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Unity is Unreal Engine's biggest competitor by far. Godot competes with Unity (mostly for 2D games) but is at least a decade off being any threat to Unreal.

So yes, funding Godot is A Nice Thing To Do but it also conveniently puts a bit of pressure on Unity, their biggest competitor, without impacting their own business.

Also, if you believe Matthew Ball's take[0] then Epic is all-in on fostering as many gamedev-ish creators as it can so that it can loop them all into making content for its metaverse later. As you alluded to, in the long term funding a FOSS game engine which is focused on ease of use helps that too.

[0]: https://www.matthewball.co/all/epicgamesprimermaster


I can vouch for this "study plan".

4 years ago I tackled exactly those courses (raytracer[0] first, then CPU rasterizer[1]) to learn the basics. And then, yes, I picked up a lib that's a thin wrapper around OpenGL (macroquad) and learned the basics of shaders.

So far this has been enough to build my prototype of a multiplayer Noita-like, with radiance-cascades-powered lighting. Still haven't learned Vulkan or WebGPU properly, though am now considering porting my game to the latter to get some modern niceties.

[0]: https://github.com/caspark/the-all-seeing-crab [1]: https://github.com/caspark/little-crab-tv


Certainly if you take it in combination with his earlier "Intel is listening" blog post: https://www.brendangregg.com/blog/2025-11-22/intel-is-listen...


A multiplayer falling sand game - kinda like Noita, but faster paced and online & couch co-op - which happens to run on both desktop and in the browser (including online multiplayer, powered by webrtc data channels).

I have a lot of devlogs at https://www.slowrush.dev/news though at this point I am quite behind showing off the latest graphical improvements there.

Here is some more up-to-date gameplay footage: https://bsky.app/profile/slow-rush.bsky.social/post/3m523ft2...


Been using syncthing with keepass(X/XC) for probably half a decade now and it works great, especially since KeepassXC has a great built-in merge feature for the rare cases that you get conflicts from modifying your vault on different clients before they sync.

The only major point of friction with syncthing is that you should designate one almost-always-on device as "introducer" for every single one of your devices, so that it will tell all your devices whenever it learns about a new device. Otherwise whenever you gain a device (or reinstall etc) then you have to go to N devices to add your new device there.

Oh, and you can't use syncthing to replicate things between two dirs on the same computer - which isn't a big deal for the keepass usecase and arguably is more of a rsync+cron task anyway but good to be aware of.


> Dithering means fading away the banding that occurs when the palette (or the apparent palette achieved via halftone) isn't large enough to avoid banding on its own.

Here[0] is a good summary of dithering/noise to reduce color banding. Interestingly, for my game[1] I found that Valve's animated dithering technique (which uses variation over time in lieu of a fixed noise pattern) worked best, as the other techniques described there altered the perceived lightness of the resulting image.

[0]: https://blog.frost.kiwi/GLSL-noise-and-radial-gradient/

[1]: A multiplayer Noita-like (more at https://slowrush.dev), where the radiance-cascades-powered lighting tends to cause obvious banding patterns on really dark backgrounds.


Another major caveat is that JJ doesn't work with Git LFS yet - though some progress is being made: https://github.com/jj-vcs/jj/issues/80


If you are used to PRs taking days (or over a week!) to merge, then I've found it's way faster to get someone to sit down and walk them through the code - which is not miles different from what's being proposed here.


Stash was not an acquisition. Stash was built from the ground up inside Atlassian during its golden age, by a bunch of engineers who really cared about performance. Though it helped that they didn't have Jira's 'problem' of having 8 figures of revenue hanging off a terrible database schema designed a decade ago.

You might be thinking of Fisheye/Crucible, which were acquisitions, and suffered the traditional fate of being sidelined.

(You are 100% correct that Stash/Bitbucket Server has also been sidelined, but that has everything to do with their cloud SaaS model generating more revenue than selling self-hosted licenses. The last time I used it circa 2024, it was still way faster than Bitbucket Cloud though.)

Source: worked at Atlassian for a long time but left a few years ago.


Yeah I think I was remembering things backwards - since they put Stash under the Bitbucket organisation and branding it looked as if Bitbucket was their own product and Stash the outside acquisition, but it was actually the other way around.


GP suggested 200k over 4 years, which is pretty reasonable.


That makes far more sense in that case. Though I would have to clarify that 200k/year is attainable in terms of total compensation, just not salary per year on average.


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