kkukshtel's comments

kkukshtel | 10 days ago | on: Just-bash: Bash for Agents

This is a really interesting idea. I wonder if something like Luau would be a good solution here - it's a typed version of Lua meant for sandboxing (built for Roblox scripting) that has a lot of guardrails on it.

https://luau.org/

kkukshtel | 1 month ago | on: Amazon closing its Fresh and Go stores

This is basically the playbook of every "disruptive technology" startup or FAANG initiative of a similar stripe - set prices incredibly low to bleed out competition and gain market share, then raise them once you are in the dominant market position.

kkukshtel | 1 month ago | on: AI is a horse (2024)

Great comment. The best part about it as well is that you could put this under basically anything ever submitted to hacker news and it would be relevant and cut to the absolute core of whatever is being discussed.

kkukshtel | 1 month ago | on: AI Usage Policy

This is one thing I find funny about all the discussion around AI watermarking. Yes for absolutely nefarious bad actors it is incredibly important, but what seems clear is that the majority of AI users do absolutely nothing to conceal obvious tells of AI generation. Turns out people are shameless!

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: Cue Does It All, but Can It Literate?

I'm so bullish on CUE. It seems like it's really solving the "code as configuration" problem properly and I think there are lots of other upside use cases around general data defintion components of it that make for typesafe authoring.

kkukshtel | 2 months ago | on: OpenAI's cash burn will be one of the big bubble questions of 2026

I like to tell people that all the AI stuff happening right now is capitalism actually working as intended for once. People competing on features and price where we arent yet in a monopoly/duopoly situation yet. Will it eventually go rotten? Probably — but it's nice that right now for the first time in a while it feels like companies are actually competing for my dollar.

kkukshtel | 2 months ago | on: Unity's Mono problem: C# code runs slower than it should

Wanted to chime in here with some thoughts/clarifications as I'm the Enginnering Manager of the VM team at Unity, aka the team that is leading the charge on .NET Modernization and the CoreCLR transition (and also owns IL2CPP). Also speaking here as myself and obviously not on behalf of the company.

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

This is the first time they've done this in a long time fwiw. So the answer is "they usually never worry about this because it never happens".

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

This is the most boomer response. The idea of a long horizon to build your wealth against implies some faith in the future, which a lot of younger people no longer (righfully) believe in. But for a lot of the working public it seems a lot like they will not get to benefit from a future promised to them, and so have no stock in trying to work with the system to believe in it.

https://reallifemag.com/play-to-lose/

kkukshtel | 3 months ago | on: .NET 10

You've needed to have a project file in the past to compile .cs files, and this gets rid of that need. There are things that are part of more esoteric corners of Roslyn like .csx files that have allowed similar behavior in the past, but this fronts .cs directly as a scripting solution.

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...

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