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“I just chose words carefully”

https://unsung.aresluna.org/i-just-chose-words-carefully/
774•zdw•10h ago•193 comments

P99 0 ms* autocomplete for 240M domain names

https://ruurtjan.com/articles/p99-0ms-autocomplete-for-240-million-domain-names
121•dbalatero•6h ago•52 comments

Creepy Crawlies

https://people.kernel.org/monsieuricon/creepy-crawlies
1153•zdw•1d ago•573 comments

My hobby of building miniatures and taking pretty pictures

https://sandyuraz.com/blogs/tiny-cafe/
125•thecsw•2d ago•17 comments

Highlighting My Code Based on How Much I Care

https://hank.bond/posts/highlighting-my-code-based-on-how-much-i-care/
45•hankbond•2d ago•20 comments

A 12TB Steam "teraleak" spills more than a decade of lost PC gaming history

https://arstechnica.com/gaming/2026/08/a-12tb-steam-teraleak-spills-more-than-a-decade-of-lost-pc...
110•WithinReason•3h ago•12 comments

Matrox: Graphics for Professionals

https://www.abortretry.fail/p/matrox
111•BirAdam•9h ago•31 comments

Understanding ChatGPT Work

https://simonwillison.net/2026/Aug/30/understanding-chatgpt-work/
186•gmays•8h ago•83 comments

Haiku R1/beta6 has been released

https://www.haiku-os.org/news/2026-08-26_haiku_r1_beta6
320•metrofun•17h ago•88 comments

How to build a diffusion language model

https://kuleshov-group.github.io/blog/blog/2026/how-to-build-a-diffusion-language-model/
88•volodia•9h ago•8 comments

Transfer files over an Ethernet patch cable

https://maurycyz.com/misc/etherfiles/
87•jllyhill•6h ago•71 comments

What 2000 Buried Underpants Revealed About Where Soil Is Most Alive

https://studyfinds.com/what-2000-buried-underpants-revealed-about-where-soil-is-most-alive/
16•mdp2021•3d ago•4 comments

Show HN: NFC Energy-Harvesting PCB Business Card with an MCU

https://wilsonharper.net/projects/businesscard/
167•WilsonHarper•2d ago•18 comments

Cores in space: The core memory module from a 1980 Spacelab computer

https://www.righto.com/2026/08/spacelab-core-memory.html
107•pwg•13h ago•17 comments

Formalization of the Solution to the Hopf Problem

https://github.com/plby/HopfProblem
6•robinhouston•3d ago•0 comments

OpenClaw 2.0, Accidentally

https://openclaw.ai/blog/openclaw-2-accidentally
91•doppp•5h ago•93 comments

It takes 5 cloud services to hear my doorbell

https://blog.vghaisas.com/rube-goldberg-doorbell/
154•vghaisas•2d ago•145 comments

Hacking IKEA Furniture

https://greenlightning.eu/diy/hacking-ikea-furniture/
315•greenlightning•21h ago•223 comments

Sort branches by last commit date

https://ryangreenberg.com/til/git-branches-by-commit-date/
122•speckx•5d ago•44 comments

Why open source rocks – a new SM750 (Silicon Motion GPU) HDMI Driver

https://github.com/KodeMunkie/sm750hdmifb
107•SillyUsername•14h ago•37 comments

Relm4 makes developing beautiful cross-platform applications idiomatic

https://relm4.org/
41•Bluestein•4d ago•20 comments

Continuous Diffusion Language Models (CDLM's)

https://sander.ai/2026/08/24/continuous-dlms.html
104•peter_d_sherman•12h ago•35 comments

Coordination Headwind: How Organizations Are Like Slime Molds

https://komoroske.com/slime-mold/
162•rzk•17h ago•46 comments

Internet centralization and the original sin of NAT

https://dreamstation.systems/personal/ntppost.html
57•robinpie•7h ago•39 comments

Dad’s Custom Atari Peripherals

https://www.goto10retro.com/p/dads-custom-atari-peripherals
130•rbanffy•3d ago•16 comments

How would you know whether an ancient culture had zero?

https://www.johndcook.com/blog/2026/08/21/ancient-number-system/
56•ibobev•3d ago•33 comments

Arbitrary code execution in QubesOS via copy-to-VM error reporting backchannel

https://www.qubes-os.org/news/2026/08/29/qsb-118/
234•vntok•1d ago•91 comments

Zig: Pointer Stability for ArrayLists

https://ziglang.org/devlog/2026/#2026-08-27
108•tosh•18h ago•68 comments

Longest Straight Line Paths on Water or Land on the Earth (2018)

https://arxiv.org/abs/1804.07389
203•joebig•1d ago•59 comments

uv: Deduplicate all files in the wheel cache

https://github.com/astral-sh/uv/pull/21327
3•tosh•3h ago•0 comments
Open in hackernews

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

https://vircadia.com/
12•kaliqt•1y ago

Comments

kaliqt•1y 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•1y ago
Interested to know why Deutsche telekom sponsored this
nand_gate•1y 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•1y 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•1y 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•1y 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•1y 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•1y 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•1y ago
I had a similar reaction / question. Why not use KV store and get sub millisecond latency?
kaliqt•1y 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.

koakuma-chan•1y ago
I love that you use Bun.
kaliqt•1y 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•1y 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•1y 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•1y 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.
kaliqt•1y 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!