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Ask HN: Manus.im (Meta) left me hanging for 7 days – is this normal?

1•ebikebilly•3m ago•0 comments

Show HN: Weekly code audits for vibe coders

https://pyscn.ludo-tech.org/
1•d-yoda•3m ago•1 comments

Recreate Pluribus Intro from Scratch

https://medium.com/@skewcy/recreate-pluribus-intro-from-scratch-8f64c7ff50a3
2•skewcy•9m ago•0 comments

Google: Don't make "bite-sized" content for LLMs

https://arstechnica.com/google/2026/01/google-dont-make-bite-sized-content-for-llms-if-you-care-a...
2•cebert•13m ago•0 comments

NPM-agentskills – Bundle AI agent documentation with NPM packages

https://github.com/onmax/npm-agentskills
1•onmax•16m ago•1 comments

Show HN: A tiny free job application tracker so you stop forgetting follow-ups

https://applytrack.netlify.app/
2•p-stanchev•17m ago•1 comments

A Python Integration of Asset Allocation Based on Modern Portfolio Theory

https://papers.ssrn.com/sol3/papers.cfm?abstract_id=5915004
2•7777777phil•17m ago•0 comments

Recommended sources to read up on new tech and thinking

2•wnscooke•19m ago•0 comments

Show HN: UebGuard – Email Protection to Stop Phishing Before Users Click

https://www.uebguard.com/
2•arlindb•20m ago•0 comments

Djjkk

1•jzksbvyskb•21m ago•0 comments

A coder considers the waning days of the craft (2023)

https://www.newyorker.com/magazine/2023/11/20/a-coder-considers-the-waning-days-of-the-craft
1•jsomers•23m ago•0 comments

Designing a Design Contract for AI

https://askcodi.substack.com/p/designing-a-design-contract-for-ai
1•himalayansailor•24m ago•0 comments

Is the Iranian Regime About to Collapse?

https://www.theatlantic.com/international/2026/01/iran-revolution-protests-collapse/685578/
4•mpweiher•29m ago•1 comments

Why Object of Arrays beat interleaved arrays: a JavaScript performance issue

https://www.royalbhati.com/posts/js-array-vs-typedarray
1•howToTestFE•30m ago•0 comments

Tiny Coder – AI coding agent in ~300 LOC writing itself

https://github.com/xrip/tinycode
1•xrip•30m ago•0 comments

Will LLMs Help or Hurt New Programming Languages?

https://blog.flix.dev/blog/will-llms-help-or-hurt-new-programming-languages/
3•appliku•31m ago•0 comments

BasiliskII Macintosh 68k Emulator Ported to ESP32-P4 / M5Stack Tab5

https://github.com/amcchord/M5Tab-Macintosh
1•rcarmo•32m ago•0 comments

Show HN: Meshii – Open-source AI tool to generate 3D meshes for game development

https://github.com/sciences44/meshii
2•sciences44•35m ago•1 comments

The Ralph Wiggum Loop from first principles (by the creator of Ralph)

https://www.youtube.com/watch?v=4Nna09dG_c0
1•ghuntley•37m ago•0 comments

Matrix.envs.net Is Shutting Down

https://envs.net/
1•Sami_Lehtinen•38m ago•0 comments

Lava Lamps Protect Your Data [video]

https://www.youtube.com/shorts/oW6YwSUyfzw
2•doener•40m ago•0 comments

Matrix.envs.net Is Shutting Down

https://matrix.to/#/!dDZYx7e4nzZjqR2tnC6v1pDbZX52HJVfQRuuBpinG9U/$QUY4XtMR2WS56N-VN9na768Fd37_N7Y...
1•Sami_Lehtinen•40m ago•2 comments

The Permanent Emergency

https://www.astralcodexten.com/p/the-permanent-emergency
1•ipnon•41m ago•0 comments

Ask HN: Are we overthinking maintainability of LLM written code?

