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Cryptography's Mathematical 'Worlds': Which One Do We Live In? [video]

https://www.youtube.com/watch?v=RjzSFa03i2U
1•binyu•46s ago•0 comments

Frontend masters is now master.dev

https://master.dev
1•lackoftactics•2m ago•0 comments

AI will lead to labor shortages, Bezos says in optimistic talk

https://www.reuters.com/business/world-at-work/ai-will-lead-labour-shortages-jeff-bezos-says-viva...
1•jhncls•2m ago•0 comments

The Craft of Writing Effectively [video]

https://www.youtube.com/watch?v=vtIzMaLkCaM
1•zaikunzhang•3m ago•0 comments

Coding Agents as Continuation of Technological Development of Code-Writing Tools

https://braddelong.substack.com/p/coding-agents-as-a-continuation-of
1•resonious•3m ago•0 comments

Tell your LLM how to check its work for empowered AI coding

https://khalah.substack.com/p/tell-your-llm-to-verify-its-changes
2•khasan222•4m ago•0 comments

Ask HN: Which AI subscription is worth paying for now?

1•0x70run•5m ago•0 comments

Show HN: In-browser Python/Pandas/Git practice with animated Git simulator

https://practice.lernerpython.com/classroom/540d7ab1a1/
1•reuven•6m ago•0 comments

SF MUNI Worm: the worm becomes the map

https://muniworm.probablyalex.com/
1•bobbiechen•7m ago•0 comments

Sri Lanka sees rise in cybercrime as scam networks relocate from south-East Asia

https://www.theguardian.com/world/2026/jun/16/sri-lanka-alarming-rise-cybercrime-scam-networks-so...
1•speckx•8m ago•0 comments

Am unable to think deeply when alone

1•taatparya•8m ago•0 comments

Ask HN: Does it make sense to buy Mac Studio and run local models?

1•dmujic•8m ago•0 comments

Illinois' New Social Media Tax Is a Shambles

https://taxfoundation.org/blog/illinois-social-media-tax/
2•rahimnathwani•9m ago•1 comments

Nullius in verba: the motto of the Royal Society

https://lawrencecpaulson.github.io//2026/06/17/Nullius.html
1•ibobev•12m ago•0 comments

Formalizing a ring theorem with Lean 4 and Claude

https://www.johndcook.com/blog/2026/06/17/rings-with-lean-claude/
1•ibobev•12m ago•0 comments

Show HN: TrendHawk – AI pipeline that finds ideas from 25 subreddits HN doesn't

https://trendhawk.substack.com/
1•DrWiseguy•12m ago•0 comments

We know more than we can tell

https://www.nvegater.com/blog/tacit-knowledge
1•nvegater•12m ago•0 comments

Show HN: Deputies (open-source background agent control plane)

https://deputies.dev/
1•spalas•13m ago•0 comments

The Transit Abundance Playbook

https://ifp.org/transit-abundance-playbook/
1•throw0101c•13m ago•0 comments

Shw HN: TacUNS – A free Android firewall I built solo over weekends

https://play.google.com/store/apps/details?id=com.tacu.nsfwzerotrust&hl=en_US
1•Tacuns•15m ago•0 comments

Austral

https://austral-lang.org/
2•tosh•15m ago•1 comments

Paste a meeting transcript, get a 30-60-90 day plan (runs locally, no LLM)

https://everpaula.github.io/marketplace-ops-toolkit/operating-plan-generator.html
1•notreve•15m ago•0 comments

Your AI Needs Scar Tissue

https://dev.to/gauzzastrip/your-ai-coding-agent-needs-scar-tissue-4g66
2•stevendeluth•15m ago•2 comments

Snap Launches $2,195 'Specs' Augmented Reality Glasses

https://www.macrumors.com/2026/06/16/snap-specs-ar-glasses/
1•bookofjoe•16m ago•0 comments

Mleak – mail metadata osint – latest release

https://addons.thunderbird.net/az/thunderbird/addon/mleak-mail-metadata-osint/
2•dash0r•16m ago•0 comments

Australian Trusted Logistics

https://www.tways.com.au
1•reidgyz•17m ago•0 comments

I Did the Animorphs Covers – By David Mattingly

https://myadventuresasanillustrator.substack.com/p/how-i-did-the-animorphs-covers
1•pavel_lishin•17m ago•0 comments

