<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>Sun, 12 Apr 2026 09:08:16 +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 "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><item><title><![CDATA[New comment by vblanco in "No Graphics API"]]></title><description><![CDATA[
<p>This is not really directly about resizable BAR. you could do mostly the same api without it. Resizable bar simplifies it a little bit because you skip manual transfer operations, but its not completely required as you can write things to a cpu-writeable buffer and then begin your frame with a transfer command.<p>Bindless textures never needed any kind of resizable BAR, you have been able to use them since early 2010s on opengl through an extension. Buffer pointers also have never needed it.</p>
]]></description><pubDate>Tue, 16 Dec 2025 20:06:28 +0000</pubDate><link>https://news.ycombinator.com/item?id=46293696</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=46293696</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46293696</guid></item><item><title><![CDATA[New comment by vblanco in "No Graphics API"]]></title><description><![CDATA[
<p>This is a fantastic article that demonstrates how many parts of vulkan and DX12 are no longer needed.<p>I hope the IHVs have a look at it because current DX12 seems semi abandoned, with it not supporting buffer pointers even when every gpu made on the last 10 (or more!) years can do pointers just fine, and while Vulkan doesnt do a 2.0 release that cleans things, so it carries a lot of baggage, and specially, tons of drivers that dont implement the extensions that really improve things.<p>If this api existed, you could emulate openGL on top of this faster than current opengl to vulkan layers, and something like SDL3 gpu would get a 3x/4x boost too.</p>
]]></description><pubDate>Tue, 16 Dec 2025 19:39:13 +0000</pubDate><link>https://news.ycombinator.com/item?id=46293332</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=46293332</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46293332</guid></item><item><title><![CDATA[Macko: Sparse Matrix-Vector Multiplication for Low Sparsity]]></title><description><![CDATA[
<p>Article URL: <a href="https://www.grizzlytech.dev/blog/macko-spmv">https://www.grizzlytech.dev/blog/macko-spmv</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=46107349">https://news.ycombinator.com/item?id=46107349</a></p>
<p>Points: 3</p>
<p># Comments: 0</p>
]]></description><pubDate>Mon, 01 Dec 2025 13:48:59 +0000</pubDate><link>https://www.grizzlytech.dev/blog/macko-spmv</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=46107349</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=46107349</guid></item><item><title><![CDATA[Intro to SIMD intrinsics for 3D graphics]]></title><description><![CDATA[
<p>Article URL: <a href="https://vkguide.dev/docs/extra-chapter/intro_to_simd/">https://vkguide.dev/docs/extra-chapter/intro_to_simd/</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=45578160">https://news.ycombinator.com/item?id=45578160</a></p>
<p>Points: 3</p>
<p># Comments: 0</p>
]]></description><pubDate>Tue, 14 Oct 2025 10:02:44 +0000</pubDate><link>https://vkguide.dev/docs/extra-chapter/intro_to_simd/</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=45578160</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45578160</guid></item><item><title><![CDATA[Electronic Arts Announces Agreement to Be Acquired for $55B]]></title><description><![CDATA[
<p>Article URL: <a href="https://www.businesswire.com/news/home/20250929186526/en/EA-Announces-Agreement-to-be-Acquired-by-PIF-Silver-Lake-and-Affinity-Partners-for-%2455-Billion">https://www.businesswire.com/news/home/20250929186526/en/EA-Announces-Agreement-to-be-Acquired-by-PIF-Silver-Lake-and-Affinity-Partners-for-%2455-Billion</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=45412846">https://news.ycombinator.com/item?id=45412846</a></p>
<p>Points: 4</p>
<p># Comments: 5</p>
]]></description><pubDate>Mon, 29 Sep 2025 12:27:36 +0000</pubDate><link>https://www.businesswire.com/news/home/20250929186526/en/EA-Announces-Agreement-to-be-Acquired-by-PIF-Silver-Lake-and-Affinity-Partners-for-%2455-Billion</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=45412846</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=45412846</guid></item><item><title><![CDATA[New comment by vblanco in "Converting a large mathematical software package written in C++ to C++20 modules"]]></title><description><![CDATA[
<p>Because you now need to go through virtual calls on functions that dont really need to be virtual, which means the possible cache miss from loading the virtual function from vtable, and then the impossibility of them being inlined. For example they have a ITexture interface with a function like virtual GetSize(). If it wasnt all through virtuals, that size would just be a vec2 in the class and then its a simple load that gets inlined.</p>
]]></description><pubDate>Tue, 01 Jul 2025 19:34:27 +0000</pubDate><link>https://news.ycombinator.com/item?id=44437281</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=44437281</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44437281</guid></item><item><title><![CDATA[New comment by vblanco in "Converting a large mathematical software package written in C++ to C++20 modules"]]></title><description><![CDATA[
