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Start all of your commands with a comma

https://rhodesmill.org/brandon/2009/commands-with-comma/
101•theblazehen•2d ago•22 comments

OpenCiv3: Open-source, cross-platform reimagining of Civilization III

https://openciv3.org/
654•klaussilveira•13h ago•189 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
944•xnx•19h ago•549 comments

How we made geo joins 400× faster with H3 indexes

https://floedb.ai/blog/how-we-made-geo-joins-400-faster-with-h3-indexes
119•matheusalmeida•2d ago•29 comments

What Is Ruliology?

https://writings.stephenwolfram.com/2026/01/what-is-ruliology/
38•helloplanets•4d ago•38 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
48•videotopia•4d ago•1 comments

Show HN: Look Ma, No Linux: Shell, App Installer, Vi, Cc on ESP32-S3 / BreezyBox

https://github.com/valdanylchuk/breezydemo
228•isitcontent•14h ago•25 comments

Jeffrey Snover: "Welcome to the Room"

https://www.jsnover.com/blog/2026/02/01/welcome-to-the-room/
14•kaonwarb•3d ago•17 comments

Monty: A minimal, secure Python interpreter written in Rust for use by AI

https://github.com/pydantic/monty
219•dmpetrov•14h ago•113 comments

Show HN: I spent 4 years building a UI design tool with only the features I use

https://vecti.com
328•vecti•16h ago•143 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
378•ostacke•19h ago•94 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
487•todsacerdoti•21h ago•241 comments

Microsoft open-sources LiteBox, a security-focused library OS

https://github.com/microsoft/litebox
359•aktau•20h ago•181 comments

Show HN: If you lose your memory, how to regain access to your computer?

https://eljojo.github.io/rememory/
286•eljojo•16h ago•167 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
409•lstoll•20h ago•276 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
21•jesperordrup•4h ago•12 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
87•quibono•4d ago•21 comments

PC Floppy Copy Protection: Vault Prolok

https://martypc.blogspot.com/2024/09/pc-floppy-copy-protection-vault-prolok.html
59•kmm•5d ago•4 comments

Where did all the starships go?

https://www.datawrapper.de/blog/science-fiction-decline
4•speckx•3d ago•2 comments

Delimited Continuations vs. Lwt for Threads

https://mirageos.org/blog/delimcc-vs-lwt
31•romes•4d ago•3 comments

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
251•i5heu•16h ago•194 comments

Was Benoit Mandelbrot a hedgehog or a fox?

https://arxiv.org/abs/2602.01122
15•bikenaga•3d ago•3 comments

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
56•gfortaine•11h ago•23 comments

I now assume that all ads on Apple news are scams

https://kirkville.com/i-now-assume-that-all-ads-on-apple-news-are-scams/
1062•cdrnsf•23h ago•444 comments

Why I Joined OpenAI

https://www.brendangregg.com/blog/2026-02-07/why-i-joined-openai.html
144•SerCe•9h ago•133 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
180•limoce•3d ago•97 comments

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
287•surprisetalk•3d ago•41 comments

I spent 5 years in DevOps – Solutions engineering gave me what I was missing

https://infisical.com/blog/devops-to-solutions-engineering
147•vmatsiiako•18h ago•67 comments

Show HN: R3forth, a ColorForth-inspired language with a tiny VM

https://github.com/phreda4/r3
72•phreda4•13h ago•14 comments

Female Asian Elephant Calf Born at the Smithsonian National Zoo

https://www.si.edu/newsdesk/releases/female-asian-elephant-calf-born-smithsonians-national-zoo-an...
29•gmays•9h ago•12 comments
Open in hackernews

Space is not a wall: toward a less architectural level design

https://www.blog.radiator.debacle.us/2025/05/space-is-not-wall-toward-less.html
66•PaulHoule•8mo ago

Comments

codeflo•8mo ago
> have an NPC brief the player on how to find the level exit

No, please, no.

scrollaway•8mo ago
You've never asked someone where the bathroom is?
anothernewdude•8mo ago
When has that ever been a fun experience?
ryukoposting•8mo ago
Since when has it been fun to be a human lab rat tormented by a sadistic artificial intelligence while trapped in an abandoned research facility?
bowsamic•8mo ago
Very fun if you get to shoot the AI in the face
ben_w•8mo ago
November 24, 1995, in my case.

Rather more people would pick October 10, 2007.

relaxing•8mo ago
I imagine players of Bathrom Simulator 2025 find it extremely satisfying.