Apple collects every tap to deliver App Store personalized recommendations

https://xcancel.com/mysk_co/status/2064401062224879888
1•microflash•17m ago•0 comments

Autocatalytic Set

https://en.wikipedia.org/wiki/Autocatalytic_set
2•-_-•19m ago•0 comments

Beijing's New Message to Its Citizens: Your Money Belongs at Home

https://www.nytimes.com/2026/06/16/business/chinese-investors-restrictions.html
1•mikhael•19m ago•0 comments
Open in hackernews

Epic Games announces Lore version control system

https://lore.org/
203•regnerba•1h ago

Comments

headwayoldest•1h ago
How long before Epic starts giving away other software and suing git to support lore?
glouwbug•1h ago
I can’t remember the last time anyone actually played the game they got for free on epic’s store
tombert•1h ago
I play Brotato fairly often. I am not sure I have played any of the other free games I’ve gotten though.
takipsizad•1h ago
i've paid for brotato (Its a pretty good game, it was worth my money) and played city skylines (which i haven't paid for due to its excessive amount of dlcs)
tombert•12m ago
They gave away Death Stranding awhile ago, and I hear that one is good, which I don't dispute given its Kojima origins.

But Kojima games require me to be in a very specific mood and I have been trying to work my way up to it.

Tomte•1h ago
Kerbal Space Program, Civilization 6, Hogwarts Legacy. All games nobody ever played…
WillPostForFood•55m ago
Citizen Sleeper, the game that is going free tomorrow on the Epic store is really good. Space Cyberpunk themed RPG/Survival Sim.

It is interesting that people are so cynical about Epic giving out free games. I get that people love Steam, but competition in the storefront market is not bad.

falcor84•37m ago
I've been getting them for years now and have enjoyed many of them (though not a large percentage), and would love to use the Epic store more, if only they would implement some version of reviews/scores. Without that, I feel that I can't trust them as a marketplace.
RobotToaster•31m ago
I played hogwarts legacy for about an hour before realising it was boring, does that count?
rbits•15m ago
I definitely have. But they're all the games that they gave out in the early days, the more recent games haven't really appealed to me. And it didn't convince me to spend any money, I still haven't spent a single cent on anything Epic Games.
UltimateEdge•1h ago
Ahah, the second and third links on the page are to GitHub
echoangle•1h ago
Well it seems to be intended for repos with large blobs like video games so it kind of makes sense that their own pure source code is still managed with git.
MBCook•1h ago
It makes total sense. It’s just kind of ironic.
AndriyKunitsyn•47m ago
Epic's Unreal Engine development is made in Perforce, and then it was mirrored to git/Github. Or that's how it was a couple years ago. That's kind of expected, VCS is one thing, a forge is another thing.
bachittle•1h ago
this looks cool for game development, because using Git for projects in Unity and Unreal Engine definitely has it's issues. I'm personally not a fan of Git LFS, especially since GitHub charges you to use it (which makes sense, binaries and assets are big, code is small, relatively speaking).
gbraad•1h ago
What makes lore better or worth considering... when svn and git never failed me...
hootz•1h ago
Apparently, how it handles binaries when developing games.
bpicolo•1h ago
> It’s optimized for projects—including games and entertainment—that combine code with large binary assets, and caters for the needs of developers and artists alike.
wongarsu•1h ago
Git does great with text files, but game development contains a lot of binary assets (textures, videos, 3d models) and correspondingly huge repos. git-lfs tries to patch around that, but that makes a complex tool that creatives struggle to understand even more complex. Perforce is a pretty popular solution, and was used by Epic in the past
frollogaston•22m ago
Have to think they're doing this out of a real need, given they were already using Perforce and must've considered Git too. It's also not like 2010s when version control was a hyped thing.
pdpi•1h ago
When you have a game that weighs in at 100GB, only a tiny fraction of that is built from code. The rest of it is binary assets that most VCSs struggle with. What makes this worth considering is the fact that they designed it to handle binary assets.
moralestapia•1h ago
What a waste of a phenomenal domain name.
Razengan•1h ago
My first thought exactly :(
rirze•1h ago
I can't imagine it was cheap to acquire it, so any company with VC/big Corp money would've taken it any ways.
bel8•1h ago
repo: https://github.com/EpicGames/lore

Looks very git-ish. But probably better equipped for large binary files.

    echo "Hello, Lore" > hello.txt

    lore stage hello.txt

    lore status --scan

    lore commit "Initial revision"

    lore push
Snafuh•4m ago
Git-ish CLI is great. The GUI is more important though. Non-programmers don't want to dabble with CLI. One reason why Perforce is the defacto standard IMO. The GUI covers 99% of daily used operations and is easy to use.
speps•1h ago
They’ve been dabbling in this space within Unreal Engine for a few years. Perforce is the de facto standard in AAA studios from my experience, curious to see what’s going to happen to them.
glouwbug•1h ago
I’ve always wanted a git with five commands, and maybe with AST based diffing
simcop2387•1h ago
The five command part isn't really possible but you can use custom diffs for merges, git diff, etc. pretty easily. There are projects like diffsitter ( https://github.com/afnanenayet/diffsitter ) for doing more intelligent diffs like this for supported languages.

EDIT: and then an example for the merge stuff I couldn't find while typing before: https://mergiraf.org/ and HN discussion a few years ago: https://news.ycombinator.com/item?id=42093756

frollogaston•23m ago
clone, pull, push, branch, merge, add, commit are the ones I use, but that's 7
pushcx•42m ago
I had wanted the same thing for a long time and jj + difftastic has satisfied me.
ryukoposting•1h ago
Hosted onn GitHub. Heh.
Tuna-Fish•52m ago
Lore itself is not an example of a program that meaningfully benefits from any of the key features of Lore.

Lore is meant for situations where your repository is going to contain gigabytes of binary files, such as art assets for games. Git is technically great at everything but that, and even the external solutions for that situation still kind of suck.

Wowfunhappy•16m ago
Is Lore worse at managing text files, though? If not, it might make sense to adopt it fully in an organization so you can just use one tool.
LoganDark•1h ago
Interesting to note that this does not seem like a DVCS in the traditional sense because it depends on coordinating with a central server where all repositories will be hosted. I can't tell if servers can pull/push from eachother.
jacobgold•1h ago
I'd trust this project more if it was named Data.
analog8374•1h ago
All Data is Lore. I mean lore is a superset of data. I mean data is lore with a special attribute.

I'm not just picking nits here. And this is not cynicism.

so there you go.

falcor84•41m ago
I'm not the parent, but I suppose it was a joke reference to Star Trek where Data (an android character) discovers he has a brother named Lore [0].

[0] https://en.wikipedia.org/wiki/List_of_minor_Star_Trek:_The_N...

cwillu•26m ago
an evil brother
testdelacc1•16m ago
The likely source for Lore - https://memory-alpha.fandom.com/wiki/Lore
HansHamster•54m ago
Yeah, I'm still concerned about crystalline entities suddenly showing up. Have they ever fixed it? I don't see anything in the issue tracker, probably because no one was left last time to report it...
niek_pas•1h ago
Just today as I pushed some changes to Github, I was thinking how user-unfriendly Git's UI is:

    Enumerating objects: 5, done.
    Counting objects: 100% (5/5), done.
    Delta compression using up to 10 threads
    Compressing objects: 100% (3/3), done.
    Writing objects: 100% (3/3), 290 bytes | 290.00 KiB/s, done.
    Total 3 (delta 2), reused 0 (delta 0), pack-reused 0
    remote: Resolving deltas: 100% (2/2), completed with 2 local objects.
I know all of these things communicate something to the die-hard Git user, but for most people (even most people using Git, I bet) this is just complete gobbledegook. What the hell is "delta compression"? Why do I care how many threads it's using? What is an 'object' and what does it mean when it's 'local'? What does 'pack-reused' mean?

From the documentation, it looks like Lore does a bit better in this regard:

    Pushing 1 fragment(s)
    Pushed 1 fragment(s), 124.00 bytes
    Pushing a3f8c2d1... to branch main
    Pushed revision 1 -> a3f8c2d1... to branch main
archerx•1h ago
I use GitHub desktop app that pushes to my local Gitlab. It’s a nice and simple GUI, it might be what you’re looking for.
cedws•59m ago
Git as a data structure is clever, but Git as a CLI is atrocious.
raverbashing•43m ago
Yes, the famous debate between plumbing and porcelain

Still the porcelain is more like cold stainless steel

e40•52m ago
throw2ih020•1h ago
For context, since a lot of people on HN haven't worked on games - this is not intended to compete with Git for general software development. This is a competitor with Perforce for game development.

