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



I recently wrote a blog post similar to this situation: https://ertu.dev/posts/ai-is-killing-our-online-interaction/


Yes, sorry about that if it annoyed you. I was too busy to write a good human-sound readme. It was an old project, and I wanted to release it as open source as quickly as possible.


I think I don't mind LLM generated documentation per se if they're marked as such up front! It's more when I get halfway through and realize that this is probably an LLM output that I get annoyed.


100%, it's all about disclosure to manage expectations.


Hey, thanks for the feedback. Honestly, I don't know. It seemed pretty easy to do that way at that time. But I'd accept PRs that could improve the product.


Currently polishing my game, it's a 3D troll platformer. I published the initial demo on Steam last week: https://store.steampowered.com/app/4224780/Reflex_Run/

I am using a very different tech stack for it. It is written in Clojure.


Why not do it in Lisp? At least, it is cool.


It looks really nice, but CPU usage is almost 100% all the time. I have a MacBook Pro M3. When I open some fancy Three.js scenes that I found on the net, I instantly profile them. Most of them are really bad in terms of performance. I don't know why.


This is usually because they are rendered in an animation loop (most three.js examples are set up like this). An example of rendering on demand only (this is even using fancy bloom post-processing): https://cybernetic.dev/helix/about


Also really high GPU usage and power draw in total. Averages around 60-70W most of the time.

Really cool website, no doubt about it. But it consumes as many or more resources than games like cyberpunk or baldur's gate 3 on my macbook.


We need Rust alternative not written in Rust


Here is Clojure implementation of Space Simulator: https://wedesoft.github.io/sfsim/


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

Search: