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Agentlien

2,933 karma · joined July 27, 2015

Senior Software Engineer at 505 Games.

My main interests and experience are in graphics programming and performance optimization.

https://agentlien.github.io

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Agentlien··on Show HN: A Truly Modular Keyboard
Looking forward to seeing it!

What's the production cost of this per key?

Agentlien··on Show HN: A Truly Modular Keyboard
I like the idea but I could only find an image of two keys. It would be great to see a demo of a full layout. With only two keys it's a very early POC and hardly a keyboard.

Does communication work well and feel snappy with a full set of keys? How is the structural integrity of a full one? Can it be easily moved around? That type of questions could easily make this unusable at scale.

Agentlien··on EA is shutting down BioWare
For a professional project with at least 30+ developers the complexity of using Unreal is necessary and on par with any competent engine. In fact, I feel it is often much easier to do things well in Unreal.

I like Unreal because it's really quite intuitive and ergonomic for larger productions, fairly well documented, and has some of the coolest tech in the industry. Their rendering pipelines are beautiful and a joy to work with and I could rant all day about my love for Nanite and Lumen. It is light years ahead of Unity and much easier to understand and modify than Frostbite.

I will say that Unity has better support out of the box for custom shaders and compute than Unreal (and Frostbite).

Now, you mentioned performance. Funny thing: performance has been my primary professional concern for the last six years of my career. Unreal itself performs very well if you use it correctly and has really good documentation for best practices as well as amazing tools for measuring performance and indicating what is wrong. The tools in Frostbite were very lackluster. Unity has some fairly good stuff. Unreal feels so far ahead.

I believe the reason there are more visible Unreal games with performance issues is because there are a lot more noteworthy ambitious productions in Unreal. That means games which push what they can deliver, and often don't quite get there. And for smaller productions it's likely just a matter of less experienced teams not following the best practices or cranking settings up to 11 without proper performance budgeting.

Agentlien··on EA is shutting down BioWare
I worked on three of them! While there are some serious issues with Frostbite and everyone loves blaming it for everything, its role in sabotaging huge projects is definitely overblown.

There are some issues with workflow and it is true that the UI definitely was, as many at EA said, "by programmers for programmers". But it's a very capable engine in the right hands.

That said, I'd pick Unreal any day for a AAA project and Unity or Unreal for smaller projects.

Agentlien··on EA is shutting down BioWare
I was at another EA studio when BioWare released Andromeda and Anthem. Got to play an early closed beta of Anthem, heard lots of details about Andromeda's development as it was happening. As a huge fan of their games it felt crazy and very sad.

However, The Veilguard to me was amazing. I loved that game and it's my favorite Dragon Age.

Agentlien··on Eight Bits of Trust: eMudhra's CA keys cracked in milliseconds
As someone from Gothenburg, Sweden (often referred to as gbg) I shall answer:

A private key is a tiny number you don't need to share publicly because it is easy enough to guess.

Agentlien··on C++26: The New Debugging Header
I've been working in C++ using VS for about 15 years and for as long as I've remembered my heuristic has been that if I get a breakpoint the offending instruction is on the line above what was reported.
Agentlien··on One in ten people are older than 65. Three in four live under a leader who is
As a parent a large part of my responsibility is making decisions and regulation about how they are allowed to interact with trends and technology I barely understand.
Agentlien··on Recursive self-improvement through collective intelligence
This sounds cool but a few issues make me suspicious.

The narrative makes it sound like boundless RSI but the actual content is only about training agents to collaborate efficiently by improving communication. That seems like a dimension and approach with limited potential for improvement. I also find it very suspicious that a paper on RSI would stop after just two rounds.

Agentlien··on Triple-A Minesweeper
As someone who worked at a AAA studio which delivered a beloved and financially successful game and then was shut down I find this comment almost as cruel as it is funny.
Agentlien··on When random is not actually random enough
Of course, and even good randomness can be reverse engineered like this:

https://gegell.github.io/posts/factorio-rng/

My comment was mainly a joke. Since my work is primarily with performance and graphics, I rarely use any proper RNG and usually only need cheap things which look random enough at first glance.

Agentlien··on Sharing AI progress in mathematics
My last name is Kvick - the Swedish word for quick. I live in Sweden. I get a lot of people thinking my name is spelled Kvik, Quick, Kwick, ... My father once got a mail addressed to Mr. Kvack (Swedish for quack, like a duck).
Agentlien··on When random is not actually random enough
I think this is interesting theory and fun to read about. If I was actually working with cryptography this would seem immensely important. I would also be arguing vehemently online about the std implementation of Mersenne twister and worrying about people analyzing bulk traffic with advanced scripts scraping a hundredth of a bit per sample.

But, I make games.

Agentlien··on Infidel goes wild
I looked up your blog and it is clear you have a deep interest for explaining ideas and programming techniques. That's great, there's passion! I even found that you've written about some things close to my own heart:

https://www.makonea.com/en-US/blog/Pokemon-Red-and-the-Evolu...

Looking through it I learned some cool stuff - I had no idea about this.

However, there's one piece of advice which seems applicable to most technical writing I saw on this blog, especially the Pokémon FSM one:

You need to work on pacing and length. The core issue is very broad scope. Think carefully about your target audience and the key insight you want to communicate. Then narrow your scope to communicating only what is necessary for that idea, skipping things your target audience can be assumed to already understand. The writing will automatically get snappier and more engaging.

