link>https://news.ycombinator.com/item?id=40205925</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40205925</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40205925</guid></item><item><title><![CDATA[New comment by v1sea in "GQL: A New ISO Standard in Graph Query Language"]]></title><description><![CDATA[
<p>Maybe all these years of staring into the uncaring blackness of my terminal has damaged my brain, but there are some real gems in "Tales from the TinkerPop."<p>"Grasily had been stationed at vertex v[32] for as long as he could remember. ... Grasily's commanding officer was org.apache.tinkerpop.gremlin.process.traversal.Traverser@76a36b71"<p>"The famous mystic traverser Gri Gurobindo (ग्री गुरोबिंदो) once said:<p>My single step in the graph is composed of the steps of numerous other traversers."<p>Our computers are at least 10,000 times faster than decades ago. Yet, are we having 10,000 times the fun?</p>
]]></description><pubDate>Fri, 26 Apr 2024 16:33:51 +0000</pubDate><link>https://news.ycombinator.com/item?id=40171351</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40171351</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40171351</guid></item><item><title><![CDATA[New comment by v1sea in "GQL: A New ISO Standard in Graph Query Language"]]></title><description><![CDATA[
<p>Amazon Neptune supported both Gremlin and Cypher. AWS states in a blog post[0] that Cypher is the pathway to GQL. That aligns with the blog post. Personally I was hoping Gremlin would go farther, but it appears GQL is on track to be the unifying language for property graphs in a few years.<p>Guess it is time to learn Cypher as increasingly graph db vendors are adopting GQL. Is there an existing GraphDB that implements the GQL spec?<p>More open source projects should have fun text and drawings in them like the Tinkerpop[1].<p>[0] <a href="https://aws.amazon.com/blogs/database/gql-the-iso-standard-for-graphs-has-arrived/" rel="nofollow">https://aws.amazon.com/blogs/database/gql-the-iso-standard-f...</a><p>[1] <a href="https://tinkerpop.apache.org/docs/current/reference/#preface" rel="nofollow">https://tinkerpop.apache.org/docs/current/reference/#preface</a></p>
]]></description><pubDate>Fri, 26 Apr 2024 03:09:19 +0000</pubDate><link>https://news.ycombinator.com/item?id=40165609</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40165609</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40165609</guid></item><item><title><![CDATA[New comment by v1sea in "If Inheritance is so bad, why does everyone use it?"]]></title><description><![CDATA[
<p>Yeah, that is it. I found this book to be pretty good <a href="https://gameprogrammingpatterns.com/" rel="nofollow">https://gameprogrammingpatterns.com/</a> and heard good things about <a href="https://www.gameenginebook.com/" rel="nofollow">https://www.gameenginebook.com/</a></p>
]]></description><pubDate>Sat, 20 Apr 2024 20:56:58 +0000</pubDate><link>https://news.ycombinator.com/item?id=40100945</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40100945</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40100945</guid></item><item><title><![CDATA[New comment by v1sea in "Unreal Engine 5 gains WebGPU support"]]></title><description><![CDATA[
<p>There has been a chicken and egg problem for gpu intensive media on the web. WebGL overhead limits complexity -> demanding applications remain native -> tooling for WebGL/WebGPU is limited or lags behind.<p>I bet these are some of the most complex WebGPU programs.<p>Congrats on the launch! Good luck on the optimization.</p>
]]></description><pubDate>Sat, 20 Apr 2024 20:21:52 +0000</pubDate><link>https://news.ycombinator.com/item?id=40100698</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40100698</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40100698</guid></item><item><title><![CDATA[New comment by v1sea in "Unreal Engine 5 gains WebGPU support"]]></title><description><![CDATA[
<p>It's neat, but I have a feeling this will result in very large downloads and long load times. Like the Unity WebGL exports of the past.<p>The car example <a href="https://car.tiwsamples.com/" rel="nofollow">https://car.tiwsamples.com/</a> took 120 seconds to load, making 1820 network requests, and transferred 392MB of data / 487MB decompressed.<p>You can deliver a significantly better user experience by building for the web directly.</p>
]]></description><pubDate>Sat, 20 Apr 2024 20:00:05 +0000</pubDate><link>https://news.ycombinator.com/item?id=40100515</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40100515</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40100515</guid></item><item><title><![CDATA[New comment by v1sea in "AMD unveils Ryzen Pro 8000-series processors"]]></title><description><![CDATA[
<p>It was probably from my workloads being relatively small that I could get away with 90Hz read on the cpu side. I'll need to dig deeper into it. The metrics I was seeing were showing 200-300 microseconds of GPU time for physics calculations and within the same frame the cpu reading from that buffer. Maybe I'm wrong, need to test more.</p>
]]></description><pubDate>Tue, 16 Apr 2024 16:13:50 +0000</pubDate><link>https://news.ycombinator.com/item?id=40053853</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40053853</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40053853</guid></item><item><title><![CDATA[New comment by v1sea in "AMD unveils Ryzen Pro 8000-series processors"]]></title><description><![CDATA[
<p>edit: I was wrong.</p>
]]></description><pubDate>Tue, 16 Apr 2024 15:19:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=40053126</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40053126</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40053126</guid></item><item><title><![CDATA[New comment by v1sea in "Threads on Mastodon and the bright future of the Fediverse"]]></title><description><![CDATA[
<p>Thanks for investigating the threads federation. With reddit and twitter charging large fees for api access it has felt like one chapter of the web was closing. Now with the federation of threads there are even more people to interact with via a medium we have control over.<p>I'm glad to see someone find value in the open api nature of mastodon(and others). Thank you mastodon and ActivityPub for exposing the internet tubes.</p>
]]></description><pubDate>Fri, 12 Apr 2024 05:38:33 +0000</pubDate><link>https://news.ycombinator.com/item?id=40009688</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=40009688</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=40009688</guid></item><item><title><![CDATA[New comment by v1sea in "If Inheritance is so bad, why does everyone use it?"]]></title><description><![CDATA[
<p>The article has a nice history review of inheritance, but it would have been useful for there to be some concrete examples.<p>The worst example of inheritance I've ever found is in java Minecraft's mobs[0]. It is very deep in some places and has numerous examples of sub classes not fully implementing their parent interfaces.<p>Example 1: Donkey[1]<p>Donkey > Chested_Horse > Abstract Horse > Animal > Ageable Mob > Pathfinder Mob > Mob > Living Entity > Entity<p>Example 2: Blaze[2]<p>Blaze has a bit for 'Is on fire', but how is this any different from Mob 'Is aggressive'?
Blaze > Monster > Pathfinder Mob > Mob > Living Entity > Entity<p>[0] <a href="https://wiki.vg/Entity_metadata#Entity" rel="nofollow">https://wiki.vg/Entity_metadata#Entity</a><p>[1] <a href="https://wiki.vg/Entity_metadata#Donkey" rel="nofollow">https://wiki.vg/Entity_metadata#Donkey</a><p>[2] <a href="https://wiki.vg/Entity_metadata#Blaze" rel="nofollow">https://wiki.vg/Entity_metadata#Blaze</a></p>
]]></description><pubDate>Thu, 11 Apr 2024 07:59:43 +0000</pubDate><link>https://news.ycombinator.com/item?id=39999522</link><dc:creator>v1sea</dc:creator><comments>https://news.ycombinator.com/item?id=39999522</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=39999522</guid></item></channel></rss>