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X said it would give $1M to a user who had previously shared racist posts

https://www.nbcnews.com/tech/internet/x-pays-1-million-prize-creator-history-racist-posts-rcna257768
1•doener•53s ago•0 comments

155M US land parcel boundaries

https://www.kaggle.com/datasets/landrecordsus/us-parcel-layer
2•tjwebbnorfolk•5m ago•0 comments

Private Inference

https://confer.to/blog/2026/01/private-inference/
1•jbegley•8m ago•0 comments

Font Rendering from First Principles

https://mccloskeybr.com/articles/font_rendering.html
1•krapp•11m ago•0 comments

Show HN: Seedance 2.0 AI video generator for creators and ecommerce

https://seedance-2.net
1•dallen97•15m ago•0 comments

Wally: A fun, reliable voice assistant in the shape of a penguin

https://github.com/JLW-7/Wally
1•PaulHoule•17m ago•0 comments

Rewriting Pycparser with the Help of an LLM

https://eli.thegreenplace.net/2026/rewriting-pycparser-with-the-help-of-an-llm/
1•y1n0•18m ago•0 comments

Lobsters Vibecoding Challenge

https://gist.github.com/MostAwesomeDude/bb8cbfd005a33f5dd262d1f20a63a693
1•tolerance•18m ago•0 comments

E-Commerce vs. Social Commerce

https://moondala.one/
1•HamoodBahzar•19m ago•1 comments

Avoiding Modern C++ – Anton Mikhailov [video]

https://www.youtube.com/watch?v=ShSGHb65f3M
2•linkdd•20m ago•0 comments

Show HN: AegisMind–AI system with 12 brain regions modeled on human neuroscience

https://www.aegismind.app
2•aegismind_app•24m ago•1 comments

Zig – Package Management Workflow Enhancements

https://ziglang.org/devlog/2026/#2026-02-06
1•Retro_Dev•26m ago•0 comments

AI-powered text correction for macOS

https://taipo.app/
1•neuling•29m ago•1 comments

AppSecMaster – Learn Application Security with hands on challenges

https://www.appsecmaster.net/en
1•aqeisi•30m ago•1 comments

Fibonacci Number Certificates

https://www.johndcook.com/blog/2026/02/05/fibonacci-certificate/
1•y1n0•32m ago•0 comments

AI Overviews are killing the web search, and there's nothing we can do about it

https://www.neowin.net/editorials/ai-overviews-are-killing-the-web-search-and-theres-nothing-we-c...
3•bundie•37m ago•1 comments

City skylines need an upgrade in the face of climate stress

https://theconversation.com/city-skylines-need-an-upgrade-in-the-face-of-climate-stress-267763
3•gnabgib•38m ago•0 comments

1979: The Model World of Robert Symes [video]

https://www.youtube.com/watch?v=HmDxmxhrGDc
1•xqcgrek2•42m ago•0 comments

Satellites Have a Lot of Room

https://www.johndcook.com/blog/2026/02/02/satellites-have-a-lot-of-room/
2•y1n0•43m ago•0 comments

1980s Farm Crisis

https://en.wikipedia.org/wiki/1980s_farm_crisis
4•calebhwin•43m ago•1 comments

Show HN: FSID - Identifier for files and directories (like ISBN for Books)

https://github.com/skorotkiewicz/fsid
1•modinfo•48m ago•0 comments

Show HN: Holy Grail: Open-Source Autonomous Development Agent

https://github.com/dakotalock/holygrailopensource
1•Moriarty2026•56m ago•1 comments

Show HN: Minecraft Creeper meets 90s Tamagotchi

https://github.com/danielbrendel/krepagotchi-game
1•foxiel•1h ago•1 comments

Show HN: Termiteam – Control center for multiple AI agent terminals

https://github.com/NetanelBaruch/termiteam
1•Netanelbaruch•1h ago•0 comments

The only U.S. particle collider shuts down

https://www.sciencenews.org/article/particle-collider-shuts-down-brookhaven
2•rolph•1h ago•1 comments

Ask HN: Why do purchased B2B email lists still have such poor deliverability?

1•solarisos•1h ago•3 comments

Show HN: Remotion directory (videos and prompts)

https://www.remotion.directory/
1•rokbenko•1h ago•0 comments

Portable C Compiler

https://en.wikipedia.org/wiki/Portable_C_Compiler
2•guerrilla•1h ago•0 comments

Show HN: Kokki – A "Dual-Core" System Prompt to Reduce LLM Hallucinations

1•Ginsabo•1h ago•0 comments

Software Engineering Transformation 2026

https://mfranc.com/blog/ai-2026/
1•michal-franc•1h ago•0 comments
Open in hackernews

Snow Simulation Toy

https://potch.me/2026/snow-simulation-toy.html
173•surprisetalk•2w ago

Comments

throwaway290•1w ago
Powder toy deserves a mention here
TruffleLabs•1w ago
This is fun to see :) thanks!
ygra•1w ago
Oh, that's something I also did in QBasic ages ago. I since lost the source code, but it basically worked by querying the screen from bottom to top, finding snow pixels (white) and moving them down, unless there was an obstacle. The initial snow on the ground (and the snowman) were using a different color that was almost white so it wouldn't detect as snow. It worked fairly well in 320×200 at the time.

