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The DevRel Ambassador Pattern [video]

https://www.youtube.com/watch?v=AasU6eTNIOc
1•mooreds•30s ago•0 comments

Knit – Messaging Without the Network

https://getknit.app/
1•Snow_Falls•48s ago•0 comments

The Last Human Job: The Work of Connecting in a Disconnected World

https://newbooksnetwork.com/when-we-prioritize-data-and-metrics-what-happens-to-human-connections
2•paimapi•1m ago•0 comments

Trademark Screen – free plain-English trademark check with email watch

https://trademarkscreen.com/
1•notaptolawyer•1m ago•0 comments

Show HN: SrcWranglr

https://github.com/jdefrancesco/SrcWranglr
1•jdefr89•2m ago•0 comments

Show HN: Resource Manager – Manage all resources on the computer

https://github.com/BIOcanse/Resource-Manager
1•BIOcanse•3m ago•0 comments

Podcasts near you, via the Podcasting 2.0 <podcast:location> RSS tag

https://radar.rss.io/
1•DamonHD•4m ago•0 comments

Show HN: Zenith, a developer platform for shipping and selling your app

https://zenith.hosting/developers
1•l-mdev•5m ago•0 comments

Editing at the Speed of Thought in Emacs

https://joshblais.com/blog/editing-at-the-speed-of-thought-in-emacs/
1•joshuablais•5m ago•0 comments

Epileptic seizures nearly vanish after people receive experimental gene therapy

https://www.nature.com/articles/d41586-026-03566-2
2•ersinesen•6m ago•0 comments

The Beginner's Guide to AI Governance

https://www.karlsnotes.com/the-beginners-guide-to-ai-governance/
2•valkrieco•7m ago•0 comments

How the Phone Book Taught America to Ask for Answers

https://daily.jstor.org/how-the-phone-book-taught-america-to-ask-for-answers/
1•FigurativeVoid•7m ago•0 comments

On-call has a new job description

https://matthewboston.com/blog/on-call-has-a-new-job-description.html
1•bostonaholic•8m ago•0 comments

Realbotix Series 1 Humanoids

https://www.realbotix.com
1•geox•8m ago•0 comments

Show HN: Kids Shelf, your kids' own little internet

https://kidsshelf.org/
1•ericd•10m ago•0 comments

Exporting tables from a SQL Server backup (.bak) to Parquet without restoring it

https://blog.arpe.io/fastbcp-1-6-export-sql-server-backup-to-parquet
3•rferraton•12m ago•0 comments

Tuist Runners are finally here: managed macOS and Linux CI

https://twitter.com/tuistdev/status/2118351744283332910
1•wahnfrieden•13m ago•0 comments

An updated Model Spec for more capable and beneficial AI

https://openai.com/index/updated-model-spec/
1•gmays•14m ago•0 comments

GitLab patched the CVE. Your leaked token is still valid

1•conduit-dev•15m ago•0 comments

Your Cryptography Conspiracy Theory Is Wrong

https://soatok.blog/2026/10/29/your-cryptography-conspiracy-theory-is-wrong/
1•zdw•17m ago•0 comments

French blood storage impacted by freezer hacks

https://www.bbc.com/news/articles/c8vgxyvz6y9ro
1•Betelbuddy•18m ago•0 comments

NASA Announces X-70 Experimental Aircraft to Advance Flight Research

https://www.nasa.gov/news-release/nasa-announces-x-70-experimental-aircraft-to-advance-flight-res...
2•zdw•18m ago•0 comments

RIP Good Times

https://drive.google.com/file/d/1gjKE5g0G9x-ZeXxOORDK8ii9DVh8YtH4/view
2•hi•19m ago•1 comments

Scittle: Execute Clojure directly from browser script tags via SCI

https://github.com/babashka/scittle
1•theanonymousone•19m ago•0 comments

PsychonautWiki – A psychoactive substance and harm reduction encyclopedia

https://psychonautwiki.org/wiki/Main_Page
1•milkshift•19m ago•0 comments

Offline survival assistant – local LLM and Kiwix, runs from a USB stick

https://github.com/sdalberto/ia-da-sobrevivencia/blob/main/README.en.md
2•soloyo•20m ago•0 comments

Clordle: Wordle, but every answer is a Clojure function

https://github.com/Jimmysit0/clordle
1•theanonymousone•20m ago•0 comments

We can do better than line-buffered output

https://nullprogram.com/blog/2026/11/05/
2•zdw•20m ago•0 comments

Yes, You Can Pass a Nuclear Missile Driving on Interstate 80 Through Wyoming

https://cowboystatedaily.com/2026/11/04/yes-you-can-pass-a-nuclear-missile-driving-on-interstate-...
1•Bender•23m ago•0 comments

Replacemrr: Who Replaced Whose MRR

https://oioannou.com/blog/introducing-replacemrr/
1•oorestisime•24m ago•0 comments
Open in hackernews

Show HN: Genetic Boids Web Simulation

https://attentionmech.github.io/genetic-boids/
158•vimgrinder•1y ago

Comments

isoprophlex•1y ago
I'll just say that this looks insanely good, wow.
vimgrinder•1y ago
thanks!
kldavis4•1y ago
how are genetic (algorithms) used?
vimgrinder•1y ago
so, i just used them like conceptually..

each boid has a string, when boids come close , they produce a offspring with mixed string + mutation age lets boids die too

nothing fancy, just for sake of sim

knome•1y ago
I was playing around, and inspected the boid count control to see if I might manually update it and see what unreasonably large and small populations look like. I saw the connected callback triggered updateProperty. Running updateProperty("boidCount", 10) in the console yielded a field with 10 boids, as expected, but apparently it doesn't update something else the natural code would, as as soon as two of the boids collided, a humongous explosion of boids occurred, like a firework.
chipsrafferty•1y ago
anything AI can do GAs can do worse
brulard•1y ago
That's beautiful. What are "signals"?
Xevion•1y ago
I don't know myself, but it seems to give boids their own unique state and add another layer of influence to their acceleration.

https://github.com/attentionmech/genetic-boids/blob/485fe482...

I'm reading the code but I don't know what it actually DOES in practice; my guess is that Boids with opposite genomes (binary strings with default length 6) are slightly attracted to eachother.

vimgrinder•1y ago
yes this only.
rvnx•1y ago
Never heard of such thing, love it!
Xevion•1y ago
I learned about Boids when I was 16 thanks to Sebastian Lague's amazing video on it: https://youtu.be/bqtqltqcQhw

Highly recommend, especially his older videos on simulations.

vladde•1y ago
Reminds me of this similar thing!, creating life like behavior with only simple rules https://youtu.be/0Kx4Y9TVMGg?t=40

(the coolest examples come at about half a minute into the video)

Xevion•1y ago
Awesome work, the green terminal style is really cool. And the fact that it's just Vanilla JavaScript, HTML & CSS is a pretty cool touch. I would've produced something a tenth the style with 10x the complexity

Just some ideas/suggestions: - Better colors: maybe genes can influence colors a bit? The random colors aren't that great, they're good though for making all the boids distinct. - Zooming: Scroll the mousewheel to Zoom In/Out, drag to move around - Interactive: Click on a Boid, have it be followed around using zoom! - Time controls: Not just framerate, but a % multiplier on simulation speed. - GPU Refactor: I don't think you're doing any of this yet, so maybe optimizing for a GPU-based speedup would be cool? See if you can reach 10,000 boids! Sebastian Lague's video goes into parallelization, just not in JavaScript: https://youtu.be/bqtqltqcQhw

vimgrinder•1y ago
hey thanks! color is coming from genome (check brightColorFromGenome)! nice suggestions, will definitely try to incorporate some of them.
talkingtab•1y ago
The original Boids is from Craig Reynolds, here:

https://www.red3d.com/cwr/boids/

It was a java applet (sigh) and unfortunately I have not been able to find a working version. That version based on his three "steering" mechanisms had very realistic movement. Other versions, including this one, which are good do not have that same kind of quality. They look like simulations whereas the Reynolds version, for whatever reason, seemed much closer to watching an actual flock.

No criticism intended, it would just be nice to understand the why the difference.

Looking briefly at the code, it seems the fitness function is simply how close the boids are?

Very cool!

vimgrinder•1y ago
oh, so i wasn't really aware that there was a original boid sim (I will check it today). mostly I saw it on some other demos and I wanted to add this behaviour of signaling boids which are far away + color code based on genome + do a simple cross-mutate. and yes you are right about fitness func.

Beyond this i was trying to add a map which effects their movement. (if you wanna check how it looks - https://x.com/attentionmech/status/1925690991555531143)

janzer•1y ago
Just a clarifying note, Craig Reynolds is the original researcher for Boids, and he did have a Java applet implementation in the above page. But the original Boids simulation was from 1986, almost a decade prior to Java applets.

