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Show HN: Red Squares – GitHub outages as contributions

https://red-squares.cian.lol/
381•cianmm•2h ago•80 comments

The bottleneck was never the code

https://www.thetypicalset.com/blog/thoughts-on-coding-agents
112•Anon84•2d ago•57 comments

Setting up a Sun Ray server on OpenIndiana Hipster 2025.10

https://catstret.ch/202605/srss-hipster202510/
49•jandeboevrie•2h ago•5 comments

Agents can now create Cloudflare accounts, buy domains, and deploy

https://blog.cloudflare.com/agents-stripe-projects/
438•rolph•10h ago•235 comments

StarFighter 16-Inch

https://us.starlabs.systems/pages/starfighter
460•signa11•11h ago•229 comments

CARA 2.0 – “I Built a Better Robot Dog”

https://www.aaedmusa.com/projects/cara2
258•hakonjdjohnsen•2d ago•30 comments

Knitting bullshit

https://katedaviesdesigns.com/2026/04/29/knitting-bullshit/
189•ColinEberhardt•8h ago•88 comments

Batteries Not Included, or Required, for These Smart Home Sensors

https://coe.gatech.edu/news/2026/04/batteries-not-included-or-required-these-smart-home-sensors
91•gnabgib•2d ago•30 comments

Cat (YC S22) Seeks Fractional Engineer to Build AI-Native Growth Toolkit

https://www.coveragecat.com/careers/engineering/fractional-growth-engineer
1•botacode•1h ago

Reverse-engineering the 1998 Ultima Online demo server

https://draxinar.github.io/articles/2026-05-01-uodemo-reverse-engineering.html
107•notsentient•6h ago•23 comments

DNSSEC disruption affecting .de domains – Resolved

https://status.denic.de/pages/incident/592577eab611ce1e0d00046f/69fa60ef9d12f5057a974f38
698•warpspin•17h ago•364 comments

245TB Micron 6600 ION Data Center SSD Now Shipping

https://investors.micron.com/news-releases/news-release-details/industry-leading-245tb-micron-660...
138•neilfrndes•9h ago•84 comments

A Simpler Parametrization for Modern Optimizers

https://jiha-kim.github.io/posts/a-simpler-parametrization-for-modern-optimizers/
10•ibobev•1d ago•4 comments

Wolfenstein 3D for Gameboy Color on custom cartridge (2016)

https://www.happydaze.se/wolf/
44•ksymph•1d ago•5 comments

Accelerating Gemma 4: faster inference with multi-token prediction drafters

https://blog.google/innovation-and-ai/technology/developers-tools/multi-token-prediction-gemma-4/
608•amrrs•21h ago•293 comments

YouTube, your RSS feeds are broken

https://openrss.org/blog/youtube-your-feeds-are-broken
198•veeti•12h ago•74 comments

Virtual violin produces realistic sounds

https://news.mit.edu/2026/mit-engineers-virtual-violin-produces-realistic-sounds-0429
29•gmays•3d ago•27 comments

Multi-stroke text effect in CSS

https://yuanchuan.dev/multi-stroke-text-effect-in-css
131•cheeaun•8h ago•16 comments

Write some software, give it away for free

https://nonogra.ph/write-some-software-give-it-away-for-free-05-05-2026
300•nohell•15h ago•208 comments

Computer Use is 45x more expensive than structured APIs

https://reflex.dev/blog/computer-use-is-45x-more-expensive-than-structured-apis/
423•palashawas•20h ago•244 comments

Three Inverse Laws of AI

https://susam.net/inverse-laws-of-robotics.html
477•blenderob•21h ago•324 comments

EEVblog: The 555 Timer is 55 years old [video]

https://www.youtube.com/watch?v=6JhK8iCQuqI
301•brudgers•21h ago•79 comments

Telus Uses AI to Alter Call-Agent Accents

https://letsdatascience.com/news/telus-uses-ai-to-alter-call-agent-accents-a3868f63
183•debo_•11h ago•146 comments

Why most product tours get skipped

https://productonboarding.com/articles/why-product-tours-get-skipped
179•pancomplex•16h ago•154 comments

Make some art with your phone sensors

https://tautme.github.io/phone-sensors/sensor-etch.html
70•adm4•2d ago•11 comments

Google Chrome silently installs a 4 GB AI model on your device without consent

https://www.thatprivacyguy.com/blog/chrome-silent-nano-install/
1508•john-doe•1d ago•1018 comments

Wiki Builder: Skill to Build LLM Knowledge Bases

https://academy.dair.ai/blog/wiki-builder-claude-code-plugin
84•omarsar•2d ago•10 comments

Today I've made the difficult decision to reduce the size of Coinbase by ~14%

https://twitter.com/brian_armstrong/status/2051616759145185723
412•adrianmsmith•1d ago•629 comments

I'm scared about biological computing

https://kuber.studio/blog/Reflections/I%27m-Scared-About-Biological-Computing
249•kuberwastaken•21h ago•200 comments

Show HN: Airbyte Agents – context for agents across multiple data sources

126•mtricot•22h ago•31 comments
Open in hackernews

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

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

Comments

kaliqt•12mo 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•11mo ago
Interested to know why Deutsche telekom sponsored this
nand_gate•11mo 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•11mo 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•11mo 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•11mo 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•11mo 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•11mo 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•11mo ago
I had a similar reaction / question. Why not use KV store and get sub millisecond latency?
kaliqt•11mo 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•11mo 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•11mo ago
I love that you use Bun.
kaliqt•11mo 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•11mo 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•11mo 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•11mo 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.