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klaussilveira

6,005 karma · joined July 9, 2012

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klaussilveira··on Nano Banana 2: Google's latest AI image generation model
Interesting how this matches the Matrix timeline. According to Agent Smith, 1999 represented the height of human civilization before things started to decline.

Not only 1999 prevents humans from becoming too advanced and invent new AI again, it is a believable and comfortable era. A perfect time, perfectly balanced between analog and digital.

klaussilveira··on Show HN: Iron-Wolf – Wolfenstein 3D source port in Rust
As a non-Rust guy, I keep writing the example above. I didn't even know about the second option!

If you do that, please share a link so I can learn from you! This is awesome!

klaussilveira··on Show HN: Iron-Wolf – Wolfenstein 3D source port in Rust
Somewhat related: https://github.com/Henrique194/iron-doom
klaussilveira··on We mourn our craft
Glad to hear I'm not the only one that thinks about retirement and having fun writing "my own" everything, just for the sake of it. From the compiler all the way to the UI library.
klaussilveira··on Ask HN: What are you working on? (February 2026)
Been dedicating some free time from my weekends to sending PRs the DarkRadiant project: https://github.com/codereader/DarkRadiant

DarkRadiant is open source, cross platform level editor for The Dark Mod and other idTech4 games like Doom 3, Quake 4 and Prey. It is a lot of fun to add features that make level designers more productive. I would like to invite anyone that is curious about wxWidgets, CSG and game dev to join us.

If you are a designer, we could definitely use a new icon set.

klaussilveira··on I write games in C (yes, C) (2016)
https://bkaradzic.github.io/posts/orthodoxc++/
klaussilveira··on OpenCiv3: Open-source, cross-platform reimagining of Civilization III
Thank you for creating such a badass project.
klaussilveira··on The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
Also worth mentioning for Thief fans: The Dark Mod started as a Doom 3 mod, but now is a completely standalone, free and open source game: https://www.thedarkmod.com/main/

Hundreds of missions, an amazing Radiant fork maintained by the team, as well as an active and passionate community. They are awesome.

klaussilveira··on Opus 4.5 is not the normal AI agent experience that I have had thus far
Yes, December 2025 and January 2026.
klaussilveira··on Quake Brutalist Jam III
https://www.macsourceports.com/game/quake

https://github.com/Novum/vkQuake

klaussilveira··on High-performance header-only container library for C++23 on x86-64
Oh, boy, then I have something for you:

https://artis.inrialpes.fr/Publications/2003/HLHS03a/SurveyR...

https://mrelusive.com/publications/papers/SIMD-Shadow-Volume...

https://terathon.com/gdc05_lengyel.pdf

klaussilveira··on Opus 4.5 is not the normal AI agent experience that I have had thus far
I made a similar comment on a different thread, but I think it also fits here: I think the disconnect between engineers is due to their own context. If you work with frontend applications, specially React/React Native/HTML/Mobile, your experience with LLMs is completely different than the experience of someone working with OpenGL, io_uring, libev and other lower level stuff. Sure, Opus 4.5 can one shot Windows utilities and full stack apps, but can't implement a simple shadowing algorithm from a 2003 paper in C++, GLFW, GLAD: https://www.cse.chalmers.se/~uffe/soft_gfxhw2003.pdf

Codex/Claude Code are terrible with C++. It also can't do Rust really well, once you get to the meat of it. Not sure why that is, but they just spit out nonsense that creates more work than it helps me. It also can't one shot anything complete, even though I might feed him the entire paper that explains what the algorithm is supposed to do.

Try to do some OpenGL or Vulkan with it, without using WebGPU or three.js. Try it with real code, that all of us have to deal with every day. SDL, Vulkan RHI, NVRHI. Very frustrating.

Try it with boost, or cmake, or taskflow. It loses itself constantly, hallucinates which version it is working on and ignores you when you provide actual pointers to documentation on the repo.

I've also recently tried to get Opus 4.5 to move the Job system from Doom 3 BFG to the original codebase. Clean clone of dhewm3, pointed Opus to the BFG Job system codebase, and explained how it works. I have also fed it the Fabien Sanglard code review of the job system: https://fabiensanglard.net/doom3_bfg/threading.php

We are not sleeping on it, we are actually waiting for it to get actually useful. Sure, it can generate a full stack admin control panel in JS for my PostgreSQL tables, but is that really "not normal"? That's basic.

klaussilveira··on High-performance header-only container library for C++23 on x86-64
I'll be specific:

I've been recently working with Opus 4.5 and GPT-5.2. Both have been unable to migrate a project from using ARB shaders to 3.3 and GLSL. And I don't mean migrating the shaders themselves, just changing all the boring glue code that tells the application to use GLSL and manage those instead of feeding the ARB shaders directly.

