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Daniel Hooper
1,600 posts
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Daniel Hooper
@DanielcHooper
Graphics/games/low level programming. Created principle.app. Former Apple engineer.
Georgia
DanielChaseHooper.com
Joined October 2011
230
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  • Pinned
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    Daniel Hooper
    @DanielcHooper
    Feb 4
    I wrote a UI library in C that can lay out 95000 items at 60fps. The library is 566 lines of C, and the application-specific ui code is 998 lines. Works on mac, windows, and linux.
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    501K
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    Daniel Hooper
    @DanielcHooper
    17h
    Terrible code. Here's a better implementation from RAD Debugger that: 1. Allocates *once* 2. Converts *once* 3. Doesn't copy 4. Handles edge cases elegantly 5. Doesn't have C++ bs
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    Dave W Plummer
    @davepl1968
    Jul 31
    This. This is the way. This is what AI is for. I've written code like this 1000 times, and I won't be writing the 1001st time anytime soon. Sheer grunt work.
    95K
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    Daniel Hooper
    @DanielcHooper
    Jul 20
    Claude Code's terminal user experience is wild. It's like one programmer that has never used the terminal was forced to work with another programmer that had never used graphical user interfaces, and they just kind of smashed their sensibilities together.
    4.2K
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    Daniel Hooper
    @DanielcHooper
    Jun 28
    Jonathan Blow just said something similar about puzzle design: Every level has an idea and you want people to see the idea. Like anytime we designed a level, it's like, “okay, this level has a mirror and like a crystal and the thief, and the idea of the level is to do this thing
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    Daniel Hooper
    @DanielcHooper
    Jun 27
    I've been playing a lot of puzzle games lately (Order of the Sinking Star, Stephen's Sausage Roll, Can of Wormholes) and noticed the puzzles can be hard for two reasons: the <high level strategy> or <low level tactics/moves>. Puzzles that get their difficulty by requiring many
    54K
  • user avatar
    Daniel Hooper
    @DanielcHooper
    Jun 27
    I've been playing a lot of puzzle games lately (Order of the Sinking Star, Stephen's Sausage Roll, Can of Wormholes) and noticed the puzzles can be hard for two reasons: the <high level strategy> or <low level tactics/moves>. Puzzles that get their difficulty by requiring many
    49K
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