Git is fine for text based files like code, but it's really bad at stuff like textures, 3D models, audio files, and other non-text files that game developers need to collaborate on. For example, one artist might need to obtain an exclusive lock on some art assets while editing them, because there is no sane way to merge two artists' async edits.

The SOTA in this area is Perforce (https://www.perforce.com/products/helix-core), a proprietary system. From what my gamedev friends tell me, when Perforce works it's great, but it hits enough snags that you need a tools engineer to manage it and occasionally fix issues manually. Git LFS is an alternative, but my gamedev friends all prefer Perforce especially when working on team projects beyond like 3-4 people.

rootlocus•1h ago
Git LFS has file locking, and no VCS can provide you with the tools for diffing binary assets. I don't see any meaningful difference between Perforce, Diversion or Lore and git + LFS + file locking. Unless there's a meaningful performance impact for large projects (I only work on small / medium projects), the capabilities are the same. However, I get excellent git support for code in any editor, as opposed to Diversion or Lore which have none.
regnerba•55m ago
Git LFS for example does not support file chunking. So a single byte change on a large (100s of gigs) file means downloading the whole file again. Lore does chunking of binary files which means faster downloads and better de-dupping on the backend.
regnerba•52m ago
adamnemecek•1h ago
This looks really good. I have been using git to store some PDF (tens of GBs) and git is really not well suited for this.
20k•1h ago
The incredible laggyness of that website does not inspire confidence. Much of the text selection is also broken, and chrome consumes nearly a full core trying to render.. something?

Its remarkable that anyone thought this website was fit for release, and it gives off strong slop vibes

I also have absolutely zero trust in a product like version control being provided by a for-profit company. It seems like a terrible idea to tie your software stack to Epic Games of all people, given their track record

dankobgd•1h ago
never trust epic
interpol_p•57m ago
Their docs seem entirely LLM written. It seems especially obvious in the FAQ. While I'm not against using LLMs for writing assistance, they've left a lot of the unnecessary language and typical stylistic choices in there, which erodes my trust in the project a bit. Perhaps it's a very good game-oriented version control system, but the lack of human attention on the docs makes me wonder how much they care
fwip•48m ago
Yeah, I hope I'm wrong, but it feels a little bit like "planned project no longer has internal support, let's see if we can make it open-source to garner goodwill and recoup some of our investment." Which isn't the worst thing that can happen.
coldpie•42m ago
I reluctantly agree. I was interested to read the system design doc[1] but it's so many pages long and so full of redundant statements and needless details[2] that I gave up a couple sections in. The numerous "it's not X, it's Y" constructions give the game away. If they can't be bothered to read these docs themselves, why should I?

Anyway it's probably fine software and I am genuinely going to give it a shot for a usecase I have involving large image files. But the LLM-generated docs don't inspire confidence.

[1] https://epicgames.github.io/lore/explanation/system-design/

[2] They literally have a section header "10.1 Revision state as a 320-byte fragment". The byte size isn't even relevant in the code as an implementation detail, much less belongs in a design doc. No one read this doc before publishing it.

tom_•34m ago
Yeah, I agree about the docs. I started on the system design page and my head started to swim after about 5 minutes. So exhausting to read!

On the flip side, I expect the project itself will be workable - well, assuming they're actually using it themselves! UE is a big pile of Stuff on its own, and Fortnite must have god knows how much additional crap in there, so if this is (or will be) their replacement for Perforce internally, then it'll be getting a good deal of testing. (If they're just chucking it over the wall, though... well, sheesh, you first...)

(Perforce is the standard thing for games, and pretty well it works too, and hopefully this will deliver it a well-needed kick. It was sold to private equity about 10 years ago, and it feels like they've been coasting ever since. (Perhaps users in other sectors are happier though?))

BoggleOhYeah•53m ago
It’s great to finally see a possible alternative to Perforce.
Lucasoato•46m ago
> Git’s content-addressed revision graph is excellent, but it treats binary files as second-class citizens—large files require bolted-on LFS rather than first-class chunked storage, sparse checkouts have sharp edges in offline use, and there is no native multi-tenant isolation.

