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VoxeliumX – easy open-source tool to run Minecraft servers

1•Cheesehamster•2m ago•0 comments

Netherlands reaches deal to cut reliance on U.S. cloud tech

https://nltimes.nl/2026/04/24/netherlands-reaches-deal-european-cloud-company-decrease-us-tech-re...
1•01-_-•5m ago•0 comments

Free Online Tools for PDF, Image and Video – ToolHive

https://trytoolhive.com
1•farahfarah•5m ago•0 comments

Gecko: A fast GLR parser with automatic syntax error recovery

https://vnmakarov.github.io/parsing/compilers/c/open-source/2026/04/22/gecko-glr.html
2•fanf2•8m ago•0 comments

The Bracket – A Government Man

https://agovtman.substack.com/p/the-bracket
1•jjar•11m ago•0 comments

Onio.club

https://onio.club/
1•kkoncevicius•13m ago•0 comments

Canada's AI Startup Cohere Buys Germany's Aleph Alpha to Expand in Europe

https://www.reuters.com/legal/transactional/canadas-cohere-germanys-aleph-alpha-announce-merger-h...
1•ipieter•15m ago•0 comments

A practical guide to time for developers: clocks, drift, NTP, and PTP

https://www.dmytrohuz.com/p/a-practical-guide-to-time-for-developers
3•dmyhuz•17m ago•0 comments

Superscript Asterisk in Unicode

https://blog.zgp.org/superscript-asterisk-in-unicode/
1•b6dybuyv•18m ago•0 comments

Spinel: Ruby AOT Native Compiler

https://github.com/matz/spinel
3•dluan•21m ago•0 comments

Stock markets are too high and set to fall, says Bank of England deputy

https://www.bbc.com/news/articles/c75kp1y43lgo
3•wood_spirit•22m ago•1 comments

TorchWebGPU: Running PyTorch Natively on WebGPU

https://github.com/jmaczan/torch-webgpu
1•yu3zhou4•23m ago•0 comments

I over-engineered my AI coding setup one justified upgrade at a time

https://machinethoughts.substack.com/p/every-upgrade-made-sense-how-i-over
1•jurreB•30m ago•0 comments

A red pixel in the snow: How AI found a lost climber

https://www.bbc.com/future/article/20260108-how-ai-solved-the-mystery-of-a-missing-mountaineer
2•tellarin•30m ago•0 comments

We Are Xbox

https://news.xbox.com/en-us/2026/04/23/we-are-xbox/
3•quyleanh•33m ago•0 comments

SSE token streaming is easy, they said

https://zknill.io/posts/everyone-said-sse-token-streaming-was-easy/
1•zknill•34m ago•0 comments

UK gaming icon Peter Molyneux on AI, his final creation and a changing industry

https://www.bbc.com/news/articles/c4glw5nyrggo
3•tellarin•34m ago•2 comments

Software engineering may no longer be a lifetime career

https://www.seangoedecke.com/software-engineering-may-no-longer-be-a-lifetime-career/
3•sarmike31•43m ago•0 comments

DroidVM – Run virtual machine on Android Phones with near-native performance

https://github.com/droid-vm/droidvm
1•shelfchair•43m ago•0 comments

Okren – Founding Engineering Operator – Europe /Remote – Pre-Seed – Equity-First

https://okrenai.com/
1•freddiebrown3rd•45m ago•0 comments

Show HN: Founder Decision Engine

https://github.com/michaelaz774/decision-engine
1•michael774•46m ago•0 comments

Tim Cook wrote a winning recipe for Apple

https://www.economist.com/leaders/2026/04/23/tim-cook-wrote-a-winning-recipe-for-apple
2•edward•47m ago•0 comments

Design.md: A format spec for describing a visual identity to coding agents

https://github.com/google-labs-code/design.md
5•rbanffy•49m ago•1 comments

Vision Banana | Google DeepMind

https://vision-banana.github.io
1•rldjbpin•52m ago•0 comments

Is Helium the Browser Brave Was Meant to Be?

https://itsfoss.com/helium-browser/
1•dotcoma•52m ago•0 comments

Self-Reference

https://en.wikipedia.org/wiki/Self-reference
1•nill0•53m ago•0 comments

Discouraging "the voice from nowhere" (~LLMs) in documentation

https://forum.djangoproject.com/t/discouraging-the-voice-from-nowhere-llms-in-documentation/44699
1•marbartolome•53m ago•0 comments

