HNHacker News
TopNewBestAskShowJobs

nightowl_games

2,425 karma · joined May 9, 2020

submissionscomments
nightowl_games··on Intel might be too big to fail
This is why I'm ultimately bullish on intel
nightowl_games··on Apple reportedly releasing 'total redesign' for MacBook Pro in 2026
I see no real reason to redesign the MBP. Only place I think they could push further is the camera and maybe even the speakers. The keyboard, trackpad, display and ports are a okay.
nightowl_games··on Direct Sockets API in Chrome 131
Thanks! The web versions of both of our mobile/web games do about the same as the IAP versions. We dont have ads in the mobile versions, so the ad revenue is reasonble. We're actually leaning more into smaller web games as a result of that. Profit on this game specifically I think it deserves better. I think Goober Dash is a great game, but it's not crushing it like I'd hoped.
nightowl_games··on Direct Sockets API in Chrome 131
We got it in unreliable/unordered and it still barely moves the needle on network perf over websockets from what we see in north america connecting to another server in north america
nightowl_games··on Direct Sockets API in Chrome 131
Yeah we use WebRTC for our games built on a fork of Godot 3.

https://gooberdash.winterpixel.io/

tbh the WebRTC performance is basically the same network performance as websockets and was way more complicated to implement. Maybe the webrtc perf is better in other parts of the world or something...

nightowl_games··on Access to video game consoles improved mental well-being during Covid – study
All the men I know hung out on discord and played video games together during covid. All the wives and girlfriends cruised instagram. It was clear which was better for mental health. Video Games + Discord isn't perfect, but a lot of (mostly men) got a ton of socializing during covid via that.
nightowl_games··on How not to sort by average rating (2009)
I actually had this problem recently and I just sorted by absolute numbers of positive ratings and it worked pretty well. (You could only rate thumbs up/thumbs down). Nice to see a more mathy solution tho
nightowl_games··on Tiny Town in Ontario, Canada Selling Properties for $10 a Pop
2 or 3 families I can imagine. 5 is a lot. 10 seems like a very rare, and somewhat odd, exception.
nightowl_games··on Write code that is easy to delete, not easy to extend (2016)
Many times the code is reused in places where it is the correct code, so then you when you change it you have to slow down and split those places up. We have a git submodule of common UI widgets, changing one of those is impossible now, easier to copy the component into the project and change it locally. It's a problem! The "shared code" needs to be as minimal as possible because the sharing makes it harder to change.
nightowl_games··on Tiny Town in Ontario, Canada Selling Properties for $10 a Pop
Looks beautiful there! Sounds like a waiting list has developed. I wonder if the minor exodus away from major centers will continue. Personally, as a millenial entering my 'family' years, I feel pretty attracted to smaller centers. Safety, peacefulness and quiet trumps the excitement and chaos of a large city for me.
nightowl_games··on Rider is now free for non-commercial use
You don't, but Rust isnt the right fit for gamedev imo.
nightowl_games··on Rider is now free for non-commercial use
No. Your game code is a new class, in whats called a module, which is fully supported by the engine. Your game code almost definetly relies on the same stable APIs that a GDExtension or GDScript itself uses. There will be no merge conflicts, no problems, almost certainly.

Note: We have a fork of godot that has some changes and fixes weve made and engine upgrades are still a breeze. Solving the odd merge conflict is not that hard, people do it all the time. Godot's code base isnt drastically changing from day to day. 3->4 only had significant impact if you were doing certain things with the 'visual server'... other than that even that was easy.

nightowl_games··on Rider is now free for non-commercial use
Forget gdextension imo

Compile the engine from source and add your classes as a module. Cuts out all the gdextension glue code and then you don't need to ship a shared library.

nightowl_games··on What happens when you make a move in lichess.org?
Netcode dev here. Predicting the clock is a trivially solved problem. The client and server know the latency between each other, the server can offset the timestamp on the input from the client to compensate for this difference, and the client can offset it's rendering of the clock data from the server. The same techniques used in regular online gaming would apply here. The only X factor here is the impact of the client lieing about its latency to the server, perhaps that could have an impact, not sure.
nightowl_games··on Permira completes Squarespace acquisition after upping bid to $7.2B
You can host a blog using it using GitHub pages for free.
nightowl_games··on Woman, 82, still rides same bike she was given at 13
Requiring the rider to get a special license, force them to ride on the road and not on paths. If you want a motorcycle, then it should be regulated as a motorcycle.
nightowl_games··on Woman, 82, still rides same bike she was given at 13
I bet they can do something about it.
nightowl_games··on The best darn grid shader yet (2023)
"Which, if you’re like me and didn’t finish their college level math courses, means absolutely nothing. I dropped out of art school, so it’s mostly over my head."