I'm trying to figure out what Lore can accomplish that git+LFS can't. I've read about big binaries chunking, native interface and permission, is there anything else? Weren't those problems already solvable in the git+LFS ecosystem?

zipy124•32m ago
If you've used git+LFS for any extended period of times, you'd know how often it breaks, especially when used with forges like GitHub. Both GitHub and Git treat LFS as an after-thought and second class citizen.
frollogaston•24m ago
The fact that it's even referred to as git+LFS instead of just git... If I needed to work with large files frequently, I wouldn't want such a basic feature bolted on. Not a criticism of git, just can see why Epic doesn't use git.
bob1029•7m ago
I've used git+LFS for unity projects without much issue. If I was working with more than 2 people, I would definitely reach for something centralized.
iceweaselfan44•36m ago
>fully open source >look inside >Lore Desktop Client is available as binaries only, download the installer for your platform here:
Someone•31m ago
There’s a “Repositories” link at the top of the page that links to https://lore.org/#repositories, WhyHow links to various GitHub repos, including https://github.com/EpicGames/lore, which claims to have code for the CLI. I see no reason to suspect that claim is incorrect. The code likely lives in https://github.com/EpicGames/lore/tree/main/lore-client)
lentil_soup•30m ago
to be fair, that's just the desktop client. You can use or build on top of the CLI

they do say they will open source it, but who knows:

"It isn’t open source yet—it currently depends on some proprietary components, including Epic’s internal design system—but we’re committed to open-sourcing it in the future"

O5vYtytb•28m ago
https://epicgames.github.io/lore/roadmap/#desktop-client

> Open-source the desktop client so the community can build on its full graphical experience, not just download it. An early desktop client already exists as a binary download, but it isn't open source yet — it depends on some proprietary components, including Epic's internal design system. We're working to make all of it available in the open so that the client can ship as source alongside the rest of Lore. Lore is an open project, so it is important that the desktop client — which will be one of the main ways many people will interact with Lore — is also fully open so that the community is free to review, extend, and shape it.

dwroberts•32m ago
This is just going to become another way to lock developers into UE. Then they will start charging for licenses, same as Unity did for its versioning feature. It might be open source but that doesn’t stop the commercial use of it being charged for.
penciltwirler•23m ago
The premise is that Git-LFS sucks, so we need to build a new data versioning system (in Rust, from scratch). While I mostly agree with this premise, but there are already lots of existing (mature) data versioning systems with the same tricks under the hood:

- Pachyderm (Go): https://github.com/pachyderm/pachyderm

- XetHub (acquired by HuggingFace): https://huggingface.co/blog/xethub-joins-hf

- LakeFS (Go): https://github.com/treeverse/lakeFS

- Oxen (Rust): https://github.com/Oxen-AI/Oxen

I guess with AI, anyone can vibe code a content-addressed, chunk-level deduped, versioning system in Rust these days...

But jokes aside, Lore seems really cool! What's interesting is the realization that different domains/industries have similar problems, but they don't seem to be cross-polinating. In this case AI and Gaming both need a storage system that can version control large binary files at scale. I think there's lots of opportunities to share ideas here, but perhaps the lack of idea sharing (currently) creates opportunity!

kardianos•22m ago
I like everything I've read on this site so for, for it is also something I've been wanting.

If the roadmap's "Web client and code review tools" could replace gerrit for me, this would be a easy switch.

Moreover, it looks like they designed both the mutable store and immutable store to be able to easily store their state directly on an s3 like system.

There are a number of features that would greatly speed up CI/CD system operations I belive.

eblanshey•20m ago
This looks very cool! I maintain a FreeCAD workbench for 3d model version control[0], and it currently uses git as the VCS, simply because that's what I was already using. Thinking long-term, I see it eventually morphing into a broader PDM (Product Data Management) system, perhaps even PLM (Product Lifecycle Management). Lore has a lot of the requirements already built-in, like centralized locking (better than SVN), and it's better suited for for binary files. I implemented the git backend as a protocol/port so it'd be pretty easy to swap it out. I'll be watching Lore closely.

[0] https://github.com/eblanshey/HistoryWorkbench

ex-aws-dude•17m ago
Interested in this as perforce is pretty terrible a lot of the time

It’s like anything you do has to talk to the server

Even something as simple as diffing a file will just hang if there are server issues

frollogaston•13m ago
"Full-surface API" is a feature nobody here has mentioned. Is that a dig at how git intentionally has no linkable library? I saw this earlier https://news.ycombinator.com/item?id=48470604
wky•4m ago
The link to Architectural Decision Records is empty, but they're present in the repo to look at[0]. Curiously the decision with the most deciders is the implementation of JavaScript bindings[1].