Vibe Coding Isn't the Problem – It's Your Approvals Process

https://kristopherleads.substack.com/p/vibe-coding-isnt-the-problem-its
1•kristopherleads•54m ago•2 comments

You're about to feel the AI money squeeze

https://www.theverge.com/ai-artificial-intelligence/917380/ai-monetization-anthropic-openai-token...
2•eternalreturn•54m ago•0 comments

DeepSeek V4 in vLLM: Efficient Long-Context Attention

https://vllm-website-pdzeaspbm-inferact-inc.vercel.app/blog/deepseek-v4
3•zagwdt•55m ago•0 comments
Open in hackernews

You don't need advice from editors on rejected manuscripts

https://twitter.com/orsonscottcard/status/2046702294406680751
139•MrBuddyCasino•2d ago
https://xcancel.com/orsonscottcard/status/204670229440668075...

Comments

mwigdahl•1d ago
I liked Zvi Mowshowitz' summary of this: If someone tells you what's wrong, listen to them. If they tell you how to fix it, ignore them.
bognition•1d ago
I heard very similar advice from some investors. They said:

> If you ignore what we tell you its possible we'll fire you. However, if you do everything we tell you to do its almost certain that we'll fire you.

vynase•1d ago
It’s more like you should have 5-10 readers. If they all say the same thing they’re right. If half think the pacing is too slow and half think it’s too fast you are probably spot on.
marcosdumay•1d ago
It's more likely that your pacing isn't consistent and is both too fast and too slow.
asdfman123•1d ago
Very useful way to think about politics. Always remember that people have valid concerns you might not understand... but also that their solutions are probably terrible.
GMoromisato•1d ago
Yes! Unfortunately, some people with terrible ideas get elected.
asdfman123•1d ago
Oh, every day citizens have terrible ideas too. Sometimes even worse. Sometimes our elected officials who "don't get anything done" are serving as necessary filters for those terrible ideas.
Der_Einzige•1d ago
It’s exactly the opposite. Most concerns aren’t valid (even if and especially if they think it is) and most ideas for fixing things aren’t even contemplated let alone attempted.
asdfman123•1d ago
What's an example of a concern that you don't think is valid?
cxr•16h ago
That you have to lock down the ability to edit the docs in your project wiki because otherwise anyone would be able to edit the wiki.

That we have to lock down installation of unsigned extensions in Firefox on Linux because spyware/nagware in the form of add-ons that re-install themselves have been observed in the wild (on Windows) and caused problems.

alecbz•15h ago
Those sound like proposed solutions, not the underlying concerns. Motivating concerns here might be things like "our wiki will be full of inaccurate info", "people will unknowingly install spyware".
cxr•15h ago
> Those sound like proposed solutions

Yes.

> not the underlying concerns

The stated concern embedded in the first example is "anyone would be able to edit the wiki".

> Motivating concerns here might be things like "our wiki will be full of inaccurate info", "people will unknowingly install spyware".

Right. That's the point. The concern that "anyone would be able to edit the wiki" is not a valid concern. The concern that "our wiki will be full of inaccurate info [if just allow anyone to edit it]" has to be determined through empiricism. Avoiding locking down the wiki and seeing whether it fills up with junk will reveal whether the concern was valid. It's possible that it's an invalid concern and therefore requires no solution.

alecbz•14h ago
I don't think this means "most concerns aren't valid", it's more "people aren't always good at vocalizing their underlying concerns, and instead treat a proposed solution as the concern".
cxr•14h ago
Your distinction between stated concerns and underlying concerns is a red herring.

