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Show HN: PaySentry – Open-source control plane for AI agent payments

https://github.com/mkmkkkkk/paysentry
1•mkyang•2m ago•0 comments

Show HN: Moli P2P – An ephemeral, serverless image gallery (Rust and WebRTC)

https://moli-green.is/
1•ShinyaKoyano•11m ago•0 comments

The Crumbling Workflow Moat: Aggregation Theory's Final Chapter

https://twitter.com/nicbstme/status/2019149771706102022
1•SubiculumCode•15m ago•0 comments

Pax Historia – User and AI powered gaming platform

https://www.ycombinator.com/launches/PMu-pax-historia-user-ai-powered-gaming-platform
2•Osiris30•16m ago•0 comments

Show HN: I built a RAG engine to search Singaporean laws

https://github.com/adityaprasad-sudo/Explore-Singapore
1•ambitious_potat•22m ago•0 comments

Scams, Fraud, and Fake Apps: How to Protect Your Money in a Mobile-First Economy

https://blog.afrowallet.co/en_GB/tiers-app/scams-fraud-and-fake-apps-in-africa
1•jonatask•22m ago•0 comments

Porting Doom to My WebAssembly VM

https://irreducible.io/blog/porting-doom-to-wasm/
1•irreducible•23m ago•0 comments

Cognitive Style and Visual Attention in Multimodal Museum Exhibitions

https://www.mdpi.com/2075-5309/15/16/2968
1•rbanffy•24m ago•0 comments

Full-Blown Cross-Assembler in a Bash Script

https://hackaday.com/2026/02/06/full-blown-cross-assembler-in-a-bash-script/
1•grajmanu•29m ago•0 comments

Logic Puzzles: Why the Liar Is the Helpful One

https://blog.szczepan.org/blog/knights-and-knaves/
1•wasabi991011•41m ago•0 comments

Optical Combs Help Radio Telescopes Work Together

https://hackaday.com/2026/02/03/optical-combs-help-radio-telescopes-work-together/
2•toomuchtodo•46m ago•1 comments

Show HN: Myanon – fast, deterministic MySQL dump anonymizer

https://github.com/ppomes/myanon
1•pierrepomes•52m ago•0 comments

The Tao of Programming

http://www.canonical.org/~kragen/tao-of-programming.html
1•alexjplant•53m ago•0 comments

Forcing Rust: How Big Tech Lobbied the Government into a Language Mandate

https://medium.com/@ognian.milanov/forcing-rust-how-big-tech-lobbied-the-government-into-a-langua...
2•akagusu•53m ago•0 comments

PanelBench: We evaluated Cursor's Visual Editor on 89 test cases. 43 fail

https://www.tryinspector.com/blog/code-first-design-tools
2•quentinrl•55m ago•2 comments

Can You Draw Every Flag in PowerPoint? (Part 2) [video]

https://www.youtube.com/watch?v=BztF7MODsKI
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Show HN: MCP-baepsae – MCP server for iOS Simulator automation

https://github.com/oozoofrog/mcp-baepsae
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Make Trust Irrelevant: A Gamer's Take on Agentic AI Safety

https://github.com/Deso-PK/make-trust-irrelevant
6•DesoPK•1h ago•3 comments

Show HN: Sem – Semantic diffs and patches for Git

https://ataraxy-labs.github.io/sem/
1•rs545837•1h ago•1 comments

Hello world does not compile

https://github.com/anthropics/claudes-c-compiler/issues/1
35•mfiguiere•1h ago•20 comments

Show HN: ZigZag – A Bubble Tea-Inspired TUI Framework for Zig

https://github.com/meszmate/zigzag
3•meszmate•1h ago•0 comments

Metaphor+Metonymy: "To love that well which thou must leave ere long"(Sonnet73)

https://www.huckgutman.com/blog-1/shakespeare-sonnet-73
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Show HN: Django N+1 Queries Checker

https://github.com/richardhapb/django-check
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Emacs-tramp-RPC: High-performance TRAMP back end using JSON-RPC instead of shell

https://github.com/ArthurHeymans/emacs-tramp-rpc
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Protocol Validation with Affine MPST in Rust

https://hibanaworks.dev
1•o8vm•1h ago•1 comments

Female Asian Elephant Calf Born at the Smithsonian National Zoo

https://www.si.edu/newsdesk/releases/female-asian-elephant-calf-born-smithsonians-national-zoo-an...
5•gmays•1h ago•0 comments

Show HN: Zest – A hands-on simulator for Staff+ system design scenarios

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1•chanip0114•1h ago•1 comments

Show HN: DeSync – Decentralized Economic Realm with Blockchain-Based Governance

https://github.com/MelzLabs/DeSync
1•0xUnavailable•1h ago•0 comments

Automatic Programming Returns

https://cyber-omelette.com/posts/the-abstraction-rises.html
1•benrules2•1h ago•1 comments

Why Are There Still So Many Jobs? The History and Future of Workplace Automation [pdf]

https://economics.mit.edu/sites/default/files/inline-files/Why%20Are%20there%20Still%20So%20Many%...
2•oidar•1h ago•0 comments
Open in hackernews

Geometric Algorithms for Translucency Sorting in Minecraft [pdf]

https://douira.dev/assets/document/douira-master-thesis.pdf
77•HeliumHydride•1mo ago

Comments

jacobp100•1mo ago
I had a blog post on something similar (but less sophisticated)

https://jacobdoescode.com/2025/05/18/precomputing-transparen...

