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

Not really. The article was written 10+ years ago, saying that one cannot use Forth in commercial products, yet Forth Inc. and MPE are still in business.


> So the question I have for hardcore low level programmers: why don't they invest more on the memory allocators

A partial answer is that part of low-level programmers avoid memory allocation and threads like plague. In some cases they are not even an option (small embedded programming, it's nearly as low-level as you can get before going hardcore for real with assembly programming), but when they can the keywords are efficiency, reliability, predictability, and simplicity : statically allocating in advance is a thing you can do because the product is typically with max specs written on the box (e.g. max number of entries in a phone book, to take a generic dumb example), and you have to meet these requirements even if the customer uses all of the capabilities to the max; no memory overbooking allowed, which is basically what dynamic allocation is, in a sense.

> instead of starting a new programming language

If I were to start a new low-low level programming language, I would basically just fix C's weak typing problem, fix the UB problems that only come from issues with long-gone processors (like C++11 finally did with sign encoding), "backport" some C++ features (templates? constexpr?), add a pinch of syntactic sugar and fix union types to have proper sum types. But probably I've just described D and apparently a significant chunk of C23.


Indeed, and if someone wants to help work on C, this is very much possible both on the compiler side or on the standards side.


Video games can alter the perception of reality. TFA is about the "Tetris Effect", which is nothing new per se.

Perhaps the new elements is that studies confirm its existence, and that it could be leveraged to prevent or mitigate PTSD.

On a side note, this works even with chess. At some point I played Chess a lot, and I noticed I started to interpreting people's movements, behavior, intentions even, as chess piece moves and tactics. Must be weird for actual chess GMs.


That "Fun" is a de gustibus sort of thing is the important point. I wonder if there is something like relationships between the various flavors of fun, or if one can infer good "collateral fun" activities from the main genre.

For instance, I think that puzzles are ok in Mass Effect, but the many mini-games in Final Fantasy 7 are borderline annoying.


The article indeed states that fun is different for everyone.

The answer on inferring relationships between flavors of fun, and good colalteral fun activities, is in number 11. :D


Yes, and Norman was a "creole" of a Germanic language brought in by the viking conquest and French, which itself is a creole of a Celtic-based language and Latin (due to the conquest of France by romans). Celts and Vikings were already presents in the British islands. See [1] for the "genealogy" of European languages. So William the Conqueror brought to England more of the same things plus a few more (and the endemic mismatch of spelling and pronunciation I guess).

France is sort-of at the crossroads of Europe, so it's no surprise that there's a little bit of everything in the French language. This is particularly visible in place-names of Normandy [2].

[1] https://en.wikipedia.org/wiki/List_of_Indo-European_language...

[2] https://en.wikipedia.org/wiki/Norman_toponymy


I think that's why the * is generally preferred over the & for this purpose. It also can give some hints about ownership issues. This "pass by reference" thing is syntactic sugar and sometimes is great to have, but as Perlis said, "Syntactic sugar causes cancer of the semicolon" [1].

[1] https://www.cs.yale.edu/homes/perlis-alan/quotes.html


Yes, and math has the notion of "free variable" and "bound variable" [1].

[1] https://en.wikipedia.org/wiki/Free_variables_and_bound_varia...


You can add the Flight Simulator series to the list, which spawned a vast ecosystem of add-ons, both free and commercial.

I believe though, that what you actually need as a big or small company, is good game first and foremost; the engine is secondary. When the community around a game reaches a critical mass, the very small percentage of its members who have the skills to modify things becomes significant as well.

For instance, Richard Burns Rally was not intended to be modded at all, yet the fans added new cars, new tracks, online scoreboards, etc.

In the Luanti [1] community (a voxel games engine/platform, designed to be moddable nearly from the start), one begins to see something similar as well: notable games gets mods, others don't (the former default game is a particular case; it is not exactly good but go tons of mods because of its status, and games based on it benefit from that ecosystem). Yet all use the same engine (perhaps Roblox is similar in that respect, I'm not sure if they have "reified" whole games like Luanti did).

[1] https://www.luanti.org/


The thing is, Minecraft of 10 years ago (or more) wasn’t even really that great of a game. It wasn’t bad, I enjoyed it, but it wasn’t that great.

What it did do right was be very open-ended and be conducive to modding, both of which were amplified by multiplayer capabilities.

I would wager that most of the fun players have had in Minecraft is from experiences that were built on top of Minecraft, not from the game’s own gameplay.


It was, as far as I can tell, the first game which was infinitely procedurally generated yet changeable. Huge procedurally generated games have a long history but in e.g. Elite or Seven Cities of Gold you couldn't modify the world in any meaningful way. The closest is probably dwarf fortress, but there the modifiable world is pretty small (or was when Minecraft came out).

That made it a great game. I think it was inevitable that the first game which combined these two, infinite procedural worlds and free modifiability, would be a huge success. Worth noting also that infiniminer, despite the name, didn't have the infinite part worked out!


I think you're remembering Minecraft in a poor light. Even 10 years ago Minecraft was a great game because even in the base game it encouraged creativity and the community immediately realized the potential to expand that with mods.


I'm always impressed when I check it, that flightsim.com is still running, and still has everyone's mods going right back to the 90s. Just in case anyone still wants the poor quality airport I uploaded for Flight Simulator 2000 twenty-something years ago.


Not sure if I understand exactly what you mean by reified, but Minecraft has a ton of minigames based on server-side mods which clone other popular games. Sometimes popular Minecraft minigames/mods even get implemented as standalone games.

Battle royale games were almost certainly heavily inspired by the Minecraft minigame which predates them. Factorio has the old industrialcraft mod as an acknowledged inspiration. Vintage Story is basically standalone Terrafirmacraft (and by a dev from that, as I recall).


Arent battle royale games inspired by things like The Hunger Games or Battle Royale? All the server minigames like that that I recall from back in the days were named something like Hunger Games


Yes. The Hunger Games film and book inspired by the Japanese film "Battle Royale" in turn, inspired the Minecraft minigame. But later battle royale games were inspired by the minigame, not the films directly. A shrinking world border, for instance, is pretty important to make the concept work (in a film, it doesn't actually have to work!).

Last man standing formats were perfectly possible in traditional FPS formats too, but they weren't really a thing because to actually be fun, the format needs

1. Big maps and lots of players (more than the typical FPS)

2. A "searching for loot" mechanic, where you can increase your chances of survival by looking for good items, making interesting risk/reward tradeoffs and discouraging just turtling up in the most defensible location.

3. Shrinking borders, to prevent an anticlimactic endgame of powerful players searching for hiding stragglers.

Minecraft basically had all three since 2014, and there were quite popular last man standing formats like UHC even before they had world border (and before the Hunger Games film came out).


> Intelligence is whatever we consider ourselves capable of

Then, what is what we are incapable of? Magic? ;-)

> Maybe the only thing we can do is advanced pattern matching

Pattern matching as a way to support the excellent heuristic "correlation is likely causation", yes. This is what allows us to analyze systems, what brings us from "something thrown away will eventually fall to the ground" to the theory to relativity.

Intelligence is understanding, and understanding comes from hacking systems in order to use them to our advantage - or just observe systems being broken or being built.

By doing that, we acquire more knowledge about the relationships and entities within the system, which in turn allows more advanced hacking. We probably started with fire, wolves, wheat, flint; and now we are considering going to Mars.


Insects are more resilient than mammals in many ways. For instance, radioresistance [1]. Plus fast, quantity-oriented breeding cycles that makes them more reactive to changes in the environment.

[1] https://en.wikipedia.org/wiki/Radioresistance


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

Search: