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Stepping down as Mockito maintainer after 10 years

https://github.com/mockito/mockito/issues/3777
51•saikatsg•59m ago•1 comments

Rust errors without dependencies

https://vincents.dev/blog/rust-errors-without-dependencies/
30•vsgherzi•17h ago•21 comments

Growing up in “404 Not Found”: China's nuclear city in the Gobi Desert

https://substack.com/inbox/post/182743659
610•Vincent_Yan404•14h ago•265 comments

Remembering Lou Gerstner

https://newsroom.ibm.com/2025-12-28-Remembering-Lou-Gerstner
33•thm•2h ago•15 comments

Calendar

https://neatnik.net/calendar/?year=2026
871•twapi•16h ago•108 comments

Global Memory Shortage Crisis: Market Analysis

https://www.idc.com/resource-center/blog/global-memory-shortage-crisis-market-analysis-and-the-po...
59•naves•5h ago•40 comments

Building a macOS app to know when my Mac is thermal throttling

https://stanislas.blog/2025/12/macos-thermal-throttling-app/
171•angristan•9h ago•75 comments

Replacing JavaScript with Just HTML

https://www.htmhell.dev/adventcalendar/2025/27/
638•soheilpro•20h ago•239 comments

Learn computer graphics from scratch and for free

https://www.scratchapixel.com
106•theusus•10h ago•10 comments

Never Use Pixelation to Hide Sensitive Text (2014)

https://dheera.net/posts/20140725-why-you-should-never-use-pixelation/
95•basilikum•1w ago•30 comments

Designing Predictable LLM-Verifier Systems for Formal Method Guarantee

https://arxiv.org/abs/2512.02080
40•PaulHoule•6h ago•6 comments

One year of keeping a tada list

https://www.ducktyped.org/p/one-year-of-keeping-a-tada-list
183•egonschiele•6d ago•54 comments

tc-ematch(8) extended matches for use with "basic", "cgroup" or "flow" filters

https://man7.org/linux/man-pages/man8/tc-ematch.8.html
22•hamonrye•4h ago•0 comments

Vibration Isolation of Precision Objects (2005) [pdf]

http://www.sandv.com/downloads/0607rivi.pdf
8•nill0•6d ago•0 comments

No it's not a Battleship

https://www.navalgazing.net/No-its-not
52•hermitcrab•1h ago•43 comments

Floor796

https://floor796.com/
949•krtkush•1d ago•112 comments

2D Signed Distance Functions

https://iquilezles.org/articles/distfunctions2d/
54•nickswalker•3d ago•4 comments

Doublespeak: In-Context Representation Hijacking

https://mentaleap.ai/doublespeak/
6•surprisetalk•6d ago•0 comments

Rex is a safe kernel extension framework that allows Rust in the place of eBPF

https://github.com/rex-rs/rex
130•zdw•5d ago•57 comments

Last Year on My Mac: Look Back in Disbelief

https://eclecticlight.co/2025/12/28/last-year-on-my-mac-look-back-in-disbelief/
357•vitosartori•11h ago•254 comments

We "solved" C10K years ago yet we keep reinventing it (2003)

https://www.kegel.com/c10k.html
86•birdculture•2d ago•52 comments

How we lost communication to entertainment

https://ploum.net/2025-12-15-communication-entertainment.html
630•8organicbits•1d ago•351 comments

Hungry Fat Cells Could Someday Starve Cancer

https://www.ucsf.edu/news/2025/01/429411/how-hungry-fat-cells-could-someday-starve-cancer-death
127•mrtnmrtn•11h ago•33 comments

Fathers’ choices may be packaged and passed down in sperm RNA

https://www.quantamagazine.org/how-dads-fitness-may-be-packaged-and-passed-down-in-sperm-rna-2025...
274•vismit2000•19h ago•169 comments

Deathbed Advice/Regret

https://hazn.com/deathbed-regret
40•paulpauper•3h ago•26 comments

Loss of moist broadleaf forest in Africa has turned a carbon sink into source

https://www.nature.com/articles/s41598-025-27462-3
3•PaulHoule•15m ago•0 comments

Gpg.fail

https://gpg.fail
426•todsacerdoti•1d ago•276 comments

A "Prime" View of HN

https://dosaygo-studio.github.io/prime-news/index.html
41•keepamovin•4h ago•22 comments

Rainbow Six Siege hacked as players get billions of credits and random bans

https://www.shanethegamer.com/esports-news/rainbow-six-siege-hacked-global-server-outage/
271•erhuve•1d ago•138 comments

Dialtone – AOL 3.0 Server

https://dialtone.live/
101•rickcarlino•17h ago•48 comments
Open in hackernews

Vircadia, a Bun and PostgreSQL-powered reactivity layer for games

https://vircadia.com/
12•kaliqt•7mo ago

Comments

kaliqt•7mo ago
We gave Vircadia a full Gen 2 overhaul (big thanks to our sponsors such as Linux Professional Institute, Deutsche Telekom, etc. for enabling this), aiming to cut down on code bloat and boost performance. The main shift is swapping out our custom backend infrastructure for a battle-tested, high-performance system like PostgreSQL with Bun wrapping and managing every end of it.