The original paper, published in 1987, is "Flocks, herds and schools: A distributed behavioral model"[1]. The implementation was done in Lisp on a Symbolics 3600 Lisp Machine.

Edit: One quite interesting paragraph from the paper regarding performance:

The boid software has not been optimized for speed. But this report would be incomplete without a rough estimate of the actual performance of the system. With a flock of 80 boids, using the naive O(N²) algorithm (and so 6400 individual boid-to-boid comparisons), on a single Lisp Machine without any special hardware accelerators, the simulation ran for about 95 seconds per frame. A ten-second (300 frame) motion test took about eight hours of real time to produce.

Once again, amazing how far hardware has advanced.

1. https://dl.acm.org/doi/10.1145/37402.37406

brodo•1y ago
I've just built a boid simulation in Go and WebGPU. 16k boids are no problem on my M1 Mac Pro. I did not implement any optimization yet.
vimgrinder•1y ago
oh nice, webGPU thing should learn sometime!
anigbrowl•1y ago
I really like it, though I'm finding it dies consistently after about 30s (Vivaldi on an intel iMac with a decent GPU).
vimgrinder•1y ago
dies in the sense machine gets hung or all boids vanish?

EDIT: also pushed some fixes in params (allow offsprings at larger distance, etc), but basically if the boids don't end up closer, they won't reproduce and the population dies so play with that and lmk

diggan•1y ago
Noticed that all the boids lifetime seems to be the same, so you go from "a flock" to "nothing" very quickly if the lifetime been hit. What I've done before with "crowd simulations" like these, is add another params, something like "random lifetime interval" where if set to say 100, it'll set the actual lifetime to be randomly chosen between $LIFETIME - 100 and $LIFETIME + 100, so things die a bit less predictable. Helps stabilize the simulations too when you're doing reproduction too.
vimgrinder•1y ago
yes had the same idea but applied that by doing randomization in age: floor(random(0, this.lifespan))

for me its not vanishing suddenly, so not sure how to reproduce now

anigbrowl•1y ago
Boids vanishing
throw_m239339•1y ago
I remember that word "Boids" from Blender Physic simulation menu, to mimic a flock of birds in 3D, I also remember understanding nothing to its settings, but it kind of worked well.
chachacharge•1y ago
Green light is perceived as brighter than other colors because human eyes are most sensitive to it. This sensitivity is related to the wavelengths of light that our visual system responds to, with green being at the peak of our vision
animal531•1y ago
I quite like Boids, but recently I started playing with RVO2 ORCA (optimal reciprocal collision avoidance). I made some changes to it and moved it to a compute shader to make this: https://www.youtube.com/watch?v=BavnPOPcHlk

The entities in the video are running super fast for testing purposes, so usually they'd be going a lot slower. They can produce some really pleasing patterns as they move through each other etc.

On the downside its quite expensive vs Boids, for example the video is from a slightly older version and every agent is looking at the closest 32 neighbours + 32 obstacles to compute its own velocity. At high densities you can drop that to e.g. 4 neighbours without appreciable difference, which allows for running e.g. 32k entities at 120fps.

adanto6840•1y ago
I've done a lot of work on realtime obstacle avoidance that scales well (targeting ~60-100k agents) -- steering behaviors, flow fields, RVO2/ORCA, and lots more -- for agent-based "old school" tycoon-style simulation games. :)

I'm super intrigued by what you've created, especially to hear about running it in a compute shader! I'd love to talk with you more about it, if you're open to it? I briefly looked for a way to get in touch directly but didn't see any contact info -- my email is in my profile, I'd love to connect! :)

monster_truck•1y ago
I've had a lot of fun playing with BBC Microbot (https://bbcmic.ro/). If you add &experimental=true to the URL it will add a rocket ship button underneath the display. Clicking it sends the code off to beebjit and runs it for 10,000 seconds instantly, allowing you to do unreasonable things such as this: https://bbcmic.ro/?t=bC9Go (not mine)
akkartik•1y ago
I don't know if this will address your question, but I had a long-standing question about boids that might overlap, which I coincidentally only resolved to my satisfaction a month ago. Here's the Lua code I ended up with:

    function update_positions(boids, dt)
      local max_speed = 0.5  -- per frame
      local max_accel = 20  -- per second
      local max_turn_angle = math.pi/6  -- per second
      for _,boid in ipairs(boids) do
        boid.pos = vadd(boid.pos, boid.velocity)
      end
      for i,boid in ipairs(boids) do
        local accel = {x=0, y=0}
        accel = vadd(accel, vscale(avoid_others(boid, boids), 20*dt))
        accel = vadd(accel, vscale(seek_others(boid, boids), 10*dt))
        accel = vadd(accel, vscale(align_with_others(boid, boids), 10*dt))
        accel = vadd(accel, vscale(remain_within_viewport(boid), 40*dt))
        local curr_heading = vnorm(boid.velocity)  -- could be nil
        accel = vclamp2(accel, max_accel*dt, curr_heading, max_turn_angle*dt)
        boid.velocity = vadd(boid.velocity, accel)
        boid.velocity = vclamp(boid.velocity, max_speed)
      end
    end
Here, avoid_others, seek_others and align_with_others are the 3 rules you can find on Wikipedia (https://en.wikipedia.org/wiki/Boids): separation, cohesion, alignment. Each of the functions returns a unit vector, which I then weight using vscale.

The key is the last 4 lines. My intuition here is that the way muscle mechanics work, there are limits on both how fast you can accelerate and also how much you can turn per unit time. That's what vclamp2 is doing. It separately clamps both magnitude and angle of acceleration.

My rough sense after this experience was:

* Boids is not a simple program the way the Game of Life or Mandelbrot set is. The original paper had tons of nuance that we gloss over in the internet era.

* Every implementation I've found is either extremely sensitive to weights or does weird stuff in the steering. Stuff like subtracting velocity from acceleration when the units are different, and so on. There may be a numeric basis for them, but it's never been explained to my satisfaction. Whereas my vclamp2 idea roughly hangs together for me. And the evidence it's on the right track is that a wide variety of weights (the 10s, 20s and 40s above) result in behavior that looks right to me.

talkingtab•1y ago
Wow! Thanks. The thought about "Boids is not a simple ..." is new to me and very good. The other vector in this is the evolution/genetic algorithm idea. It raises the question of what are the benefits of flocking? And could you plug those into a genetic algorithm to test survival.

It seems like perhaps the visual inputs are another interesting area. What do I (as a boid) do when I see one boid in front of me go right, one go left, for example. But thanks!!

akkartik•1y ago
Yeah, the original paper gets into some of that. It was about 3D flocking! And Reynolds was very much thinking about what each bird sees, the minimum angle to turn to avoid a collision, etc. All on a then-powerful graphical workstation.
DonHopkins•1y ago
Craig Reynolds - Original 1986 Boids simulation:

https://www.youtube.com/watch?v=86iQiV3-3IA

Boids Demo Reel 1987 — Part B:

https://www.youtube.com/watch?v=xBniZYiyrb4

>Early motion tests of the boids model of flocking and related collective motion (herds, schools, crowds). Recorded on a Symbolics Lisp Machine between 1986 and 1987.

Stanley and Stella in “BREAKING THE ICE” - Original Symbolics Tapes Restored & Remastered, 1080p:

https://www.youtube.com/watch?v=aYEp26g14Wk

Craig Reynolds #SCCS2015:

https://www.youtube.com/watch?v=rqP_c5zm89Q

>Pioneer Craig Reynolds shares his groundbreaking work in artificial life and computer animation. Reynolds describes his lifelong fascination with simulating natural complexity computationally. By modeling flocking birds from the bottom up, based on simple rules for how individual birds move, Reynolds made the astonishing flock emerge. This agent-based approach allowed new insights into collective behavior impossible to gather from nature alone. Reynolds reflects on the significance of his iconic 1987 "Boids" model for animating birds in films like Batman Returns. But its influence extends further - to complexity science and understanding real-world systems like traffic flow and crowd dynamics. According to Reynolds, the beauty of simple models is their emergent properties. By distilling phenomena to basic rules, computer simulation uncovers new truths about the world. Join this fascinating conversation with a legend of artificial life and computer graphics.

Blender Tutorial - Full Guide to Boid Particles:

https://www.youtube.com/watch?v=J3TUPYVsxow

"Concierge" clip from 1968 Mel Brooks' "The Producers":

https://www.youtube.com/watch?v=aL6mTMShVyk

>Doity, disgusting, filthy, lice ridden boids.