[0] https://github.com/EpicGames/lore/tree/main/docs/developing/...

[1] https://github.com/EpicGames/lore/blob/main/docs/developing/...

zdw•43m ago
Dunno, this seems fully functional?
superkuh•39m ago
"Lore" is appropriate. Epic games is a very unethical company that steals from people. Myself in paticular. I bought Rocket League the game for linux from Psyonix. Epic bought Psyonix and immediately removed the game clients for linux and mac os. I can no longer play. They stole from me and many others. It'd be one thing if they just shut down the game entirely, but stealing it from only some people while keeping it going for others is worse than just killing games.
CommanderData•20m ago
Oh brother.

Don't be too hard on Lore.

I think we can all agree that information should be behind a -v CLA. It's probably just something no one has thought of doing. I've learned over the decades to just ignore it.
maccard•22m ago
> It's probably just something no one has thought of doing

There are 1000 things that's true of about git. At a certain point that becomes a problem in and of itself.

yoyohello13•16m ago
Luckily it’s an open source project so you could go in and clean up the ux.
kristjansson•41m ago
Those are just the sounds that animal makes. Live with the animal long enough, you learn how the sounds correspond to its internal states, even if you don’t really know what they mean.

I’d be a bit worried if git didn’t heave that particular contented sigh when I ask it to push

agumonkey•34m ago
I actually like this underlying logs. Could have a concise / project level summary though.
spelunker•26m ago
The lights are blinking, so everything must be working!
yomismoaqui•19m ago
This is what happens when a kernel developer creates tools that need some kind of UX (I say this both as a shitty UX developer and Linus fan)
yoyohello13•13m ago
He makes a good tool? Honestly I don’t get the git hate on HN. I’ve been using it for years with no issue. I just read the first 3 parts of the git book and never looked back. I even setup a git server at home with the basic tools.
Permissions is another thing. Git permissions are done one a per repo basis.

https://epicgames.github.io/lore/explanation/system-design/#...

throw2ih020•54m ago
I haven't made games for a long time so I can't speak for my experience, only my friends. From what I understand (1) Perforce has decent integrations with the game engine editors my friends work with, so editor support is no factor for them and (2) it has better delta support for the file types they work with - I believe Git LFS mostly uses a generic xdelta diff which is kind of mediocre at everything versus Perforce can understand different file types and be extended to support custom types.
lentil_soup•47m ago
don't think it supports branches

it's also tough when you have 1TB of data, over 1mm files and you might want to lock hundreds files in one go

zipy124•34m ago
Git LFS breaks so often that it can't be seen as a serious professional tool tbh. I've had nothing but trouble with it. If it wants to be serious it needs to be built into Git, not added as some after thought.
flohofwoe•24m ago
I guess you never worked with anything but git? The devil is in the details, and those details generally suck more in git (or generally: distributed version control systems) than in traditional centralized VCS's.

Also git-lfs is a crutch that breaks more often than it works :/

(I agree for that for small game projects, git is mostly 'good enough', even without lfs).

Tiktaalik•6m ago
There's also the tooling. Game teams have artists and designers where baroque command line incantations are headwinds to their workflow pace.

For the longest time Git tools were really poor. In recent years there's a few ok ones, like Git Fork, though I wouldn't know if those tools scale to the level of a AAA team size repo and not fall over.

chadgpt3•54m ago
Jonathan Blow found it convenient to represent all assets in a large number of text files, to enable merging. For instance he'd have one text file per entity on a map. The game and editor could read either this or the compiled binary version.
Aurornis•50m ago
Jonathan Blow works with extremely small team sizes relative to the big studios. When you only have a couple people working on a project you don’t need all of the same coordination features.
rootlocus•42m ago
He and Casey Muratory make a lot of cool instructive content, but their condescending attitude towards the industry always made me thing "Huh, must be really nice working alone and making all the decisions yourself."
chadgpt3•42m ago
Isn't that kind of the point though? Doing more with less?
Aurornis•36m ago
I respect his work, but I had to unfollow him on Twitter because he was so condescending to everything and everyone except his loyal fan base.

He’s in a category of influencers who post constantly about gripes and grievances and smug superiority. Some people like that content but I can’t stand it.

