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a327ex
blog
Learning & Reference2015–2025
a327ex / blog · Archived

blog

gamedev blog

21Distinct people
34Mentions
0Explicit recommenders
3.3KGitHub stars
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gamedev blog

GitHub

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What people are saying

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Also in these discussions

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This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year34 dated mentions

Observed mentions: 2015-09-14 21:15:48 UTC to 2025-10-07 15:58:11 UTC.

02468102015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20152016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 10 mentions; 4 submissions, 6 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 7 mentions; 3 submissions, 4 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 7 mentions; 4 submissions, 3 comments20202021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 4 mentions; 0 submissions, 4 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC101
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC110
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC1046
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC734
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC743
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC404
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC202
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC110
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC101

What Hacker News says

34 sources
This series of tutorials might be of interest: https://github.com/a327ex/blog/issues/30 > It's aimed at programmers who have some experience but are just starting out with game development, or game developers who already have some experience with other languages or frameworks but want to figure out Lua or LÖVE better. Also on the topic of game engines with lua scripting, the wonderful Defold always deserves a mention https://defold.com/
In The evolution of Lua, continued [pdf]
> Those same personas seem to have correlations in other ways: dynamic vs static typing, languages, monolith vs micro service. Your theory needs to account for progression over time. For example, the first programming languages I've learned were C++ and Java, so I believed in static typing. Then I worked a lot in PHP, Erlang and Lisp, and became a dynamic typing proponent. Later on, with much more experience behind me, I became a static typing fan again - to the point that my Common Lisp code is thoroughly typed (to the point of being non-idiomatic), and I wish C++ type system was more expressive. Curiously, at every point of this journey, I was really sure I have it all figured out, and the kind of typing I like is the best way to manage complexity. -- EDIT: your hypothesis about correlated "frames of mind" reminds me of a discussion I h
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ad with 'adnzzzzZ here, who also claimed something similar, but broader: https://news.ycombinator.com/item?id=26076639. The topic started as, roughly, whether people designing addictive games using gambling mechanics are devil incarnate (my view) or good people servicing a different target audience than me (their view), but the overarching theory 'adnzzzzZ presented in https://github.com/a327ex/blog/issues/66 also touched on static/dynamic typing debate.
In It's probably time to stop recommending Clean Code (2020)
Well, I still disagree. I've also played lots of games in my life so I also think I know what I'm talking about. You view roguelikes and roguelites as positively addicting because of your personality and the fact that those games test for the traits you care about, not because they're objectively better than other games that focus on another trait. You probably don't view MMORPGs where the entire point of the game is just grinding mindlessly for months or years as positively addicting because your personality isn't the type that would like that, but there are tons of people in the world who aren't like you and like the average HN reader who would agree with you. I've written more extensively about this before so I feel like keeping arguing here might be pointless, but in case you're curious for a more full version of the argument: https:/
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In CD Projekt Red has been subject to a cyber attack and ransom demand
I read this twice and still couldn't make heads or tails of it. Maybe because I learned programming in BASIC, and some variants of BASIC support 'Option Base (0|1)'? Or had to port 1-based Algol code to 0-based Python? Algol, of course, is usually compiled to machine code while CPython, like Lua, compiles to bytecode. And Algol allowed you to specify your own base, with "LWB" and "UPB" as a way to get the lower and upper bounds without needing to know the index. Similarly, perl back when I used it let you set '$[' to change the array base index. And there's Dijkstra's famous essay on the topic, at https://www.cs.utexas.edu/users/EWD/transcriptions/EWD08xx/E... I don't know how to characterize all of those languages and people along the simple axis of "borders" and "no-borders", and the author didn't explain how that axis works. I also r
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ead https://github.com/a327ex/blog/issues/66 and still am unenlightened.
In Why 1-based indexing is right for Lua
The author explains their reasoning about globals here. https://github.com/a327ex/blog/issues/24 It mainly boils down to the fact that an indie game written by one person and never maintained after release doesn't need to be written for maintainability. Supposedly there are productivity gains the author receives from doing this. Personally, I disagree from past experiences dealing with hundreds of globals in legacy code, but to each their own.
In I open sourced my game along with a tutorial on how to make it using Lua

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