<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: vblanco</title><link>https://news.ycombinator.com/user?id=vblanco</link><description>Hacker News RSS</description><docs>https://hnrss.org/</docs><generator>hnrss v2.1.1</generator><lastBuildDate>Thu, 16 Jul 2026 23:37:06 +0000</lastBuildDate><atom:link href="https://hnrss.org/user?id=vblanco" rel="self" type="application/rss+xml"></atom:link><item><title><![CDATA[New comment by vblanco in "Kimi K3 is now live"]]></title><description><![CDATA[
<p>Another deepseek moment? it seems they have fully caught with fable tier of models, and this was a lot sooner than was expected.</p>
]]></description><pubDate>Thu, 16 Jul 2026 19:31:33 +0000</pubDate><link>https://news.ycombinator.com/item?id=48939161</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48939161</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48939161</guid></item><item><title><![CDATA[New comment by vblanco in "Bloomberg: Spain Built Too Much Solar. Investors Want Out"]]></title><description><![CDATA[
<p><a href="https://archive.is/uzAwG" rel="nofollow">https://archive.is/uzAwG</a></p>
]]></description><pubDate>Wed, 01 Jul 2026 09:10:39 +0000</pubDate><link>https://news.ycombinator.com/item?id=48744149</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48744149</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48744149</guid></item><item><title><![CDATA[Bloomberg: Spain Built Too Much Solar. Investors Want Out]]></title><description><![CDATA[
<p>Article URL: <a href="https://www.bloomberg.com/news/articles/2026-06-29/spain-s-solar-and-wind-power-boom-is-an-investor-bust">https://www.bloomberg.com/news/articles/2026-06-29/spain-s-solar-and-wind-power-boom-is-an-investor-bust</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=48744147">https://news.ycombinator.com/item?id=48744147</a></p>
<p>Points: 5</p>
<p># Comments: 5</p>
]]></description><pubDate>Wed, 01 Jul 2026 09:10:27 +0000</pubDate><link>https://www.bloomberg.com/news/articles/2026-06-29/spain-s-solar-and-wind-power-boom-is-an-investor-bust</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48744147</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48744147</guid></item><item><title><![CDATA[New comment by vblanco in "Fable Converted Pylint to Rust"]]></title><description><![CDATA[
<p>Ive done this sort of thing using deepseek flash swarms for just a few bucks. The key thing is that each project needs its own swarm script. you cant just tell the bot "pls port this to rust". you need to analyze the architecture, build a proper plan of how the translation will go, and then iterate your execution script to launch hundreds of bots to do the various stages of the translation. And you need to iterate these stages to make sure it all works.<p>So, for example, i ported stb_image from C to Jai (you can think of Jai as similar to Zig, another c-style lang).<p>To do that, i built my own agent scheduling/swarm system, because there is nothing out there that works, its all slop. 
First i used normal claudecode and the likes to build a set of translation rules, documentation about the project, and set up the context for all.
Then the first stage of the swarm was to use claude to split the 7000 line library into chunks of about 500 lines each, a few functions/structs at a time. Then each deepseek bot had a task of translating that snippet of code from C to Jai.