If their underlying concern is "our wiki will be full of inaccurate info because the wiki is open", and if that's empirically shown that opening the wiki doesn't produce a wiki full of inaccurate info, then it's an invalid concern. Neither it (the "underlying concern") nor the stated concern are valid.

alecbz•13h ago
There's no need to tack on "because the wiki is open". That's still just part of a solution seeping into the statement of the problem.
cxr•13h ago
You're not engaging with the premise. There is no problem involving a wiki that is full of junk and that locking it down is a way to solve that. The concern is that it would be filled with junk if flipped from closed to open.
stared•1d ago
"Your audience is good at recognizing problems and bad at solving them" - Mark Rosewater (Lead Designer of Magic: The Gathering, from his famous "20 Years, 20 Lessons" GDC talk, http://magic.wizards.com/en/news/making-magic/twenty-years-t...)
raincole•1d ago
I've found the traditional publishing industry really interesting. It's so hard to get approved or even noticed from the gatekeepers[0]. Even getting a rejection from an agent can take months. And agents are just the very first gate. Being agented can be lightyears away from getting published.

And after so many layers of gatekeeping and due process, what got to the shelves are like, uh, Kiss of the Basilisk. I mean it totally makes sense in from a marketing perspective, but the whole situation is a little bit funny.

[0]: used as a neutral term, not a negative one

bombcar•1d ago
Everyone and their LLM is flooding them with slop every day, it's no wonder it's hard to get any feedback whatsoever.

And even if you do get selected, you may fail for reasons that have nothing to do with the quality of your writing.

lamasery•1d ago
As far as I can tell it's nearly impossible to get picked up by a major publisher now unless you're bringing a very large social media following.

If you've got the social media following, your book can be really bad and it'll still get published (examples... abound). The book hardly matters, guaranteed sales via an audience you bring to the table (so, no work for them) is what they're interested in.

I mean, it was already nearly impossible, but now it's nearly-impossibler (nearlier-impossible?), with the social media following being almost necessary to make it even a very-long-shot instead of a no-you're-definitely-getting-rejected.

TheOtherHobbes•1d ago
The best possible position is to have a breakout self-published hit. An author with that can hand the boring difficult expensive parts - print and distribution - over to a trad publisher, and keep the rights to ebooks, audio books, movies, and the rest, hiring negotiating talent as and when it's needed.

For breakout authors, publishers will often get in touch directly.

Agents are basically - well, I don't know any more. There used to be a point to them, but now they're running a kind of cottage industry of pointless gatekeeping for wannabes who will make pennies even if they are picked up.

It's not the same industry it was fifty years. It's not even the same industry it was twenty years ago.

A lot of wannabes haven't worked this out yet. They still think a proper author goes through proper channels, and is properly anointed with a proper agent and a proper contract.

And then most of them are surprised to discover their properly published book sells less than a thousand copies, and it's off the shelves almost immediately - because that's how print works unless you're a Big Name - and they can't give up their day jobs.

protocolture•1d ago
I have noticed some publishers are changing the way they do things, sliding into writer spaces and looking for books that are nearly ready to be published but havent found their way onto the slush pile, because no human can actually digest a slush pile anymore.
-warren•1d ago
This is a great blog post and very sound advice.

I, however, miss twitter's "twitterness". 140 characters and a link.

freehorse•1d ago
I am not sure how this is "sound advice".

Maybe in this case the editor's comments were not helpful, and maybe OP is right for that. I do not see how this generalises to a rule "do not take advice from editors that reject your manuscripts".

For one, in scientific publications, when you get rejected based on reviewers' comments, chances are if you send the manuscript to another journal the article will be sent to the same reviewers, and if unchanged will be rejected again. Not taking advice into account, as a general rule, sounds like very bad advice.

raincole•1d ago
And he's clearly not talking about scientific journeys. Glad he didn't ask how HN thought before he posted this :)
freehorse•1d ago
Similar holds for literature. Not taking advice in general as a rule is stupid new age shit.
fastaguy88•1d ago
Well, perhaps Orsen Scott Card does not need editors’ advice. But odds are you do.
tptacek•1d ago
"Don't try to make a living writing genre fiction for established publishers".
vynase•1d ago
The money in literary fiction is even worse.

You are basically working for exposure until someone puts it on a screen.

hungryhobbit•1d ago
Someone should have edited him all the times he was spewing homophobic garbage.
ceejayoz•1d ago
Or when he wrote https://en.wikipedia.org/wiki/Empire_(Card_novel), lol.
trjordan•1d ago
As a pratical lens on this advice: people are excellent at giving feedback on their problems. They are terrible at identifying how to fix it.

"It felt too long" was right. The solution was not to make the story shorter. The solution was to look at the parts that felt long, and believe that feedback.

