For the best experience on desktop, install the Chrome extension to track your reading on news.ycombinator.com
Hacker Newsnew | past | comments | ask | show | jobs | submit | history | speps's commentsregister

Might just be because we still communicate with them, having the source might allow bad actors to control them. Hopefully one day, it could be released once obsolete.

Well done on the paper, I saw your Reddit post a few days ago. Are you getting it through JCGT for example?


It’s not a problem in practice if debug data is emitted properly. For example I used the VS Code C++ debugger extension with Zig.


They’ve been dabbling in this space within Unreal Engine for a few years. Perforce is the de facto standard in AAA studios from my experience, curious to see what’s going to happen to them.


Yes splats do reflections


Yes but in a weird way (at least on vanilla 3DGS) - it duplicates the splats on the mirror side.

Vanilla 3DGS cannot do any specular lighting or reflections - the color is basically baked in the splats. There's some active research going on to create richer Gaussian splats so we can do shading (or even ray tracing on it) - but haven't seen anyone using in production yet.


Is that weird, though? I thought that was a pretty common way to do reflections, but I’m not that well-versed in the latest tech in this space.


Stop the misinformation, it’s just changing where it’s being done moving from the language to the build system itself: https://ziggit.dev/t/cimport-going-away/5132

It’s also decoupling Zig compiler and C compiler so they’re updated independently.

It’s still a bummer in my view as I just replaced my build pipelines with just a Zig compiler instead of emscripten but that’s fine.


`@cImport` gets moved from the "mainline" language into a separate module -> this example won't compile on future versions of Zig, that's the point


> Stop the misinformation

This was an unnecessary prelude to an otherwise helpful comment.


No need to mess with Win32, Godot supports it: https://docs.godotengine.org/en/stable/classes/class_window....

There’s a resurgence of transparent apps and games just because of that.



SVG path syntax [1] mentioned as being an inspiration in the article is very similar to Turtle graphics (move, lineto, etc.)

[1] https://developer.mozilla.org/en-US/docs/Web/SVG/Reference/E...


Very many vector graphics standards use the idea of a current position. A distinguishing feature of turtle graphics is to have a current direction as well.

It's a shame SVG doesn't. Many shapes can be specified much more concisely.


plotter languages have the same concept.


Which ones? I've just skimmed through docs for HP-GL, DMPL and Gerber, but I can't see anything.


Also called datamoshing, it dates back a few decades already: https://en.wikipedia.org/wiki/Compression_artifact#Artistic_...


Datamoshing or Glitch art. There's even a ffmpeg fork just for glitching: https://github.com/ramiropolla/ffglitch-core


Consider applying for YC's Fall 2026 batch! Applications are open till July 27.

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search:

HN For You