Next, i had a system merge it all back together. This was done with just a single claudecode running over time. It had to be agentic and not a script because the bots often would duplicate definitions and things like that.<p>Then, i had a system where it would try to compile the project, get an error list, parse the error list, and split that error list across multiple fixer agents.<p>Doing multiple fixers because Jai can give you a large error list across a bunch of functions, so this speeds it up. If your project rules/setup/etc is better you can improve this step to have less errors to begin with. The more tools you can have to prevent errors instantly on a feedback loop of each sub-task, the better it goes.<p>After the fixer step, the code was ported, but with some mistakes. I ran a wide pass of having 2 agents look at each struct/function, and validate if the translation was done well. 2 of them because if both agree the function is fine, the function probably is actually fine.<p>Next, i began iterating  the test suite. The library had a decent enough test suite, so splitting the work between testing + fixing tests across the different parts of the library was doable. for example i would run fixes on png format and jpeg format at once couse their code doesnt overlap.<p>After the tests were 100% green, the next stage was to implement a literal exploit finding swarm to fuzz it all, which actually found a couple errors on the original library and found a bunch of more obscure bugs in the port.<p>After that, now i have my own version of this image loading library, more hardened than the original, on a pet lenguage i wanted to do it for.<p>Here is the result <a href="https://github.com/vblanco20-1/stb_image_jai" rel="nofollow">https://github.com/vblanco20-1/stb_image_jai</a><p>Note that the better the AI you have, the less error the process has, and the larger chunking you can use. Mythos can likely do this same port much easier, but deepseek flash did it in about 3 bucks of tokens including the trial runs and experiments.<p>I later use this tooling to build a translator agent swarm for my videogame that can do english to anything translation for 7000 strings that can be menu buttons, tooltips, small fluff text, and others.</p>
]]></description><pubDate>Fri, 19 Jun 2026 11:03:17 +0000</pubDate><link>https://news.ycombinator.com/item?id=48597197</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48597197</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48597197</guid></item><item><title><![CDATA[New comment by vblanco in "The gamers taking on the industry to stop it switching off games"]]></title><description><![CDATA[
<p>Im not sure for Hell Let Loose, but Chivalry 2 is a Unreal game and all unreal games come with a server.exe that works by default and works through direct IP connection. It would cost them 0 and im sure the game could just host servers with the normal client build like all unreal engine games do by default.</p>
]]></description><pubDate>Sun, 07 Jun 2026 19:30:28 +0000</pubDate><link>https://news.ycombinator.com/item?id=48437784</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48437784</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48437784</guid></item><item><title><![CDATA[New comment by vblanco in "The gamers taking on the industry to stop it switching off games"]]></title><description><![CDATA[
<p>Every developer on videogames has some kind of offline mode already implemented, because its necessary to be able to playtest the game builds on the developer machines. Any argument against SKG is lobbyst nonsense. With the very specific exception of stuff like MMOs. We are seeing cases of pirates being able to play those "turned off games" through cracks and private servers, so there is absolutely 0 reason why the publisher cant already do it.</p>
]]></description><pubDate>Sun, 07 Jun 2026 18:40:28 +0000</pubDate><link>https://news.ycombinator.com/item?id=48437470</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48437470</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48437470</guid></item><item><title><![CDATA[New comment by vblanco in "The gamers taking on the industry to stop it switching off games"]]></title><description><![CDATA[
<p>Im a professional gamedev. There is pretty much no indie on earth who actually depends on cloud systems to work, because that stuff is expensive and indies dont have money. Thats a megacorp thing particularly from AAA publishers. Indies are either singleplayer (this is 0 problem) or they have local servers.<p>That article is paid for by the lobbysts and completely incorrect and wrong.</p>
]]></description><pubDate>Sun, 07 Jun 2026 18:36:13 +0000</pubDate><link>https://news.ycombinator.com/item?id=48437437</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48437437</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48437437</guid></item><item><title><![CDATA[New comment by vblanco in "When AI Builds Itself: Our progress toward recursive self-improvement"]]></title><description><![CDATA[
<p>they explicitly mention in the article that just frontier stopping isnt enough because then that just means others will catch up, they want to be the leaders of a global organization/cartel that bans everyone except themselves. Particularly important given anthropic attacks china and opensource every chance they get. <a href="https://www.anthropic.com/news/detecting-and-preventing-distillation-attacks" rel="nofollow">https://www.anthropic.com/news/detecting-and-preventing-dist...</a></p>