<p>The modern cryengine compiles very fast. Their trick is that they have architected everything to go through interfaces that are on very thin headers, and thus their headers end very light and they dont compile the class properties over and over. But its a shame we need to do tricks like this for compile speed as they harm runtime performance.</p>
]]></description><pubDate>Tue, 01 Jul 2025 19:05:40 +0000</pubDate><link>https://news.ycombinator.com/item?id=44437056</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=44437056</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44437056</guid></item><item><title><![CDATA[Converting a large mathematical software package written in C++ to C++20 modules]]></title><description><![CDATA[
<p>Article URL: <a href="https://arxiv.org/abs/2506.21654">https://arxiv.org/abs/2506.21654</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=44433899">https://news.ycombinator.com/item?id=44433899</a></p>
<p>Points: 141</p>
<p># Comments: 42</p>
]]></description><pubDate>Tue, 01 Jul 2025 13:46:56 +0000</pubDate><link>https://arxiv.org/abs/2506.21654</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=44433899</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44433899</guid></item><item><title><![CDATA[Feature Preview: HDR and Lumen Global Illumination Raytracing]]></title><description><![CDATA[
<p>Article URL: <a href="https://brickadia.com/blog/feature-preview-1/">https://brickadia.com/blog/feature-preview-1/</a></p>
<p>Comments URL: <a href="https://news.ycombinator.com/item?id=44340215">https://news.ycombinator.com/item?id=44340215</a></p>
<p>Points: 4</p>
<p># Comments: 0</p>
]]></description><pubDate>Sat, 21 Jun 2025 19:44:34 +0000</pubDate><link>https://brickadia.com/blog/feature-preview-1/</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=44340215</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=44340215</guid></item><item><title><![CDATA[New comment by vblanco in "Rust to C compiler – 95.9% test pass rate, odd platforms"]]></title><description><![CDATA[
<p>Game consoles generally only offer clang as a possibility for compiler. If you can compile rust to C, then you can finally use rust for videogames that need to run everywhere.</p>
]]></description><pubDate>Sat, 12 Apr 2025 12:05:46 +0000</pubDate><link>https://news.ycombinator.com/item?id=43663686</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=43663686</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=43663686</guid></item><item><title><![CDATA[New comment by vblanco in "Expressive Vector Engine – SIMD in C++"]]></title><description><![CDATA[
<p>Yeah thts the fun of it, you create your kernel/function so that the simd level is a template parameter, and then you can use simple branching like:<p>if(supports<avx512>){
 myAlgo<avx512>();
}
else{
myAlgo<avx>();
}<p>Ive also used it for benchmarking to see if my code scales to different simd widths well and its a huge help</p>
]]></description><pubDate>Wed, 08 Jan 2025 14:17:33 +0000</pubDate><link>https://news.ycombinator.com/item?id=42634481</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=42634481</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42634481</guid></item><item><title><![CDATA[New comment by vblanco in "Expressive Vector Engine – SIMD in C++"]]></title><description><![CDATA[
<p>Interesting library, but i see it falls back into what happens to almost all SIMD libraries, which is that they hardcode the vector target completely and you cant mix/match feature levels within a build. The documentation recommends writing your kernels into DLLs and dynamic-loading them which is a huge mess <a href="https://jfalcou.github.io/eve/multiarch.html" rel="nofollow">https://jfalcou.github.io/eve/multiarch.html</a><p>Meanwhile xsimd (<a href="https://github.com/xtensor-stack/xsimd">https://github.com/xtensor-stack/xsimd</a>) has the feature level as a template parameter on its vector objects, which lets you branch at runtime between simd levels as you wish. I find its a far better way of doing things if you actually want to ship the simd code to users.</p>
]]></description><pubDate>Wed, 08 Jan 2025 11:50:55 +0000</pubDate><link>https://news.ycombinator.com/item?id=42633238</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=42633238</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42633238</guid></item><item><title><![CDATA[New comment by vblanco in "Retrofitting spatial safety to lines of C++"]]></title><description><![CDATA[
<p>Game developers have been doing this since forever, its one of their main reasons to avoid the STL.<p>EASTL has this as a feature by default, and unreal engine container library has the boundchecks enabled on most games. The performance cost of those boundchecks in practice is well worth the reduction of bugs even on performance sensitive code.</p>
]]></description><pubDate>Sat, 16 Nov 2024 08:58:00 +0000</pubDate><link>https://news.ycombinator.com/item?id=42155365</link><dc:creator>vblanco</dc:creator><comments>https://news.ycombinator.com/item?id=42155365</comments><guid isPermaLink="false">https://news.ycombinator.com/item?id=42155365</guid></item></channel></rss>