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Long-Sought Proof Tames Some of Math's Unruliest Equations

https://www.quantamagazine.org/long-sought-proof-tames-some-of-maths-unruliest-equations-20260206/
1•asplake•52s ago•0 comments

Hacking the last Z80 computer – FOSDEM 2026 [video]

https://fosdem.org/2026/schedule/event/FEHLHY-hacking_the_last_z80_computer_ever_made/
1•michalpleban•1m ago•0 comments

Browser-use for Node.js v0.2.0: TS AI browser automation parity with PY v0.5.11

https://github.com/webllm/browser-use
1•unadlib•2m ago•0 comments

Michael Pollan Says Humanity Is About to Undergo a Revolutionary Change

https://www.nytimes.com/2026/02/07/magazine/michael-pollan-interview.html
1•mitchbob•2m ago•1 comments

Software Engineering Is Back

https://blog.alaindichiappari.dev/p/software-engineering-is-back
1•alainrk•3m ago•0 comments

Storyship: Turn Screen Recordings into Professional Demos

https://storyship.app/
1•JohnsonZou6523•3m ago•0 comments

Reputation Scores for GitHub Accounts

https://shkspr.mobi/blog/2026/02/reputation-scores-for-github-accounts/
1•edent•7m ago•0 comments

A BSOD for All Seasons – Send Bad News via a Kernel Panic

https://bsod-fas.pages.dev/
1•keepamovin•10m ago•0 comments

Show HN: I got tired of copy-pasting between Claude windows, so I built Orcha

https://orcha.nl
1•buildingwdavid•10m ago•0 comments

Omarchy First Impressions

https://brianlovin.com/writing/omarchy-first-impressions-CEEstJk
2•tosh•16m ago•0 comments

Reinforcement Learning from Human Feedback

https://arxiv.org/abs/2504.12501
2•onurkanbkrc•16m ago•0 comments

Show HN: Versor – The "Unbending" Paradigm for Geometric Deep Learning

https://github.com/Concode0/Versor
1•concode0•17m ago•1 comments

Show HN: HypothesisHub – An open API where AI agents collaborate on medical res

https://medresearch-ai.org/hypotheses-hub/
1•panossk•20m ago•0 comments

Big Tech vs. OpenClaw

https://www.jakequist.com/thoughts/big-tech-vs-openclaw/
1•headalgorithm•23m ago•0 comments

Anofox Forecast

https://anofox.com/docs/forecast/
1•marklit•23m ago•0 comments

Ask HN: How do you figure out where data lives across 100 microservices?

1•doodledood•23m ago•0 comments

Motus: A Unified Latent Action World Model

https://arxiv.org/abs/2512.13030
1•mnming•23m ago•0 comments

Rotten Tomatoes Desperately Claims 'Impossible' Rating for 'Melania' Is Real

https://www.thedailybeast.com/obsessed/rotten-tomatoes-desperately-claims-impossible-rating-for-m...
3•juujian•25m ago•2 comments

The protein denitrosylase SCoR2 regulates lipogenesis and fat storage [pdf]

https://www.science.org/doi/10.1126/scisignal.adv0660
1•thunderbong•27m ago•0 comments

Los Alamos Primer

https://blog.szczepan.org/blog/los-alamos-primer/
1•alkyon•29m ago•0 comments

NewASM Virtual Machine

https://github.com/bracesoftware/newasm
2•DEntisT_•31m ago•0 comments

Terminal-Bench 2.0 Leaderboard

https://www.tbench.ai/leaderboard/terminal-bench/2.0
2•tosh•32m ago•0 comments

I vibe coded a BBS bank with a real working ledger

https://mini-ledger.exe.xyz/
1•simonvc•32m ago•1 comments

The Path to Mojo 1.0

https://www.modular.com/blog/the-path-to-mojo-1-0
1•tosh•35m ago•0 comments

Show HN: I'm 75, building an OSS Virtual Protest Protocol for digital activism

https://github.com/voice-of-japan/Virtual-Protest-Protocol/blob/main/README.md
5•sakanakana00•38m ago•1 comments

