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Lightweight and extensible compatibility layer between dataframe libraries

https://narwhals-dev.github.io/narwhals/
1•kermatt•58s ago•0 comments

Haskell for all: Beyond agentic coding

https://haskellforall.com/2026/02/beyond-agentic-coding
2•RebelPotato•4m ago•0 comments

Dorsey's Block cutting up to 10% of staff

https://www.reuters.com/business/dorseys-block-cutting-up-10-staff-bloomberg-news-reports-2026-02...
1•dev_tty01•7m ago•0 comments

Show HN: Freenet Lives – Real-Time Decentralized Apps at Scale [video]

https://www.youtube.com/watch?v=3SxNBz1VTE0
1•sanity•8m ago•1 comments

In the AI age, 'slow and steady' doesn't win

https://www.semafor.com/article/01/30/2026/in-the-ai-age-slow-and-steady-is-on-the-outs
1•mooreds•16m ago•1 comments

Administration won't let student deported to Honduras return

https://www.reuters.com/world/us/trump-administration-wont-let-student-deported-honduras-return-2...
1•petethomas•16m ago•0 comments

How were the NIST ECDSA curve parameters generated? (2023)

https://saweis.net/posts/nist-curve-seed-origins.html
1•mooreds•17m ago•0 comments

AI, networks and Mechanical Turks (2025)

https://www.ben-evans.com/benedictevans/2025/11/23/ai-networks-and-mechanical-turks
1•mooreds•17m ago•0 comments

Goto Considered Awesome [video]

https://www.youtube.com/watch?v=1UKVEUGEk6Y
1•linkdd•19m ago•0 comments

Show HN: I Built a Free AI LinkedIn Carousel Generator

https://carousel-ai.intellisell.ai/
1•troyethaniel•21m ago•0 comments

Implementing Auto Tiling with Just 5 Tiles

https://www.kyledunbar.dev/2026/02/05/Implementing-auto-tiling-with-just-5-tiles.html
1•todsacerdoti•22m ago•0 comments

Open Challange (Get all Universities involved

https://x.com/i/grok/share/3513b9001b8445e49e4795c93bcb1855
1•rwilliamspbgops•23m ago•0 comments

Apple Tried to Tamper Proof AirTag 2 Speakers – I Broke It [video]

https://www.youtube.com/watch?v=QLK6ixQpQsQ
2•gnabgib•24m ago•0 comments

Show HN: Isolating AI-generated code from human code | Vibe as a Code

https://www.npmjs.com/package/@gace/vaac
1•bstrama•26m ago•0 comments

Show HN: More beautiful and usable Hacker News

https://twitter.com/shivamhwp/status/2020125417995436090
3•shivamhwp•26m ago•0 comments

Toledo Derailment Rescue [video]

https://www.youtube.com/watch?v=wPHh5yHxkfU
1•samsolomon•28m ago•0 comments

War Department Cuts Ties with Harvard University

https://www.war.gov/News/News-Stories/Article/Article/4399812/war-department-cuts-ties-with-harva...
6•geox•32m ago•0 comments

Show HN: LocalGPT – A local-first AI assistant in Rust with persistent memory

https://github.com/localgpt-app/localgpt
1•yi_wang•33m ago•0 comments

A Bid-Based NFT Advertising Grid

https://bidsabillion.com/
1•chainbuilder•36m ago•1 comments

AI readability score for your documentation

https://docsalot.dev/tools/docsagent-score
1•fazkan•44m ago•0 comments

NASA Study: Non-Biologic Processes Don't Explain Mars Organics

https://science.nasa.gov/blogs/science-news/2026/02/06/nasa-study-non-biologic-processes-dont-ful...
2•bediger4000•47m ago•2 comments

I inhaled traffic fumes to find out where air pollution goes in my body

https://www.bbc.com/news/articles/c74w48d8epgo
2•dabinat•47m ago•0 comments

X said it would give $1M to a user who had previously shared racist posts

https://www.nbcnews.com/tech/internet/x-pays-1-million-prize-creator-history-racist-posts-rcna257768
6•doener•50m ago•1 comments

155M US land parcel boundaries

https://www.kaggle.com/datasets/landrecordsus/us-parcel-layer
2•tjwebbnorfolk•54m ago•0 comments

Private Inference

https://confer.to/blog/2026/01/private-inference/
2•jbegley•58m ago•1 comments

Font Rendering from First Principles

https://mccloskeybr.com/articles/font_rendering.html
1•krapp•1h ago•0 comments

Show HN: Seedance 2.0 AI video generator for creators and ecommerce

https://seedance-2.net
1•dallen97•1h ago•0 comments

Wally: A fun, reliable voice assistant in the shape of a penguin

https://github.com/JLW-7/Wally
2•PaulHoule•1h ago•0 comments

Rewriting Pycparser with the Help of an LLM

https://eli.thegreenplace.net/2026/rewriting-pycparser-with-the-help-of-an-llm/
2•y1n0•1h ago•0 comments

Lobsters Vibecoding Challenge

https://gist.github.com/MostAwesomeDude/bb8cbfd005a33f5dd262d1f20a63a693
2•tolerance•1h ago•0 comments
Open in hackernews

Show HN: I made a 3D networked open world automation game with no game engine

https://store.steampowered.com/app/2305210/Skyformer/
19•weatherfused•8mo ago
Over the last 4 years I've been developing Skyformer, including making all the art. Technical features include:

- OpenGL for graphics, OpenAL for sound, GLFW for input

- Terrain rendered using techniques inspired by REDengine 3 with a custom terrain/world editor.

