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Show HN: Rat Race (After Dark, 1994), ported from 68k assembly to TypeScript

Kaynak: Show HN ·

Github: https://github.com/heyitsjames/rat-race Everything comes from the original module's resource fork. The art is the original sprites, decoded and recoloured with the module's own palettes. The music is its MIDI songs played back through After Dark's instrument samples. The rats' behavior comes from the module's 68k code, disassembled with resource_dasm and labelled by hand. Each rat is a state machine: 7-pixel steps, and every six steps a RandInt(1000) roll against its Training odds to nap, sniff or turn round. Every number cites its assembly address. One deliberate fix: the staggered ga

Show HN: Rat Race (After Dark, 1994), ported from 68k assembly to TypeScript nedir?

Show HN: Rat Race (After Dark, 1994), ported from 68k assembly to TypeScript, Araç kategorisinde yer alan ve Show HN üzerinden sunulan bir keşiftir. Github: https://github.com/heyitsjames/rat-race Everything comes from the original module's resource fork. The art is the original sprites, decoded and recoloured with the module's

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Bu içerik Show HN üzerinden OnSuggest topluluğu ve küratörleri tarafından internetin kaliteli köşelerinden seçilmiştir.

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Show HN: Vork – headless 3D and VFX engine for agents

I made an agent-native 3d/vfx engine. Agents are good at making interesting scenes in Blender/Unreal/Nuke/etc. But these tools are fundamentally limited compared to what coding agents are capable of. Many simplifying assumptions are baked into these tools in order to fit human authoring methods. In vork, agents write the whole scene as code, including their own shaders, materials, cameras and physics, and vork renders it on the GPU. The core API fits in about 2,500 tokens. So, for example, almost every 3d engine assumes light moves in a straight line. Light near a black hole does not; so the b

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Show HN: Totle, daily math puzzle game; Saturday puzzles have the fewest answers

My oldest two kids are off to college and since leaving we've been playing the Wordle and 'sharing' our solutions with each other. It's been a fun way to stay connected with them, and it's become a bit of a challenge to see if we can beat each other's solutions. This got me thinking about other ways I could connect with them. The thing about the Wordle is that it doesn't take a large commitment of time, you can just pull it out when you've a few spare minutes. So I set out to build a game that would borrow from many of the themes that keep pulling us back to Wordle. What I created is called Tō

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