I've tried the same approach in Turbo Pascal with BGI in the hopes of having a faster language and higher resolution available. It turned out to be quite a bit slower, likely because drawing and querying pixels was a bit more involved when using an adapter layer like BGI.

A few weeks ago I tried rewriting all that in TypeScript for fun and also trying to integrate it as an easter-egg with our graph drawing library (which renders with SVG) and first had to figure out how to efficiently support arbitrary obstacles that are initially SVG as well as a potentially changing viewport of the whole scene. I got sidetracked and didn't finish it, but proper collision handling was so easy back then (just look at the pixel color), but now with vector graphics and reading pixels being a very slow operation in many cases, it was surprisingly complicated.

tetris11•1w ago
I had to check if the author was Alphapapa
petargyurov•1w ago
Love it :)

I also rate the author's slogan: "make things, not too much, mostly crap". A reference to Michael Pollan's "eat food, not too much, mostly veg".

kleiba•1w ago
Why do some snowflakes stop in mid-air?
wongarsu•1w ago
I haven't looked at the code, but I suspect that those flakes have hit another snowflake and are now considered "fallen" snow. And for fallen snow there's probably an optimization that only x% of particles are updated every step
timbit42•1w ago
I wrote a similar snow app a couple of years ago in Logitech Modula-2 for DOS. I used an array to hold the flake data. If a flake stopped when it hit another flake, it would go again on the next round because the flake it hit would also keep going.
bananaboy•1w ago
Very nice! I made a version of this effect for a little NYE thing years ago [0] (source here [1]). I first saw this effect in Iguana's Blastersound BBS intro [2]. I always thought that intro looked slick!

[0] https://www.horsedrawngames.com/nye

[1] https://bitbucket.org/izzo/hdgnye

[2] https://youtu.be/qPOoU44GU50

luismedel•1w ago
I always loved that intro too [0] :-) I implemented the effect in Pascal back then.

FYI, you can download the source code [1].

[0] https://news.ycombinator.com/item?id=31311461 [1] http://ftp.lanet.lv/ftp/mirror/x2ftp/msdos/programming/iguan...

Kim_Bruning•1w ago
Very pretty!
Kim_Bruning•1w ago
Here's my variant on the same toy idea, using a CA, generated trees, and a few other tricks.

https://vps.kimbruning.nl/snow/2025/snow_singlecore_scalable...

Every year during snow season I try to make it faster/more flakes. After this year though in chrome, I think it'd be whiteout conditions ;-) (it'll auto-scale to try to match your system performance. Best effects in a clean browser with not too much else running/open at the same time)

davidwritesbugs•1w ago
The snowflakes are all flocking together! Can you have a murmuration of snowflakes?
MarginalGainz•1w ago
The nostalgia is real. Reminds me of the 'Falling Sand' game era.

For anyone trying to scale this in JS: the bottleneck usually isn't the rendering, but the object overhead/GC.

If you switch from an object-per-flake model to a single flat Float32Array for positions/velocities (Data-Oriented Design), you can typically push 10x more particles before hitting the frame budget. Keeping the memory layout cache-friendly makes a massive difference even in a high-level managed environment like V8.

Rendello•1w ago
The game that impresses me with its performance is Noita, they managed to balance an "every pixel is simulated" physics engine and have it run quite well.
gloosx•1w ago
The real bottleneck is doing it on the CPU, if you switch to WebGPU you can simulate millions of particles simultaneously in just few milliseconds per frame.
101008•1w ago
Love everything about this. The idea of just do something because it's enjoyable for yourself, the retro style, the toyish-aspect...
bartkappenburg•1w ago
I feel like playing lemmings now!
GavinAnderegg•1w ago
I loved Christmas Lemmings so much back in the day! The snowfall visualization and the little Santa lemming clearing it. I made a much less impressive snowfall demo a while back based on that (minus the clearing lemming, because I always wanted to watch the snow pile up). https://anderegg.ca/projects/flake/
olivierestsage•1w ago
Seeing this really makes it hit home how rarely you find this sort of joy in tech anymore. This reminds me of when computers still seemed fun and I wanted to learn more about them
grugdev42•1w ago
Brilliant!

Did anyone else ramp up all the settings to try and fill the screen with snow?

I saw a cool "bubbling" effect. Some of the air gaps by the trees would bubble up as the snow pilled on.

btbuildem•1w ago
Cool toy! As an avid snow enjoyer, I would like to point out that wind and snow interact in all kinds of interesting ways, and it would be super cool to see some of those captured in future iterations of a toy like that.

One of those is that snow doesn't necessarily get packed onto the wind-exposed side; those features tend to stay bare. The lee side is where the snow will accumulate, but with that too depends on the features. Tall / steep / abrupt features will tend to generate areas with no snow at all directly behind them. Gentle downwind slopes will accumulate massive snow drifts. This all of course depends on the quality of the snow itself, roughly related to the air temperature at the time of precipitation but not solely that.