- Networking framework for co-op with TCP + custom binary protocol

- Immediate mode UI framework, SDF text rendering

- Cascaded shadow mapping with soft shadows.

- Weather simulation (with my own fake physics)

- Dynamic skydome

- Water based on Gerstner waves

- Swept-sphere collision detection and response

- Soft-particles / transparency

- God rays

- Grass rendering

- FXAA, SSAO, Bloom

- etc.

You can ask me anything and let me know if you have any feedback. Thanks!

Comments

mlhpdx•8mo ago
Do you use TCP for everything, and if so why not UDP?
weatherfused•8mo ago
TCP for everything for now with Nagle's algorithm disabled. Since the online aspect of this game is player-hosted servers for co-op with your friends (e.g. no PVP), it should be fine. I've heard even some MMOs like WoW used just TCP. In the future if I run into any problems, I can also easily replace it with a TCP-like UDP layer!
dustbunny•8mo ago
What resources did you use to do the cascaded shadow mapping and soft shadows?
weatherfused•8mo ago
Cascaded shadow mapping: https://www.ogldev.org/www/tutorial49/tutorial49.html

For soft shadows, I tried several different techniques but ended up settling on PCF because it has less visual artifacts than other methods. This site has it too: https://www.ogldev.org/www/tutorial42/tutorial42.html

mensetmanusman•8mo ago
Now that you have made your own game engines-esque framework, do you plan on trying to deploy/sell that as well?
weatherfused•8mo ago
One of the advantages of making your own engine is making it specific to the game rather than general purpose - makes development easier and performance better. So it's not really sellable in its current state - that would require a ton of extra work, but another advantage is I can continue to reuse all the code and tools I've made for future games!
atmanactive•8mo ago
I must say that recently, playing similar games always resulted in disappointment and frustration due to bugs. From Astroneer, No Man's Sky, Elite Dangerous, Conan ... they all start nice, but as the player choices branch out, and the save state swells, after a while it turns into an unplayable bug fest, each and every time. In last few years, the only games I could really enjoy thoroughly turned out to be single-player. It's almost as creating persistent, open-world, multiplayer creative games bug-free seems like an impossible task. What's your approach to this problem?
weatherfused•8mo ago
Being a solo dev could possibly give me an advantage here because I've been able to design the game with engineering feasibility in mind - compared to larger studios which can have a disconnect between product and engineering. In addition, a big source of bugs can be having a larger engineering team where each team member has a fragmented knowledge of the entire codebase - making a change to one part of the code and causing a bug in a different part.

I designed the game to hopefully be within my abilities to comprehensively test and ship - there are few players on 1 single-threaded server for a world, there's a limited way that they can interact with the world, and the planets are handmade with specific bounds. Nothing is infinite and I can easily test the limits of the game. I'm also not going to launch multiplayer until I'm certain that it's stable and I've hopefully solved every known bug.

With many of the bigger games, it's almost impossible to test all the different ways you can hit their limits, and they have tighter timelines where they launch with many known bugs. They may also apply a business mindset to it e.g. if it's a bug that only affects 0.1% of players, it won't affect revenue much regardless of how gamebreaking the bug is, and they may be willing to just let it be.

atmanactive•8mo ago
Yes, I agree. If only I could get my money back...

So now we believe that corporatitis can only make bug-infested games, and that the only way to make a super-complex simulation bug-free is to have a single brain god-mode overview and understanding of the whole codebase. Could be.

Keeping my fingers crossed for your success and looking forward to playing your game. Good luck.

weatherfused•8mo ago
Despite having lots of employees, I think their games may still be too large in scope for their timelines and resources. Thank you very much!
jmiskovic•8mo ago
The art style looks really great! It is cohesive and makes the most of the low poly art. I would definitely play this (in single player).

Your stack seems very reasonable and stable. I've also worked on similar things (Gerstner waves, god rays, grass, dynamic skyboxes) from comfort of Lua and nice API over Vulkan. Implementing each of those visual components was very satisfying work. Alas, I never managed to weave more than ~3 together into the same project.

How does the AI work? There must be a lot of it for a factory builder?

weatherfused•8mo ago
Thank you! That's awesome, I look forward to trying Vulkan eventually. There's actually no AI in the game; no pathfinding either. The player has full control of creating routes for the drones (e.g. like building conveyor belts). And there are no enemies in the game other than storms - the game intentionally just focuses on weather as the "enemy"!