surmoi's comments

surmoi | 6 months ago | on: Croatian freediver held breath for 29 minutes

We train for surface protocol to become automatic, so even depraved of oxygen, it becomes a reflex. It does a big difference, you'd be surprised to see how many ppl blackout when surfacing because they exhale too much first :/

Regarding Mifsud, he had a YouTube channel, in French, which is full of information about freediving ! He worked a lot with scientists to understand how his body work and how to reach this world record. Also he confessed that he does not have spams when holding breath, so it helps a bit.

surmoi | 6 months ago | on: Croatian freediver held breath for 29 minutes

The whole history of freediving is an excellent example. E.g Scientists were telling freedivers to not go under 100m, or their lungs would implode under the pressure. They did it anyway and discovered that our body has a way to protect against this, called blood shift!

I'm not saying you shouldn't listen to scientists though ;)

surmoi | 11 months ago | on: Everyone knows all the apps on your phone

Exodus Privacy will let you know about this kind of Android apps you should avoid installing https://exodus-privacy.eu.org/

Swiggy is actually a small player in terms of permissions requested, with 'only' 47 Compare it to Weibo with 104, Wechat with 93, Facebook with 85, Snapchat with 71 (granted those apps may offer additional services that require some additional permissions, but they are definitely not worth giving them all your data...)

surmoi | 2 years ago | on: Niagara Launcher

Running it for a few years. Very good! Helps you focus on what matters, easy to tweak and fork. Replacing the default OnePlus launcher make me gain a bit more performance as well, especially switching accounts on the phone! Plus I suspect some battery as well.

surmoi | 3 years ago | on: What's new in C# for Godot 4.0

The binaries produced just for the engine itself (so exluding the game code and assets) is already several MB large when compressed with brotly or gzip [1]. So it works, but it's too large to be competitive enough on web games portals. Most players will just go play another game if it takes too long to load (download). Only JS based game engines and to some extend Defold are good enough in this regard.

[1] https://github.com/godotengine/godot/issues/68647

surmoi | 3 years ago | on: Ask HN: Have you ever inherited a code base you thought was well done?

Unfortunately not, it was supposed to be recorded, but some technical issues prevented this from happening :(

I wonder if it would be legally ok now that I've left that company to write a blog post about the content of that lecture. (taking into consideration that it's trivial to decompile the client code out of the game SWF file)

I haven't worked or saw that code base for more than 4 years, but I could probably just jump back right in it without problems.

surmoi | 3 years ago | on: Ask HN: Have you ever inherited a code base you thought was well done?

I worked for several years at Ankama on the game client of the MMORPG Dofus. When I arrived, the code base had already undergone an entire refactor and a change from ActionScript 2 to 3. At that time the developers had spent some time to breakdown the code into well defined libraries implementing design patterns to solve issues they had before the refactoring efforts. They'll forever have my gratitude for that.

End results was an easy to maintain code and very extensible. But also it taught me a lot on how to architect things, what patterns to pick, etc. To this date, I've never worked on games with a code base as good as this one. Instead I'm doomed to see all the problems those games have in terms of architecture... (sometimes I can help solve some of them, when I'm granting enough time, but it's rarely a priority for companies, since there's no user facing changes and can induce regressions)

I had the chance to port the code to C# for some R&D in Unity, although I didn't really know C# at that time... but because the code base was so well split into libraries that made sense for the game, I could port them and test them separately and was able to progress much faster than expected. First with a client running as a console app, then later in Unity.

My love for that code base went as far as giving a lecture at the local University about its architecture and the patterns used in it :)

Fun fact: The libraries in Dofus are named after Discworld references, the world rendering library is named Atuin for example. A terrible idea in retrospective for new developers joining the team who had to idea what Discworld was!

surmoi | 3 years ago | on: Citroen 2cv pages

When I was at school, we studied the specifications document for that car which are really interesting! The car was designed to transport two farmers with "sabots" (wooden shoes) and either 50Kg of potatoes or a keg. The whole history of the car is of note, I encourage you to look into it if you are curious! (cf. http://www.la2cvmania.be/09_TPV_1939_2cv.htm)

For a bit of context, design started in 1935, a third of the french population was still working in farms, although it was declining. I wonder if they thought it could not go much lower than that. (cf. https://fr.wikipedia.org/wiki/Loi_des_trois_secteurs#/media/...)

surmoi | 3 years ago | on: Unity merges with IronSource

I like this approach, I often thought of having it integrated into a game directly. Players could browse and select to sponsor from a few features I'd plan to integrate and thus allow them to have some say on what they'd like to see first as a community.

surmoi | 3 years ago | on: Unity merges with IronSource

I worked for too long on mobile games, ads mediation company are indeed the worst, IronSource included. It's a nightmare to work with their black box SDKs, and god knows what they do in that, in addition to tracking and showing ads (do you know some ads can take up more than 200MB ? That's sometimes more than the game I worked on...)

I hope this will incite more developers to look into open source game engine such as Godot and find better way to monetize games than ads.

surmoi | 3 years ago | on: Unity merges with IronSource

That's because very often mobile games are not developed with performances in mind or when they are, they'll use everything the device can give, often pushing it into throttling mode, because mobiles are not made to be run at sustain load for a long time.

Mobile is the most constrained platform to develop on if you want to actually have an optimized game, especially when supporting most Android devices.

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