Thursday, September 28, 2023

New top story on Hacker News: Tell HN: Enterprises spend 10x more to build no-code solutions than coded ones

Tell HN: Enterprises spend 10x more to build no-code solutions than coded ones
59 by nancyp | 33 comments on Hacker News.
Code less sounds great for toy projects. People who aren't in tech aren't building no colde solutions beyond basic excel ones. So they end up hiring consultants to build them for them which costs at least 3-10x more if the solution were to be made with code. Ms powerapps for an example needs connector license for many basic things that costs a lot as well. This is from my experience as a consultant in many enterprises over last 3yrs watching code less explode in front my eyes.

New top story on Hacker News: Mr. Benedum’s Will (1957)

Mr. Benedum’s Will (1957)
7 by georgecmu | 1 comments on Hacker News.


Tuesday, September 26, 2023

New top story on Hacker News: Exploring Linux command-line space time

Exploring Linux command-line space time
12 by bertman | 3 comments on Hacker News.


New top story on Hacker News: Classic rock, Mario Kart, and why we can’t agree on Tailwind

Classic rock, Mario Kart, and why we can’t agree on Tailwind
12 by brycewray | 4 comments on Hacker News.


New top story on Hacker News: Show HN: Unity like game editor running in pure WASM

Show HN: Unity like game editor running in pure WASM
19 by TrevorSundberg | 3 comments on Hacker News.
In the wake of all the Unity nonsense, just wanted to toss the Raverie engine into this mix :) We’re building off a previous engine that we worked on for DigiPen Institute of Technology called the Zero Engine with a similar component based design architecture to Unity. Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate and run at the same time, which became super useful for creating UI overlays using only game objects, running multiple simulations, etc. The lighting and rendering engine is scriptable, and the default deferred rendering implementation is based on the Unreal physically based rendering (PBR) approach. The physics engine was built from the ground up to handle both 2D and 3D physics together. The scripting language was also built in house to be a type safe language that binds to C++ objects and facilitates auto-complete (try it in editor!) This particular fork by Raverie builds both the engine and editor to WebAssembly using only clang without Emscripten. We love Emscripten and in fact borrowed a tiny bit of exception code that we’d love to see up-streamed into LLVM, however we wanted to create a pure WASM binary without Emscripten bindings. We also love WASI too though we already had our own in memory virtual file system, hence we don’t use the WASI imports. All WASM imports and exports needed to run the engine are defined here: https://ift.tt/Q3LoH7D... The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage. Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad. https://ift.tt/b3iEcdk