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2 things:

- A hand-crafted browser game-engine and game for the engine, with things like determinism at the core. I will be launching soon and can't talk too much about it yet because its quite novel. It actually has quite a few novel ideas within. Very minimal usage of AI in this project, I've been working on it for ~6 years now. A bit toooo long.

- A pure slop-crafted browser extension, because I paid for claude code Fable and it got rug-pulled so I am burning my tokens on a 100% slop project just to see what hands-off coding is actually like. A slight distraction from project 1 I do when I'm feeling a bit burnt out. Super fun so far proc-gen type stuff. Derivative


should call it Nam-Cap

I had a similar thing happen, made a startup when I was 18 and incredibly dumb. Half my money and half an investors.

Ended up having to wind it down because it was a stupid idea and I realised quite quickly after spending money on it. Was a small amount of money but a lot for me. Luckily the investor never asked for money back.

Wound down my second one too but lost no money.

Then came into some money through a software sale about 7 years later, and offered to pay the first investor their full investment back, which was about half the money from the software sale (my only sale ever).

They really appreciated it but declined and instead said no, they want to invest in me AGAIN in the next one.

Felt really nice to have someone believe in you so much they would open themselves up to money risk again rather than take their initial investment back


Education costs time and money.

It would be depressing if your first painting was your best work.


The phrase “how was this hole” was amazing

Benchmarks like this are onto something. Next frontier of llm benchmarking

Cool project! How hard was it to get the z levels (height) ??

I made a very similar project [0] in C 2 years ago, a chunked ray caster that could handle multiple height levels. Was one of my first C projects, pretty crappy but was fun.

Anyone have any ideas how to make it more memory efficient?

It’s full of bugs was just a for fun project

[0] - https://github.com/con-dog/chunked-z-level-raycaster/blob/ma...


Do we need a pelican every single time a model is released? Beating a very dead horse.

Fun at first, seems disingenuous now. A site funnel


I mean, no offence but nothing is more of a signal of marketing fluff to me than saying “built in Rust” or “anti-AI”

Tell us why we should care outside of the marketing fluff - these aren’t highlights - if anything they are quite off putting.

Your project needs to stand on its own actual merits.

Critique over, congratulations on launching something or building something anyway.

But what makes this different? And why have you chosen that philosophy - outside of marketing fluff


This is cool! Maybe I can incorporate something similar into the browser game and engine I’m developing to remove load states entirely after first load? My thing is fully client side static assets no server.

For context I’ve been obsessed with performance with this game. Prior to this weekend I was struggling to simulate 128 simultaneous players (pathfinding, heavy strategy logic, rendering, all in viewport) and maintaining 120fps on an m1 MacBook Pro - I’d get a very occasional frame drop and my performance was sitting at around 4ms frame times

During the weekend I did very heavy-handed performance sessions and can now simulate 2048 simultaneous players with sub millisecond frame times - that includes all rendering and all logic and includes things like proc gen too.

Further - I’ve been simulating a throttled device with 11.2x cpu throttling (a potato / beet low end mobile devices) and can get stable 60fps at around 256-512 simultaneous players and around 5ms frame times.

My main culprits now are some slight logic issues and startup / boot times which I need to improve on potato devices. I reckon I could take some learnings from linear.


There is Spacetimedb https://github.com/clockworklabs/spacetimedb

Specifically targeting your use case with high fps.

Downside: db lives in memory and has to be stored separately for long term use (as of now, may change laterl


My own browser game. I created a browser game engine and building my first ever game with it. I can’t wait to launch it, I think it’s pretty cool. I’ve been working on it for 6 years!

The tech surrounding the game is awesome, the game and engine are fully deterministic, discrete (not float based), and bit-packed data structures throughout, powers of 2 everywhere for really fast operations, and logic and rendering are fully decoupled.

I wrote a simulator for the game and can simulate 10,000+ games in around 50 seconds on my MacBook M1 Pro. Purpose of the simulations is Monte Carlo method to tune my enemy AI (not LLM - conventional bots etc)


Very cool. I’m also working on a browser game - multiplayer, deterministic, with simulator for PvP tuning.

Email in profile - would love to connect.


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