Sharlin•1mo ago
This is… essentially a BSP tree traversal without splitting polys that straddle a partition plane, right?
gatane•1mo ago
This looks interesting! Thanks for sharing it, wonder if anyone else has related content.
zoenolan•1mo ago
- Stencil Routed A-buffer [1]

- Multi-Fragment Effects on the GPU using the k-Buffer [2]

- Production Volume Rendering [3]

- Translucent Shadow Maps [4]

[1] https://developer.download.nvidia.com/presentations/2007/sig...

[2] https://www.sci.utah.edu/~stevec/papers/kbuffer.pdf

[3] https://graphics.pixar.com/library/ProductionVolumeRendering...

[4] https://www.scribd.com/document/657069029/Translucent-Shadow...

user____name•1mo ago
Emil Persson's GPU BSP traversal demo (2017) https://www.humus.name/index.php?page=3D&ID=92
ANighRaisin•1mo ago
Binary Space partitioning (https://en.wikipedia.org/wiki/Binary_space_partitioning) is an elegant algorithm that solves this issue. This has fallen out of popularity due to the invention of the depth buffer and the power of modern GPUs, but it was used in DOOM and Quake.

This technique, due to the unique limitation of the children's drag-and-drop coding platform, Scratch, has made it proliferate in the 3D community. https://scratch.mit.edu/projects/1203675921 is an example of such a project.

ANighRaisin•1mo ago
A prettier demo: https://turbowarp.org/984959784/fullscreen?stuck&hqpen&fps=6...
SiempreViernes•1mo ago
Man Dust in 1.6! At first instantly familiar but then things didn't make sense and I realise I was in an alien land.
seg_lol•1mo ago
Within 2 seconds I knew exactly where this was and I haven't played in 20 years. Dust is forever.
CamperBob2•1mo ago
They seem to point out some examples in section 4 that can't be handled with space partioning. I'll confess I don't follow the reasoning. Figure 4.2 is the go-to example of a sorting problem that is handled with BSP trees.
user____name•1mo ago
It works, it may just degenerate into a worst case scenario, and this particular scenario is pretty common in minecraft.

I think this is particular to auto-partitioning BSPs where the splitting planes are aligned with scene geometry.

taneq•1mo ago
For rendering voxel data like in a minecraft world I’d think an octree would be the go-to data structure.
douira•1mo ago
Hi, it’s me, the author. In this thesis the focus was on techniques that don’t involve splitting the geometry into pieces, and the objects in Figure 4.2 can’t be partitioned without splitting. In later iterations of the implementation I have added splitting and I’ve detailed this in a talk I gave at Blanketcon 2025 (https://douira.dev/assets/document/presentation-blanketcon25...), but the algorithm still attempts to avoid it as much as possible since it can explode the amount of quads in the worst case.
djmips•1mo ago
BSP was not used in Doom and Quake for rendering translucency.
taneq•1mo ago
Okay. BSP trees were the basis of the Doom WAD format and were used for visible surface determination and depth sorting, though. Seems relevant.
NotGMan•1mo ago
There was an old AMD/Ati demo where they did per-pixel sorting, basicaly a per pixel linked list of fragments.

In general: https://en.wikipedia.org/wiki/Order-independent_transparency

rendaw•1mo ago
Only slightly related, but since Minecraft seems to have a lot of community graphics programming associated with it I thought I'd ask here...

Does anyone know how those Minecraft realistic rendering mods work? I'm guessing today there's a lot of RTX, but e.g. in 2018 there was still fairly impressive global illumination in SEUS Renewed. Minecraft is the definition of a world with dynamic geometry, and I'm not aware of any decent realtime GI algorithms for 3d. The lighting in base Minecraft is a super basic and ugly hack. I've seen Unity's dynamic GI features and those are nowhere near as good either.

HeliumHydride•1mo ago
I don't know much about lighting, but looking at the source code of the shaders might give a clue. https://modrinth.com/discover/shaders has a lot of shaders that change the lighting. In other parts of the rendering pipeline, there are some very impressive mods utilizing GPU magic. One of them is Voxy (https://modrinth.com/mod/voxy), one that massively increases render distance with mesh shaders and level-of-detail based rendering.
rendaw•1mo ago
Ah yeah, I was mostly interested in lighting, but that's really interesting too.

Voxy's LOD thing... so like, I guess what they do is when you're in an area so that area's high LOD assets are loaded, it computes the lower LOD and saves it, and then as you move around you get a library of more and more lower LODs? And since modifications to geometry only happen when you're nearby the LODs are static? I'd love to see a writeup of that too...

amlib•1mo ago
A lot of non raytracing GI solutions uses voxel grids on top of the world geometry, SVOGI is one of the fancy ones used in cry engine games. I imagine since minecraft essentially gives a voxel grid to you for "free" most of minecraft GI solutions also uses a similar technique.
jjoe•1mo ago
Three-pass method analysis of the paper: https://papersplain.com/sample/19d93721d4de21982ca5d81ec6396...
Lucasoato•1mo ago
If you’re marveled by these articles, I suggest you to read this blog: https://0fps.net/

It inspired me so much back when I was graduating in mathematics, the author is a genius.