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I think AI is fine, the problem is what you mentioned: vibe coding.

Have AI do work for you, it’s certainly faster in most cases. But just know exactly what it’s generating and building before putting it into production. That’s not some massive bar to surpass.


Yeah, but you dont know who is vibe coding and who actually knows the output of what they had LLM make

This leads to lack of trust, which the entire open source community is based on. Even if that vibe coded slop is flawless, the stigma will never go away.


That’s why you read the code and see what it looks like

In the infamous words of Spolsky - "It’s harder to read code than to write it."

I was going to say, smooth scrolling is one place where VGA was fairly simple to work with, since it didn’t have to deal with chunky graphics/bitplanes or specific timing tricks.

In fact, Carmack specifically states that packed pixels were the impetus for id’s side scrolling experiments that led to Commander Keen and its ilk.


Yeah, OPs claim feels disconnected from C’s identity. C stayed conservative because the areas where it excels (to this day) benefit from its “portable assembler” design history. A history with no C++ wouldn’t have changed that, instead another (either non-C extended or alternative C-adapted [Obj-C, for instance]) language would have taken the market C++ did; likely with a larger runway time due to the lack of interoperability/superset compilation.


I mean, when you're getting paid 40-60% for doing more complex work than app/web development...yeah, the drop-off is almost inevitable. Eventually people (unless they just really love making games) just go "f this, my career is more important".

If you wanna do low-level code, you can go into embedded, sponsored OSI-companies, Microsoft, etc and get paid the same to more than gamedev with 10% of the stress and no crunch. If you wanna get paid much more and do more "vibe"/fun coding, you can go into app/web dev. If you want stability, you go into fintech/medtech/onsite/etc.

Gamedev offers the worst of all worlds and then constantly posits "why is there so much turn over?"...because you made the industry suck to work in.


Why write a line of code for a car's fuel injection and go back home at 5pm to your wife and kids when you could stay overnight and be hacking on an ill-designed networking protocol for an AAA game while eating 5% discount cheetos?


> because you made the industry suck to work in.

What do you mean they "made" the industry suck to work in?


Just read everything that came before that line.


The difference, and the reason these comparisons are always disingenuous, is that Rockstar didn’t have the consumers fund its development and miss its promises repeatedly.

The studio is funding it and has been clear they’ll release it when they feel like it.


So a game that’s at what? 40% of its projected goals/completion is now 33% more expensive than the most expensive game ever?

Quite an achievement…


That was the argument back in the day too. For people/devices not looking to run Windows XP/Vista.

I don't think the metric has ever changed. What has is the scope as Microsoft continues to chug along. But, I believe, their goal is still primarily some hybrid of Win98/Win2K compatibility.


Do they finally have a WDM compatible driver stack? For a long time, that was their biggest hamper to being anything useful as a real desktop.

If they can pass that hurdle + add WDDM, I'd be willing to take another look at them even if application compatibility remains hit and miss.


Intel, NVIDIA, AMD GPU Drivers Finally Play Nice With ReactOS

https://tech.slashdot.org/story/26/03/21/1712201/intel-nvidi...


Keeping in mind that this gives quite a bit of access to your data, depending on how someone wants to structure their query


Yeah. I've offset that by then long-pressing on any particularly sensitive apps I don't want to risk other people potentially being able to control via Siri and turning on "Require FaceID" just for those apps. Which then blocks Siri from being able to interact with them too.


The biggest limit with these older consoles is the VDP/PPU. You can't just render directly to the screen because a framebuffer doesn't exist, instead you have to render to tile and then have the pixel pipeline render those sequentially to screen. So you're fundamentally limited by how fast that can update.

Systems with DMA like the Genesis could just act as a dumb framebuffer to whatever the cartridge decides to dump down the address lines. The Gameboy is a little more difficult, but could also theoretically do it as well if you decide to dump the FPS a bit and/or lower the resolution, and buffer the frames. Which is essentially what the faceball2000 devs had to deal with. And you can speed that up a bit by "racing the beam" (rendering the next frame to a previous tile as the next tile is blitting).


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