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'Delete' is an interesting take on Minesweeper, played on the surface of irregular 3D objects: https://store.steampowered.com/app/773670/Delete/


Starlink's RFC 8805 geolocation list is publicly available:

https://geoip.starlinkisp.net/feed.csv

Folks interested in geofencing content and such pull from there.


The announced sequel was cancelled, due to a lack of funding. However, they are still working on a 'remaster' of the original.

Source: https://www.rockpapershotgun.com/twinsens-little-big-adventu...


I don't think the story is so simple. Here is a 2.5 hour video investigating the issue: https://www.youtube.com/watch?v=JGIGA8taN-M


2 hours? I hate to say that, but:

Too long; didn't watch summary?


Some of the core people behind the first game were fired. They say it's because the owners of the IP were doing something malicious and wanted them out of the way. The company says it's because the main guy (Kurvitz) was impossible to work with and couldn't behave. There are interviews with people who worked with them on the game and it does seem like it was a very toxic environment (that nevertheless produced a masterpiece). It's hard to tell what's really going on.

It's a shame because Kurvitz was behind most of the crazy ideas in the game but I can also understand if people don't want to work with him again. It's also very possible that some dodgy dealings are going on with the ownership of the IP like he claims, but that's not really clear.


IMHO the evidence suggests it's both -- plus, everybody knows the Tortured Artist is always going to lash out, and the Money-Men are always going to scheme. I suspect the one is used as evidentiary justification for the other, and vice versa.

...this is the Moralist analysis, anyway. Hello from the Kingdom of Conscience!


It’s very fitting that whether to pirate or pay for the game is its own dilemma with healthy shades of gray. It’s like a meta aspect of the game.

Either way, it sounds like neither party is particularly Disco, baby!


My understanding is that the guys who took over wanted to use DE money to basically push out fruit ninja style mobile games. Even if it turns out that their takeover was completely legal, holding on to the DE property and not developing it to prioritize boring mobile platform shite is a cardinal sin.


I haven't heard that, do you have a source? As far as I know they were working on the sequel.


I too am a long time owner of of FLStudio. However, I have noticed that many new features added to FLStudio are not added to the base program, but rather sold as an add-on.

Perhaps the free lifetime updates plan is the reason for this.


I was the primary programmer on this web based 3D dungeon crawler: https://mkimball.itch.io/gift-of-fire

It's slow to load, and you'll get lag when you move around a bit, and this is due to slow shader compilation, which I wasn't able to avoid with stock Godot 3.5. You can't easily multithread your WebGL application (at least not without a bunch of caveats), so the audio glitches as well. Additionally, streaming a lot of content while providing a good user experience is an extra design and technical challenge compared to downloading a native app.

Every shipping game is a miracle - by doing WebGL instead of native, you are adding a bunch of additional challenges. And for what? Players are just as happy to download a native build.


Midjourney, actually. :)


Depends on what you mean by "real time". My method of crawling the stack impacts execution speed of the app you are tracing. I intended to do future work to minimize that impact.

With allocscope, you do get a callstack for the allocations which leak, though.


For real time I mean it will not severely slows down a game from 120fps to 40fps, this kind of real time


Yeah, it's a curses based interface, but with an option to output a text report for offline use.

Good idea to add screenshots.


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