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Art of Roads in Games

https://sandboxspirit.com/blog/art-of-roads-in-games/
234•linolevan•11h ago•70 comments

Vouch

https://github.com/mitchellh/vouch
806•chwtutha•1d ago•367 comments

LispE: Lisp Interpreter with Pattern Programming and Lazy Evaluation

https://github.com/naver/lispe
34•PaulHoule•4d ago•0 comments

Nobody knows how the whole system works

https://surfingcomplexity.blog/2026/02/08/nobody-knows-how-the-whole-system-works/
39•azhenley•3h ago•25 comments

Claude’s C Compiler vs. GCC

https://harshanu.space/en/tech/ccc-vs-gcc/
191•unchar1•4h ago•156 comments

TSMC to make advanced AI semiconductors in Japan

https://apnews.com/article/semiconductors-tsmc-japan-taiwan-ai-11256f2bfde73ca23d08331ad138d6d5
118•dev_tty01•3h ago•63 comments

Show HN: A custom font that displays Cistercian numerals using ligatures

https://bobbiec.github.io/cistercian-font.html
75•bobbiechen•9h ago•10 comments

Custom Firmware for the MZ-RH1 – Ready for Testing

https://sir68k.re/posts/rh1-firmware-available/
41•jimbauwens•4d ago•11 comments

Every book recommended on the Odd Lots Discord

https://odd-lots-books.netlify.app/
86•muggermuch•9h ago•24 comments

Apple XNU: Clutch Scheduler

https://github.com/apple-oss-distributions/xnu/blob/main/doc/scheduler/sched_clutch_edge.md
132•tosh•11h ago•23 comments

More Mac malware from Google search

https://eclecticlight.co/2026/01/30/more-malware-from-google-search/
174•kristianp•11h ago•113 comments

Show HN: I created a Mars colony RPG based on Kim Stanley Robinson’s Mars books

https://underhillgame.com/
193•ariaalam•15h ago•61 comments

Ask HN: What are you working on? (February 2026)

141•david927•12h ago•433 comments

Quartz crystals

https://www.pa3fwm.nl/technotes/tn13a.html
60•gtsnexp•1d ago•13 comments

Reverse Engineering the Prom for the SGI O2

https://mattst88.com/blog/2026/02/08/Reverse_Engineering_the_PROM_for_the_SGI_O2/
87•mattst88•10h ago•20 comments

Cooking with glasses

https://macwright.com/2025/09/21/cooking-with-glasses
19•surprisetalk•3d ago•6 comments

Roundcube Webmail: SVG feImage bypasses image blocking to track email opens

https://nullcathedral.com/posts/2026-02-08-roundcube-svg-feimage-remote-image-bypass/
131•nullcathedral•14h ago•41 comments

The Little Bool of Doom (2025)

https://blog.svgames.pl/article/the-little-bool-of-doom
98•pocksuppet•14h ago•33 comments

Show HN: Horizons – OSS agent execution engine

https://github.com/synth-laboratories/Horizons
34•JoshPurtell•3d ago•5 comments

AI makes the easy part easier and the hard part harder

https://www.blundergoat.com/articles/ai-makes-the-easy-part-easier-and-the-hard-part-harder
283•weaksauce•9h ago•218 comments

Experts Have World Models. LLMs Have Word Models

https://www.latent.space/p/adversarial-reasoning
78•aaronng91•14h ago•96 comments

Lessons from BF-Tree: Building a Concurrent Larger-Than-Memory Index in Rust

https://zhihanz.github.io/posts/bf-tree-rust-implementation/
5•zhihanz•4d ago•0 comments

Running Your Own As: BGP on FreeBSD with FRR, GRE Tunnels, and Policy Routing

https://blog.hofstede.it/running-your-own-as-bgp-on-freebsd-with-frr-gre-tunnels-and-policy-routing/
174•todsacerdoti•18h ago•69 comments

Show HN: Slack CLI for Agents

https://github.com/stablyai/agent-slack
77•nwparker•3d ago•23 comments

Toma (YC W24) Is Hiring Founding Engineers

https://www.ycombinator.com/companies/toma/jobs/oONUnCf-founding-engineer-ai-products
1•anthonykrivonos•9h ago

A tough labor market for white-collar workers has turned recruiting upside down

https://www.wsj.com/lifestyle/careers/job-hunters-are-so-desperate-that-theyre-paying-to-get-recr...
33•KnuthIsGod•3h ago•17 comments

Shifts in U.S. Social Media Use, 2020–2024: Decline, Fragmentation, Polarization (2025)

https://arxiv.org/abs/2510.25417
181•vinnyglennon•10h ago•164 comments

Dave Farber has died

https://lists.nanog.org/archives/list/nanog@lists.nanog.org/thread/TSNPJVFH4DKLINIKSMRIIVNHDG5XKJCM/
247•vitplister•20h ago•41 comments

GitHub Agentic Workflows

https://github.github.io/gh-aw/
243•mooreds•18h ago•119 comments

A GTA modder has got the 1997 original working on modern PCs and Steam Deck

https://gtaforums.com/topic/986492-grand-theft-auto-ready2play-full-game-windows-version/
182•HelloUsername•11h ago•86 comments
Open in hackernews

Generating Mazes with Inductive Graphs (2017)

https://jelv.is/blog/Generating-Mazes-with-Inductive-Graphs/
20•todsacerdoti•9mo ago

Comments

tomfly•9mo ago
where is the entrance and exit?
Jaxan•9mo ago
Doesn’t matter, because all positions are reachable. So just pick any two positions at the border and remove a wall.
kazinator•9mo ago
Here is a maze that was generated recursively starting at the upper left cell.