They have also failed spectacularly at implementing this paper: https://www.cse.chalmers.se/~uffe/soft_gfxhw2003.pdf

No matter how I sliced it, I could not get a simple cube to have the shadows as described in the paper.

I've also recently tried to get Opus 4.5 to move the Job system from Doom 3 BFG to the original codebase. Clean clone of dhewm3, pointed Opus to the BFG Job system codebase, and explained how it works. I have also fed it the Fabien Sanglard code review of the job system: https://fabiensanglard.net/doom3_bfg/threading.php

As well as the official notes that explain the engine differences: https://fabiensanglard.net/doom3_documentation/DOOM-3-BFG-Te...

I did that because, well, I had ported this job system before and knew it was something pretty "pluggable" and could be implemented by an LLM. Both have failed. I'm yet to find a model that does this.

klaussilveira··on High-performance header-only container library for C++23 on x86-64
Both Codex/Claude Code are terrible with C++. Not sure why that is, but they just spit out nonsense that creates more work than it helps me.

Have you tried to do any OpenGL or Vulkan work with it? Very frustrating.

React and HTML, though, pretty awesome.

klaussilveira··on C Is Best (2025)
> Rust needs a mechanism to recover gracefully from OOM errors.

Linus also brought this up: https://lkml.org/lkml/2021/4/14/1099

klaussilveira··on From silicon to Darude – Sandstorm: breaking famous synthesizer DSPs [video]
Thank you for Zynthian, this is awesome. Any blogs or RSS feeds you track to get in the loop of similar projects?
klaussilveira··on Macromedia Flash, from an Animator's Standpoint (2022)
Maybe this is worth something to people involved with using SWF files, but the Doom 3 BFG codebase has an entire SWF parser/player included, which they used for the game UI: https://github.com/klaussilveira/chocolate-doom3-bfg/tree/ma...

You could call it Lightweight Scaleform. This same codebase was used in RAGE.

klaussilveira··on Lua 5.5
> declarations for global variables

That's huge. I wish LuaJIT adopted this, or at least added a compile time flag to enable it.

klaussilveira··on Executorch: On-device AI across mobile, embedded and edge for PyTorch
If you need WASM, I think Candle is your current best bet: https://github.com/huggingface/candle
klaussilveira··on GitHub postponing the announced billing change for self-hosted GitHub Actions
We jumped ship too. Forgejo has been amazing.
klaussilveira··on No Graphics API
NVIDIA's NVRHI has been my favorite abstraction layer over the complexity that modern APIs bring.

In particular, this fork: https://github.com/RobertBeckebans/nvrhi which adds some niceties and quality of life improvements.

klaussilveira··on Guarding My Git Forge Against AI Scrapers
I wish there was a public database of corporate ASNs and IPs, so we wouldn't have to rely on Cloudflare or any third-party service to detect that an IP is not from a household.
klaussilveira··on We Work Remotely job board was sold for $9.8M
Guess I need to step up on my side project.
klaussilveira··on The Joy of Playing Grandia, on Sega Saturn
Finding a good CRT locally has been pretty difficult. I think everyone is caught on the "this is worth gold now" trend.
klaussilveira··on Why WinQuake exists and how it works
WinQuake. Or, well, NetQuake as it is known.
klaussilveira··on Why WinQuake exists and how it works
qengine is one of my things too! :)

software renderers are so much fun.

klaussilveira··on Why WinQuake exists and how it works
If you are like me and like to toy around with ancient game engines, for the sake of simply modding or trying things out, I made this tiny clean fork: https://github.com/klaussilveira/clean-quake

The idea is that it builds on 64-bit Linux with a very simple Makefile and SDL2, so you can start from there as your ground truth, and then have fun. It also removes a lot of cruft, like all the DOS and Windows 95 stuff mentioned in the article.

klaussilveira··on Unreal Tournament 2004 is back
Red Eclipse has mutators: https://github.com/redeclipse/base
klaussilveira··on Unreal Tournament 2004 is back
I honestly can't understand why Epic Games refuses to open-source Unreal 1 and UT99. They insist on licensing individual developers, instead of opening up the source so community forks can thrive. Look at the id tech community, with all the Doom and Quake forks, and all the amazing projects that spawned off of them.

The topic of "middleware" often comes up, as an excuse for them not being able to open the source. Well, just remove any third-party libraries and middleware, even EA did it with their C&C open-source releases. The C&C release did not even compile, but that did not stop the community from porting to Linux and other platforms, as well as modernizing the source and creating replacement libraries.

klaussilveira··on ImAnim: Modern animation capabilities to ImGui applications
imgui success is a silent protest from tons of C++ developers, fed up with the over-engineering and enterprise-ification of everything in this bloated ecosystem.
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