1•grainier•42m ago•1 comments

Show HN: Ultralight iOS apps (~1 MB), no tracking, on-device only

https://mindbebop.com/
1•kentaroyamauchi•45m ago•0 comments

YouTube Playlist Length Calculator

https://ytplaylistlength.one/
1•wangxin199•46m ago•0 comments

MCP Server with X402

https://twitter.com/fveiras_/status/2010083092502069348
1•fveiras•48m ago•0 comments

Why Selling WhatsApp to Facebook Would Be the Biggest Mistake (2012)

https://www.forbes.com/sites/ericjackson/2012/12/03/why-selling-whatsapp-to-facebook-would-be-the...
4•chistev•49m ago•3 comments

I Build an Idea I Love. I Need You to Tear It Apart

3•indigoeagle•49m ago•2 comments

Wong Kar-wai on technology and AI

https://twitter.com/RadiantFilm/status/2010104914274341236
2•keepamovin•54m ago•1 comments
Open in hackernews

Max Payne – two decades later – Graphics Critique (2021)

https://darkcephas.blogspot.com/2021/07/max-payne-two-decades-later-graphics.html
56•davikr•8h ago

Comments

brcmthrowaway•5h ago
What books does one read to get this level of graphics programming knowledge?
fhd2•3h ago
As an amateur game programmer, I found nothing too advanced in there. A classic book series would be Game/Programming/GPU Gems, about as old as Max Payne. But frankly, you'd run into most of these concepts attempting to make a 3D game with Godot or something. That's the nice thing to take away from TFA in my opinion: They made a very nice looking game (for the time) with largely pretty simple techniques used cleverly.
sho_hn•1h ago
A lot of what is shown here comes down to the people in the art asset and level pipeline.

The real story to tell would be what tooling was used to pre-bake the lighing in the textures, e.g. if they used a seperate rendering package or mostly painted by hand, or in what mix.

Also what guidelines they used to make sure the baked-in reflections would match the use and environmental lighing of objects in the scene, e.g. just general constraints or how much customization there was for important unique arrangements. Is it done by the same person in a tight loop or did it involve hand-ofs, etc.

The excellence of the result is down to a lot of tasteful choices in how to blend these techniques, achieved either from experience or iteration.

As programmers we tend to focus a lot on the raw rendering techniques, but there's a whole systematic practice around art direction and how to achieve and maintain quality in it that feels I guess softer and less deterministic but is still worth talking at length about.

This especially struck me when the reviewer here recommended using multiple stacked texture planes and parallax mapping to improve things. I know a handful of games that have done this, and unless used exceedingly sparingly (e.g. mesh fence over pipes or something, where the foreground isn't expected to have a lot of depth) in my experience it very quickly gives away the illusion and looks very hokey. Humans are good at telling it's planes sliding over each other and doesn't correspond to their experience with depth perception. It also makes a scene a lot busier as the camera is moved, firing "something is changing here!" perceptual sinals all over the screen (note how all the lavish particle effects are about feedback instead), and is not the atmosphere Max Payne was trying to achieve.

In other words, sometimes it's about knowing what possible thing not to do, too. And a lot of magic happens when disciplines meet.

gary_0•1h ago
> e.g. if they used a seperate rendering package or mostly painted by hand

IIRC Max Payne was one of the earlier games to rely heavily on photo-reference textures (instead of hand drawing or computer generating them). Keep in mind that in 2001 digital cameras were rare, expensive, and low-res, so people often just used film cameras and scanned in the physical photo with a flatbed scanner. Max Payne was far from the first, though; even 1998's Half-Life used some photo-ref textures.

The lighting in Max Payne's textures was probably mostly just the lighting from the original photo. Every texture had to be hand-manipulated to make it usable on 3D models, so changing the lighting would have added even more work and would have looked less realistic.

fsloth•2h ago
Graphics is not an academic body of knowledge as such. It's a bag of tricks developed over 50 years, going hand in hand with industrial hardware development.

There _is_ deep and rich academic framework around the subject, but I think to understand "why this" you need to program to understand the problem space since it's not really anything you could derive from first principles. I mean you get the rendering equation and so on, but the graphics knowledge portrayed in the article comes from understanding the three pillars of real time rendering.

It's about delicate interaction between human visual system (how to fool it), algorithms, and the hardware capabilities.

In general you need to program graphics, not read it. I mean I'm in the "reading" category myself and the people who've focused on programming are much better than myself.

Real time rendering by Akenine-Möller, Haines et all is the standard entry reference. Now in it's fourth edition. It's really good and dense.

If someone wants a simple recipe how to learn real time graphics alone in their cellar, nowadays I would recommend getting Real Time Rendering and going through https://learnopengl.com/.