This is why Ben Golus's posts on shaders are the best. Cause they're actually accessible.

nightowl_games··on Woman, 82, still rides same bike she was given at 13
E bikes are such a legal grey area. Personally I think some of them should be categorized as a motorcycle. Some of em really rip!
nightowl_games··on Permira completes Squarespace acquisition after upping bid to $7.2B
As a game dev, I found Jekyll really easy to get on to. Nice way to write blog posts. Easy to tweak the html/CSS/JS when needed

https://jekyllrb.com/

nightowl_games··on 'Islands' of regularity discovered in the famously chaotic three-body problem
Yes, I believe it is the same as Wolfram's "Computational Irreducability". I'll copy paste the question I emailed him about it:

> In computers, floating point numbers have a limited precision, based on how many bits are used. Does the innate 'error' in floating point numbers have implications on your theory of 'Computational Irreducability'? Are the 'errors' introduced with each floating point operation is fundamentally computationally irreducable? Does this have a domino effect that causes basic classical mechanics to become computationally irreducible? Like the integration of velocity into position, it is a O(1) operation to compute the future position given a velocity and a starting point, but if a computer is rendering each individual frame, it will accumulate error in each frame, and the final frame may end up in a different position. Does this concept relate to the real world through things like the Planck length? Is space perhaps not purely continuous?

nightowl_games··on The state of GNU/Linux and a case against shared object libraries
Can't you just tell us what it is?
nightowl_games··on Filed: WP Engine Inc. v Automattic Inc. and Matthew Charles Mullenweg [pdf]
Sounds like something that WooCommerce should have in their license or something. idk sounds like a pitfall to me. Why would anyone pay WooCommerce anything then? Just fork it and change the attribution code.
nightowl_games··on Determinism in League of Legends: Implementation (2017)
Starcraft 2 lets you resume a game from a replay.
nightowl_games··on Determinism in League of Legends: Implementation (2017)
> It's possible that the outcomes might vary between two games

So just to clarify: in League, the 'dt' passed into each 'simulation step' is NOT constant? Isnt this kinda crazy? In your later articles, floating point imprecision is talked about. Couldnt this variance in dt create odd behaviour and ultimate contribute to weird things like 'character movement speed' being not _exactly_ the same between games? (like really small, but still...)

And beyond that, how does the client and the server synchronize with each other if the frame #s represent different positions in time? My mind is blown right now...

Note: I've worked on many networked games, and have written rollback/resimulate/replay code. I don't really understand _why_ League wouldnt use a fixed time step. Whats the advantage? In our games, the rendering of course uses the real dt passed in from the OS, but the simulation step is always fixed. This means in our games during a replay, your computer could render the outcome differently if your frame rate is different, but the raw simulation is always the same.

For context, to show I at least have some idea what I'm talking about, I made this replay system (and the game has rollback multiplayer):

https://gooberdash.winterpixel.io/?play=5b74f7c0-8591-40dc-b...

I havent played a lot of League, but I always assumed it would use deterministic lock step networking (like it's predecessor, Warcraft 3)

nightowl_games··on Determinism in League of Legends: Implementation (2017)
Yeah you _could_ but I fail to see why you would ever do this. It's also not feasible to synchronize the client with the server in real time with this input.
nightowl_games··on Determinism in League of Legends: Implementation (2017)
> League of Legends does not use a fixed-step server clock, but rather a measured frame delta time which we throttle to a target frame rate. This makes the server more resilient to system-wide performance spikes, but this pattern definitely complicated determinism.

This could use some elaboration. I don't even know how it's possible to have determinism without a fixed-step. I must misunderstand what this means. Every simulation tick in league of legends has gotta be the same duration, right? ie: 1.0 / 60.0?

nightowl_games··on Filed: WP Engine Inc. v Automattic Inc. and Matthew Charles Mullenweg [pdf]
The Stripe attribution stuff that WPEngine is accused of sounds potentially illegal.

I don't think Automattic's trademark claims are fundamentally going to hold up. From the complaint:

"WPE’s nominative uses of those marks to refer to the open-source software platform and plugin used for its clients’ websites are fair uses under settled trademark law, and they are consistent with WordPress’ own guidelines and the practices of nearly all businesses in this space."

I dont know what the settled trademark law is, but this seems like common sense to me.

Everyone says 'WordPress' to refer to the software platform. Just seems like extortion, plain and simple.

I get Matt's upset that WPEngine is making all this money, but that's par for the course when you release something open source. You simply need a better product if you want to beat WPEngine in the marketplace.

nightowl_games··on On With Theo / T3.gg
I often wonder about his indie game dev advice because as far as I can tell, he isn't a successful indie game dev. He's a streamer. That's fine, but I am a successful indie game dev and I think I may have better advice. That's just my internal monologue tho, I'm not trying to share my wisdom.
nightowl_games··on On With Theo / T3.gg
I'm also not a lawyer but it also sounds not sound. The "enforcement" of the WordPress trademark is so completely chaotic that it seems clear Matt is just using it as a weapon to extort companies he thinks he's entitled to.

WPEngine may very well be doing something wrong, but WordPress needs a clearer license with which to attack them with

← PreviousPage 4 of 26Next →