If you want to explain the FSM script engine in Pokémon you have to assume the reader is somewhat familiar with programming and won't need a primer on registers. Otherwise you're writing a low-level programming primer, not an article about a clever technique in a video game.

Agentlien··on The Nintendo 64 Partner-N64 Development Kit
It's fascinating to see how much tooling and reverse engineering fans have managed to create for various systems. This looks very good and tools like emulators and TAS systems are incredible.

It's also interesting to see how much of the developer only systems and documentation has been recreated via reverse engineering. For some consoles I've worked with professionally it's a lot more than I would have thought.

Agentlien··on The Nintendo 64 Partner-N64 Development Kit
This is really cool. The full tower of cartridges in each other with the last one sticking out horizontally looks so comical.

This whole system feels so quirky and fiddly to work with compared to modern dev kits.

Agentlien··on Ask HN: What are you reading?
I've been reading the books by Hannu Rajaniemi. Finished The Quantum Thief a while ago and now reading The Fractal Prince.

It's some of the best sci-fi I've read. Very interesting depiction of technology and I love how the different types of tech and societal structures are not explained, just showcased and talked about like it's obvious until you get it. It reminds me of Philip K. Dick but with a lot more scientifically grounded yet far out technology.

Agentlien··on What reversing, modernising old games tells us about the economic impact of AI
That demo is cute and has a lot of cool stuff in it but I cannot even find a catalogue. Assuming it's what it sounds like this seems like more of the same: porting old games to another emulator - this time via ROMs.

The real challenge with porting is, as I mentioned, porting modern games to constrained hardware. Specifically, porting demanding new PC games to current-gen consoles.

Agentlien··on What reversing, modernising old games tells us about the economic impact of AI
I'm a programmer working with porting of video games.

This is absolutely mind-blowing. And at the same time definitely overblown.

This stuff is impressive, but reversing is specifically what these models seems best at and porting new games to weaker hardware is way tougher than this. Not to mention making new games.

Agentlien··on Writing Efficient C++ Code (2013)
Your mention of eastl gave me flashbacks to my time at EA (2015-2019). While the library was great overall, there were some very weird bugs. In particular an implicit copy constructor for eastl::optional which caused crashes due to it not considering whether it was holding a value or not. Which always struck my as such a bizarre bug for that particular type. Looks like that was patched in later versions.
Agentlien··on Writing Efficient C++ Code (2013)
I work in game development with graphics, porting, and performance. The stuff mentioned in this article is absolutely essential to ship games with sufficient performance
Agentlien··on Writing Efficient C++ Code (2013)
Can you give some specifics? I feel like this is adjacent to my work and I'm not sure what you're referring to which makes me feel I've missed something important.
Agentlien··on Writing Efficient C++ Code (2013)
There's an enormous amount of serious work targeting Windows. For example, the video game industry still has a very strong PC user base and is very concerned with performance.
Agentlien··on Writing Efficient C++ Code (2013)
This depends so much on what your work and industry is. I hear A/B and immediately think this is alien and inapplicable to me.

I work in game development and for the last six years I've spent most of my time specifically on optimization. A lot of that effort has been focused on cache behaviors. Not because it's fun, but because it's often the difference between being able to ship the game on weaker hardware (e.g. Nintendo Switch) or not.

Agentlien··on On caring for user data: NeoVim caused Vim undo files to be deleted
What's the issue? I use nvim and regularly use :! and haven't noticed an issue.
Agentlien··on 2DWillNeverDie
I enjoyed Pokemon Legends: Arceus from a gameplay perspective but l cannot believe how bad the environments and post effects are.

When I first heard people complain I shrugged it off because people always complain. But having seen it myself...

So many easy to fix basic mistakes. Such poor craftsmanship. I would have never shipped something looking like that.

Agentlien··on Claude Code reads AGENTS.md only when telemetry is on [fixed]
I used to actively use Msty for local models because it just worked and had a lot of nice advanced features. A few months ago they released their beta version of a Claw-like UI and mentioned using a version of it to develop Msty itself. Well, that was around the time I stopped using Msty because every update started breaking things and two updates in a row included bugs which wiped all my configs, chats, and history.
Agentlien··on I don't want to read what you didn't write
A good code or commit comment should succinctly explain the subtle details or motivation not obvious from the content itself. AI comments tend to wax poetic about surface details.

The same goes for articles. I want the author to distill the material using their own voice and hard earned expertise. I don't want a generic text which sort of tells the tale.

> I would much rather someone be themselves and write with their own voice, or with some passion

I recently had a fairly successful article here on HN. The common thread among comments was appreciation for the passion and it being "hand-crafted". I am thrilled my passion shone through despite the dry subject. Still, it's sad that something simply being written by a human has become such a rare compliment.

Agentlien··on Anatomy of a Texture
The easiest answer is that most tools and hardware in use predates those type of embeddings.

The advantage with block compression is that it is purpose built to minimize bits used, it's local to small blocks, decoding and encoding can be done with fairly simple code[0], and it doesn't require any specific AI hardware.

I am unfamiliar with NTC, but at first glance it seems to require an Nvidia card with RTX features, meaning it wouldn't be supported on Xbox One and PlayStation 4 (AMD GCN), Xbox Series X|S and PlayStation 5 (AMD RDNA2), nor the original Switch (Nvidia Tegra X1).

[0] https://learn.microsoft.com/en-us/windows/win32/direct3d11/b...

Agentlien··on Anatomy of a Texture
That's a great suggestion. I'll probably add that tomorrow.
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