]]></description><pubDate>Thu, 04 Jun 2026 19:26:18 +0000</pubDate><link>https://news.ycombinator.com/item?id=48403448</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48403448</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48403448</guid></item><item><title><![CDATA[New comment by vblanco in "When AI Builds Itself: Our progress toward recursive self-improvement"]]></title><description><![CDATA[
<p>Another article about how anthropic wants to ban everyone except themselves and destroy opensource and chinese AIs.</p>
]]></description><pubDate>Thu, 04 Jun 2026 17:29:44 +0000</pubDate><link>https://news.ycombinator.com/item?id=48401830</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48401830</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48401830</guid></item><item><title><![CDATA[New comment by vblanco in "Dynamic Workflows in Claude Code"]]></title><description><![CDATA[
<p>thank you</p>
]]></description><pubDate>Thu, 28 May 2026 19:28:10 +0000</pubDate><link>https://news.ycombinator.com/item?id=48314193</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48314193</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48314193</guid></item><item><title><![CDATA[New comment by vblanco in "Dynamic Workflows in Claude Code"]]></title><description><![CDATA[
<p>I have my own version and the workflow keyword conflicts with it rather heavily. Will there be a way to disable that prompt section/keyword?</p>
]]></description><pubDate>Thu, 28 May 2026 18:27:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=48313316</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48313316</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48313316</guid></item><item><title><![CDATA[New comment by vblanco in "Dynamic Workflows in Claude Code"]]></title><description><![CDATA[
<p>just to test the tech. No real usage other than for the fun of it.<p>I did port stb_image from C to Jai which i was able to fully verify and harden and that one ill give more use. Im also using the same workflow system to perform agentic translation of a game i work with from english to various other languages, the results are far better than the commercial "human" translation services we tested. And i also use it to fix OCR issues on PDF books im ocr-ing for a data pipeline.  This kind of workflow/wide agent swarm system is rather useful for many things where you want to "apply" the same prompts across a whole codebase or just in parallel.</p>
]]></description><pubDate>Thu, 28 May 2026 17:39:48 +0000</pubDate><link>https://news.ycombinator.com/item?id=48312560</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48312560</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48312560</guid></item><item><title><![CDATA[New comment by vblanco in "Dynamic Workflows in Claude Code"]]></title><description><![CDATA[
<p>I made my own knockoff of that for myself <a href="https://github.com/vblanco20-1/AgentLoom" rel="nofollow">https://github.com/vblanco20-1/AgentLoom</a> (not really usable, just a vibecoded prototype), based on the workflow files found in the Bun repo. Ive been using it but pointed at deepseek flash to do some really large scale stuff. Its a fun way of using agents, and highly useful for tasks like code review to apply some rules, or to find vulnerability candidates.  Funny enough, i used it in the same way claude does, vibecoding the workflow scripts and prompts themselves.<p>I did find it uses tokens like crazy, i migrated Pixel Dungeon (java) to C# as a experiment, and it used almost 2 billion tokens. It was just 20 bucks due to deepseek flash, but i shudder thinking of how much money this uses when run on the real claude API pricing.</p>
]]></description><pubDate>Thu, 28 May 2026 17:31:14 +0000</pubDate><link>https://news.ycombinator.com/item?id=48312451</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=48312451</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=48312451</guid></item><item><title><![CDATA[New comment by vblanco in "Show HN: Claude Code skills that build complete Godot games"]]></title><description><![CDATA[
<p>The actual screenshots only show like 10k lines of code from the procedural generation system and custom render tech. Its a fully playable RPG game, the lines are split on quest systems, stat stuff, inventory, ui, dungeon generation, enemies, etc.<p>The world is being generated at startup for a 50-50 kilometer play area through multiple steps of generation that includes city placement, roads, and various biomes.<p>Has 3 months of dev time right now</p>
]]></description><pubDate>Tue, 17 Mar 2026 15:12:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=47413826</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=47413826</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47413826</guid></item><item><title><![CDATA[New comment by vblanco in "Show HN: Claude Code skills that build complete Godot games"]]></title><description><![CDATA[
<p>I use the 100 plan, the 20 dollar plan is more of a trial, you run out of that in no time. With the 100 model i use it both for work (graphics rendering) and this which i do part time. Ive captured a few screenshots here <<a href="https://imgur.com/a/RJIcKqM" rel="nofollow">https://imgur.com/a/RJIcKqM</a>> .</p>
]]></description><pubDate>Mon, 16 Mar 2026 21:57:47 +0000</pubDate><link>https://news.ycombinator.com/item?id=47405510</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=47405510</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47405510</guid></item><item><title><![CDATA[New comment by vblanco in "Show HN: Claude Code skills that build complete Godot games"]]></title><description><![CDATA[
