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Re:Notes on the Complex Roots of Unity on Sunday October 18, 2026 @07:37AM (#50140140)
Reading the title, I thought this was going to be about the origins of the Unity game engine.
Re:My First Contribution to Linux on Friday October 10, 2025 @09:15AM (#45538641)
Nice, torille!

I also got my first and so far only kernel patch submitted years ago:

On my MacBook Pro 2010 with GeForce 320M running any OpenGL application, even glxgears, would crash because it ran out of memory. So I dug into nouveau drm code and found out that some memory related function was using wrong code path for that GPU.

It took some time to figure out how to submit a patch but it felt nice after I got it accepted.

I didn't even know about those patch sanity-checking scripts back then, they look useful for potential future patches!

Re:Kazakhstan president proposes reforms to limit his powers on Saturday April 02, 2022 @11:42AM (#30889051)
His successor was Mauno Koivisto.
If you initialize it like this you get a warning:

x = { size };

Re:Dissecting the Apple M1 GPU, Part III on Monday April 19, 2021 @12:39PM (#26864758)
You're right that it's not free. But compared to the whole game engine codebase size the renderer backend is usually not big.
Re:Dissecting the Apple M1 GPU, Part III on Monday April 19, 2021 @10:35AM (#26863181)
Yup, I doubt he has experience working in the games industry. Many engines support multiple graphics APIs and there's often only 1-2 employees implementing/maintaining them so speaking about vendor lock-in is not a strong argument.
Re:Dissecting the Apple M1 GPU, Part III on Monday April 19, 2021 @10:30AM (#26863143)
Supporting both Vulkan and Metal in a game engine is not a huge task. I work in the games industry, my job is to implement and maintain graphics backends to a renderer engine, so I can speak from experience.
Re:Ask HN: Show me your half baked project on Saturday January 09, 2021 @11:33AM (#25701737)
Aether3D Game Engine (Linux/Windows/mac/iOS, Vulkan/D3D12/Metal)

https://github.com/bioglaze/aether3d

Some people like making games, I like making game engines. I don't have a specific goal/target in mind while making it. I've written several game engines since the nineties, and this is my most recent version.

I have abandoned many of my older engines at some point to develop a new one, but with this engine I'll try to keep developing it a lot further before making a new engine.

Re:The Legend of GayBlade on Monday August 31, 2020 @03:22AM (#24329195)
It was called like that also in Finland in the 80s/early 90s.
Re:Ask HN: What did you work on in 2017? on Sunday December 31, 2017 @12:41PM (#16041540)
I worked on my side project, a cross-platform game engine: https://github.com/bioglaze/aether3d

In 2017 I mostly worked on the engine's Vulkan and D3D12 support. In 2018 I plan to add Android support and physically-based rendering.

I sometimes also blog about the development: https://bioglaze.blogspot.fi/

Re:The D Garbage Collector on Monday March 20, 2017 @03:05PM (#13916772)
Quantum Break is a modern Xbox One & PC game and uses D in some subsystems.
No. Mantle, on which Vulkan is based on, was AMD only. AMD gave it to Khronos and it evolved into Vulkan.
The tax of supporting multiple APIs is not always huge. I recall reading that Unreal's Vulkan support was done by 1 or 2 employees.
Re:GPU folks: we need to talk about control flow on Wednesday December 21, 2016 @11:14AM (#13230198)
One reason is that shaders are stored as text and require each driver vendor to write parsers for them and not everyone implements them in the same way.
Re:Pascal GPUs on All Fronts Push Nvidia to New Highs on Monday November 14, 2016 @07:37AM (#12949398)
I don't think the lock-in in the case of graphics APIs is too bad, because even for large codebases implementing a new graphics API support is often done by one or two persons.
Re:Magic Leap goes to Finland in pursuit of VR and AR talent on Friday October 28, 2016 @02:18PM (#12819084)
Get Unity or Unreal. Unity uses C#, Unreal uses C++ or a visual scripting system called Blueprints.
Re:How to Make an RPG on Friday June 24, 2016 @08:12AM (#11969120)
Oceanhorn is very Zelda-like, originally made for iOS but later ported to many other platforms. It got great reviews and is not free-to-play.
Re:VNC Roulette on Sunday March 27, 2016 @01:10PM (#11370624)
I wouldn't leave my bike unlocked in Helsinki. Just last year my bike was stolen near the Parliament house (Kiasma) even though it was locked to the stand.
Re:How Vulkan maps to mobile tile-based GPUs on Wednesday March 09, 2016 @12:25PM (#11254240)
NVIDIA recently updated their mainline driver to support it on Windows and Linux. AMD's support is in beta driver and only for Windows.
I live in Espoo, but spent my childhood/adolescence in Turku.
I live in Finland and we do the same thing here.
Re:BufferBloat: What's Wrong with the Internet? (2011) on Tuesday July 23, 2013 @10:42AM (#6090301)
Cringely has great articles on this subject: http://www.cringely.com/tag/bufferbloat/
Re:RMS lifestyle on Saturday June 01, 2013 @08:15AM (#5803669)
Some cellphones can be wiretapped even when powered off.

http://news.cnet.com/2100-1029_3-6140191.html

Kaveri also means "buddy" in Finnish.
Re:Valve's GDC Talk: Porting Source to Linux [pdf] on Thursday April 04, 2013 @12:31PM (#5493539)
Sometimes they release old videos for free, but it can take years.
Re:Valve And Xi3 Team For ‘Piston’ Steam Box on Tuesday January 08, 2013 @08:12AM (#5026019)
Assembly is mostly used to optimize rarely maintained vector/matrix SIMD operations and even then it's mostly wrapped in intrinsics.
Re:A SSD in Your Pocket on Tuesday November 13, 2012 @10:36AM (#4778490)
I store backups on mine. I also store them on an HDD, but redundancy is the way to go with backups.
Re:John Carmack on Static Code Analysis on Wednesday September 19, 2012 @11:40AM (#4544021)
PVS-Studio's author has a blog where he lists examples from open source projects: http://www.viva64.com/en/b/

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