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Typing for Love or Money: The Hidden Labor Behind Modern Literary Masterpieces

https://publicdomainreview.org/essay/typing-for-love-or-money/
1•prismatic•1m ago•0 comments

Show HN: A longitudinal health record built from fragmented medical data

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1•takmak007•3m ago•0 comments

CoreWeave's $30B Bet on GPU Market Infrastructure

https://davefriedman.substack.com/p/coreweaves-30-billion-bet-on-gpu
1•gmays•15m ago•0 comments

Creating and Hosting a Static Website on Cloudflare for Free

https://benjaminsmallwood.com/blog/creating-and-hosting-a-static-website-on-cloudflare-for-free/
1•bensmallwood•20m ago•1 comments

"The Stanford scam proves America is becoming a nation of grifters"

https://www.thetimes.com/us/news-today/article/students-stanford-grifters-ivy-league-w2g5z768z
1•cwwc•25m ago•0 comments

Elon Musk on Space GPUs, AI, Optimus, and His Manufacturing Method

https://cheekypint.substack.com/p/elon-musk-on-space-gpus-ai-optimus
2•simonebrunozzi•33m ago•0 comments

X (Twitter) is back with a new X API Pay-Per-Use model

https://developer.x.com/
2•eeko_systems•40m ago•0 comments

Zlob.h 100% POSIX and glibc compatible globbing lib that is faste and better

https://github.com/dmtrKovalenko/zlob
3•neogoose•43m ago•1 comments

Show HN: Deterministic signal triangulation using a fixed .72% variance constant

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Scientists Discover Levitating Time Crystals You Can Hold, Defy Newton’s 3rd Law

https://phys.org/news/2026-02-scientists-levitating-crystals.html
3•sizzle•44m ago•0 comments

When Michelangelo Met Titian

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1•keiferski•45m ago•0 comments

Solving NYT Pips with DLX

https://github.com/DonoG/NYTPips4Processing
1•impossiblecode•45m ago•1 comments

Baldur's Gate to be turned into TV series – without the game's developers

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2•vunderba•46m ago•0 comments

Interview with 'Just use a VPS' bro (OpenClaw version) [video]

https://www.youtube.com/watch?v=40SnEd1RWUU
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EchoJEPA: Latent Predictive Foundation Model for Echocardiography

https://github.com/bowang-lab/EchoJEPA
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Disablling Go Telemetry

https://go.dev/doc/telemetry
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Effective Nihilism

https://www.effectivenihilism.org/
1•abetusk•1h ago•1 comments

The UK government didn't want you to see this report on ecosystem collapse

https://www.theguardian.com/commentisfree/2026/jan/27/uk-government-report-ecosystem-collapse-foi...
4•pabs3•1h ago•0 comments

No 10 blocks report on impact of rainforest collapse on food prices

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Seedance 2.0 Is Coming

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Dexterous robotic hands: 2009 – 2014 – 2025

https://old.reddit.com/r/robotics/comments/1qp7z15/dexterous_robotic_hands_2009_2014_2025/
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Interop 2025: A Year of Convergence

https://webkit.org/blog/17808/interop-2025-review/
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JobArena – Human Intuition vs. Artificial Intelligence

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Concept Artists Say Generative AI References Only Make Their Jobs Harder

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Show HN: PaySentry – Open-source control plane for AI agent payments

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2•ShinyaKoyano•1h ago•1 comments

The Crumbling Workflow Moat: Aggregation Theory's Final Chapter

https://twitter.com/nicbstme/status/2019149771706102022
1•SubiculumCode•1h ago•0 comments

Pax Historia – User and AI powered gaming platform

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2•Osiris30•1h ago•0 comments

Show HN: I built a RAG engine to search Singaporean laws

https://github.com/adityaprasad-sudo/Explore-Singapore
4•ambitious_potat•1h ago•4 comments
Open in hackernews

Sail-Trim Simulator

https://simulator.atterwind.info/
140•stass•9mo ago

Comments

zeristor•9mo ago
I guess I’m not the only person who opened the link from yesterday and didn’t see anything about sailing.

https://news.ycombinator.com/item?id=43756926

Thank you, you’ve resolved my despair.

quaestio•9mo ago
Very cool demo...

Most yachts have polar charts, and the speed is a function of sail area, heading, wind speed and direction amongst other things. Are you considering calculating estimated boat speed based on given conditions and controllable variables?

stass•9mo ago
Not my demo! But I got inspired by it some time ago to build a simulator for monohulls which uses a physics based VPP to calculate the boat speed based on input controls like mainsheet, jib sheet, travelers, backstay and so on at https://www.sailrhythm.com/

It uses Catalina 36 Tall Rig as a base model for sailboat parameters and was calibrated to match ORC-published polars for it within 1-5% on both close, beam and broad reaches.

Mostly built it for myself to help me understand how less common control affect the sail shapes, angles of attack and boat heel and behavior in a visual way.

