Hacker Newsnew | past | comments | ask | show | jobs | submit | no7hing's commentslogin

Does anyone have technical insight into how the screensharing in the math tutor video works? It looks like they start the broadcast from within the ChatGPT app, yet have no option to select which app will be the source of the stream. Or is that implied when both apps reside in the iPad's split view? And is this using regular ReplayKit or something new?


Sadly the Quest is not powerful enough to run regular Rift titles without heavy optimizations. They even mentioned that for "Superhot" it took multiple weeks for porting it to the Quest.


This isn't necessarily awful. Having a known baseline hardware (even if not quite state of the art) can really help optimization efforts. I'm thinking of the gaming consoles, which are all behind a modern PC in terms of performance, but have really quite good graphics and performance as it's so tuned.


A big part of that is the different architecture of consoles though - the graphics and CPU are highly integrated and share RAM so you don't have to do everything over PCI.

This is almost certainly based on an Android phone so I expect it to have the same performance limitations as those.


You're assuming we need photo realistic games to make VR worthwhile. This isn't true of games in general so why would it be true of VR?

Look at consoles like the Wii/Switch/Gameboy and how well they did. Gameplay is what makes a great game and VR gives you a whole new set of gameplay tools.

The first iPhone and iPad had very different types of games to mainstream consoles but those games were tailored to that type of experience - Angry Birds would have been a pretty dull console game but the touch input made it fun. Pokemon go couldn't even have worked as a console game.

VR is about a new way to experience and interact with a game (it's also awesome how they have standardised the touch controller so that can be properly explored).

Now it's up to developers to experiment and make games people love with this new set of tools.


No I'm not...


Remember how crap the original iPad was (looking back on it). It had awful resolution and was super chunky, but it was enough to get consumers buying and developers making stuff. It set everything in motion by getting content on there, making the next version of the iPad even better. Made more investment worthwhile both in hardware and software and consumer $$$.

I feel like this could be the thing that gets that back and forth ball rolling.


Multiple weeks is a very short timeframe to port something to a new platform.


If there's no testing culture it's pretty hard to introduce it into a team that doesn't have it (either by choice or omission). It gets even worse if your teammates don't update tests (thus break CI) on code changes or just comment the tests out. I've seen both happening way too often and would recommend getting at least some sort of team buy-in - as the alternative will surely burn you out sooner or later.


If you're the new hire and the first you you're doing is pester everyone with extra work they don't see the advantage of - that'll just get you the reputation of a know it all, in my experience. That's why I suggested to start chipping at it on his own, so that he can show the value a few months down the line, rather than telling everyone how great it's going to be when he's not respected yet or hasn't proven himself yet. But that's also what I meant by 'it's not a technical issue'. It's a matter of positioning himself as a reliable person whose opinion on technical matters needs to be considered. New hires generally aren't, unless they have an impressive resume or reputation before they started at the company. But someone like that doesn't ask this question to a bunch of strangers on the internet.

Of course it depends on the circumstances. If you're on your own trying to maintain a test suite on the code of 50 other people, none of whom work on these tests and think you're just trying to slow them down for no good reason, there's no way that will work. But if there's only a few people working on the code and you can maintain tests for a more or less well defined part of it - it's possible (if you're experienced enough; if you have to spend 2 weeks reading up on how to do unit testing, it's not a viable strategy of course.)


I've actually seen it done within a large organization. It takes one boyscout who's respected and can clearly demonstrate the value provided by testing and designing for testability, and people will fall in line. Nobody likes building on quicksand, so show them what concrete looks like.


> Nobody likes building on quicksand, so show them what concrete looks like.

Damn that's motivating. I'll be quoting you on this one.


Judging from the installed game files it seems to based on SDL2 and not Unity3D.


I asked Zach about it once (in email), he said:

> We do all of our development in C# using a custom low-level “game engine”. At some point we need to do a writeup about it, it’s kind of interesting tech.

But I think they have at least one Unity game... or so I thought.


Would also love to read a detailed writeup about their custom engine.

Also found this quote[1] from an AmA on reddit:

> We've used C# since SpaceChem. I can't imagine using anything else, honestly. Infinifactory and TIS-100 use Unity, while everything else uses some kind of lightweight SDL-backed C# engine.

> SHENZHEN I/O and Opus Magnum are both using a very minimalist C# "engine" inspired by some of Casey Muratori's ideas on game engines and game programming. It uses DirectX or OpenGL for graphics, and SDL for everything else. It's basically just one giant Update() loop, and is the greatest game engine I've ever had the pleasure to work with. Despite this, I would not advise novice game programmers to do the same.

[1] - https://www.reddit.com/r/IAmA/comments/78wv2h/im_zach_barth_...


I think that comparison is flawed as there's only one team per country (and discipline) sent to e.g. the Soccer World Cup or the Olympic Games, whereas here it could be potentially way more. As a sibling already mentioned: there shouldn't be any artificial borders in a global (hacker) community.


I agree that it would be nice to have this nested (meta-)lists on a service that would treat them as sets, merge them together and as a cherry on top would show you the overlaps.


As far as I can tell Akka is the same thing to Scala/JVM as OTP is to Erlang/BEAM.


Things will probably look better once you switch your client implementation to Netty as a similar test I did with Netty 4, Protobufs and batching of messages produced low seven figure numbers too.


Fastest way to start with Clojure (besides the online REPL at http://tryclj.com) is to get yourself leiningen (the widely used build tool for clojure projects under: http://github.com/technomancy/leiningen) and a plugin/mode for your editor of choice, do "lein new <your project name>" and start a REPL via "lein repl" to get working.


> I’m unable to make the source code for the test apps available publicly at this time. and > I spent nearly equal amounts of time (under two hours) to build the same app on nodejs and Play.

One actually wonders: why?


That also caught my eye, I thought this is either some prolific 2 hour work or there is some sort of bias he doesn't want us to know about?


It is kind of odd, but at the beginning of the article he states that he originally wrote and did the tests as part of his work at Ebay.


Yes, correct - I'm not able to disclose the code. But there is more to come and I will be sharing the code on github.


The source is now on github. See the blog post for github links.


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: