Hacker Newsnew | past | comments | ask | show | jobs | submit | alberto-m's commentslogin

> in Switzerland they might see such salaries, at the higher tiers

Putting UK and Switzerland in the same pot is wrong, the pay scales are totally different. 100k$ is 80k CHF which is entry level salary for a SWE. The difference between Switzerland and US is at senior level (reaching 160k CHF is much more difficult than reaching 200k$).


I was extremely surprised not to see Bartosz Ciechanowski (ciechanow.ski) on the list, possibly the only author able to raise 1000+ upvotes on each and every of his posts. But, indeed, he has not published at all in 2025! Hope he comes back this year.

The sales tax is a fair point, but not the currency one. American companies are extremely quick to increase the Euro-denominated prices when this currency becomes weaker; six months would have been more than enough to perform the opposite adjustment. Anyway I can see how selling in the Europe has more friction (legal risks, costs of translations etc.), which must somehow be compensated.


It was strange not reading the name of Celeste when the article wrote about “the only other videogames that have this much focus on movement alone”.


1. GitHub does not show me the types.

2. To show me the types my editor requires me to, in the best case, hover the mouse over the keyword, which is 100x slower as moving my eyeballs. In the worst case it additionally takes several seconds to compute the type (my shop uses metaprogramming heavily).


To each their own, I come from the land of dynamic typing and writing down types is the bane of my existence, especially when they can be inferred.

2. Type annotations are always on on VScode for rust in places they are omitted. There must be a setting in your editor to show you the types without highlighting. It might take a bit to load at startup though.


> the few page grabs

The full report (2003 edition, low-res) is available on ResearchGate. It appears to be a lawful copy, uploaded by the author himself. Fascinating reading, indeed.

https://www.researchgate.net/publication/208575160_The_Cogni...


That link is the chapter "The Cognitive Style of PowerPoint" from Tufte's book Beautiful Evidence, and it does mention Boeing's slides in the Columbia incident, but the main work that the author of this blog post cribbed (and failed to grasp) is a more detailed essay by Tufte called "PowerPoint Does Rocket Science: Assessing the Quality and Credibility of Technical Reports".

<https://www.edwardtufte.com/notebook/powerpoint-does-rocket-...>


> alternating banked curves where you had to thread the needle to not crash

I must steal this design trick! Thanks for sharing your memories!


The game veterans exploit these mechanisms in incredible ways. The best times for most tracks feature cars quantum-tunnelling through solid obstacles, taking off and skidding while flying in the sky, tricking the track limits mechanism in order to cut out large portions of the lap without being penalized, and more.


Thank you! I think also the game Trackmania (which I only enjoy as stream viewer) manages to keep most of the soul, including the friendly competition to create the craziest tracks and acrobatics. The big thing it's missing is Stunts' spirit of the late XX century, with the Lamborghini cars, the rock soundtrack and Skid Vicious.


+1 to both of those. Same experience


Yeah, I somehow forgot about Trackmania. I think what I dislike about Trackmania is it's a bit too over the top, both in vehicle physics and the track layouts.

Granted the original Stunts didn't have much in terms of vehicle physics, but I feel for a modern remake Trackmania goes a bit too extreme.

Now if Trackmania and Beam.NG had a baby...


> Brøderbund was the publisher of "Stunts", but not the developer. The developer was Distinctive Software Inc.

This is literally the first thing I write in the article :-) I also link to a video about DSI's story which in my opinion deserves more views.

Test Drive III being developed by a different company explains why that game is visionary but fundamentally broken, while DSI's creations are still fun to play.


I loved TD3 as much as I loved stunts. I never thought it was fundamentally broken, but as a 10ish year old kid, you take what you can get.


Maybe you had exactly the right CPU for it? On my old computer TD3 run ~3x faster than it should have because the devs forgot to implement the game clock calibration, an unforgivable sin for a 1990 game. On top of that the steering sensitivity was completely off.

Ross Scott made an excellent review of the game, illustrating its problems as well as its memorable design ideas: https://www.youtube.com/watch?v=68zZZn8wy4E


Reading the article before commenting is too hard apparently! Fantastic article btw


Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: