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AshleysBrain

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投稿

Construct's New 3D Editor

construct.net
1 ポイント·投稿者 AshleysBrain·30 日前·0 コメント

Launching Construct Game Services – Cloudflare for Games

construct.net
3 ポイント·投稿者 AshleysBrain·先月·0 コメント

Building a game engine for 20 years [video]

youtube.com
2 ポイント·投稿者 AshleysBrain·先月·0 コメント

Construct's official 3D model object

construct.net
1 ポイント·投稿者 AshleysBrain·4 か月前·0 コメント

Construct's official 3D model object

construct.net
1 ポイント·投稿者 AshleysBrain·4 か月前·0 コメント

Construct's official 3D model object

construct.net
3 ポイント·投稿者 AshleysBrain·4 か月前·0 コメント

Video Encoding and Decoding with Vulkan Compute Shaders in FFmpeg

khronos.org
21 ポイント·投稿者 AshleysBrain·4 か月前·1 コメント

iOS 26 appears to be rolling out unusually slowly

mastodon.gamedev.place
1 ポイント·投稿者 AshleysBrain·6 か月前·1 コメント

Apple's M-series chip 5 years later

tomsguide.com
4 ポイント·投稿者 AshleysBrain·7 か月前·0 コメント

Construct in 2025: Year in Review

construct.net
1 ポイント·投稿者 AshleysBrain·7 か月前·0 コメント

Construct in 2025: Year in Review

construct.net
2 ポイント·投稿者 AshleysBrain·7 か月前·0 コメント

Construct in 2025: Year in Review

construct.net
1 ポイント·投稿者 AshleysBrain·7 か月前·0 コメント

Recovering Corrupt Zip Files

construct.net
1 ポイント·投稿者 AshleysBrain·7 か月前·0 コメント

A time-travelling door bug in Half Life 2

mastodon.gamedev.place
522 ポイント·投稿者 AshleysBrain·8 か月前·86 コメント

C++ Language Updates in MSVC Build Tools v14.50

devblogs.microsoft.com
2 ポイント·投稿者 AshleysBrain·10 か月前·0 コメント

コメント

AshleysBrain
·2 か月前·議論
It's not an error, it's just saying the project exceeds the free edition limits, which means you can look around and preview it but not make edits to it.
AshleysBrain
·2 か月前·議論
Shameless plug but if you like small file size overheads, our browser based game engine Construct[1] exports an empty web project with about 300 KB overhead for a fully-featured engine. We achieve this by going all-in on the web platform so we don't have to ship a heavyweight runtime with it, and using a modular approach where only the components you use get exported.

[1] https://www.construct.net
AshleysBrain
·5 か月前·議論
Is this not a good example of how generative AI does copyright laundering? Suppose the image was AI generated and it did a bad copy of the source image that was in the training data, which seems likely with such a widely disseminated image. When using generative AI to produce anything else, how do you know it's not just doing a bad quality copy-paste of someone else's work? Are you going to scour the internet for the source? Will the AI tell you? What if code generation is copy-pasting GPL-licensed code in to your proprietary codebase? The likelihood of this, the lack of a way to easily know it's happening, and the risks it causes, seems to me to be being overlooked amidst all the AI hype. And generative AI is a lot less impressive if it often works as a bad quality copy paste tool rather than the galaxy brain intelligence some like to portray it as.
AshleysBrain
·7 か月前·議論
It sounds like they were testing with iOS 12? In practice that has fallen out of use and doesn't need to be supported any more. Yes, a bunch of problems are to do with Safari specifically, but if you target relatively modern versions only (iOS 16+ is pretty reasonable IMO) it'll save a lot of pain.
AshleysBrain
·7 か月前·議論
I read through this guide a while back and it is great. However it's fairly old now being from 2011 - are there any updated guides or explanations of what's changed since then?
AshleysBrain
·7 か月前·議論
That was from an AI hallucinating HN 10 years from now: https://news.ycombinator.com/item?id=46205632
AshleysBrain
·7 か月前·議論
Perhaps someone with good with reverse engineering skills could figure out what went wrong here - it might be amusing...
AshleysBrain
·8 か月前·議論
I think the article is slightly misleading: it says "Google has resumed work on JPEG XL", but I don't think they have - their announcement only says they "would welcome contributions" to implement JPEG XL support. In other words, Google won't do it themselves, but their new position is they're now willing to allow someone else to do the work.
AshleysBrain
·昨年·議論
I'd say that our JS game engine codebase is generally idiomatic, maintainable JS. We don't really do anything too esoteric to get maximum performance - modern JS engines are phenomenal at optimizing idiomatic code. The best JS performance advice is to basically treat it like a statically typed language (no dynamically-shaped objects etc) - and TS takes care of that for you. I suppose a compiler is a very different use case and may do things like lean on the GC more, but modern JS GCs are also amazing.

Basically I'd be interested to know what the bottlenecks in tsc are, whether there's much low-hanging fruit, and if not why not.
AshleysBrain
·昨年·議論
Well-optimized JavaScript can get to within about 1.5x the performance of C++ - something we have experience with having developed a full game engine in JavaScript [1]. Why is the TypeScript team moving to an entirely different technology instead of working on optimizing the existing TS/JS codebase?

[1] https://www.construct.net/en