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Interop 2025: A Year of Convergence

https://webkit.org/blog/17808/interop-2025-review/
1•alwillis•1m ago•0 comments

Prejudice Against Leprosy

https://text.npr.org/g-s1-108321
1•hi41•2m ago•0 comments

Slint: Cross Platform UI Library

https://slint.dev/
1•Palmik•6m ago•0 comments

AI and Education: Generative AI and the Future of Critical Thinking

https://www.youtube.com/watch?v=k7PvscqGD24
1•nyc111•6m ago•0 comments

Maple Mono: Smooth your coding flow

https://font.subf.dev/en/
1•signa11•7m ago•0 comments

Moltbook isn't real but it can still hurt you

https://12gramsofcarbon.com/p/tech-things-moltbook-isnt-real-but
1•theahura•10m ago•0 comments

Take Back the Em Dash–and Your Voice

https://spin.atomicobject.com/take-back-em-dash/
1•ingve•11m ago•0 comments

Show HN: 289x speedup over MLP using Spectral Graphs

https://zenodo.org/login/?next=%2Fme%2Fuploads%3Fq%3D%26f%3Dshared_with_me%25253Afalse%26l%3Dlist...
1•andrespi•12m ago•0 comments

Teaching Mathematics

https://www.karlin.mff.cuni.cz/~spurny/doc/articles/arnold.htm
1•samuel246•14m ago•0 comments

3D Printed Microfluidic Multiplexing [video]

https://www.youtube.com/watch?v=VZ2ZcOzLnGg
2•downboots•15m ago•0 comments

Abstractions Are in the Eye of the Beholder

https://software.rajivprab.com/2019/08/29/abstractions-are-in-the-eye-of-the-beholder/
2•whack•15m ago•0 comments

Show HN: Routed Attention – 75-99% savings by routing between O(N) and O(N²)

https://zenodo.org/records/18518956
1•MikeBee•15m ago•0 comments

We didn't ask for this internet – Ezra Klein show [video]

https://www.youtube.com/shorts/ve02F0gyfjY
1•softwaredoug•16m ago•0 comments

The Real AI Talent War Is for Plumbers and Electricians

https://www.wired.com/story/why-there-arent-enough-electricians-and-plumbers-to-build-ai-data-cen...
2•geox•19m ago•0 comments

Show HN: MimiClaw, OpenClaw(Clawdbot)on $5 Chips

https://github.com/memovai/mimiclaw
1•ssslvky1•19m ago•0 comments

I Maintain My Blog in the Age of Agents

https://www.jerpint.io/blog/2026-02-07-how-i-maintain-my-blog-in-the-age-of-agents/
3•jerpint•19m ago•0 comments

The Fall of the Nerds

https://www.noahpinion.blog/p/the-fall-of-the-nerds
1•otoolep•21m ago•0 comments

I'm 15 and built a free tool for reading Greek/Latin texts. Would love feedback

https://the-lexicon-project.netlify.app/
2•breadwithjam•24m ago•1 comments

How close is AI to taking my job?

https://epoch.ai/gradient-updates/how-close-is-ai-to-taking-my-job
1•cjbarber•24m ago•0 comments

You are the reason I am not reviewing this PR

https://github.com/NixOS/nixpkgs/pull/479442
2•midzer•26m ago•1 comments

Show HN: FamilyMemories.video – Turn static old photos into 5s AI videos

https://familymemories.video
1•tareq_•28m ago•0 comments

How Meta Made Linux a Planet-Scale Load Balancer

https://softwarefrontier.substack.com/p/how-meta-turned-the-linux-kernel
1•CortexFlow•28m ago•0 comments

A Turing Test for AI Coding

https://t-cadet.github.io/programming-wisdom/#2026-02-06-a-turing-test-for-ai-coding
2•phi-system•28m ago•0 comments

How to Identify and Eliminate Unused AWS Resources

https://medium.com/@vkelk/how-to-identify-and-eliminate-unused-aws-resources-b0e2040b4de8
3•vkelk•29m ago•0 comments

