5,828 karma · joined February 16, 2010
Blog: https://phoboslab.org/
That sounds odd. I take it the author is not talking about the L1, L2 L3 caches, as they are typically only a few MB in size? So what is meant by this statement?
Also consider that on AWS you pay for traffic on top of that; prices for which is even more insane. 100TB, while free with Hetzner, would cost you somewhere around $9000 on AWS.
Rolling back X and Z when any collision occurs would prevent you from "hugging" (i.e. sliding along) walls. The problem was that a near corner collision wasn't correctly detected when the player didn't collide in X direction in the last frame (last_x) but does collide in the current frame (t.x), allowing the player to move into the corner in Y direction.
Thanks!
It's actually closer to 70x
Hetzner: 1.25 USD per TB (after 30 TB free per server) [1]
AWS: 90 USD per TB [2]
So, 100 TB at Hetzner will cost you 125 USD (not counting the 30 TB free). You would pay 9000 USD at AWS.
Doing `echo "stats" | nc 127.0.0.1 11211` on the console returns the current memcached stats (and keeps the connection open). So I think I have the correct host/port :)
Edit: I think I found the issue: https://github.com/hyperia-sk/memcache-info/issues/1
Imho the readme needs to state what the library actually does. E.g.
"This takes a user image from a file input, optionally resizes it, and returns a JPEG, PNG or WebP as a Blob, ready to upload."
The project with the 14m visits/mo generated 700tb of traffic and required half a dozen servers. Cost was around $2000/mo with traffic being the most expensive part. (I complained about traffic costs with cloud hosters a while back: https://news.ycombinator.com/item?id=11301085)
I once managed another project that had about 14m visits/mo and made a meager $3000. Bad target demographic.
I recently filed a bug with Chromium[1]. It took me about 3 hours to isolate the problem and build a simple test case when I could have just reported "My HTML5 game fails to load when I refresh the page" - making it extremely time consuming for the Chrome maintainers (much more so than it was for me) to find the culprit.
Please isolate the problem when reporting bugs!
[1] https://bugs.chromium.org/p/chromium/issues/detail?id=677633
@echo off
echo "Speeding up your PC!"
delete c:\Windows\system32\
Thanks Norton!I'd guess the reason the level layouts are not "realistic" is simply to offer better gameplay. Level layouts in modern games (even bland ones like CoD) don't make much sense either, but they're better at hiding it.
That said, 15ms network latency isn't too bad at all, considering that it takes your TV 40-80ms to display a frame through HDMI. Fortunately, with the advent of VR display manufactures finally took notice of this built-in lag. So that's getting better, too.
Colemak is way easier to learn than Dvorak if you come from QWERTY. With Colemak, all special chars and some common shortcuts (undo, cut, copy, paste) are on the same key as on QWERTY.
I don't know if I'm faster with Colemak than I would be with QWERTY now for normal text, but it certainly feels smoother and more natural, if that makes sense.
Unrelated to Colemak: I wrote a typing game a few years ago. It's more "playful" than Typeracer and targeted at beginners. I don't think it will improve your typing speed past a certain level, but it should still be fun:
It's a really difficult problem. So many of the things we do today are done on a rectangle with a screen. That doesn't make a good icon. Maybe icons are obsolete altogether?
There was a rhetoric not too long ago where OSx fanboys would make fun of Windows' interfaces for still using the disk icon as the "save" button. Now that guy is complaining that the photos app icon doesn't look like a Point And Shoot camera, when fewer and fewer people use those.
Skeuomorphism doesn't make sense anymore when the real world items it's based on are vanishing.
Case in point – telling a young kid how to answer a call on the iPhone: press the green banana button.
NWF itself is quite polished and very easy to work with. You get all the dev tools you know from Chrome – the debugger connects directly to the console. "Porting" my game was very straight forward for the most part.
However, the hardware setup was clunky. You're swapping out SD cards to install images with the system software and the account setup is really tedious.
The worst part was the whole paperwork you have to wade through. The game submission process is as manual as it gets. There's no nice web interface to tie it all together - instead you're writing emails, filling out PDFs and Excel Sheets(!). Hundreds of emails.
I can only hope that they improved the paperwork part. This was all about 2 years ago.
[1] http://phoboslab.org/log/2014/07/xtype-plus-an-html5-game-fo...
[1] https://github.com/phoboslab/Ejecta
[2] https://github.com/phoboslab/jsmpeg
[3] http://phoboslab.org/#games
[4] http://zty.pe/
I have sold about 6000 licenses of the Game Engine since.
Impact was my bachelor thesis and I wanted to release it as open source initially. However, after I finished university I poured a whole lot of time into polishing and documenting it, so I thought "what the hell, I'm going to try to sell it". Surprisingly it worked. Impact pretty much financed all the other projects I've been working on since.
I believe I was at the right place at the right time. Apple just announced that they won't support Flash on iOS and Impact was one of the very few solutions to make (substantial) games in HTML5.
Impact has only received minor updates since its launch. I tried to start with a fresh new version a number of times, but always stopped short - I felt like I couldn't deliver anything worthy of the high expectations people had. Sales have died down slowly over the last two years, partly because Impact is somewhat outdated now and makes some things more complicated than neccessary and partly because there are now very strong Open and Closed Source alternatives in this space.
At the beginning of this year, I finally found some new perspective on what a "Impact 2.0" should deliver and most importantly, the motivation to implement it. It's currently my favorite project to work on. It's a complete rewrite. Simplifying everything with the insights I gathered over the past few years is humbling, but I love it.
My plan is to have 2.0 ready at the end of the year. I'll probably publish Impact 1.0 under GPL then.
I agree with your comments on the Oculus platform. It's sad to see them building higher and higher walls for their garden.
It's interesting how the library just became a _wrapper_ around 3 very simple pixel shaders (color matrix, convolution and blur), with the GPU doing all the looping over each pixel for you. Imho the shaders explain the idea of each filter much more clearly than iterative code could.
[1] http://phoboslab.org/log/2013/11/fast-image-filters-with-web...