frontpage.
newsnewestaskshowjobs

Made with ♥ by @iamnishanth

Open Source @Github

fp.

Show HN: Writtte – Draft and publish articles without reformatting, anywhere

https://writtte.xyz
1•lasgawe•54s ago•0 comments

Portuguese icon (FROM A CAN) makes a simple meal (Canned Fish Files) [video]

https://www.youtube.com/watch?v=e9FUdOfp8ME
1•zeristor•2m ago•0 comments

Brookhaven Lab's RHIC Concludes 25-Year Run with Final Collisions

https://www.hpcwire.com/off-the-wire/brookhaven-labs-rhic-concludes-25-year-run-with-final-collis...
1•gnufx•4m ago•0 comments

Transcribe your aunts post cards with Gemini 3 Pro

https://leserli.ch/ocr/
1•nielstron•8m ago•0 comments

.72% Variance Lance

1•mav5431•9m ago•0 comments

ReKindle – web-based operating system designed specifically for E-ink devices

https://rekindle.ink
1•JSLegendDev•11m ago•0 comments

Encrypt It

https://encryptitalready.org/
1•u1hcw9nx•11m ago•1 comments

NextMatch – 5-minute video speed dating to reduce ghosting

https://nextmatchdating.netlify.app/
1•Halinani8•12m ago•1 comments

Personalizing esketamine treatment in TRD and TRBD

https://www.frontiersin.org/articles/10.3389/fpsyt.2025.1736114
1•PaulHoule•13m ago•0 comments

SpaceKit.xyz – a browser‑native VM for decentralized compute

https://spacekit.xyz
1•astorrivera•14m ago•1 comments

NotebookLM: The AI that only learns from you

https://byandrev.dev/en/blog/what-is-notebooklm
1•byandrev•14m ago•1 comments

Show HN: An open-source starter kit for developing with Postgres and ClickHouse

https://github.com/ClickHouse/postgres-clickhouse-stack
1•saisrirampur•15m ago•0 comments

Game Boy Advance d-pad capacitor measurements

https://gekkio.fi/blog/2026/game-boy-advance-d-pad-capacitor-measurements/
1•todsacerdoti•15m ago•0 comments

South Korean crypto firm accidentally sends $44B in bitcoins to users

https://www.reuters.com/world/asia-pacific/crypto-firm-accidentally-sends-44-billion-bitcoins-use...
2•layer8•16m ago•0 comments

Apache Poison Fountain

https://gist.github.com/jwakely/a511a5cab5eb36d088ecd1659fcee1d5
1•atomic128•18m ago•2 comments

Web.whatsapp.com appears to be having issues syncing and sending messages

http://web.whatsapp.com
1•sabujp•18m ago•2 comments

Google in Your Terminal

https://gogcli.sh/
1•johlo•19m ago•0 comments

Shannon: Claude Code for Pen Testing: #1 on Github today

https://github.com/KeygraphHQ/shannon
1•hendler•20m ago•0 comments

Anthropic: Latest Claude model finds more than 500 vulnerabilities

https://www.scworld.com/news/anthropic-latest-claude-model-finds-more-than-500-vulnerabilities
2•Bender•24m ago•0 comments

Brooklyn cemetery plans human composting option, stirring interest and debate

https://www.cbsnews.com/newyork/news/brooklyn-green-wood-cemetery-human-composting/
1•geox•24m ago•0 comments

Why the 'Strivers' Are Right

https://greyenlightenment.com/2026/02/03/the-strivers-were-right-all-along/
1•paulpauper•26m ago•0 comments

Brain Dumps as a Literary Form

https://davegriffith.substack.com/p/brain-dumps-as-a-literary-form
1•gmays•26m ago•0 comments

Agentic Coding and the Problem of Oracles

https://epkconsulting.substack.com/p/agentic-coding-and-the-problem-of
1•qingsworkshop•27m ago•0 comments

Malicious packages for dYdX cryptocurrency exchange empties user wallets

https://arstechnica.com/security/2026/02/malicious-packages-for-dydx-cryptocurrency-exchange-empt...
1•Bender•27m ago•0 comments

Show HN: I built a <400ms latency voice agent that runs on a 4gb vram GTX 1650"

https://github.com/pheonix-delta/axiom-voice-agent
1•shubham-coder•27m ago•0 comments

Penisgate erupts at Olympics; scandal exposes risks of bulking your bulge

https://arstechnica.com/health/2026/02/penisgate-erupts-at-olympics-scandal-exposes-risks-of-bulk...
4•Bender•28m ago•0 comments