If you're building something, and your users tell you it's complicated or it's slow or it's not useful, they're right! The fix may or may not be to make it simpler, faster, or more useful. Maybe it needs to be organized better, or to create deliberate moments of action, or to be used at a different time. The problems are real, but the obvious solutions are not always right.

justonceokay•1d ago
I’ve heard exactly the same advice re: focus groups. A focus group can give excellent feedback but terrible advice. Probably applies to comment sections in the modern day too.

So if they didn’t like your movie the movie probably is bad. But don’t listen to them about what they would change about the movie. They don’t know anything about the creative process.

theluketaylor•1d ago
A phrase I heard from a tv writer on a podcast was "note behind the note".

The gist of the conversation was about TV execs giving all sorts of bonkers notes all the time that are usually terrible. This writer tried to think about what might have triggered the exec to make a note. Maybe the characters are not engrossing enough, or the plot is too complex, or the dialogue isn't snappy enough. If the exec had been engrossed in the story they wouldn't have made a note. This writer rarely implemented any note from an exec, but did make all sorts of changes in and around noted sections.

twoodfin•1d ago
This reminds me of the infamous Sid Sheinberg memo to Steven Speilberg and Bob Zemeckis on changing the title of “Back to the Future”.

https://imgur.com/gallery/producers-memo-to-speilberg-during...

“Behind the note”, it’s about emphasizing the goofy fun of the film, rather than the genre elements, and in that it’s right on.

NordStreamYacht•1d ago
I would never have gone to see a spaceman from Pluto.
bonesss•1d ago
Based on how “Pluto Nash” performed: that’s a deeply and widely held sentiment.
vintermann•51m ago
The strength of a focus group is (or should be, anyway) that it's representative. It makes sense that their overall reception of a work is a more accurate estimate of its eventual popularity than the maker's.

However, the maker has tried many things, and among them will be things which are obviously bad (to anyone) if you actually try it.

Story time: in 2008, I went to the big board game fair in Essen and got to try the then-new game Dominion. I think most people who did, knew that this game was going to be hugely popular and influential, which it was. Donald X. Vaccarino is a really, really good game designer. And sure enough, it spawned the genre of deck building games, games where you build a deck as you play (as opposed to collectible card games, which are an important ancestor). But the first few attempts to adopt improve on the formula were pretty lousy.

What's interesting is that Donald X. posted dev diaries, writing at length about what he had tried and rejected. And although I'm pretty sure he did not follow the Dominion-likes closely (the dev diaries may even have been written before many of them), the things he'd tried and rejected were exactly what the Dominion-likes tried to add as their twist. Multiple currencies, like Thunderstone had, he'd tried rejected because it was too high variance. "Pick one of the cards on offer" like Ascension had, he'd also tried first, and found that the game was deeper and more fun if everyone had access to buy the same cards. (The "Pick one of three" mechanic would turn out to work much better in solo/computer games, however, as Slay the Spire's success is proof of!)

TulliusCicero•1d ago
This is true for casual users, but if you're getting feedback from enthusiasts or even experts, their solutions are often -- not always, but often -- quite good.
SJMG•1d ago
Yes. People who live and breathe your product should absolutely be listened to. Especially when they don't have the super-user tools you do for support (or unconsciously rounding off sharp edges).
vintermann•48m ago
But they may not be a very representative user. Especially for things like games, they may be far removed from what originally got them into it.

Fan-modded games are often great fun if you're seriously into a game. But they're rarely better if you've never played the game.

dorksquad•1d ago
> "It felt too long" was right. The solution was not to make the story shorter. The solution was to look at the parts that felt long, and believe that feedback.

smells like LLM

peddling-brink•1d ago
> Smells like LLM

Smells like not adding value to the discussion.

dorksquad•18h ago
LLM writing is not adding value to the discussion.

The slightly inflated rhetoric whose tells are false contrast and unnecessary parallelism let me know that a human did not spend time writing that comment. Why should humans spend time reading it?

trjordan•13h ago
lol sorry, I just spend to much time on LinkedIn, I think. I promise this was 100% human-written.
grvbck•1d ago
> You don't need advice from editors on rejected manuscripts.