It's kind of unheard of to do this for things like game dev (preferring custom solutions), but it works and makes things way easier to manage. The shape of the data in a database affects how well it works for a use case, and that model scales well for virtually every kind of software ever, the same should apply here!

Feel free to prototype some game ideas you might have been tossing around, our priority is DX for the project as a whole to enable more developers with less resources to build bigger worlds, so please do share feedback here and/or in GH issues!

Our roadmap is for more SDKs, and cutting down on bloat where possible, with the express goal of giving devs more cycles in the day to focus on the actual gameplay instead of tooling.

porridgeraisin•7mo ago
Interested to know why Deutsche telekom sponsored this
nand_gate•7mo ago
My guess is money laundering, given that the product is pretty vapourware-y (as a game dev in a past life: Vircadia looks more like 'how a web dev thinks multiplayer games work' aka basically unusable in a serious title).
kaliqt•7mo ago
I think you fundamentally misunderstand the stack. Their main usage of the platform has to do with a E2E solution with avatars, audio, etc. all synced without issue. These features ship with the client and other private repositories wrapping the core.

However, for usage to HN users they would be (likely) more interested in the SDK, the core, the underlying system, and how it can fit their use cases.

If you want to understand a small part of the scale of this project, you are welcome to check out:

https://github.com/vircadia/vircadia-web https://github.com/vircadia/vircadia-web-sdk https://github.com/vircadia/vircadia-native-core

kaliqt•7mo ago
For an E2E worlds solution, so this https://github.com/vircadia/vircadia-web and this https://github.com/vircadia/vircadia-native-core except heavily condensed so it's easier to modify/upgrade for each new bespoke use case.

Our old system, being very monolithic, while extremely performant and capable, was nearly impossible to adapt and change. So what we have now is much more dynamic but also still a work in progress, a more complete example will be published in the coming weeks.

ricardobeat•7mo ago
The example shows using it to update player positions. Doesn’t Postgres add significant latency considering a 16-33ms budget for state updates? How well does this scale?
andyferris•7mo ago
Generally client games optimistically carry on a few frames (and sometimes much more!) ahead of the what the server has responded with as accepted.

This is because gamers require low latency to effectively play, but things can be slightly out of sync and logic can be complex, and anti cheat can be hard to implement server side only (which is why eg fortnite and valarant install fancy client side anti cheat software too).

For a friendly game of stardew valley or turn based strategy you can afford to wait for transactions to complete and causality to be enforced.

kaliqt•7mo ago
We CAN submit the change to the DB and not listen to the message on if it succeeded or not! The message will arrive eventually, it's just not necessary to await it, so you have options.
jasonjmcghee•7mo ago
I had a similar reaction / question. Why not use KV store and get sub millisecond latency?
kaliqt•7mo ago
So it's a bit of tradeoffs, we may add a second DB to the compose by the time we reach v1.0, but, if we had to pick the convergence of simplicity and flexibility to start, PostgreSQL is it.

We prototyped SQLite as well. It just wasn't working in the stack like we had needed.

The idea is simple: use as few components as possible to achieve the outcome. Better to have less than more initially, because we can simply add the more and extend the API, but ripping everything out and trying to trim it down is damn near impossible, especially when the platform garners widespread usage.

The decision to do the less then more instead of more then less approach was spurred by us (the wider project) always having way too much bulk and then finding it impossible to turn the ship when we needed to (https://github.com/vircadia/vircadia-native-core).

We need to be agile to reach the milestones we have set out, hence the differed approach using off the shelf parts and only adding what we need, when we need it.

kaliqt•7mo ago
Postgres finishes its updates sub-ms in a reasonably sized DB if optimized correctly. In terms of upper-scale (>1000 players in a somewhat real-world scenario), we're working out benchmarks to test that.

Postgres is not slow by any stretch of the imagination, but it depends on how the schema is setup and what layers you have between the user and the DB, naturally any game developer will want to tweak the client+schema before going live. The layers between we manage to make it as minimal as possible, so that shouldn't be touched, if it's too slow for a reasonable use case, it means we have more optimization to do!

koakuma-chan•7mo ago
I love that you use Bun.
kaliqt•7mo ago
We have to cut bloat where we can if this is to work for higher up revision games, so Bun is the only answer that balances speed and simplicity (TypeScript native).
Drakim•7mo ago
How does the system separate between state changes that must be confirmed by backed compared to state changes that can be updated locally (by prediction) to give the user more snappy experience?
reedf1•7mo ago
I would love to get into some game design - and something like this seems intuitive enough from my perspective as a software engineer. Forgive me if this is a naive question, but is the use case for this single-player games or multiplayer games?
kaliqt•7mo ago
Definitely multiplayer games, you wouldn't really need a syncing networking layer if you're doing single player as you can store state in any method you desire, something as simple as serializing JSON to the disk for example, or up to your server. But even then, a traditional setup like Supabase might be simpler to wrap your head around if you're just handing "user" data and not "player" data in a shared world.