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Great read! I'm doing something similar with my game engine. I use a FixedBufferAllocator for static allocation and initialize/allocate all my systems and entities with the necessary size at the start. The only exception currently is asset loading because this can be quite dynamic at times.

This also works well for games. I use a FixedBufferAllocator that allocates everything except assets upfront (systems, entities, etc.). Tigerstyle is a good starting point for efficient and debuggable software.Thanks for the article!

I really dislike those articles that are language focused. Why not try to share them in a way that is language agnostic?


This article is specifically about the implementation of SIMD in Rust, not other languages.


This game has the biggest comeback story of any game in gaming history. I'm really looking forward to their next title and how much of "new" tech they will be showing in it. As far as I understand it will be the same engine as No Man's Sky. But there might be even more content and also this time it seems to be only one big planet?


Keep up the good work! I feel that your content is bringing a lot of educational value to the tech community. I would even say that the visualisations extend the understanding of tech averse people and leads to more people understanding our rather complex ecosystems. Thank you


This is just awesome to hear. I have been using VLC since I was a kid. Love your work.


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