Continues to tell us how he did listen to the advice because the editor actually had a point that made the story better, got the book published and won him an award.

alecbz•1d ago
Yeah I think the lesson is that specific suggestions for what to do aren't as helpful as just hearing how someone else experienced your work, and then drawing your own conclusions about how to fix that.

Bug reports should describe the problem but often shouldn't try to prescribe a solution.

stronglikedan•1d ago
It's technically correct in that you don't always need it, but it can be useful if offered.
neko_ranger•1d ago
It's only a failure if you give up and stop moving
vynase•1d ago
There’s one person I really wish still posted here. He’d light this place up.
rationalist•1d ago
Did Orson Scott Card ever post on HN? Does anyone know which username?
vynase•1d ago
Someone you get nuked to hell here for mentioning.
Silamoth•1d ago
There’s a similar situation in game dev. Players are very good at identifying problems - this isn’t fun, this feels too hard, etc. However, the solutions they suggest are often terrible, resulting in broken, unfun games. The same advice applies: Figure out what’s actually wrong and fix that.

Is that level really too hard, or did you just fail to properly introduce a new ability? Is the story boring, or is the story taking away from the enjoyable gameplay?

Der_Einzige•1d ago
Totally wrong. Game mods constantly create game experiences that should have been there on day 1 and weren’t because dumbass devs refuse to correctly use the very tools they built.

Game after game you get some half baked feature kept gimped by poor choices of values from the developers, and a bunch of modders have to go fix it to keep the game good.

Rome 2 total war (divide et impera)

Empire at war (thrawns revenge)

Rimworld

Skyrim

Stalker (project gamma)

Blade and Sorcery

And so many more games are just like this!

Actually gamers and modders DO know how to fix the game and it does NOT break the game. Folks like you would argue that the “lethal” difficulty added to ghosts of Tushima “broke the game”.

Star Wars Jedi knight 2/3 are infinitely better when you turn instakilling with light sabers on. I had to do that in the games built in command line.

Game devs are fucking morons. The cello maker is not the cello player. The map is not the territory.

protocolture•1d ago
>Actually gamers and modders DO know how to fix the game and it does NOT break the game.

eehhhhhh if I was going to install a skyrim mod at random, I would probably hate it. Even if I did this 1000 times, I would probably hate 99%+ of them. In fact just in terms of volume these are all likely to be porn mods of some description.

Skyrim modding hours, and output, converted into paid dev time would be a disaster. ROI would be negative a few million percentage points.

You seem to be taking examples where an individual player can tailor an experience to be just what they want, and extrapolating it back to presume the developers, who have to make a game for a wider audience, are stupid somehow.

Its a bad opinion, based on nothing and very much in the mode of the modern gamer.

thrwaway55•1d ago
Maybe pick a more restrictive modding engine or cut out obvious fetish and meme material from evaluation? Even gems of games ala Factorio 1.0 aren't really as good as their peak mods ala Space Exploration. If you limited to larger scale overhaul style mods I think your economic argument starts collapsing quickly
lmm•1d ago
Maybe the developers should've put more porn in. (Hell, a lot of the time they know the game should have more sex, but leave it to the modders because of instructions from above and/or to maintain plausible deniability).
protocolture•1d ago
Bethesda does have sort of a weird hangup on that front, at least since Daggerfall where you could disrobe the characters.

Bethesda has quite a unique approach to everything. Its almost a joke at this point where most of their negative reviews are demanding more content after 300 hours of gameplay. I knew a guy who bought Oblivion at launch and played it for 2 weeks straight before declaring it trash. I would like Bethesda staff in general to get high and make weirder games like they used to, but at the same time, a lot of people are screaming at them to become like every other modern RPG which is not going to improve them at all.

Its clear they could get away with more sex thanks to games like Witcher, but i think they think it would require making more elements of the world fixed and detailed, where they like to spread their attention further to less depth.

Der_Einzige•1d ago
Your obsession with volume and porn mods is a classic midwit deflection from the core reality of design competence. You are hiding behind Sturgeon's Law to protect the feelings of developers who cannot even balance their own spreadsheets. Nobody cares about the trash at the bottom of the pile when the peak of the mountain towers over the original vision.

