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This is still unsupported in RDS, right?


We have a lot of happy customers that moved from rds to tiger cloud if you think pgvectorscale is interesting to you and you don't want to self host pg.

But yes big cloud providers move slow in adopting extensions.


No



Take notes, Valve.


Sub tick is probably more accurate overall but I do think the cs2 animation netcode is crap and hides a lot of the positives. Hopefully moving to Animgraph 2 will help that, who knows


The partially-implemented animgraph2 heroes in Deadlock are looking pretty good and hits feel accurate in-game.


random fun fact but the animgraph in source 2 is based on code from here: https://github.com/BobbyAnguelov/Esoterica, thought it was interesting when I saw common symbol names


This is from 2020. Valve wanted to be smart and invented a new "subtick" system in 2023 which isn't as good as 128 tick. To make things worse, CS is a paid game, not free like Valorant, and makes probably much more money. They seemingly just don't care enough about the problem to solve it correctly. That or there is more work to be done on subtick to make it work better than 128.


Nowadays Counter Strike 2 is free to play, although a paid prime upgrade is almost required if you want to play decent matches with less cheaters. FACEIT requires prime status too.

https://help.steampowered.com/en/faqs/view/4D81-BB44-4F5C-9B...


CSGO could do 128 tick, Valve just doesn't want to pay for it, but you can easily find private hosted servers with 128 tick. Riot did put in a lot of work to get it down so much though.


With the CS2 update, CS can no longer do 128 tick, even on private hosted servers.


> CS is a paid game, not free like Valorant, and makes probably much more money

(Veering offtopic here) Remember that Valve invented the free-to-play business model when they made TF2 free. As Gabe Newell said in some interview long ago, they made more money from TF2 after it went F2P ("sell more hats!")

Point being, being a paid vs free game is largely irrelevant to the profitability & engineering budget.

That said, I'm not sure why you say CS is a paid game. It is also free-to-play. Is some playable content locked behind a paywall?


CS hasn’t been a paid game since it was a mod for HL back when you needed cd-key for online, which predates Steam.


In general, Valve designs software that is incomparably better than Riot. Compare the League of Legends client to the Dota 2 game (which doesn't even have a client/game distinction), for instance - the quality gap is massive in favor of Valve.


As a lifelong Valve/CS fan, I've been so disappointed with subtick. It was pitched as generational evolution to the games netcode. Yet years later they're still playing catchup to what CS:GO provided..

Hopefully competition from Valorant and others puts more pressure to make things happen at Valve.


I didn’t notice any difference between 64 and subtick.


There’s a long history of subtick bugs that have been identified and patched over the years. CS2 still isn’t quite as stable as 128-tick CS:GO (perhaps benefitting from a decade of patches and simpler architecture)


The moment Meta produces something competitive with OpenAI is the moment they stop releasing the weights and rebrand from Llama. Mark my words.


Any plans to support github enterprise on different URLs? Would love to give this a try with my team.


Stoke employee here.

These are the hardest working and most intelligent people I’ve ever worked with. I truly believe we are about to revolutionize this industry very, very soon, at a similar-to-greater magnitude than SpaceX has managed.

If you’re at all interested in joining our mission, please get in touch. We’re still in our infancy and have plenty of seats that need butts on all sorts of teams. Even the Fusion and Data Engineering teams are growing, where prior aerospace experience is not at all required.


How do you compete with SpaceX? They're titans. They have the customers, contracts, and revenues, and it seems like they could build your design while still sending off tons of payloads using their existing infrastructure.

What makes your product so different, and how do you grow to anything close to their revenue and volume without them eating you first?

I ask these sincerely and in earnest! You're working on such a fascinating and awe-inspiring problem. I wish you the best of luck, because the field needs competition.


Everyday Astronaut did a fantastic video of his visit to Stoke Space, that goes into a lot of detail on what makes them so interesting. It's a really nifty design, and they do the same kind of rapid development that SpaceX does.

https://www.youtube.com/watch?v=EY8nbSwjtEY

Given that Starship is so big, I think it could work out for Stoke to start with a smaller but fully reusable rocket, giving cheap rides to people who don't want to rideshare. Plus, governments tend to be interested in having multiple launch providers.


I hope Tim comes through again soon. It's awesome how much has changed since his last visit.


Aside from anything else, if they can position themselves as a clear second in terms of space innovation then that guarantees them billions in government contracts.

The space force is willing to pay a premium to avoid anyone getting a monopoly, we see that with the ULA contracts today.


Yours is definitely the correct historical take. Frontend frameworks really started to take off when componentization became the norm, first in early angular with directives, and later when components were immortalized with React. Web components tried to bring us back from the land of JS, but the implementation left much to be desired for those who had already taken the leap into framework land.


Carpentry


Why a lot of software engineers have carpentry as a hobby or pivot to that job?


Ah !

    - working outside
    - wood is a joy to work with: touch feels good, looks good, smells good too
    - you get to build cool things that are actually useful like sheds, car ports, house extensions, bridges, even simple furniture
    - when it's done, it's done
    - it's both intellectual and physical work, it's good for your body and your mind
    - learn new things


I think part of it is that at some point what you’re working on is considered “done”, which is rarely the case with software.


Some similarities; with a small amount of math, planning, and investment in understanding tools, you can quickly achieve things that the non-practitioners think are cool and useful. Plus the tactile experience provides a nice antidote to the endlessly ephemeral working experience of gazing on the computer screen.


If your mental embedding for "carpentry" is very similar to your embedding for "woodworking", this [0] HN post provides many excellent reasons.

[0] https://news.ycombinator.com/item?id=31687378


No one is on-call in woodworking.


Making things is fun, usually regardless of the medium


Depends on what they have been doing, maybe they want to build things that are more likely to stand the test of time?


Working with physical materials is a nice change after organizing bits all day.


Saw. Bang, bang. Scraaaape, smooth slivers of wood. Mmm, smell. No think. Quiet. Peace.


Been using Apple Music for months now after being a paying subscriber to Spotify for nearly a decade.

Very happy I switched. The new windows app is well built, too


I Love how Apple Music is still the same iTunes interface, almost. It's a great app if you just want to listen to albums.


Someone maintaining a dependency of cypress itself should add a dependency on cypress-debugger out of protest. Every single cypress installation would begin failing en masse


What you’re talking about is unidirectional data binding, and what you’re replying to specifically mentions its failure to scale with complex applications.

It’s not the kind of problem you can appreciate when taking any framework for a spin with a form input.


No, what I replied to said that about 2-way data binding. React also (just about) forces you to do unidirectional data flow, just like Solid.


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