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I noticed this frustration gets worse with a long feedback loop.

I recently reworked a CI pipeline over two weeks, and it was a nightmare to make tiny changes, push it, and wait 5-10 minutes to see another error because of a YAML typo.

If possible, I try to shorten this feedback loop early.

Another option is picking something radically different to work on for a while, if possible.


Take a look at: https://github.com/ThreeDotsLabs/wild-workouts-go-ddd-exampl...

(I’m one of the authors.)

This project shows how to apply more complex patterns popular in business applications while staying true to the Go ideas, and not copying them blindly from Java.

In the Go community, you’ll often hear people say „just keep things simple” beats all patterns and is all you need. This may be true if you write a CLI tool or a small library, but if you have a team maintaining a big application, some patterns are super helpful.


Thanks! I had a paragraph about delta time but since Ebitengine works based on the TPS, I eventually decided to drop it to not make it confusing.

Here's a good summary, I think I'll link it in my post: https://ebitencookbook.vercel.app/blog/2022/04/16/TPS


Oops, that was a leftover! Thank you :)


Good luck Miłosz, I'm a fan!


GetHarley | REMOTE | Europe | Senior Backend Engineer - Senior Frontend Engineer - Senior Data Engineer | Full-Time

At GetHarley (https://www.getharley.com/) we build the first platform that combines technology, clinicians, knowledge and medical-grade products. We deliver personalised skincare plans which empower our patients to look and feel their best selves.

- Secured series B this year and are now looking for product-minded engineers to help us scale further

- You'll be joining a small product engineering team (6 people) where you will have a real impact

- Looking for people who own their work end-to-end and prefer being close to the product discussions

- The tech stack is Go and React (details in the links below)

Senior Backend Engineer: https://boards.eu.greenhouse.io/getharley/jobs/4209229101

Senior Frontend Engineer: https://boards.eu.greenhouse.io/getharley/jobs/4209222101

Senior Data Engineer: https://boards.eu.greenhouse.io/getharley/jobs/4222751101


Glad to hear that! :D

As mentioned in the other comment, the heavy lifting is done by Ebitengine: https://ebitengine.org/en/documents/webassembly.html

Go supports compiling to wasm, and it's as simple as:

  GOOS=js GOARCH=wasm go build -o web/game.wasm
It takes just a few seconds for this project. :)


It really was! There's something about moving sprites on screen that's super satisfying compared to using a big game engine. I definitely recommend trying out Ebitengine. :)


It's not a "serious" project. I chose Go specifically because I like the language (and Ebitengine is super fun to work with) and I like the idea behind ECS. I made games with Unity before, which you could consider a "serious" engine, but the fun of development is nowhere near what I experienced here.

Thinking about what would be the most efficient engine for the game would kill all the fun for me and the project wouldn't exist. :)


I do also really like Go for various reasons, and have been working on a Go -> C++ transpiler and associated ECS libs to make a personal game project with. I used it to make a game for Raylib game jam earlier this year too: https://github.com/nikki93/raylib-5k You can see what the development workflow looks like in this video (the ECS stuff also has a built-in editor like a much more minimal version of Unity's): https://www.youtube.com/watch?v=8He97Sl9iy0

I'm trying to decide how much time I should devote to making this easier to set up / use by other people in the medium term, since it's just a side project for me. Might make a codespaces template so it's quick to get started.


The most efficient game engine is the one you'll actually use!


There are only two levels at the moment, it's still a prototype. :) And missing a "well done!" screen, obviously.


Thanks! The game is not really balanced at this point, it definitely could use some play testing and improvements. :)


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