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Agentlien commented on Hacker News front page now, but the titles are honest   dosaygo-studio.github.io/... · Posted by u/keepamovin
OsrsNeedsf2P · a day ago
As someone who maintained popular open source repos for >5 years, not once did I have a recruiter care about it (I made sure to ask!)
Agentlien · a day ago
I have a few blog posts which have received only about ~250 upvotes across different communities, plus a GitHub project with just 30 stars.

Still, both of these were really interesting to my future colleagues (not the recruiter) who interviewed me in the last round of the interviews which landed me my current job. They had read them ahead of time and it really shaped the technical part of the interview.

Agentlien commented on GPT-5.2   openai.com/index/introduc... · Posted by u/atgctg
Workaccount2 · 9 days ago
Using my parents as a reference, they just thought it was neat when I showed them GPT-4 years ago. My jaw was on the floor for weeks, but most regular folks I showed had a pretty "oh thats kinda neat" response.

Technology is already so insane and advanced that most people just take it as magic inside boxes, so nothing is surprising anymore. It's all equally incomprehensible already.

Agentlien · 9 days ago
My parents reacted in just the same way and the lackluster response really took me by surprise.
Agentlien commented on A series of tricks and techniques I learned doing tiny GLSL demos   blog.pkh.me/p/48-a-series... · Posted by u/ibobev
Agentlien · 11 days ago
I just finished reading this article and I'm really impressed. The author has learned a lot in a very short while. And is able to explain parts of it quite well.

This is the kind of stuff I always feel I should be able to do, yet it never happened. Seeing others just do it and share their learnings is such a joy.

Agentlien commented on A series of tricks and techniques I learned doing tiny GLSL demos   blog.pkh.me/p/48-a-series... · Posted by u/ibobev
jesse__ · 12 days ago
If there was some absolute measure of program 'interestingness'/'readability', programs found on shadertoy would no doubt have an asymptotically high score.

My theory is that graphics programmers, at some point, stop having to care very much about what the textual representation of their program actually looks like. Because graphics programming is so hard, once you get to the point of understanding what you're doing, and typing in the shader, it becomes self-explanatory; you don't actually need variable names, what you need is understanding.

Inigo Quilez (author of shadertoy, and graphics programming legend) is one of the most talented graphics programmers alive, and produces some of the least readable code I've ever seen.

Just my 2c on why this is so common in graphics, specifically

Agentlien · 12 days ago
As a graphics programmer this doesn't ring true to me.

Using more readable names definitely helps during development. I think the cause of this is twofold.

First, there's a lot of equations used in graphics programming where the canonical names of variables are single letters. If you know the formula a single letter is a good name and it is expected that others reading it also understand it - if you didn't you'd have to read up on the formula anyway.

But beyond that I also think it's a bit of misguided pride. Thinking it's cool to have as minimal inscrutable shader code as possible because that's trendy. It's very common for shaders to be developed with reasonable names and good layout then rewritten before publishing like it was an IOCCC entry.

Agentlien commented on A time-travelling door bug in Half Life 2   mastodon.gamedev.place/@T... · Posted by u/AshleysBrain
phantasmish · a month ago
HL3 exclusively in VR is likely the only thing that’d get me to increase my “time spent in VR” from the current about-ten-minutes to about six hours.
Agentlien · a month ago
Interesting that Half-Life: Alyx exclusively in VR wasn't enough, then. I love VR and that game is the best VR experience I've had.
Agentlien commented on Gemini 3   blog.google/products/gemi... · Posted by u/preek
oblio · a month ago
90% of writing code, sure. But most professionnel programmers write code maybe 20% of the time. A lot of the time is spent clarifying requirements and similar stuff.
Agentlien · a month ago
The more I hear about other developers' work, the more varied it seems. I've had a few different roles, from one programmer in a huge org to lead programmer in a small team, with a few stints of technical expert in-between. For each the kind of work I do most has varied a lot, but it's never been mostly about "clarifying requirements". As a grunt worker I mostly just wrote and tested code. As a lead I spent most time mentoring, reviewing code, or in meetings. These days I spend most of my time debugging issues and staring at graphics debugger captures.
Agentlien commented on Valve is about to win the console generation   xeiaso.net/blog/2025/valv... · Posted by u/moonleay
bathtub365 · a month ago
It’s unlikely you’ll be able to play GTA 6 on any PC platform as it’s only coming out on consoles.
Agentlien · a month ago
At least to start. Microsoft strongly encourages all Xbox games to also come out on PC, though they sometimes release later. I cannot find any game developed originally for Xbox Series X|S where this hasn't happened eventually (and the developers definitively aren't still working on the PC version).
Agentlien commented on Game design is simple   raphkoster.com/2025/11/03... · Posted by u/vrnvu
jessetemp · a month ago
I hadn't heard of the author before this. I'll definitely read more of their stuff, but I thought the bottom line for part three was a little incomplete.

> Bottom line: the more uncertainty, indeterminacy, ambiguity in your game, the more depth it will have.

Sure, starting from 0%, adding uncertainty adds depth. But the player needs to maintain some influence over that uncertainty. If you crank the uncertainty up too 100% then its pure random which isn't deep or fun.

I've noticed a similar more-is-better trend in a few sequels I've played, where the first game had say 5 mechanics which were fun. Then the sequel has 10 mechanics, and because 10 is more than 5 it therefore must be more fun. But it ends up being too much shit to juggle and less fun as a result.

More isn't always better

Agentlien · a month ago
There's been quite a few games in recent years where I notice some system and think "ugh, do I really need to bother with this, too?". Especially crafting or skill point systems which feel slapped on. Some games make them a fun and integral part of the gameplay, some seem to include them because it's trendy and it just adds friction and mental load with little payoff.

I don't mind complexity, some of my favorite games are ridiculously complex (Dwarf Fortress), but the complexity needs to pay for itself.

Agentlien commented on Claude Memory   anthropic.com/news/memory... · Posted by u/doppp
padolsey · 2 months ago
I wish they'd release some data or evaluation methodology alongside such claims. It just seems like empty words otherwise. If they did 'extensive safety testing' and don't release material, I'm gonna say with 90% certainty that they just 'vibe-red-teamed' the LLM.
Agentlien · 2 months ago
I really hope they release something as well, because I loved their research papers on analyzing how Claude thinks[0] and how they analyzed it[1] and I'm eager for more.

[0] https://transformer-circuits.pub/2025/attribution-graphs/bio...

[1] https://transformer-circuits.pub/2025/attribution-graphs/met...

Agentlien commented on Eliminating contrails from flying could be cheap   sustainabilitybynumbers.c... · Posted by u/K2L8M11N2
sjf · 2 months ago
[The I-80 east has entered the chat]
Agentlien · 2 months ago
I'm someone living far off in remote Sweden, could you explain with some examples?

u/Agentlien

KarmaCake day2591July 27, 2015
About
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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