  +    +----+----+----+----+----+----+----+----+----+
  |    |                        |                   |
  |    |                        |                   |
  +    +----+----+    +----+    +----+    +----+    +
  |              |         |                   |    |
  |              |         |                   |    |
  +----+----+    +    +----+----+----+----+----+    +
  |              |    |                        |    |
  |              |    |                        |    |
  +    +----+----+    +    +----+----+----+    +    +
  |         |              |              |    |    |
  |         |              |              |    |    |
  +    +----+    +    +----+----+----+    +    +----+
  |              |    |                   |    |    |
  |              |    |                   |    |    |
  +----+----+----+    +    +----+----+----+    +    +
  |                        |                   |    |
  |                        |                   |    |
  +    +----+----+----+    +    +----+----+----+    +
  |    |    |              |    |              |    |
  |    |    |              |    |              |    |
  +    +    +    +    +----+    +    +----+    +    +
  |    |    |    |    |         |    |         |    |
  |    |    |    |    |         |    |         |    |
  +    +    +    +    +----+----+----+    +    +    +
  |    |    |    |    |                   |         |
  |    |    |    |    |                   |         |
  +    +    +----+    +    +----+----+    +----+----+
  |              |         |                        |
  |              |         |                        |
  +----+----+----+----+----+----+----+----+----+    +

It matters to start there because it will be easier if you go backwards.

The maze has 100 cells. For each cell, we can calculate which exit goes back toward the entrance, assigning the letters U, D, L, R:

  U R R D L L R D L L
  U L L D L U L L L U
  R R U D D L L L L U
  U L D L L R R D U U
  U L L U D L L L U D
  R R R U L R R R U D
  U D R R U U R R D D
  U D U U R U U D L D
  U D U U D L L L U L
  U L L U L R R U L L
Stats:

  L - 33
  U - 29
  R - 20
  D - 18
Left and Up are more frequent back-to-entrance escapes than Right or Down. This is because of the way the maze was generated.

To check the hypothesis, we should analyze it in the other direction. For each cell, determine the exit which heads in the direction of the exit:

  D R R D L L R D L L
  D R D D L U L L L U
  D L L D D L L L L U
  D L R D L R R D D U
  R R U D D L L L U D
  R R R R D R R R U D
  U D R D L U R R D D
  U D U D R U U D L D
  U D U D R R R D U L
  U L L R U R R R R D
Stats:

  D - 30
  R - 28
  L - 24
  U - 18
There is a weaker bias for the D-R axis toward the exit, compared to the L-U axis toward the entrance. I suspect if we study larger numbers of larger mazes, we will find similar findings.

So that is to say, it is easier to navigate the maze in the reverse direction: the heuristic to try left/up exits will work more often than the right/down in the proper direction.

smartmic•9mo ago
From the book "Mazes for Programmers" by Jamis Buck, 2015, The Pragmatic Programmers (a must-read for any maze/programming enthusiast!):

> Aren't mazes supposed to have starting points and end points? […] honestly, […] it's entirely up to you. […] The maze […] is a perfect maze, and one of the attributes of a perfect maze is that there exists exactly one path between any two cells in it. […] You pick them, and there's guaranteed to be a path between them.

You do not need to choose an entrance or exit only on the sides, but you can also choose "Pacman-style" where the goal is to reach points inside the maze.

"Perfect" refers to the mathematical/logical properties of a maze (i.e. no loops), not the aesthetical aspect. I have not checked though if the mazes in the source here are all perfect.

kazinator•9mo ago
While you can put the entrance and exit wherever you want, if you know that the maze was generated by a recursive branching process which had a starting point somewhere, it probably behooves you to put the start at that point corresponding to the root of the tree, so that the maze wanderer faces the most branching choices.

Laying out the abstract maze tree into the rectilinear grid of cells obfuscates the tree somewhat, but not entirely. A process that generates from upper left to lower right, for instance, will tend to generate cells whose parent-headed exits going left and up more often than not, making the reverse direction a bit easier.

(Again, it depends on the maze generation process.)

kazinator•9mo ago
Making random mazes in a rectilinear grid is a good exercise for one big reason: mazes are not all the same. Mazes have style can be very knotty and twisty, or have long passages. You can add hacks into a given algorithm to vary the style, but there are certain things it won't necessarily do.