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    Hexops Devlog

    devlog.hexops.com · Company blog · on HN since 2021

    Hexops Devlog is Stephen Gutekanst's blog on Zig, the Mach game engine, entity component systems, Postgres code search and Unicode compression.

    Visit blogHN submissions
    ProgrammingLanguages & CompilersGames
    What HN says

    HN commenters cite it for its ECS tutorial and technical posts, and one calls his 100-hours-a-week coding article that of a maniac.

    Stats for nerds
    27HN people shared it
    26linked in comments
    1.8Kstory points
    Jul 2025last shared
    2021people per year2025

    Top posts on HN

    1. 1
      Zig, parser combinators, and why they're awesome
      3 people · 352 points · first shared 2021 · 131 comments on HN
    2. 2
      Building the DirectX shader compiler better than Microsoft?
      2 people · 327 points · first shared 2024 · 108 comments on HN
    3. 3
      Packed structs in Zig make bit/flag sets trivial
      2 people · 194 points · first shared 2022 · 142 comments on HN
    4. 4
      Mach v0.1: Cross-platform Zig graphics
      1 person · 190 points · first shared 2022 · 47 comments on HN
    5. 5
      Mach Engine: The Future of Graphics (With Zig)
      3 people · 138 points · first shared 2021 · 39 comments on HN
    6. 6
      Perfecting GLFW for Zig, and finding lurking undefined behavior that went unnot
      2 people · 136 points · first shared 2021 · 57 comments on HN
    7. 7
      Perfecting WebGPU/Dawn native graphics for Zig
      1 person · 127 points · first shared 2022 · 19 comments on HN
    8. 8
      Unicode sorting is hard and why browsers added special emoji matching to regexp
      1 person · 97 points · first shared 2021 · 55 comments on HN
    9. 9
      Increasing my contribution to Zig to $200/mo
      4 people · 65 points · first shared 2021 · 13 comments on HN
    10. 10
      I write code 100 hours/week, here's why I probably won't stop
      3 people · 62 points · first shared 2021 · 62 comments on HN

    What HN people wrote when they linked it

    • mananaysiempreJul 2022

      > large unicode tables

      I’ve spent quite some time recently wrangling Unicode tables, so a quick note: unless you consciously go for performance over size (e.g. the Windows SBCS code pages use a 65536-entry lookup table for encoding, each), Unicode property tables are not that large.

      With general category, a basic[1] set of properties, and canonical normalization, you can get away with about 30K for the whole lot without much of a problem, and probably less than that if you use a sorted inversion list instead of a trie for binary properties (both Plan 9 / libutf and Duktape do this IIRC, while QuickJS does something trickier I haven’t grokked yet, but it’s obviously not trying to be a speed demon there either).

      Compatibility decompositions are more problematic (so. many. ideographs), I’m still at 20K for those, and I expect default casing and case folding will cost about that much as well. Maybe you also want some other properties (breaks? bidi class? script?). So let’s say 60K at best, 90K at worst, total.

      Overall, a considerable but not catastrophic contribution to Duktape’s 330K (as quoted in your link) and even less of a problem for QuickJS’s 620K. And that is for tables that you can run against—if you’re willing to sacrifice runtime memory consumption for disk / wire size, you can do substantially better[2].

      (These were rough estimates from experience. The actual figure for QuickJS turns out to be 37K, so I was a bit too pessimistic; I can’t compile Duktape right…

    • AnimatsNov 2024

      > What are the three major projects that were cancelled?

      Here are some:

      - LogLog Games [1]. Not happy with Bevy. Not too unhappy about performance, although it's mentioned.

      - Moonlight Coffee [2]. Not a major project, but he got as far as loading glTF and displaying the results, then quit. That's a common place to give up.

      - Hexops. [3] Found Rust "too hard", switched to Zig.

      Tiny Glade is very well done. But, of course, it's a tiny glade. This avoids the scaling problems.

      [1] https://news.ycombinator.com/item?id=40172033

      [2] https://www.gamedev.net/blogs/entry/2294178-abandoning-the-rust-programming-language/

      [3] https://devlog.hexops.com/2021/increasing-my-contribution-to-zig-to-200-a-month/

    • AkronymusFeb 2022

      I could see a parser combinator working out for you.

      https://hasura.io/blog/parser-combinators-walkthrough/

      https://www.youtube.com/watch?v=RDalzi7mhdY

      https://devlog.hexops.com/2021/zig-parser-combinators-and-why-theyre-awesome

      https://www.youtube.com/watch?v=N9RUqGYuGfw

      https://lorgonblog.wordpress.com/2007/12/02/c-3-0-lambda-and-the-first-post-of-a-series-about-monadic-parser-combinators/

    • ShadonototraOct 2021

      Well, that is not a pragmatic approach to make games, specially for indies, to just target one graphics API, that limits the audience you can reach

      We solved this issue already with WebGPU, it uses what ever is native to the platform you target..

      https://devlog.hexops.com/2021/mach-engine-the-future-of-graphics-with-zig

      Everyone wins

    • slimsagNov 2021

      I don't know, it can definitely be done-I'm doing it for my personal stuff[0] it just takes explicit effort to write about what you are actually doing.

      Unless you're suggesting only large startups / teams can create great engineering work, which, like, I don't really agree with at all.

      [0] https://devlog.hexops.com

    • cropcirclbureauMar 2022

      Found about reading this blog post[0] that details plans for an ECS for a Zig game engine.

      - [0] <https://devlog.hexops.com/2022/lets-build-ecs-part-1>

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