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throw2ih020

774 karma · joined June 5, 2026

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throw2ih020··on Show HN: Criterion Closet as a website – pull any of 1,247 films off the shelf
Distributor with a focus on restorations of important films (especially films important to the history of filmmaking). Kind of like GOG but for movies instead of games.
throw2ih020··on Show HN: Criterion Closet as a website – pull any of 1,247 films off the shelf
The real Criterion Closet is full of Criterion's catalog of Blu Rays and DVDs.
throw2ih020··on 'We had to get out of the way': The backlash over delivery robots
If you go to the store to order a sandwich and it isn't the lunch rush there is a decent chance they'll have your sandwich ready before you pay. No joke.
throw2ih020··on Notes from tired Egyptian whose job is explaining that humans built the pyramids
Over a period from 1960 to 1969:

> Landing humans on the Moon by the end of 1969 required the most sudden burst of technological creativity, and the largest commitment of resources ($25 billion; $187 billion in 2024 US dollars)[24] ever made by any nation in peacetime. At its peak, the Apollo program employed 400,000 people and required the support of over 20,000 industrial firms and universities.[25]

A large chunk of those industries and supporting academia no longer exist in the US outside the defense sector.

throw2ih020··on Lore – Open source version control system designed for scalability
You gave me a flashback to that time I tried to use Git Annex on a moderately sized dataset and it resulted in a sysadmin at rsync.net personally contacting me to see if I needed help with whatever poorly written script was hammering their service.

In other words: No, absolutely not.

throw2ih020··on Notes from tired Egyptian whose job is explaining that humans built the pyramids
In aerospace, those are the same statements. Those production floor changes are often the difference between a payload working or failing.
throw2ih020··on Lore – Open source version control system designed for scalability
Yeah, engineering is another use case for Perforce, will be interesting to see if Epic pursues that market too. I know UE has some use in industries like architecture and professional simulators.
throw2ih020··on Lore – Open source version control system designed for scalability
If they're doing a full build then yes, but in practice most devs or artists will work on smaller partial checkouts and another engineer or team works to keep everything integrated into regular builds. You don't need the full game locally to rig a model or paint a texture, and even some gameplay stuff can be tested in a graybox demo environment without the full game assets before being integrated.
throw2ih020··on Notes from tired Egyptian whose job is explaining that humans built the pyramids
There are two parts to manufacturing technology: The written knowledge of what to build, and the process knowledge of all the gotchas and tricks and skill that people experienced in their craft rarely write down. (In many cases the great craftspeople with the knowledge are not great teachers or writers). Manufacturing an object is not like compiling code, where if you pick the right inputs and machines you get the same output. The actual process of building is so full of domain knowledge and variability that ten different people following the same written instructions can get wildly different results.

Derek from SmarterEveryDay ran into this when trying to get a product manufactured in the US and shared his experience: https://youtu.be/3ZTGwcHQfLY?t=1386

throw2ih020··on Lore – Open source version control system designed for scalability
It is truly a tragedy that the story for scaling Kubernetes beyond 3k-5k VMs is "run multiple clusters'. It's 10% overhead for tiny scale, doesn't scale well to large scale- it works well in this happy midrange of 7-3000 VMs.

(If anyone is about to ask why you would need that many VMs - many companies who do extremely large scale infrastructure! The kind of software where when it breaks it can create a crisis for utilities, governments, healthcare systems, militaries, etc.)

throw2ih020··on Lore – Open source version control system designed for scalability
I haven't made games for a long time so I can't speak for my experience, only my friends. From what I understand (1) Perforce has decent integrations with the game engine editors my friends work with, so editor support is no factor for them and (2) it has better delta support for the file types they work with - I believe Git LFS mostly uses a generic xdelta diff which is kind of mediocre at everything versus Perforce can understand different file types and be extended to support custom types.
throw2ih020··on Lore – Open source version control system designed for scalability
For context, since a lot of people on HN haven't worked on games - this is not intended to compete with Git for general software development. This is a competitor with Perforce for game development.

Git is fine for text based files like code, but it's really bad at stuff like textures, 3D models, audio files, and other non-text files that game developers need to collaborate on. For example, one artist might need to obtain an exclusive lock on some art assets while editing them, because there is no sane way to merge two artists' async edits.

The SOTA in this area is Perforce (https://www.perforce.com/products/helix-core), a proprietary system. From what my gamedev friends tell me, when Perforce works it's great, but it hits enough snags that you need a tools engineer to manage it and occasionally fix issues manually. Git LFS is an alternative, but my gamedev friends all prefer Perforce especially when working on team projects beyond like 3-4 people.

throw2ih020··on Apple's weird anti-nausea dots cured my car sickness
I believe the commenter was being facetious; these are typically professional equipment for racing teams or eccentric multimillionaires. I've done actual motorsport for less than one of these rigs cost.
throw2ih020··on Astronauts told to return to ISS after sheltering over air leak repairs
> Naively, I would assume that there are airlocks between the different sections of the ISS.

There are not. The airlocks on the ISS are either docking modules for spacecraft, for spacewalks, or for deploying satellites.

The crew shelters in the vehicles so that in case of an emergency they can evacuate immediately.

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