Seriously, I don’t know where this hate is coming from. Is it the idea that a “level” is a maze to be solved? Because there are other styles of gameplay, some where conversing with people is in fact part of the fun.

ben_w•8mo ago
Depends how natural it is.

A radio call saying "Soldier, make your way to the mesa north-west of your drop point" could work.

A spectator saying "Drivers, the end of this race course is also the start line" is definitely condescending and inappropriate.

MattRix•8mo ago
It’s pretty misleading that you’ve removed this line from the surrounding context.
the__alchemist•8mo ago
After reading the article, I did some digging; youtube videos on speed level designs, reading internet discussions on these topics etc.

As an outsider, I think a key point is that this concept only makes sense in context with game-industry conventions. They (From my dive in just now) divide environment-creation into level design, environmental art, and other fields. The people who do one specialize in it, and don't have expertise in the others. Gaining experience in both, or working on both might be a taboo (?).

Another point is that the level design field is driven by superstitions, word-of-mouth, copying existing patterns etc, and is subjective. This is true about many arts, I highlight it here as context for the article. One of the author's points is that one-size-fits-all design patterns don't make sense for all cases.

ijk•8mo ago
Not taboo exactly, but definitely discouraged by hiring practices: generally the big studios want someone who can do one narrow task without handholding, and don't put much value on broader skillsets. And like most creative fields there's typically more people who want the specific job than there are jobs in general.

Smaller studios, indies, etc. are typically looser (or just can't afford to hire someone who only wears on hat) but they are also less likely to have a dedicated level designer in the first place.

mattmanser•8mo ago
Does anyone else feel it's odd he uses Fallout 4 as an example of level design?

I personally found the fallout 4 vaults really confusing and annoying and got lost easily, compared to Fallout 3/NV. Or even games like Deus Ex.

Fallout 4 felt like a terrible example of dungeon design. They were either linear and boring, or a weird layout where everything looked the same.

I'm usually pretty good at mapping game layouts in my head too, picking up FPS maps, etc. quickly.

Aside from that, I also feel like he misses that irl with a chaotic design we usually have a lot of signs. A lot! But people don't really use them in games as it's easy for players to miss thinking it's just decorative, and you've only got a certain amount of screen real estate when looking at a monitor, nor can you glance like you can irl.

Spivak•8mo ago
I mean the real answer for how to "mind control" players into following your throughline is just leaning on the existing industry visual grammar for communicating with players.

* Make the place you want the player to go lit up, and other areas darkened.

* Make ledges, ladders, and other intractable elements you want the player to know are interactive yellow.

* Pick a thematically appropriate "this is a wall" like the very common smattering of furniture and use it liberally to signal that this is the wrong way.

* Don't use loops that aren't small, self contained, and that the player can see are loops. Don't use "diamond" maps where players must choose between two paths that end at the same place without making it painfully obvious that's what's happening. Elden ring with the grand lift vs the cave did it well.

* Make not-the-main-paths short and put a useful but not necessary or particularly valuable item at the end as a reward for players exploring and signal that this is the end.

It's not magic or anything, but players have likely played so many games that use these and similar visual cues that they've interned them without even realizing.

oliverdzedou•8mo ago
"(a) scripting, pacing, combat, economy: have an NPC brief the player on how to find the level exit, then place a ranged enemy turret, valuable item, and side-quest destination near the level exit"

Seems like this option should really be 2 different options. An NPC briefing the players about the exit is lazy and signals to the player that they are regarded as stupid. The rest is great.

CaptainFever•8mo ago
This article was not convincing.

The first half of a article seems to be the author rebutting their own meme, which I've never heard of.

The main point of the second article is:

> What sounds more effective for pulling the player to the exit of a non-linear level?...

> (a) scripting, pacing, combat, economy: have an NPC brief the player on how to find the level exit, then place a ranged enemy turret, valuable item, and side-quest destination near the level exit

> (b) the raw power of architecture: rotate a rock, pray the player approaches that rock from a direction that coincidentally forms a secret imaginary invisible line that mind controls them into hallucinating a path toward one of three skybox mountains in the far distance

Which then concludes that one ought to prioritize the former over the latter.

Which isn't really convincing; it's attacking a strawman. From what I learnt, it's more of using things like lighting, motion, frames, and sometimes literal signs. Not really "magic rocks and mind control".

I think the author goes too far in the other direction. Both methods are useful; architectural hints (used IRL too), as well as game-specific hints (e.g. side quest destinations, valuable items).