frontpage.
newsnewestaskshowjobs

Open Source @Github

fp.

Serbia just elected the world's brainiest parliament

https://www.science.org/content/article/serbia-just-elected-world-s-brainiest-parliament
284•input_sh•2h ago•175 comments

Molly(Signal fork) has not been updated since 3 months and is vulnerable

https://piefed.world/post/1503394
58•DeepLogin•2h ago•17 comments

Switch Lowering in GCC

https://xoranth.net/gcc-switch/
93•signa11•4h ago•16 comments

We Took over ChatGPT Accounts

https://www.parameter.ai/labs/we-found-a-gap-at-openai
37•armcat•2h ago•23 comments

Show HN: Marelleo, an open-source story box I built for my kids using ESP32

https://zebra.rodeo/en/blog/marelleo/
90•foOg•3d ago•27 comments

Digital Minimalism

https://vitalik.eth.limo/general/2026/10/31/digital_minimalism.html
94•wilbertliu•6h ago•62 comments

AI, Lean, and the Future of Formal Verification, with Lean Creator Leo de Moura

https://thedataexchange.media/leo-de-moura-lean-aws/
67•datascientist•1d ago•14 comments

My favourite PowerMac is a Nintendo Wii

https://virtuallyfun.com/2026/10/29/my-favourite-powermac-is-a-nintendo-wii/
324•DHowett•19h ago•95 comments

The $6.3B Binance hack was pulled off in just 20 minutes

https://www.wired.com/story/the-dollar63-billion-binance-hack-was-pulled-off-in-just-20-minutes/
484•domhudson•23h ago•337 comments

Cloudflare Turnstile solver library (no headless browser required)

https://github.com/chris124567/cfsolve
241•costco•2d ago•68 comments

Northflank Breached

https://status.northflank.com
449•js4ever•21h ago•321 comments

Tell HN: Scribd Breached

253•x______________•9h ago•96 comments

Breaking the open web won't stop the bad bots

https://www.techpolicy.press/breaking-the-open-web-wont-stop-the-bad-bots/
278•raybb•3d ago•123 comments

Shiny Object Syndrome

https://en.wikipedia.org/wiki/Shiny_object_syndrome
22•janisz•1h ago•9 comments

Florilegium: Procedural Flowers in LaTeX

https://github.com/kevinraymond/florilegium
303•nanna•20h ago•48 comments

The oldest ice disappears and the Stone Age emerges from it

https://www.sciencenorway.no/archaeology-climate-culture/the-oldest-ice-is-disappearing-the-stone...
162•dxs•16h ago•64 comments

Show HN: A working Nintendo in ~1GB of Qwen weights

https://github.com/dbreunig/nesformer
260•dbreunig•19h ago•127 comments

Backdoor in Claude Code for VS Code extension on the Cursor Marketplace

https://phorion.io/blog/offical-claude-code-vsx-compromise/
917•_chall•1d ago•535 comments

Longitudinal Changes InWearable-Captured PhysiologyBefore Sudden Cardiac Death

https://www.jacc.org/doi/epdf/10.1016/j.jaccas.2026.110397
42•brandonb•2d ago•20 comments

Cisco gives engineer unlimited AI tokens to rewrite legacy code

https://fortune.com/2026/10/30/cisco-president-jeetu-patel-gen-z-27-year-old-unlimited-ai-tokens-...
212•taubek•22h ago•262 comments

Keeping the Bonfires Lit

https://www.historytoday.com/archive/out-margins/keeping-bonfires-lit
5•Petiver•1d ago•0 comments

Infinite Mac: BeOS

https://blog.persistent.info/2026/10/infinite-mac-beos.html
169•ecliptik•17h ago•100 comments

The federated code forge

https://tangled.org/blog/forge/
298•zlliang•20h ago•86 comments

Azure's Weakest Link – Five Full Cross-Tenant Compromises

https://www.binarysecurity.no/posts/2026/10/one-root-case
316•swq115•1d ago•58 comments

Show HN: To Honor Sir Patrick Stewart, Enjoy the TNG Episode Guessing Game

https://tng.episodle.com/
200•francisofascii•12h ago•56 comments

Jules Verne's Lost Novel

https://blue-continuum.com/verne-paris
123•dnetesn•16h ago•30 comments

Brief History of PDP Computers

https://entropicthoughts.com/history-of-pdp-computers
37•ibobev•1d ago•15 comments

How long do you need to hold down the power button to turn off a PC?

https://www.osnews.com/story/146273/how-long-do-you-need-to-hold-down-the-power-button-to-turn-of...
40•Arodex•3h ago•7 comments

Double Buffering with Cloudflare Queues

https://bellone.com/technical/double-buffering-with-cloudflare-queues
49•b_llc•2d ago•5 comments

Trapped in the Technologist Factory

https://ideolalia.com/essays/trapped-in-the-technologist-factory.html
50•luu•2d ago•16 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!