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Are AI agents ready for the workplace? A new benchmark raises doubts

https://techcrunch.com/2026/01/22/are-ai-agents-ready-for-the-workplace-a-new-benchmark-raises-do...
1•PaulHoule•4m ago•0 comments

Show HN: AI Watermark and Stego Scanner

https://ulrischa.github.io/AIWatermarkDetector/
1•ulrischa•5m ago•0 comments

Clarity vs. complexity: the invisible work of subtraction

https://www.alexscamp.com/p/clarity-vs-complexity-the-invisible
1•dovhyi•6m ago•0 comments

Solid-State Freezer Needs No Refrigerants

https://spectrum.ieee.org/subzero-elastocaloric-cooling
1•Brajeshwar•6m ago•0 comments

Ask HN: Will LLMs/AI Decrease Human Intelligence and Make Expertise a Commodity?

1•mc-0•7m ago•1 comments

From Zero to Hero: A Brief Introduction to Spring Boot

https://jcob-sikorski.github.io/me/writing/from-zero-to-hello-world-spring-boot
1•jcob_sikorski•7m ago•0 comments

NSA detected phone call between foreign intelligence and person close to Trump

https://www.theguardian.com/us-news/2026/feb/07/nsa-foreign-intelligence-trump-whistleblower
5•c420•8m ago•0 comments

How to Fake a Robotics Result

https://itcanthink.substack.com/p/how-to-fake-a-robotics-result
1•ai_critic•8m ago•0 comments

It's time for the world to boycott the US

https://www.aljazeera.com/opinions/2026/2/5/its-time-for-the-world-to-boycott-the-us
1•HotGarbage•9m ago•0 comments

Show HN: Semantic Search for terminal commands in the Browser (No Back end)

https://jslambda.github.io/tldr-vsearch/
1•jslambda•9m ago•1 comments

The AI CEO Experiment

https://yukicapital.com/blog/the-ai-ceo-experiment/
2•romainsimon•11m ago•0 comments

Speed up responses with fast mode

https://code.claude.com/docs/en/fast-mode
3•surprisetalk•14m ago•0 comments

MS-DOS game copy protection and cracks

https://www.dosdays.co.uk/topics/game_cracks.php
3•TheCraiggers•15m ago•0 comments

Updates on GNU/Hurd progress [video]

https://fosdem.org/2026/schedule/event/7FZXHF-updates_on_gnuhurd_progress_rump_drivers_64bit_smp_...
2•birdculture•16m ago•0 comments

Epstein took a photo of his 2015 dinner with Zuckerberg and Musk

https://xcancel.com/search?f=tweets&q=davenewworld_2%2Fstatus%2F2020128223850316274
7•doener•16m ago•2 comments

MyFlames: Visualize MySQL query execution plans as interactive FlameGraphs

https://github.com/vgrippa/myflames
1•tanelpoder•18m ago•0 comments

Show HN: LLM of Babel

https://clairefro.github.io/llm-of-babel/
1•marjipan200•18m ago•0 comments

A modern iperf3 alternative with a live TUI, multi-client server, QUIC support

https://github.com/lance0/xfr
3•tanelpoder•19m ago•0 comments

Famfamfam Silk icons – also with CSS spritesheet

https://github.com/legacy-icons/famfamfam-silk
1•thunderbong•19m ago•0 comments

Apple is the only Big Tech company whose capex declined last quarter

https://sherwood.news/tech/apple-is-the-only-big-tech-company-whose-capex-declined-last-quarter/
2•elsewhen•23m ago•0 comments

Reverse-Engineering Raiders of the Lost Ark for the Atari 2600

https://github.com/joshuanwalker/Raiders2600
2•todsacerdoti•24m ago•0 comments

Show HN: Deterministic NDJSON audit logs – v1.2 update (structural gaps)

https://github.com/yupme-bot/kernel-ndjson-proofs
1•Slaine•28m ago•0 comments

The Greater Copenhagen Region could be your friend's next career move

https://www.greatercphregion.com/friend-recruiter-program
2•mooreds•28m ago•0 comments

Do Not Confirm – Fiction by OpenClaw

https://thedailymolt.substack.com/p/do-not-confirm
1•jamesjyu•28m ago•0 comments

The Analytical Profile of Peas

https://www.fossanalytics.com/en/news-articles/more-industries/the-analytical-profile-of-peas
1•mooreds•29m ago•0 comments

Hallucinations in GPT5 – Can models say "I don't know" (June 2025)

https://jobswithgpt.com/blog/llm-eval-hallucinations-t20-cricket/
1•sp1982•29m ago•0 comments

What AI is good for, according to developers

https://github.blog/ai-and-ml/generative-ai/what-ai-is-actually-good-for-according-to-developers/
1•mooreds•29m ago•0 comments

OpenAI might pivot to the "most addictive digital friend" or face extinction

https://twitter.com/lebed2045/status/2020184853271167186
1•lebed2045•30m ago•2 comments

Show HN: Know how your SaaS is doing in 30 seconds

https://anypanel.io
1•dasfelix•31m ago•0 comments

ClawdBot Ordered Me Lunch

https://nickalexander.org/drafts/auto-sandwich.html
3•nick007•31m 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"!