Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
mvx64
searching Neon…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
17 ms
·
1.
▲
by
mvx64
4mo ago
Works amazingly well: https://bsky.app/profile/mentalvertex.bsky.social/post/3lzvb...
2.
▲
by
mvx64
10mo ago
I know I am in the minority and my uses/needs/requirements are not average, but I am perfectly fine with running Xubuntu on the following hardware: 1) 4GB 2011 Thinkpad with HDD (yeah really) and 2) 4GB 2009 Phenom desktop (was Wi
3.
▲
by
mvx64
11mo ago
I found out about profiles recently and I just couldn't believe that that's the standard way to access them. Also, it's not obvious which profile you are currently on, so there are some silly but necessary workarounds like ha
4.
▲
by
mvx64
11mo ago
Shout out to King's Crook [1], a cool project using a custom C software renderer only using integers [1] https://kingscrook.itch.io/kings-crook
5.
▲
by
mvx64
11mo ago
If you keep resolution low, manage your scene complexity carefully and commit to the art style, you can make reasonable 3D games that run even on 20 year old hardware. I did so as an experiment on my game [1] [2] and now that I can see that
6.
▲
by
mvx64
1y ago
It would be cool indeed, I played around with !include_str and co. and works as expected. It wouldn't be possible for the user to modify the assets though, and to save the settings file.
7.
▲
by
mvx64
1y ago
Understandable. That's kind of the goal, the gameplay is very shallow complexity-wise, so raw responses/difficulty is one way to put some playing time into it. There are some methods that help a lot, like keeping a completely pe
8.
▲
by
mvx64
1y ago
Nice discussions! I've seen many of these projects lately around related communities. Happy to see a trend around this, as I really think there is actual merit in the topic. My project was more of a random timesink than something that
9.
▲
by
mvx64
1y ago
Interesting, I will look more into this. To be honest, grepping the source, I found a couple of places with for x in &myvec. Probably tried them while learning the language, they worked and left them there. But really, I am just more us
10.
▲
by
mvx64
1y ago
Thanks for trying it out. It's a regular inverse square law, no tricks. The numbers (masses, distance) determine the final acceleration but not the actual trend of the curve. I've become too familiar with it over testing to notice
11.
▲
by
mvx64
1y ago
Actually yes! I use it when passing a texture into a draw function. I have a TexOrColor enum, and when calling the function you either provide an &Image or a &Color. Before that, if I wanted a colored textureless model, I passed a d
12.
▲
by
mvx64
1y ago
You mean implicitly? I am aware that idiomatic Rust strongly prefers iterators over indices for performance, but in my case, the only place where it really matters is when counting pixels to draw, and there is no kind of collection there, j
13.
▲
by
mvx64
1y ago
I'll see if I can produce a reasonably readable stripped down version (the lib + an example scene) and I might be back soon ;)
14.
▲
by
mvx64
1y ago
Right, it's a spectrum, you can't avoid some things (and rightly so). Another soft rule: no member functions (except for the Scenes); structs are only data, all functions are free functions. Also no operator overloading, so yes, l
15.
▲
by
mvx64
1y ago
It's all single threaded. Just structs being passed around. For example, the mesh drawing call is: drawmeshindexed(m: &Mesh, mat: &Mat4x4, tex: &Image, uv_off: &TexCoord, li: &LightingInfo, cam: &Camera, buf: &a
16.
▲
by
mvx64
1y ago
It's a very procedural style. I have not used: iterators, lifetimes, Arcs/Boxes/RefCells and whatnot, any kind of generics, data structures other than vecs/arrays, async, and many more. Also avoided functional style, bui
17.
▲
by
mvx64
1y ago
Yeah it should be just a simple cargo build. But for the same reason it should be playable through any emulator/translation/VM layer as you mentioned.
18.
▲
by
mvx64
1y ago
Didn't know this, but I'd rather not use github to be honest. Isn't there also some kind of signing required to publish a Mac build?
19.
▲
by
mvx64
1y ago
The game-side code, not really (I am ashamed of reading it myself). The engine-side is a bit less shameful, but I'd rather not as I mentioned elsewhere, especially on github. I may change my mind though.
20.
▲
by
mvx64
1y ago
I have considered getting a Mac in the past (even a very old Air) to make and, most importantly test, Mac builds, but I never got to it and cross-compiling to Mac seems like a pain, if at all possible. If you have a VM laying around though,
21.
▲
by
mvx64
1y ago
Thanks! For several reasons, most probably and regrettably no, for now at least. More than happy to talk about any specific part however (e.g. how scenes are handled, the code itself, or how particular features are implemented or optimized)
22.
▲
Show HN: A PSX/DOS style 3D game written in Rust with a custom software renderer
(totenarctanz.itch.io)
57 points
by
mvx64
1y ago
|
36 comments