A2CDVI – HDMI output from from the Apple IIc's digital video output connector

https://github.com/MrTechGadget/A2C_DVI_SMD
2•mmoogle•29m ago•0 comments

CLI for Common Playwright Actions

https://github.com/microsoft/playwright-cli
3•saikatsg•30m ago•0 comments

Would you use an e-commerce platform that shares transaction fees with users?

https://moondala.one/
1•HamoodBahzar•32m ago•1 comments

Show HN: SafeClaw – a way to manage multiple Claude Code instances in containers

https://github.com/ykdojo/safeclaw
3•ykdojo•35m ago•0 comments

The Future of the Global Open-Source AI Ecosystem: From DeepSeek to AI+

https://huggingface.co/blog/huggingface/one-year-since-the-deepseek-moment-blog-3
3•gmays•35m ago•0 comments

The Evolution of the Interface

https://www.asktog.com/columns/038MacUITrends.html
2•dhruv3006•37m ago•1 comments
Open in hackernews

Testing a Robust Netcode with Godot

https://studios.ptilouk.net/little-brats/blog/2024-10-23_netcode.html
44•smig0•7mo ago

Comments

sosodev•7mo ago
Interesting article. I'm surprised the author didn't mention https://github.com/foxssake/netfox

The core of Godot's netcode is way too minimal. It gives you a way to synchronize state and make RPC. That's it.

As the author mentions adding in the higher level functionality like prediction, rollback, etc is extremely complicated so it's nice that netfox takes care of a lot of that complexity.

matthewkayin•7mo ago
I noticed you have your game on Steam. Did you end up using any of the Steam networking features via Steam SDK and Godot Steamworks?

I'm using ENet for my RTS project and found that Steam's networking code offers many of the same features offered by ENet (including the reliable, in-order delivery of packets, which is invaluable for an RTS Game). I was able to abstract things out so that my game uses ENet on LAN games and Steam networking for online games, and the rest of the game code is none the wiser.

sosodev•7mo ago
The Steam networking sockets do offer the same functionality as ENet. Is it possible to use the Steam Datagram Relay without the steam networking sockets? I would assume so. Not sure I see the benefit of supporting both.
righthand•7mo ago
Thank you for selling your game DRM-free on Itch!
bee_rider•7mo ago
Out of curiosity, how optimistic/pessimistic are the drop rates the author picked?
ghushn3•7mo ago
Godot has been really killing it lately, I'm so bullish on their future.

While I think gdscript is largely a mistake and I look forward to feature parity in the C# interface, I'm still very excited to see all the projects coming out of Godot developers today.

jedimastert•7mo ago
Godot seems to be doing to the game industry what Blender has been doing to the 3D animation industry, I'm very hopeful for it as well.
ehnto•7mo ago
I have tried Unreal, Unity and Godot. Released a commercial game in Unity, and now use godot.

Initially the move to godot was because I wanted sovereignty over the future of my projects.

But Godot is genuinely a delight to work in. If you're not making AAA games in a massive enterprise, Godot is the right blend of tools provided and getting out of the way.

Benjamin_Dobell•7mo ago
It may not be official, but TypeScript support is pretty wonderful: https://breaka.club/blog/godots-most-powerful-scripting-lang... :)
ghushn3•7mo ago
But then I'd have to use TypeScript!
fedorareis•7mo ago
> I use the reliable mode for sending client inputs to the server: the server needs to be able to recalculate the state of the game reliably, and it's not acceptable for some client inputs to get “lost”. This may cause a bit of latency, and a bit more work for the server, which will have to “rewind” the game a bit further if an input arrives very late, but that's the price to pay for a stable game.

Maybe I’m missing something, but wouldn’t you either want the input to drop or the rewind to not happen at some point? If my network is extremely laggy when I’m playing a multiplayer game I would expect that my attempt to hit an opponent wouldn’t still succeed 1+ seconds later when they have already moved and are no longer in a position to be hit.

jayd16•7mo ago
Conceptually you didn't hit after they moved. You hit at the right moment in your timeframe. That is sent to the server 1 second later and you were rewarded for the hit from 1 second ago because it calculates the results based on when you made the input, not when it was received. This can even change the result of an encounter (ie rollback).
fedorareis•7mo ago
While I get what you are saying, it seems weird from the standpoint of the other player since they have been out of the engagement area for 1+ seconds. It still seems to me that you would want some sort of cap on the rollback period.
setr•7mo ago
It is weird, and if I’m reading this right a single player with a poor connection will trigger repeated rollbacks for everyone. It also seems to be client-authoritative? Which is just 100% illegal if you’re at all concerned about cheating. All the problems of peer-to-peer in a client/server package?