Show HN: I built Divvy to split restaurant bills from a photo

https://divvyai.app/
3•pieterdy•40m ago•0 comments

Hot Reloading in Rust? Subsecond and Dioxus to the Rescue

https://codethoughts.io/posts/2026-02-07-rust-hot-reloading/
3•Tehnix•41m ago•1 comments

Skim – vibe review your PRs

https://github.com/Haizzz/skim
2•haizzz•42m ago•1 comments

Show HN: Open-source AI assistant for interview reasoning

https://github.com/evinjohnn/natively-cluely-ai-assistant
4•Nive11•43m ago•6 comments

Tech Edge: A Living Playbook for America's Technology Long Game

https://csis-website-prod.s3.amazonaws.com/s3fs-public/2026-01/260120_EST_Tech_Edge_0.pdf?Version...
2•hunglee2•46m ago•0 comments
Open in hackernews

Bevy 0.17: ECS-driven game engine built in Rust

https://bevy.org/news/bevy-0-17/
40•GenericCanadian•4mo ago

Comments

GenericCanadian•4mo ago
All guides on https://taintedcoders.com/ have been updated to 0.17. Congrats to everyone on the release
_cart•4mo ago
Bevy's creator and project lead here. Feel free to ask me anything!
dahrkael•4mo ago
I keep reading Rust is not that well suited for building game engines specially non-ECS ones. compared to C++ what did you find extra hard to implement in a performant way?
james7132•4mo ago
Not cart, but another maintainer of Bevy here.

More traditional game engines tend to be a giant tangle of pointers with much more complex lifetimes than what Rust's borrows would allow. For example, the skeleton used to animate your character is reliant on a centralized hierarchy of transforms, which is deeply interwoven with physics, rendering, gameplay scripting, etc. These relationships and lifetimes is difficult or impossible to model with Rust's borrows, forcing the use of unsafe, and makes it harder to expose safe Rust interfaces to engine users due to Rust's aliasing rules around borrows and essentially forces the use of a scripting runtime. These factors also make it very hard to make performant multithreaded code without littering locks or channels everywhere, in any language or runtime, not just with Rust.

Bevy's ECS handles this by flattening these relationships. Instead of pointer chasing through the physics system to fetch rigidbodies which then point to the transforms, you expose the backing ECS memory as a query view: `Query<(&mut Transform, &Rigidbody)>` directly fetches all entities that have the two components without relying on one to hold a reference to the other. The lifetimes of the queried components is strictly bound to the surrounding function (a system in ECS terminology) by the borrow checker, and all of the unsafe used to create those borrows is neatly packaged behind the ECS crate boundary. This is so effective that the majority of Bevy's crates can have `forbid(unsafe_code)` enabled.

The downside here is that all of the complexity is now centralized into the bevy_ecs crate: there are many parts in it that are basically C written in Rust, but that does mean that we can focus all of our memory safety efforts on that one crate instead of making that collective responsibility of everyone in the ecosystem.

Of course, we do expose unsafe APIs from the ECS, but the use of this escape hatch explicitly demarcated, and generally you'll only see incremental performance improvements (no big-O algorithmic gains) over their safe variants. With the sole exception of `Query::get_unchecked_mut` allowing parallel access to mutable components that cannot be proven to be safe from static analysis (e.g. parallel hierarchy traversals), which enables parallelism where it otherwise would not be feasible.

b_e_n_t_o_n•4mo ago
Solari looks interesting. I'm kind of curious how Bevy handles plugins like that which I feel must require some deep integrations in the rendering pipeline and shaders. From my experience with Three that involves some nasty shader patching etc...
jms55•4mo ago
Hi, author of Solari here!

It was pretty straightforward honestly. bevy_solari is written as a standalone crate (library), without any special private APIs or permissions or anything https://github.com/bevyengine/bevy/tree/main/crates/bevy_sol....

The crate itself is further split between the realtime lighting plugin, base "raytracing scene" plugin that could be used for your own custom raytracing-based rendering, and the reference pathtracer I use for comparing the realtime lighting against.

There were some small changes to the rest of Bevy, e.g. adding a way to set extra buffer usages for the buffers we store vertex/index data in from another plugin https://github.com/bevyengine/bevy/pull/19546, or copying some more previous frame camera data to the GPU https://github.com/bevyengine/bevy/pull/19605, but nothing really major. It was added pretty independently.