<p>First of all, you dont do one prompt to do the entire game, but "decent" style vibecoding where you do things little by little controlling the bot.<p>Godot whole engine is text based. This means you can just let claude rip through the assets and files just fine. It basically just works.<p>The thing that is critical is to make some documentation about the axis systems and core classes (the one on OP project is pretty good, ive grabbed it) and then you set your claude.md to point at the godot source code so that the bot can doublecheck things.<p>Ive been playing with multiple engines, and godot is by far the best one to use with the AI. Unreal engine is too heavy on binary files that coding tools cant parse, and Unity is closed source which leaves the bot with no reliable documentation or way to check what the game apis are doing. Godot is small enough that the bot can understand it and works fine for games that arent too complicated.<p>Im using it to build a spiritual remake of daggerfall as a procedural open world rpg, right now its at 60.000 lines of code, quite advanced. I got it running on a steamdeck at 60 fps even with 4 kilometers of draw distance with thousands of trees and procedural terrain thanks to doing tons of custom shaders and a few engine edits.</p>
]]></description><pubDate>Mon, 16 Mar 2026 20:42:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=47404597</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=47404597</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47404597</guid></item><item><title><![CDATA[New comment by vblanco in "Show HN: Claude Code skills that build complete Godot games"]]></title><description><![CDATA[
<p>There is not much need for this. I already use claude code with godot to build serious projects, and you only need to point the bot at godot + sourcecode folder, and use C#, then it works like a charm.<p>Nice set of prompts and skills tho, im grabbing them for personal use.</p>
]]></description><pubDate>Mon, 16 Mar 2026 19:56:37 +0000</pubDate><link>https://news.ycombinator.com/item?id=47404012</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=47404012</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47404012</guid></item><item><title><![CDATA[How I made a shooter game in 64 KB [video]]]></title><description><![CDATA[
<p>Article URL: <a href="https://www.youtube.com/watch?v=qht68vFaa1M">https://www.youtube.com/watch?v=qht68vFaa1M</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=47093405">https://news.ycombinator.com/item?id=47093405</a></p>
<p>Points: 3</p>
<p># Comments: 0</p>
]]></description><pubDate>Fri, 20 Feb 2026 20:24:03 +0000</pubDate><link>https://www.youtube.com/watch?v=qht68vFaa1M</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=47093405</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=47093405</guid></item><item><title><![CDATA[New comment by vblanco in "Like digging 'your own grave': The translators grappling with losing work to AI"]]></title><description><![CDATA[
<p>Commercial translator services lately are the worst they have ever been. You cant validate that they aren't directly sending your excel with the translation lines into a LLM with no tweaking/checking.<p>For a indie videogame i work on, we tried a couple translation agencies, and they gave terrible output. At the end, we built our own LLM based agentic translation, with lots of customization for our specific project like building a prompt based on where the menu/string is at, shared glossary, and other features. Testing this against the agencies, it was better because we could customize it for the needs of our specific game.<p>Even then, at the end of the day, we went with freelancers for some of the languages as we couldn't really validate the AI output on those languages.The freelancers took a month to do the translation vs the 2-3 days we ourselves took for the languages we knew and we could monitor the AI output. But they did a nice job, much better than the agencies.<p>I feel that what AI really completely kills is those translation services. Its not hard at all to build or customize your own AI system, so if the agency is going to charge you considerable money for AI output, just do it yourself and get a better result. Meanwhile those freelancers are still in demand as they can actually check the project and understand it for a nice translation, unlike the mechanical agencies where you send them the excel and they send it to who knows what or an AI without you being able to check.<p>I will likely be opensourcing this customizable AI translation system for my project soon.</p>
]]></description><pubDate>Sun, 25 Jan 2026 09:17:01 +0000</pubDate><link>https://news.ycombinator.com/item?id=46752219</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=46752219</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46752219</guid></item><item><title><![CDATA[New comment by vblanco in "No Graphics API"]]></title><description><![CDATA[
<p>There is no implementation of it but this is how i see it, at least comparing with how things with fully extensioned vulkan work, which uses a few similar mechanics.<p>Per-drawcall cost goes to nanosecond scale. Assuming you do drawcalls of course, this makes bindless and indirect rendering a bit easier so you could drop CPU cost to near-0 in a renderer.<p>It would also highly mitigate shader compiler hitches due to having a split pipeline instead of a monolythic one.<p>The simplification on barriers could improve performance a significant amount because currently, most engines that deal with Vulkan and DX12 need to keep track of individual texture layouts and transitions, and this completely removes such a thing.</p>
]]></description><pubDate>Tue, 16 Dec 2025 20:11:25 +0000</pubDate><link>https://news.ycombinator.com/item?id=46293740</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=46293740</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46293740</guid></item></channel></rss>