A quick little tweak to add to the control panel could be "stickiness" - how much the snow pours vs sticks to itself. Cheap one and would give the toy some behavioural variation.

larodi•1w ago
Here’s my take with some dither and vector fields.

http://nouveauxhivers.dub4powder.xyz/

an invitation for event I promoted recently.

Press ? for some stats on desktop.

Even though coding was agent-assisted (not fully vibed though), putting it together took two weeks something to get where it is and to see it working on all mobile. I also have 15+ years of precious experience with JS, but zero with webgl.

Kim_Bruning•1w ago
That's amazing! I'm going to need to up my game next year.
jcynix•1w ago
Impressive graphics! But the music loop is even better in my ears :-)
1a527dd5•1w ago
Harkens back to https://boredhumans.com/falling_sand.php
qingcharles•1w ago
I wrote a little game like this in the 80s because I wanted a game that used two mice. There were two openings for sand at the top and two exits at the bottom and the goal was to get as much sand in your bin by redirecting everything. You drew little platforms (left button) like in the one you linked to and could erase each other's platforms (right button).
bennyp101•1w ago
I did something similar[0] in JS on a Christmas eve eve a while back - needs to run via a server now as Web Workers cannot be loaded from file:// anymore.

python3 -m http.server 8080

[0] https://github.com/benperiton/SnowCam

Zenst•1w ago
If you take it to the max (rate, speed) with 0 melt, let it fill up, then turn melt to the max - you get reverse snow falling up.
jagged-chisel•1w ago
Inverse even. It’s certainly amusing!
MattDamonSpace•1w ago
Evaporation?
dylan604•1w ago
That's not snow falling up. The pixels moving up are blue. It's more like the air is being pushed out like bubbles from the pressure of the snow.
eezing•1w ago
Addictive
quietsegfault•1w ago
I liked this! Very fun to play with when ignoring meetings.
Rendello•1w ago
I used to spend hours in The Powder Toy as a teen (it's also how I learned about Conway's GoL):

https://powdertoy.co.uk/

Now I also play Noita, which also has the same powder-based physics:

https://store.steampowered.com/app/881100/Noita/

talkingtab•1w ago
I'm learning about shadertoy so immediately went here:

https://www.shadertoy.com/view/tfKfRw

But no snow piling up which is nice!

Rendello•1w ago
I never did the collision physics, but I used to love making graphical demos with "falling sand"-type simulations.

One of the first was "rain" [1] by semi-randomly walking blue pixels down the screen and not clearing the buffer. But then the screen would go all blue, so I made them pop up to the top and do the same walk but as black pixels. It came out as a rain-on-the-window effect:

https://x.com/Rendello_/status/1231426590380318729

Eventually, I started just using one pixel and moving it really fast to render scenes. This is basically what raster rending does anyway, but instead of doing every pixel, the random walk will only hit a subset of pixels every frame and will make a really cool scratchy effect.

In PICO-8: https://x.com/Rendello_/status/1258243668626063361

In TempleOS: https://www.youtube.com/watch?v=W-wpUcDFZaI

darknavi•1w ago
Porting it to TempleOS sounds like a fun journey
Rendello•1w ago
It's how I learned lower level programming. TempleOS is a lot of fun but the community around it is very 4chan/kiwifarms. I never jived with that.

During the pandemic I was showing my buddies the game I'd made in TempleOS on Discord, and after a bit the conversation moved on and I was just playing idly, and my character died. The screen went black and error text showed up. My buddy interrupted the conversation with "wait, does the game just segfault when you die!?".

"Of course not. The game didn't segfault, the operating system did." The bug lasted for months and would just kill the entire OS every time you died. It was a lot of fun.

CGMthrowaway•1w ago
This is a toy, and fun.

As a bc skiier though, an actual snow simulator, on real topos, with wind/rate/quality/temp/sun sliders would be useful for the study of snowpack formation and avalanche conditions.

PrinsWes•1w ago
Neat to see and it takes me back years when I needed to make a similar effect for a Christmas greeting for Canon in Flash. It needed to be able to run in Flash and on sluggish office computers of the time (16 years ago - 2010). I eventually settled on a pooled particle system with three bitmaps:

Display bitmap - the visible output Collision bitmap - a grayscale heightmap tracking accumulated snow Snow sprite - the particle graphic with soft/transparent edges

When a particle hit the collision bitmap (simple pixel check), I stamped its graphic onto both the display bitmap and added it to the collision bitmap. Using grayscale for collision meant soft-edged sprites contributed proportionally to the heightmap, preventing the soft/transparent edges from causing unrealistic fast accumulation. Using stamping meant that we did not have to keep all the collided particles in memory and so the user could spam away snow particles with their mouse to their hearts content (few 100's at a time).

Edit: even more fun to see all the different ways to solve the same 'problem'. From simple to quite complex!

ninju•1w ago
I like that the wind can change directions by setting the value to a negative number
aabbcc1241•1w ago
I like the website, sharing interesting creation, and linking to other interesting websites made by the peers.

Is there a neural/positive term to describe this kind of website? (beside call it "old school" or "good old day"?)

aabbcc1241•1w ago
Some naming (suggested by grok) are indie website, handmade web, or digital garden.