I really like hearing about indie development and small teams, but you don’t have to present everything as condescending superiority over the industry. That’s not the part I find interesting.

cjbgkagh•29m ago
I think there is an element of audience capture that sets up a self reinforcing feedback loop that drives out the normies and ends up rather cult like.
klodolph•33m ago
IMO this is just garden variety effects of being a programming influencer. It’s a weird position to be in.

I think being influential just does that to people, with high regularity.

troupo•22m ago
And then they usually back their words by doing things like "you claim that outputting text to a terminal emulator is a PhD level problem, so here I did it in a weekend".

Huge teams are more often than not the sign of bloat and inefficiences.

rootlocus•10m ago
To be fair, game developers have been rendering text on the GPU for over two decades. I've done it in college a decade ago with bmfont [1] (nowadays the engine does rasterization during import). Whoever thought was making a case with "outputting text to a terminal emulator is a PhD level problem" was really out of their depth and was making a case for unnecessary inefficiencies. Kudos to Casey for proving a point.

1. https://www.angelcode.com/products/bmfont/

Wowfunhappy•25m ago
He's also the sort of person who I suspect works in a very idiosyncratic way, which is great for him and his mind but probably not everyone else. (This is not a criticism.)
pton_xd•49m ago
How do you merge changes to a texture, mesh, audio file, etc?
LugosFergus•48m ago
You really can't merge binary data, such as textures, meshes, audio, etc. It doesn't matter if you base64 encode the data and stuff it in a text file: it's a jumble of data (assuming this is the implication of what Blow did).
superdisk•40m ago
He uses SVN and specifically has stated that Git isn't suitable for the work he does due to big binaries in source control.
flohofwoe•29m ago
That's fine for database-like meta-data (e.g. game entity properties), but not for images, videos or audio files. Just writing those as hex dumps into text files doesn't make them any easier to merge.
LugosFergus•40m ago
Something else that git isn't good at: permissions. In gamedev, you might have proprietary work that you want to restrict to certain users. In P4, you can add restrictions to certain directories for only those who have signed the required NDAs. That's not something that you can do in git: it's all or nothing. Maybe you can do set something up with submodules, but that's going to upend your repository if you hadn't planned for it.
stevefan1999•25m ago
That's by design of git, you can't forget that git is first developed for a bazaar model of information flow, especially with a big decentrailized project like the Linux Kernel, not the silo and isolated corporate NDA and closed model you described. Git prefers open information and discourages information closures and segregation of information by placing restrictions exactly like this.

Git enthusiast would often tell you to do this separately with a submodule, and set permission on the version control forge software level (which means Gitea/Github private RBAC access to certain repos for cloning), sure, but that is also painful as hell.

But my point is that all of this is exactly by design from Linus Torvalds's need for Linux Kernel to replace BitKeeper. Git simply isn't the tool for everything, it was developed for a software project with liberalism in mind, but corporate stuff is monoculture and prefers proprietary, shut-in model, and the eat your own dog food mindset, and no wonder it is so painful to deal with.

rowanG077•13m ago
Doesn't git crypt solve this? You can have encrypted in a repo that will be auto decrypted if you have a working key.
giancarlostoro•9m ago
People don't use git crypt nearly enough unfortunately.
TheBigSalad•38m ago
That sucks, git is so absolutely horrible. It's crazy to me that nobody has made anything better yet. Although I could start that myself and yet have not.
VorpalWay•28m ago
There are some projects:

* https://github.com/jj-vcs/jj

* https://nest.pijul.com/pijul/pijul

jaapz•28m ago
turns out version control is hard
devin•14m ago
With respect, were you around to use any of its predecessors?
applfanboysbgon•6m ago
Sure, but that was 2005. Over 20 years for somebody to come up with something new, and the best we got is jj. Meh.
irishcoffee•5m ago
We did, mercurial just didn't win.
Decabytes•12m ago
I wonder how useful this could be as a generalized version control for regular user systems, as a way to rollback, or scrub through history. Presumably if this is designed to work at Epic and Big Game studio scale, it should work at home computer scale
Wowfunhappy•22m ago
Thanks. I still think it's a bit weird to say "fully" open source while your flagship client is currently closed. I realize they're referring to the VCS itself, but—well, if they just dropped the "fully" for the time being, I wouldn't bat an eye.
adastra22•13m ago
It’s pretty obvious the entire surrounding text of this project (and presumably the code itself) is vibed. A lot of that is probably aspirational.