Bringing up ROI is the ultimate sign of a hollow mind. You judge the quality of a meal by the cost of the kitchen staff. The actual taste of the food escapes you. Modders provide the refinement that these developers are too cowardly or too incompetent to implement. Those millions of hours of output you dismiss are the only reason half these games remain on anyone's hard drive.

The wide audience argument is the death of art. Catering to the lowest common denominator produces the exact kind of grey sludge you are currently defending. You mistake a lack of vision for professional restraint. You are the kind of person who looks at a masterwork and complains about the price of the canvas. You have no understanding of how systems actually function. Stick to your spreadsheets. Let the people who actually play the games (the way they should have been played, pushed to their limits with mods, hacks, etc) talk about what makes them work.

protocolture•1d ago
>Your obsession with volume and porn mods is a classic midwit deflection from the core reality of design competence. You are hiding behind Sturgeon's Law to protect the feelings of developers who cannot even balance their own spreadsheets. Nobody cares about the trash at the bottom of the pile when the peak of the mountain towers over the original vision.

Translation: You have decided to move to cherry picking. Got it.

>Bringing up ROI is the ultimate sign of a hollow mind.

If the developers cant do what you suggest while being profitable, then it isn't a sustainable path for them to take is it?

>You judge the quality of a meal by the cost of the kitchen staff.

No I judged it by the average quality of output of the kitchen staff.

>Modders provide the refinement that these developers are too cowardly or too incompetent to implement.

Modders do a lot of stuff. As a category their output is starkly below average.

>Those millions of hours of output you dismiss are the only reason half these games remain on anyone's hard drive.

No about 100 hours out of those millions are probably worth anything.

>The wide audience argument is the death of art.

No it really isnt. You are presuming "Widest Possible" audience which would be. But I was only talking wider than the audience for any particular mod. Which is roughly a good spot for art and roughly where games have been for decades.

>grey sludge you are currently defending

You just seem so mad now you cant even articulate an argument without using the standard slurs from slop youtube reviews.

>You mistake a lack of vision for professional restraint.

You mistake a couple of nuggets for a mountain of gold lmao. Regardless of the shit they lie in.

>You are the kind of person who looks at a masterwork and complains about the price of the canvas. You have no understanding of how systems actually function. Stick to your spreadsheets.

Some shit you just made up. Yawn.

>Let the people who actually play the games (the way they should have been played, pushed to their limits with mods, hacks, etc) talk about what makes them work.

And now you seek to gatekeep a discussion you aren't even fit to partake in yourself. Boring. Go and goon in peace.

GMoromisato•1d ago
I read about a screen test of The Deer Hunter, in which people said the movie was amazing but the beginning (the hunt, the wedding, etc.) was too long. The producers cut a bunch of scenes and tried again. This time the feedback was, "the movie sucks."
dhosek•1d ago
Vaguely related, there’s been a trend (thanks to submittable making it easy to add charges to submissions), of some publications offering editor feedback for an additional charge.

Aside from my general policy of never paying submission fees when I submit my writing, this particular service seems especially misplaced to me. I’m submitting my piece because I think it’s good enough to be accepted for publication. Paying that extra fee for editorial feedback is essentially starting from a position of, this isn’t good enough, in which case, there’s no point submitting in the first place.

tim-tday•1d ago
I don’t need advice from Orson Scott Card.
Finnucane•1d ago
Having been on the other side of that, there is a point. When an editor writes a rejection letter, aside from the fact that it already means what you wrote was better than 97% of what the editor saw that week, telling you why they turned it down isn't really quite the same level of feedback you get from an editor who has accepted a story and wants to get it over the proverbial finish line. A rejection letter is very broad strokes and first-impression. It's not actually editing. Editing needs a closer read, often a bit of back-and-forth with the author (I should say I learned a lot about editing in my younger days from both David Hartwell and Beth Meacham).
ZiiS•20h ago
Feel the could be _some_ survivor bias. It seems plausible that multiple Hugo and Nebula award wining best selling author's may need feedback less then the average writer?
shantnutiwari•17h ago
some years ago when I too sent out short stories: For one story, one editor loved the setting and opening scene, but hated the pacing.

The other loved the pacing, hated the opening scene! These were the editors at the top selling magazines at the time.

Needless to say, I didnt follow their advice. After some time, when no editor was found, I self pubbed the story in a collection.