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The article mentions https://unsloth.ai/docs/basics/claude-codex

I'll add on https://unsloth.ai/docs/models/qwen3-coder-next

The full model is supposedly comparable to Sonnet 4.5 But, you can run the 4 bit quant on consumer hardware as long as your RAM + VRAM has room to hold 46GB. 8 bit needs 85.


The magic is that now you can modify the source code of the game and recompile that.

Folks have been optimizing SuperMario64 to run much faster on actual N64 hardware. And, there is a project that has ported it to run on the PlayStation 1. That’s much weaker hardware that has no hope of emulating the N64.


Hey! I can speak here.

Back in the day, I wrote a simulator for the PS2’s vector units because Sony did not furnish any debugger for them. A month after I got it working, a Sony 2nd party studio made their VU debugger available to everyone… Anyway…

The good news is that the VU processors are actually quite simple as far as processors go. Powerful. Complicated to use. But, not complicated to specify.

This is made much simpler by the fact that the only documentation Sony provided was written by the Japanese hardware engineers. It laid out the bit-by-bit details of the instruction set. And, the bitwise inputs, outputs, delays and side effects of each instruction.

No guidance on how to use it. But, awesome docs for writing a simulator (or recompiler).


Hi Summer. I'm afraid you aren't going to get much traction here with a page saying "Create an Account" and no other information. Folks are going to want a preview of what they are signing up for on the page. Descriptions, videos, sales pitch, etc.


What does "MESA drivers" refer to here? I'm guessing it's not GPU drivers from https://mesa3d.org/


No those don’t work in most cloud VMs but MESA provides llvmpipe/softpipe implementations for Vulkan, OpenGL, etc. They’re software renders so relatively slow but work in headless VMs like Claude Code for web environments.


Photogrammetry has been around for a long time now. It uses pretty much the same inputs to create meshes from a collection of images of a scene.

It works well for what it does. But, it's mostly only effective for opaque, diffuse, solid surfaces. It can't handle transparency, reflection or "fuzz". Capturing material response is possible, but requires expensive setups.

A scene like this poodle https://superspl.at/view?id=6d4b84d3 or this bee https://superspl.at/view?id=cf6ac78e would be pretty much impossible with photogrammetry and very difficult with manual, traditional, polygon workflows. Those are not videos. Spin them around.


The field is advancing rapidly. New research papers are being published daily for a few years now. The best news feed I've found on the topic is

https://radiancefields.com/

https://x.com/RadianceFields alt: https://xcancel.com/RadianceFields


“Writing is nature's way of letting you know how sloppy your thinking is.”

— Richard Guindon

This is certainly true of writing software.

That said, I am assuredly enjoying trying out artificial writing and research assistants.


Go make a game for the Sega Genesis https://mdengine.dev/

Or, the GameBoy Advance https://github.com/GValiente/butano


I was seriously looking into the GameBoy Advance, but the real hardware has gotten quite expensive these days.

I wonder how the latest and greatest Wonderswan is doing in terms of price.


One uses emulator while developing anyways. Try with C64 and VICE and join us at https://csdb.dk/


> One uses emulator while developing anyways.

Yes, but part of the joy is the anticipation of playing on a real device at the end.

> Try with C64 and VICE and join us at https://csdb.dk/

Thanks for the invitation! I used a C64 as my only computer in the late 1990s long past its prime, because my mother got a really good deal on a whole set with printer and disk drives and plenty of disks with software (mostly games, from magazines). However, I was still a bit annoyed by the limitations of the system. I guess, if I had had a forth disk, I might have felt different.

In any case, for personal reasons I don't want to explore the C64 more.

But I never had a GameBoy Advance nor a Wonderswan.


Or an alternative for the Sega Genesis https://github.com/Stephane-D/SGDK

Or the Super Nintendo Entertainment System https://github.com/alekmaul/pvsneslib

Or the Gameboy / GBC, Sega Master System, Gamegear, Nintendo Entertainment System https://github.com/gbdk-2020/gbdk-2020

Or the TurboGrafx-16 / PC Engine, Nintendo Entertainment System (alt), Commodore 64, Vic-20, Atari 2600, Atari 7800, Apple II/IIe, or Pet 2001 https://github.com/cc65/cc65

Or the ZX Spectrum, TRS-80, Apple II (alt), Gameboy (alt), Sega Master System (alt), and Game Gear (alt) https://github.com/z88dk/z88dk

Or the Fairchild Channel F https://channelf.se/veswiki/index.php?title=Main_Page

Note: Some are slightly pre-1999 (all these, I have at least successfully made a "Hello World" with)

----------------

If they're really wanting 1999, that's the 5th to 6th generation console range with Sega Saturn, PlayStation, Nintendo 64, and Dreamcast. (on these, only recommendations, no successful compiled software)

Playstation is really challenging and remains so even in 2026. Lots of Modchip and disk swap issues on real hardware. Possibilities: https://www.psx.dev/getting-started and https://github.com/Lameguy64/PSn00bSDK

N64 is less horrible, and there's quite a few resources: https://github.com/DragonMinded/libdragon and https://github.com/command-tab/awesome-n64-development

Sega Saturn is still pretty difficult. However, there is: https://github.com/yaul-org/libyaul?tab=readme-ov-file and https://github.com/ReyeMe/SaturnRingLib plus the old development kits from the 90's are still around https://techdocs.exodusemulator.com/Console/SegaSaturn/Softw...

Dreamcast is similar to the Saturn situation, yet strangely, a little better. There's https://github.com/dreamsdk/dreamsdk/releases and https://github.com/KallistiOS/KallistiOS along with the official SDKs that are still around https://www.sega-dreamcast-info-games-preservation.com/en/re...


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