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Show HN: s@: decentralized social networking over static sites

http://satproto.org/
177•remywang•6h ago•65 comments

WireGuard Is Two Things

https://www.proxylity.com/articles/wireguard-is-two-things.html
37•mlhpdx•1h ago•9 comments

Temporal: The 9-year journey to fix time in JavaScript

https://bloomberg.github.io/js-blog/post/temporal/
610•robpalmer•14h ago•198 comments

Tested: How Many Times Can a DVD±RW Be Rewritten? Methodology and Results

https://goughlui.com/2026/03/07/tested-how-many-times-can-a-dvd%C2%B1rw-be-rewritten-part-2-metho...
109•giuliomagnifico•3d ago•12 comments

Making WebAssembly a first-class language on the Web

https://hacks.mozilla.org/2026/02/making-webassembly-a-first-class-language-on-the-web/
492•mikece•1d ago•170 comments

Many SWE-bench-Passing PRs would not be merged

https://metr.org/notes/2026-03-10-many-swe-bench-passing-prs-would-not-be-merged-into-main/
202•mustaphah•9h ago•79 comments

Iran-backed hackers claim wiper attack on medtech firm Stryker

https://krebsonsecurity.com/2026/03/iran-backed-hackers-claim-wiper-attack-on-medtech-firm-stryker/
106•2bluesc•2h ago•27 comments

WebPKI and You

https://blog.brycekerley.net/2026/03/08/webpki-and-you.html
13•aragilar•2d ago•1 comments

Don't post generated/AI-edited comments. HN is for conversation between humans

https://news.ycombinator.com/newsguidelines.html#generated
3218•usefulposter•10h ago•1227 comments

I was interviewed by an AI bot for a job

https://www.theverge.com/featured-video/892850/i-was-interviewed-by-an-ai-bot-for-a-job
241•speckx•12h ago•223 comments

Show HN: A context-aware permission guard for Claude Code

https://github.com/manuelschipper/nah/
85•schipperai•7h ago•33 comments

About memory pressure, lock contention, and Data-oriented Design

https://mnt.io/articles/about-memory-pressure-lock-contention-and-data-oriented-design/
34•vinhnx•3d ago•1 comments

Datahäxan

https://0dd.company/galleries/witches/7.html
5•akkartik•2d ago•0 comments

The MacBook Neo

https://daringfireball.net/2026/03/the_macbook_neo
479•etothet•18h ago•787 comments

Entities enabling scientific fraud at scale (2025)

https://doi.org/10.1073/pnas.2420092122
283•peyton•16h ago•191 comments

Google closes deal to acquire Wiz

https://www.wiz.io/blog/google-closes-deal-to-acquire-wiz
267•aldarisbm•15h ago•165 comments

Show HN: I built a tool that watches webpages and exposes changes as RSS

https://sitespy.app
216•vkuprin•14h ago•49 comments

What Happens After You Die? (2016)

https://lamag.com/news/the-end/
19•NaOH•3d ago•10 comments

BitNet: 100B Param 1-Bit model for local CPUs

https://github.com/microsoft/BitNet
326•redm•18h ago•160 comments

Faster asin() was hiding in plain sight

https://16bpp.net/blog/post/faster-asin-was-hiding-in-plain-sight/
186•def-pri-pub•15h ago•103 comments

Challenging the Single-Responsibility Principle

https://kiss-and-solid.com/blog/keep-it-simple
17•WolfOliver•3d ago•9 comments

Show HN: Autoresearch@home

https://www.ensue-network.ai/autoresearch
57•austinbaggio•6h ago•10 comments

Urea prices

https://tradingeconomics.com/commodity/urea
73•burnt-resistor•4h ago•53 comments

CNN Explainer – Learn Convolutional Neural Network in Your Browser (2020)

https://poloclub.github.io/cnn-explainer/
44•vismit2000•3d ago•2 comments

Meticulous (YC S21) is hiring to redefine software dev

https://jobs.ashbyhq.com/meticulous/3197ae3d-bb26-4750-9ed7-b830f640515e
1•Gabriel_h•9h ago

DHS Contracts Explorer – Hacked data from the Office of Industry Partnership

https://micahflee.github.io/ice-contracts/
215•peq42•4h ago•40 comments

5,200 holes carved into a Peruvian mountain left by an ancient economy

https://newatlas.com/environment/5-200-holes-peruvian-mountain/
117•defrost•2d ago•59 comments

Show HN: Klaus – OpenClaw on a VM, batteries included

https://klausai.com/
138•robthompson2018•14h ago•73 comments

Against vibes: When is a generative model useful

https://www.williamjbowman.com/blog/2026/03/05/against-vibes-when-is-a-generative-model-useful/
72•takira•1d ago•10 comments

Britain is ejecting hereditary nobles from Parliament after 700 years

https://apnews.com/article/uk-house-of-lords-hereditary-peers-expelled-535df8781dd01e8970acda1dca...
237•divbzero•9h ago•236 comments
Open in hackernews

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

https://vircadia.com/
12•kaliqt•10mo ago

Comments

kaliqt•10mo 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•10mo ago
Interested to know why Deutsche telekom sponsored this
nand_gate•10mo 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•10mo 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•10mo 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•10mo 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•10mo 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•10mo 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•10mo ago
I had a similar reaction / question. Why not use KV store and get sub millisecond latency?
kaliqt•10mo 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•10mo 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•10mo ago
I love that you use Bun.
kaliqt•10mo 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•10mo 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•10mo 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•10mo 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.