Arcan Explained: A browser for different webs

https://arcan-fe.com/2026/01/26/arcan-explained-a-browser-for-different-webs/
1•fanf2•30m ago•0 comments

What did we learn from the AI Village in 2025?

https://theaidigest.org/village/blog/what-we-learned-2025
1•mrkO99•30m ago•0 comments

An open replacement for the IBM 3174 Establishment Controller

https://github.com/lowobservable/oec
2•bri3d•32m ago•0 comments

The P in PGP isn't for pain: encrypting emails in the browser

https://ckardaris.github.io/blog/2026/02/07/encrypted-email.html
2•ckardaris•35m ago•0 comments
Open in hackernews

Bindless Oriented Graphics Programming

https://alextardif.com/BindlessProgramming.html
53•ibobev•1mo ago

Comments

petermcneeley•3w ago
In terms of textures you could already do pseudo-bindless using texture arrays. However there were quite a few limitations but I think the two bigs ones are that this was consider to be conceptually one resource and the textures had to be the same (format size etc). I recall some engines did this kind of bindless for particle effects.

That being said the non indexable feature feature that remains is the pipeline itself. Some engines have 10s of thousands of shaders.

Animats•3w ago
Bindless Vulkan is in some ways simpler than binding for each draw. But there are now more synchronization conditions.

That big table of descriptors is an unusual data object. It's normally mapped as writable from the CPU and readable from the GPU. The CPU side has to track which slots are in use. When the CPU is done with a texture slot, the GPU might not be done yet, so all deletes have to deferred until the end of the frame. This isn't inherently difficult but has to be designed in.

The usual curse of inefficient Vulkan is maxing out the main CPU thread long before the GPU is fully utilized. This is fixable. There can be multiple draw threads. Assets can be loaded into the GPU while drawing is in progress, using transfer queues and DMA. Except that for integrated memory GPUs, you don't have to copy from CPU to GPU at all. If you do all this, GPU utilization should reach 100% before CPU utilization does.

Except most of this stuff doesn't work on mobile or WebGPU yet. Portable code has way too many cases. Look at WGPU.

What you get by using Unity or Unreal Engine is that a big team already worked through all this overhead. Most of the open source renderers aren't there yet. Or weren't as of a year ago.

loup-vaillant•3w ago
> What you get by using Unity or Unreal Engine is that a big team already worked through all this overhead.

Obviously, given the low-level subject matter, this post wasn't aimed at turnkey engine users. In fact, people interested in this stuff are probably actively trying to be independent of those engines.

I will add that we probably need more people able to implement rendering engines. Having to chose between two corporate giants and suboptimal engines isn't ideal, neither for developers nor for players.

Animats•3w ago
In the Rust graphics community, we have My First Renderer about four times, and no good renderers. It's about a year of work to get to where you can load the standard glTF examples and render them. Those are all small static scenes. Then you hit the scaling, performance, and dynamic update issues, where it gets hard.

The effort level for a good renderer in Rust is not yet known, but it's above two developer years. I'd guess three to five. Currently, there are three failed efforts and one in progress with some EU funding.

For multi-platform (desktop, laptop, browser, phone) add another year or two. All those use Vulkan, but with slightly different subsets and constraints.

I'm a user of renderers, not a developer of one.

ahefner•3w ago
It's there in the name - "Rust graphics community" as opposed to simply "the graphics community". Language fetishization above the end goal - or, rather, the language fetish is the real goal.
Animats•3w ago
If you want heavy concurrency, to get some value out of all those CPUs on a desktop, you need all the help you can get from the language. Unity and Unreal pushed it through in C++, but both required huge efforts.
bitwize•3w ago
But it's Yet Another Reason, if you are looking to develop a game, to shitcan your dreams of writing it from scratch Jonathan Blow-style and just use one of the established engines.
jauntywundrkind•3w ago
Fingers crossed for webgpu bindless keeping on! https://hackmd.io/PCwnjLyVSqmLfTRSqH0viA?view
Panzerschrek•3w ago
GPU-driven rendering in video games still requires some data transfer from CPU - at least for transformations of game objects. In some cases it can create a bottleneck. That's why it should be considered to implement game logic on GPU and limit data transfer only by player input.

I once experimented with such approach. It generally works, but it's hard to do so - one need to use only a shading language for general game logic, debugging is practically non-existing.