kkukshtel | 10 days ago | on: Just-bash: Bash for Agents
kkukshtel's comments
kkukshtel | 12 days ago | on: Software 3.1? – AI Functions
https://kylekukshtel.com/incremental-determinism-heisenfunct...
A lot of this was also inspired by Ian Bicking's work here:
kkukshtel | 25 days ago | on: Show HN: Agent framework that generates its own topology and evolves at runtime
kkukshtel | 1 month ago | on: Apple to soon take up to 30% cut from all Patreon creators in iOS app
kkukshtel | 1 month ago | on: Amazon closing its Fresh and Go stores
https://reallifemag.com/money-for-nothing/
"privatization by way of electrification"
kkukshtel | 1 month ago | on: Clawdbot - open source personal AI assistant
kkukshtel | 1 month ago | on: Amazon closing its Fresh and Go stores
kkukshtel | 1 month ago | on: Clawdbot - open source personal AI assistant
kkukshtel | 1 month ago | on: AI is a horse (2024)
kkukshtel | 1 month ago | on: AI Usage Policy
Two immediate ones I can think of:
- The yellow hue/sepia tone of any image coming out of ChatGPT
- People responding to text by starting with "Good Question!" or inserting hard-to-memorize-or-type unicode symbols like → into text where they obviously wouldn't have used that and have no history of using it.
kkukshtel | 1 month ago | on: Why medieval city-builder video games are historically inaccurate (2020)
kkukshtel | 1 month ago | on: Show HN: isometric.nyc – giant isometric pixel art map of NYC
One thing I would suggest is to also post-process the pixel art with something like this tool to have it be even sharper. The details fall off as you get closer, but running this over larger patch areas may really drive the pixel art feel.
kkukshtel | 1 month ago | on: Cue Does It All, but Can It Literate?
kkukshtel | 2 months ago | on: OpenAI's cash burn will be one of the big bubble questions of 2026
kkukshtel | 2 months ago | on: Unity's Mono problem: C# code runs slower than it should
First thing is that CoreCLR is _very_ much an active development effort and we're committed to the roadmap we presented at Unite, with at least a CoreCLR-backed Player (aka, what you "Build" when you build your game with Unity) being delivered as a technical preview around the 6.7 release timing. This would basically mean being able to select "CoreCLR" as a scripting backend option (similar to IL2CPP) and see some of the upside and benefit the author mentions here.
That said, Unity isn't a pure C# environment. As lots of people know, there is a robust native layer underlying a lot of the managed (C#) code operating a pseudo-ECS design (not literally DOTS/Entites but an engine architecture thing). This means that a lot of the load-bearing code Unity-the-engine is running every frame is notably _not_ C# code, but instead native code that is, in a lot of cases, already very fast. This means that for tight loops of certain systems in the engine, moving to modern .NET isn't going to carry an implict performance increase of those systems. Said differently, CoreCLR isn't a magic performance bullet for Unity. What we like to say though is that "CoreCLR will make C# code faster", so if your game (or general scripting architecture like the author brings up, with lots of "loose" C#) is very C# dependent, you _will_ see a lot of benefit.
One thing we starting to investigate is how much performance there is to gain in Unity-the-engine by migrating legacy native C++ code to C# backed by CoreCLR. C# code can be a lot more maintainable and I'd be lying if I said that we really need _every_ managed->native->managed jump we do in the engine, especially with the performance benefit CoreCLR gives us. There are additional things as well like getting intrinsic-backed (or JIT'd) SIMD code for any C# we write with apis like Span<T>, covering for plenty on places in native code where we aren't directly checking for processor arch at runtime or the compiler misses some optimization. This is especially relevant as we also move the editor to CoreCLR, and obviously want it to be as fast as possible, and represents some of the attendant benefits of really focusing on .NET modernization.
Regardless, CoreCLR is very much the future of Unity and we're all very excited about it and the progress we're making. The player in 6.7 is the first step and there are lots of other parts (like modern C# lang versions) that will be major boons to development writ large. I (personally, as a game developer) see a lot of awesome things possible downstream of the shift and am (again, selfishly) very excited about what's possible.
kkukshtel | 2 months ago | on: Decompiling the New C# 14 field Keyword
That said, they will also throw compiler warnings in console during build if you are using an all lowercase word with some small number of characters. I don't remember the exact trigger or warning, but it says something like "such words may be reserved for future use by the compiler" to disincentivize use.
kkukshtel | 2 months ago | on: America's betting craze has spread to its news networks
kkukshtel | 3 months ago | on: Uber is turning data about trips and takeout into insights for marketers
kkukshtel | 3 months ago | on: Gemini 3 Pro: the frontier of vision AI
kkukshtel | 3 months ago | on: .NET 10
Scraping main() has been a thing for a while in dotnet — so called "Top-level programs" have be in since C# 9/.NET 5, aka about 5 years ago.
https://learn.microsoft.com/en-us/dotnet/csharp/fundamentals...
https://luau.org/