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Omarchy First Impressions

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

Reinforcement Learning from Human Feedback

https://arxiv.org/abs/2504.12501
1•onurkanbkrc•3m ago•0 comments

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

https://github.com/Concode0/Versor
1•concode0•4m ago•1 comments

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

https://medresearch-ai.org/hypotheses-hub/
1•panossk•7m ago•0 comments

Big Tech vs. OpenClaw

https://www.jakequist.com/thoughts/big-tech-vs-openclaw/
1•headalgorithm•9m ago•0 comments

Anofox Forecast

https://anofox.com/docs/forecast/
1•marklit•9m ago•0 comments

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

1•doodledood•9m ago•0 comments

Motus: A Unified Latent Action World Model

https://arxiv.org/abs/2512.13030
1•mnming•10m 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•11m ago•1 comments

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

https://www.science.org/doi/10.1126/scisignal.adv0660
1•thunderbong•13m ago•0 comments

Los Alamos Primer

https://blog.szczepan.org/blog/los-alamos-primer/
1•alkyon•16m ago•0 comments

NewASM Virtual Machine

https://github.com/bracesoftware/newasm
1•DEntisT_•18m ago•0 comments

Terminal-Bench 2.0 Leaderboard

https://www.tbench.ai/leaderboard/terminal-bench/2.0
2•tosh•18m ago•0 comments

I vibe coded a BBS bank with a real working ledger

https://mini-ledger.exe.xyz/
1•simonvc•18m ago•1 comments

The Path to Mojo 1.0

https://www.modular.com/blog/the-path-to-mojo-1-0
1•tosh•21m 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
4•sakanakana00•24m ago•0 comments

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

https://divvyai.app/
3•pieterdy•27m 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•27m ago•1 comments

Skim – vibe review your PRs

https://github.com/Haizzz/skim
2•haizzz•29m ago•1 comments

Show HN: Open-source AI assistant for interview reasoning

https://github.com/evinjohnn/natively-cluely-ai-assistant
4•Nive11•29m 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•33m ago•0 comments

Golden Cross vs. Death Cross: Crypto Trading Guide

https://chartscout.io/golden-cross-vs-death-cross-crypto-trading-guide
3•chartscout•35m ago•0 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
3•AlexeyBrin•38m ago•0 comments

What the longevity experts don't tell you

https://machielreyneke.com/blog/longevity-lessons/
2•machielrey•40m ago•1 comments

Monzo wrongly denied refunds to fraud and scam victims

https://www.theguardian.com/money/2026/feb/07/monzo-natwest-hsbc-refunds-fraud-scam-fos-ombudsman
3•tablets•44m ago•1 comments

They were drawn to Korea with dreams of K-pop stardom – but then let down

https://www.bbc.com/news/articles/cvgnq9rwyqno
2•breve•46m ago•0 comments

Show HN: AI-Powered Merchant Intelligence

https://nodee.co
1•jjkirsch•49m ago•0 comments

Bash parallel tasks and error handling

https://github.com/themattrix/bash-concurrent
2•pastage•49m ago•0 comments

Let's compile Quake like it's 1997

https://fabiensanglard.net/compile_like_1997/index.html
2•billiob•50m ago•0 comments

Reverse Engineering Medium.com's Editor: How Copy, Paste, and Images Work

https://app.writtte.com/read/gP0H6W5
2•birdculture•55m ago•0 comments
Open in hackernews

Creating Rimworld Mods to Add LLM PCG and LLM NPCs to Enhance Its RPG Elements

https://blog.walterfreedom.com/testing-rimworld-for-benchmarking-and-llm-assisted-game-dev-purposes/
2•walterfreedom•2mo ago

Comments

walterfreedom•2mo ago
I have been learning about and trying LLM/SLM and other things that could be used to enhance RPG elements and replayability of games, and wanted to give RimWorld a try because creating my own ecosystem in Unity was pretty hard work for a sideproject.
Folcon•2mo ago
Very cool, how far along is this?
walterfreedom•2mo ago
Not sure, I will publish this in different modules and add most of the content over time but first release might be around early january? really depends on my workload on my real job. I might release it earlier as proof of concept, but not planning this right now.
lokicik•2mo ago
How will the llm-driven systems coordinate with RimWorld’s existing AI and job scheduler without causing performance issues? won’t the AI system you’re planning to implement end up being too slow?
walterfreedom•2mo ago
In my own system in unity, I used LLMs as merely an orchestrator and left Behaviour Trees (https://arxiv.org/abs/1709.00084) as the main core of NPC behaviour. I assume this question is directed at the NPC engine part of the mod, "FelPawns" as of right now.

Since my goal is to manupilate the NPC behaviour ingame directly, and use LLM for more than just roleplay chatbot purposes performance is indeed and issue. I think the hardest part is to bridge the LLM and Rimworld internal scheduler seamlessly. I am following some articles loosely , like Generative Agents (https://arxiv.org/abs/2304.03442) to take inspiration (and innovate/iterate on it). Nevertheless, my goal is not to make a better version of RimWorld pawns, but just a more immersive version and get to try some methods I wanted to try along the way. Taking players decision away and delegating to a machine that is not good at long term planning will never be a viable choice in RimWorld, in terms of meta-gaming. However, if we focus on social aspects of the pawns and leave the performance-sensitive parts to the game itself I think we can hit a pretty nice middle ground.

lawlessone•2mo ago
assuming the LLM calls up specific events does it differ much from using a random number to decide which event to call?
walterfreedom•2mo ago
If we are talking about the Quest Generation part (which is still pretty early nin development), it's not just calling pre-existing RimWorld map events (Like Raids, Animals join, Ambrosia Sprout etc).

Instead, I am trying to create a sort of lego-bricks kind of approach for the LLM. Basically, I provide it a list (sometimes, a decently huge list) of building blocks for categorized as "Action", "Condition", and "Reward" nodes, each interface also inheriting from the "Node" interface and LLM creates this nodes which are formatted and created at a factory class at runtime, leading to a Tree like approach that fires a quest, tracks it at runtime if possible and if not possible LLM will interpret if the quest is complete (sadly, I will have to add a "Scan if complete" button somewhere, to save on performance).

Of course this approach is prone to lots of refactoring and design changes, since I am learning by doing. Just yesterday, I was reading about level generation using LLMs (https://arxiv.org/abs/2407.09013) which goes into a more detailed discussion at chapter 5, especially at 5.2

LLM also will also have the context about your colony, your recent quests and recent events, map situation etc so it will certainly be more immersive than just randomizing the events. After all, even the default storytellers (even Randy) plays by some rules, and is not totally random.

I am also trying to keep the core architecture pretty abstract, so I and maybe other developers can just patch it and easily implement their own "Nodes" (maybe I should start calling them leafs...) and this sorta adds some development overhead too. If I can find some time, I will share some examples about the generated quests (both raw response from LLM and processed result) int the future.

lawlessone•2mo ago
I love the idea, one of the narrow areas where i wish the tech was being used more instead of less. but thinking about how if i ask LLMS to list 10 good cities to visit , i'll almost always get Paris , New York and Tokyo in the list.

So your item/trait generation may end up with some similar but non identical items/traits when presented with similar scenarios.

walterfreedom•2mo ago
That's definitely true. LLMs, Especially small ones tend to give not so random responses. This can be mitigated by context a little bit (fortunately, RimWorld already has some lore building built in) but still it will never be completely unique. Without trying I cant say much tbh, but its promising nevertheless.
lawlessone•2mo ago
Good luck either way :)