After that you just continue... continue ... continue.

There are some people who understand everything about the topic instantly intuitively apparently but that's very, very unique. For the rest of us it's a life long adventure facing our own limitations and trying to get better, one program after another.

Speaking as graphics/geometry dev for 20 years now.

gattilorenz•4h ago
The GTA VC screenshots are actually GTA III
iammjm•2h ago
Max Payne 1 & 2 are some of my favorite games of all time. I love everything about them: their graphical style, the story, the general vibe, the gameplay. They are still very fun to play so I can recommend picking them up and doing a play through. They are easy to pick up, not long, and very rewarding at each moment
zemvpferreira•2h ago
That goddamn baby level though. I could strangle the person who stuffed that messy labyrinthic pile of crap into my John Woo-esque shooter.
dashzebra•2h ago
Oooh that level... I was young when I played that game, and did not see that one coming. I also fell by the side. Memory is a bit blurry thankfully, but I erred for a while trying to climb up. I think it was a bug. Caused a few nightmares...
magicalhippo•1h ago
I thought that level was great. To me it really sold someone with a jumbled up mind trying to push on through.

Without that level Max Payne wouldn't have been anywhere near as memorable for me.

lukan•2h ago
"and very rewarding at each moment"

Depends I would say, not the word I would use in the context of dead babies, but they were definitely great, intense games.

holoduke•2h ago
You could try Alan wake. It really gets similar vibes.
close04•39m ago
Can you even buy Max Payne 1 from any store today? A while back I looked around and couldn't find a single legal source for the game.
endominus•33m ago
It was available on Humble Bundle a few months ago as part of Remedy's full lineup, along with the sequel, the Alan Wake games, and Control.
nness•32m ago
Both are available on Steam and GOG. (But you'll need community patches to run it on modern hardware.)
nullify88•14m ago
The game also had support for mods. After the first playthrough I've always played the game with the kongfu mod enabling wallrunning, kicks, additional weapons such as Sticks, and various other action orientated changes.

Additionally, I believe Rockstar gave the go-ahead for work on a remake for 1 & 2. Hopefully they have James Perry McCaffrey's voice work in good enough quality. RIP.

Aardwolf•1h ago
Bump maps and detail textures were a highly advanced and praised graphics technology in 1998, interesting to now see it explained as fake trickery from back in the day

P.S. I still see polygonal instead of truly round barrels in modern games, when will we finally have quadratic surfaces or some other solution for that?

IshKebab•41m ago
Well, it was also known to be fake trickery. But fake trickery that ran fast and looked good.

IIRC Quake 3 levels had true curved surfaces, though presumably they were polygonised at some point in the rendering pipeline.

gary_0•1h ago
I feel old because the post talks about these techniques as if they're surprising innovations or compromises for more accurate simulations, but most of these tricks were industry standard for 3D games in the early 2000's. Much of the science about lighting, physics, and rendering we take for granted today was mostly unknown; developers just did the best they could with the basic tech that was available. Back then, just the fact that we could put thousands of hardware accelerated textured polygons on the screen was a miracle to us.

While Max Payne was cutting-edge, a lot of what made the visuals appear impressive was due to hand-tweaking by a team of highly skilled artists and designers, who were probably using ridiculously primitive tooling. Pretty much every realistic 3D game of this era had to make do with low-res diffuse textures, prebaked lighting, mostly fixed-function rendering, pre-scripted interactions, and particle dynamics that were basically just a few lines of C++. Other early-2000's games like Serious Sam, Halo, and Metroid Prime also managed to create immersive visuals with very limited tech, using the same techniques as Max Payne.

naiv•19m ago
One of the lead developers is a friend of mine. In the mid 90s he was part of the Dust demo group, eg https://demozoo.org/groups/360/ so I guess then a lot of the algorithms were used for Max Payne then as well

Also interesting how his life changed after the game, he went a totally different route and left programming for good.

leetrout•4m ago
What's he doing?

Tech is an exhausting treadmill for me at this point. Hard to find somewhere I can work where my high empathy is a positive power and not a stressor.

anthk•4m ago
It's still amazing. Crisp textures did a far better job than current shaders and a full-polygon bloated geometry. Max Payne 2 perfected it.