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What a great read. Thanks for sharing.


Isn't that typical the modern ways. Pressure and control. We'll. Now it's even easier to choose.. I will just stay with win10. . Until September. Hopefully there will be some enlightenment around there.


It's ok with how often Windows changes UI, moving to any other new GUI is basically free to cheaper in the long run.


Enlightenment like... Linux?


Enlightenment like... Enlightenment!

https://www.enlightenment.org/


Congratulations. But when i open the website, I can not enter anything in the input url field.


That's how fast it is. It already generated a shortened link before you even typed it!


Logseq does some basic time tracking and if used correctly, a second brain. https://logseq.com/


I can recommend HTMLy and automad.

HTMLy can easily work with 20.000 posts, without any noteworthy slowdown.


I concur. I am using HTMLy for my blog since 3 years and it is really a nice infrastructure. At the same time, it is simple and powerful.


I've tried BAR and my experience was: - 150 fps when starting. - Under 50 fps when quitting (after 1 hour or so). I hope they can manage to improve the performance. - Air-units was only able to attack ground or air. Not both. With so "many" air units, that felt a bit too old school for me. - The AI needs some work. - BAF is still miles away from SUPCOM 1/2.

But I love the RTS genre and I am always excited when I find new titles.

I do hope they will develop this game further. Mods can hopefully fix the rest.


We're working on new GL rendering for units, which is a huge part of slowdowns in FPS mid-late game. In testing environments we can see over 3-10x better performance on rendering.

We rarely see simulation slowdowns (<1.0x speed) so this is already pretty good - though also here we're on a mission to multithread as much as humanly possible.


With the 50fps issue, was that in the lobby or during a large battle? Secondly, how long ago was this. There have been some improvements which may have resolved this issue.

As for the AI, depending on how long ago it was we've either made lots of improvements or a few small ones. Unfortunately it's one of the areas we have fewer devs.


For me, this was after ~2 hours on a medium-sized map, this January. The game started out with about 20-30 fps, and ended as an unplayable slideshow, <10fps.

For comparison, I have never experienced such low frame rates on Zero-K regardless of unit count or map size, and the other player didn't complain either.


How many units did you have at that stage? We're finding games with 8 or more players a side can slow down after an hour; though this is because of the number of units present (often in excess of 4000).


I would have been very surprised if we exceeded 500, although I was getting my ass kicked, so I might be underestimating.


If you decide to try it again and get a similar slowdown, please report it on the discord and we'll look into it.


During a large battle. A few months ago. I'll give it a try later today to see if there have been any improvements.


Begin to make your own content and make it public... Oh, like a blog. Like in the old days.


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