It's still WIP, but you might find it useful for yacht-specific stuff!

hadlock•9mo ago
What are you using for your physics engine, or how did you go about designing your aero model? I've been poking about with wing aero for a toy flight simulator and there's not a lot written about the design process of modeling this stuff in near-real time.
stass•9mo ago
I cheated a little bit and don't calculate the fluid dynamics in real time. Instead, I'm using force models from the excellent Aero-Hydrodynamics of Sailing book by Marchaj, which is sadly out of print. I then do iterative balancing of the drag force and combined drag/lift forces on sails until they converge.
araes•9mo ago
Little confused. So you're mostly giving credit to a demo that then inspired your own demo?

Either way, both demos are fairly interesting, especially since there's so little exploration of sailing and the physics involved most of the time.

The second sailrhythm demo seems rather high quality and a better representation of the physics involved. Not sure if you're planning to work on it further, yet putting the rudder heading up near the top would be helpful, maybe with a circular dial you can select like the compass or broad reach displays. Kinda weird when the boat flips completely around to head left.

Some kind of visual representation on the Boom Vang, Cunningham, Outhaul, Backstay, and Jib Lead would also be helpful, since it's really difficult to tell if they're actually doing anything. Maybe a transparent deformation magnified overlay showing the sail profile surface deformation extended away from the actual sail in extreme distortion. Otherwise the changes are so minute its challenging to perceive.

Otherwise, it's a cool demo, and seems to be (from a not especially experienced sailor) relatively realistic of the forces involved. Suggested extension would be showing the wind flowing off the sails and how the forces transition. Also, showing other boats, particularly something complicated like a Windjammer [1], Full-Rigged Ship [2] or Schooner [3] varieties.

Also cool, simply because so few submissions seem to deal with sailing, boats, and generally water transport principles. Lots of possible VC ideas related to sails and sailboats. MarineTraffic [4] is currently tracking 300,000 ships out on the world oceans, and surprisingly small number use any form of sail based propulsion. Route planning and "this much cargo to this area with this speed of delivery" estimation relative to money spent on oil and fuel for a normal ship would likely be possible. From this Quora answer (suggested by Google) a small container ship (something with 15000 kW, 2000-3000 TEU capacity, maybe a Feedermax ship) might use 2000 tons of fuel crossing the Pacific (maybe $500,000 to $1,000,000 of fuel) [5]. This paper [6] has a much more complicated breakdown if you're interested in those types of calculations.

Also quite a bit with drones, and automated sailing. [7][8] Even a decent amount with land propulsion [9] that's been explored occasionally and there's even a tiny amount with space probes and planetary rovers as concepts [10].

[1] https://en.wikipedia.org/wiki/Windjammer

[2] https://en.wikipedia.org/wiki/Full-rigged_ship

[3] https://en.wikipedia.org/wiki/Schooner

[4] https://www.marinetraffic.com

[5] https://www.quora.com/How-much-does-it-cost-to-fuel-a-cargo-...

[6] https://www.man-es.com/docs/default-source/document-sync/pro...

[7] https://en.wikipedia.org/wiki/Unmanned_surface_vehicle

[8] https://www.saildrone.com/

[9] https://en.wikipedia.org/wiki/Land_sailing

[10] https://en.wikipedia.org/wiki/Zephyr_(rover)

stass•9mo ago
SailRhythm is a bit WIP, so didn't want to share too early!

Thank you so much for the detailed feedback. I do have plans to implement wind flow visualization and have a way to visualize forces as well. Controls a bit tricky to do, but this is definitely something I've been pondering. As you said, at certain headings the changes sometimes are too small to perceive.

araes•9mo ago
You're welcome on the feedback, and mostly just suggestions from trying the product / demo. Cool generally that somebody's actually investigating sailing.

Another thought of (if there's actually further interest in this kind of software) would be middleware like SpeedTree (https://en.wikipedia.org/wiki/SpeedTree). Seems like sailing games have been pretty popular lately (Sea of Thieves (40m player base), Assassin Creed IV (15m)) so there's probably at least some market for modestly priced middleware that handles sailing physics.

stass•9mo ago
If other people are interested in sailboat physics -- this resource is a goldmine of information on how sailboat and sails work and physics around it: https://www.onemetre.net/Design/Design.htm
philips•9mo ago
I am a lake sailer. And without landmarks or anything it is impossible for me to perceive the boat as moving.
derbOac•9mo ago
Even some kind of wake or something would help.
MOARDONGZPLZ•9mo ago
I thought I was doing something wrong. It doesn't seem like anything I do has any effect, but guess that's just because there is no apparent effect.
reaperman•9mo ago
Eventually it made sense that boat-speed only changes the "apparent wind", as it's only simulating wind-boat interactions, not water-boat interactions.
sandworm101•9mo ago
But to get the sail-wind interaction you need the movement of the boat. To get the movement you then need the hull-water interaction. Modeling just a static, vertical, sail doesnt really demonstrate anything practical. It is more akin to similating a captive foil in a wind tunnel.

