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ignaloidas

871 karma · joined November 2, 2017

[ my public key: https://keybase.io/ignaloidas; my proof: https://keybase.io/ignaloidas/sigs/Iou_f-Yut9sSMfvg35vD1HSXu2CCfYELtf4RxJHEC9I ]
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ignaloidas··on Show HN: Quickly browse the history of any GitHub file
This still needs performance improvements - on bigger files with longer history the transitions between commits get choppy, it shows only the newest 10 or so commits and doesn't load older ones, e.g. [0] has around 2500 lines and a history of around 200 commits. Usability is horrible for such files.

[0] https://githistory.xyz/godotengine/godot/blob/master/servers...

ignaloidas··on Firefox 65.0 released
It's only on windows by default, but you can enable it using about:config flag media.av1.enabled
ignaloidas··on Oracle v. Google and the future of software development
AMD would have rights to sue back saying that "The x64 API and instruction set, is an original, curated taxonomy of classes, methods, and interfaces, organized by authors", as they extended x86 to 64 bits, and then had similar with x86 cross licensing agreements with Intel.
ignaloidas··on Programming Fonts – Test Drive
It's machine first, so human readability falls. Though there's the benefit that you will newer wonder what the letter is at all as they are so distinct.
ignaloidas··on Unity Engine ToS change makes cloud-based SpatialOS games illegal
There is this [0] overview that looks into OOP as a whole and puts Godot and other game engines into it

[0] https://willnationsdev.wordpress.com/2018/04/05/godots-node-...

ignaloidas··on Unity Engine ToS change makes cloud-based SpatialOS games illegal
Godot doesn't have any broken importers, yet alone FBX which it doesn't have completely for legal reasons. Looking at Collada(.dae) Blender has a super broken exporter, so broken that Godot folks wrote a better one from the frustration. GLTF2 doesn't have enough support, even though it's a good format.

The problem is that everyone is just sitting and using proprietary FBX format and don't work towards new open standards like Collada or GLTF2.

ignaloidas··on Unity Engine ToS change makes cloud-based SpatialOS games illegal
GDscript was created to better integrate with Godot's internals, there is a whole section in their FAQ why they didn't use another language[0]

Warnings for C# are there because it's new, and there is not enough resources to support it better. Also C# is not that easy to integrate as it doesn't have most data structures used in game development, so your own have to be made. In the end it changes so drastically that you might just call it a new language.

[0] http://docs.godotengine.org/en/3.0/about/faq.html#gdscript-w...

ignaloidas··on Unity Engine ToS change makes cloud-based SpatialOS games illegal
A common complaint is terrain. It's likely it will be added to the roadmap, but there are already plugins that add it [0]

[0] https://github.com/Zylann/godot_heightmap_plugin

ignaloidas··on Unity Engine ToS change makes cloud-based SpatialOS games illegal
Oh, come on, how many compute-intensive things you need to do in a game scripting language? GDscript is fast enough for scripting, C++ is there for the compute-intensive tasks you might do (though most of them are already implemented by the engine).

C# on the other hand, is to attract Unity users that are too lazy to put in 30 minutes to go through GDscript's concepts. It's OK that it's there, but personally I found C# one of the least enjoyable languages to program in.

ignaloidas··on Unity Engine ToS change makes cloud-based SpatialOS games illegal
We don't know yet if it is suitable for AAA studios yet, as no yet tried. But Unity itself for quite a long time was not suitable for AAA studios, and just quite recently AAA games using Unity popped up. I'd say that Godot has got the essentials, and most of what is missing is pretty easy to add yourself. Maybe the last thing that stops AAA studios from using Godot is that it still uses OpenGL ES 3.0 for rendering, but there is plans to use a new renderer based on Vulkan
ignaloidas··on Unity Engine ToS change makes cloud-based SpatialOS games illegal
Native FBX support is not compatible by license, you are free to make a module that lets Godot use FBX, just with a FBX compatible license.

Traditional ECS doesn't fit with Godot's philosophy, but you can make behaviors into nodes and just add these nodes as a child for ECS-like behavior. Honestly, I find Godot's way more natural and extendable.

ignaloidas··on Krita in 2018 and 2019
Well in their GSoC ideas there is an idea to make Krita work for Android/iOS
ignaloidas··on Firefox 64 Released
You know that modifying the gauge for train carriages is really quite easy? Same with browser - it's really easy to modify Firefox to work as you want it to.
ignaloidas··on Show HN: Negative gravity simulator
I played around it for a bit and it seems that is has a few bugs. If you place just two same mass objects - just one having negative mass - they will accelerate in line indefinitely. Also with near zero gravity constants small bodies just seem to disappear.
ignaloidas··on Show HN: Vulkan bindings for JavaScript
The thing is, Javascript is not going to pipe those orders to the GPU fast enough. Vulkan is not like OpenGL, with Vulkan you basically have to say for GPU how it should to EVERY LITTLE THING.

There is no purpose in having a low level API in Javascript, because such API's have to be guided like babies, and Javascript (and most of high level programming languages in fact) is too slow to keep up with their speed. Imagine helping a baby walk, but the baby move 3x as fast as you, but if you let his hand, he falls down.

ignaloidas··on Ask HN: How did you find your current job?
I found a random post searching for developers in local Facebook developers group. I responded, went for interview and got the job. It was quite a godsend for a 16 year old, as most companies would consider this risky.
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