It should be:

1. Client input is either dropped or the input is applied but in an unexpected position (because when the user input occurred the client visible state was wrong)

2. On correction, client is rubber banded into the correct positions to match server state; rollback/replayed with correction if the game is deterministic

3. Server-authoritative; if it never reaches the server, the input never existed.

jayd16•7mo ago
Client side hit detection (with server side validity confirmation) is the standard for competitive games these days. It just feels the best.

You're also fundamentally misunderstanding the design.

> 1. Client input is either dropped or the input is applied but in an unexpected position (because when the user input occurred the client visible state was wrong)

The system is built around rewarding the player for making good inputs and tracking the state in which they made those inputs. It's not as far as "all perspectives are valid" but it's close.

    - Player A moves in to make a hit.  The character starts the hit react.
    - <lag>
    - Player B see's the telegraph and makes a valid block.
    - <lag>
    - Player A receives the rollback and the character moves into the block animation instead of the hit react.  Ideally this is unnoticeable.
Cheating is handled by console DRM and root kits. Similar for Overwatch, similar for Valorant. Such is the state of the art.
setr•7mo ago
Ok what happens in scenario

Player A fires at B at time 0

Player B moves at time 0, causing A to miss

Due to lag, player A receives B movement at time 3

So player A fired at a still target, and hit. Player B moved, and dodged. Rollback would apply to player A.

Does the hit register or no?

If player A receives the rollback, and now witnesses B dodge, but the hit registers anyways, then I don’t see how there can be a server validity check — from the perspective of the server, the state of the game in which A landed the hit never existed

My understanding of AAA fps games is they show the hit animation as a prediction, but it’s still up to the server whether the hit registers. Eg, if I lag in overwatch and everyone stands still, nothing I shoot lands (except by accident). When my inputs finally reach the server, reconciled and replayed on my machine, it turns out I was shooting at a wall.

jayd16•7mo ago
The current trend is to count the hit. Its very frustrating for the shooter to make a valid hit under the crosshair and miss. Whereas the player that moved has no real obvious way to tell exactly where the player aimed. If this was a defensive move like a shield, then its up to the game mechanics to decide that sort of thing.

> If player A receives the rollback, and now witnesses B dodge

Why would they witness the dodge? They would likely see the VFX of the hit and then the target move slightly faster than they should for a frame.

> from the perspective of the server, the state of the game in which A landed the hit never existed

You can validate that player positions and visibility raycasts and such that you're verifying plausibility. You say "the state never happened on the server" but what does that even mean? You're not replicating look rotation with enough fidelity to know that and its not the job of the server to simulate "what actually happened." The point is to make a fun game so its fine to reward the player.

setr•7mo ago
Found an example that you're correct: https://www.reddit.com/r/AnaMains/comments/14gsuot/whats_wit...

> You say "the state never happened on the server" but what does that even mean? You're not replicating look rotation with enough fidelity to know that and its not the job of the server to simulate "what actually happened."

The video in that post is what I was essentially talking about; the server tracks player A's attack-input, and player B's movements, and ignores the fact that the two don't at all line up. The final reconciliation of the event sequence is nonsensical -- player A is hitting player B in a manner which simply should not work. The violation of game rules / simulation state is occurring, it's just being accepted and ignored (and I don't know what, if any, verification the server is doing here, since actually doing the hit-registration check would reject this).

This is upsetting to me, but so be it.

jayd16•7mo ago
You can think its weird but it turns out to feel the best. After some maximum threshold of lag you'd just have to kick the player. That that threshold is varies with game mechanics.
remram•7mo ago
I would love to read more specifics about the Godot implementation. Godot has its own concept of time, pausing, and updates, and its own physics engine. So rewinding the game and running the simulation again seems a little tricky.