The obvious next step would be to calculate the cog and tilt the entire rig in response to sail forces, which sheds wind until a balance point is reached, or the boat flips.

m_herrlich•9mo ago
You can set the wind to 0 and the speed somehow stays at 35 knots, I don't know much about sailing but that can't be right
cladopa•9mo ago
A great project, but it needs some kind of grid movement and rocking, foam or something so you can perceive its movement.
pomian•9mo ago
Here is a fun sailboat race simulator. It's very simple, but pretty realistic especially for open ocean racing. You can use their default race course, sometimes join a planned regatta, or make your own. (It was great during COVID, to try racing across the oceans, or around the world. It's in real time, so you might not need to change anything for days If you are in the trade winds, and open ocean, but then when you get closer to land, things get "Western" very quickly - just like with a real boat. It's called SailNavSim. (Learned about it from HN.)

8bitbyte.ca

867-5309•9mo ago
why so heavy on the water graphics and light on the sail?
stass•9mo ago
You get water graphics for free from three.js
chrisrodrigue•9mo ago
Pretty awesome if you ask me.

Why even use Unity if this exists? Why even install an app if you could feasibly run a full-blown game with 3D physics in the browser on your iPhone at 60 FPS? Where in the world are all the browser-based games?

ge96•9mo ago
it's hard to tell if you're moving
gitroom•9mo ago
That wake thing would've totally helped me too, felt weird not seeing any movement. Glad I wasn't the only one who got thrown off.
api_or_ipa•9mo ago
One of the most mind bending facts I tell people, even sailors, is that sailboats are not limited to sailing at the true windspeed. Sails are wings, not bags. In fact, a boat's top speed is directly dictated by its ability to point into the wind (assuming, for example, the boat is not physically limited by it's displacement hull speed, as in the case of hydrofoils). The consequences of this simple truth are manifest.

First, consider the edge case where the sail is acting as a bag when you're sailing downwind. As the boatspeed approaches the true windspeed, the apparent windspeed falls to 0 and the sail will luff. In this specific case, the boat can not go faster than the wind.

Now consider the boat cutting across the wind at a 90 angle. When the boat starts moving, the wind comes 90 degrees off the bow. As the boat increases speed, the apparent wind shifts closer to the bow. Apparent wind is just vector addition of true wind and boat wind. If the boat achieves the same speed as the true wind, then the apparent wind is sqrt(2) ~ 1.4x faster than the true wind. More wind means more power, so with that additional wind, it can go faster. Continuing the example, as the apparent wind increases, it appears closer and closer to the bow. Eventually the sail will stall and produce less lift. This is the point where the boat will go no faster.

The slowest point of sail is directly downwind. In a race, it is often much faster to gybe back and forth rather than ever go directly downwind. When a boat goes directly downwind, their boat speed cancels out the true wind. In the strangest case, if a high performance boat going faster than the speed of wind (say, on a broadreach) goes directly downwind, the apparent wind will appear to be coming head on. They've effectively gone 'into irons', yet they're facing 180 degrees off true wind.

If you ever get the chance, you should see the SailGP boats race. Their sails are almost always hauled fully in, even downwind. The other thing is that they gybe downwind because to go directly downwind would be to stall. In effect, these boats can achieve multiple times the true wind speed, but so long as they aren't pointed directly into, nor directly away from the wind.

frainfreeze•9mo ago
Into the irons/in irons being a dead sailing area, where boat is head on into the wind (wind's eye). A lot of people get surprised that you can sail upwind as well.
marktolson•9mo ago
I like the idea but I don't get this at all. Shouldn't the speed change based on the mainsail trim relative to the heading? I pointed the boat dead downwind, eased the mainsail all the way out and the speed is 0 kn. I can't even see the value for the trim, just speed, but you get speed from correctly trimmed sails.
inasio•9mo ago
It would be great if it would be able to limit the max speed based on the heading, right now the slider allows the same max speed for any heading. On this boats I suspect max speed is achieved going on a beam reach (90 degrees to the wind)
0xcb0•9mo ago
Thanks for creating this!

I am still learning and would love to use this, so I can validate my thoughts :D What would be great: - change model. I sail mono hull and would love to have - like others stated. Som kind of indicator that we are moving - or clouds

pmontra•9mo ago
The blue cones are probably the wind coming to the boat but there is a wall of cones a little further away, visible by zooming out. Those cones don't have the same directions of the ones close to the boat. It's probably apparent wind (close to the boat) and real wind (further away.) It would help to start with a zoom level with both winds visible.

The biggest problem that is puzzling everybody is that speed never changes. I eventually decided that this is because the app calculates the setup of the mainsail to get the desired boat heading and speed given the wind. If you keep the heading constant and change the boat speed you see that the sail rotates around the mast.

It's the opposite of what we do when sailing: we set the sail to a shape and direction (let me use these terms) to go somewhere. In this simulator we do it backwards and adjust the wind to get the sail into a shape and direction.