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Cockpit is a web-based graphical interface for servers

https://github.com/cockpit-project/cockpit
127•modinfo•3h ago•79 comments

Astral to Join OpenAI

https://astral.sh/blog/openai
1166•ibraheemdev•10h ago•721 comments

Google details new 24-hour process to sideload unverified Android apps

https://arstechnica.com/gadgets/2026/03/google-details-new-24-hour-process-to-sideload-unverified...
410•0xedb•6h ago•474 comments

How the Turner twins are mythbusting modern technical apparel

https://www.carryology.com/insights/how-the-turner-twins-are-mythbusting-modern-gear/
80•greedo•2d ago•38 comments

Return of the Obra Dinn: spherical mapped dithering for a 1bpp first-person game

https://forums.tigsource.com/index.php?topic=40832.msg1363742#msg1363742
213•PaulHoule•3d ago•31 comments

Show HN: Three new Kitten TTS models – smallest less than 25MB

https://github.com/KittenML/KittenTTS
287•rohan_joshi•7h ago•94 comments

EsoLang-Bench: Evaluating Genuine Reasoning in LLMs via Esoteric Languages

https://esolang-bench.vercel.app/
48•matt_d•2h ago•14 comments

Bombarding gamblers with offers greatly increases betting and gambling harm

https://www.bristol.ac.uk/news/2026/march/bombarding-gamblers-with-offers-greatly-increases-betti...
6•hhs•41m ago•1 comments

Be intentional about how AI changes your codebase

https://aicode.swerdlow.dev
41•benswerd•2h ago•20 comments

Noq: n0's new QUIC implementation in Rust

https://www.iroh.computer/blog/noq-announcement
132•od0•5h ago•17 comments

Waymo Safety Impact

https://waymo.com/safety/impact/
173•xnx•3h ago•150 comments

Clockwise acquired by Salesforce and shutting down next week

https://www.getclockwise.com
50•nigelgutzmann•3h ago•33 comments

From Oscilloscope to Wireshark: A UDP Story (2022)

https://www.mattkeeter.com/blog/2022-08-11-udp/
66•ofrzeta•4h ago•12 comments

NanoGPT Slowrun: 10x Data Efficiency with Infinite Compute

https://qlabs.sh/10x
83•sdpmas•4h ago•14 comments

4Chan mocks £520k fine for UK online safety breaches

https://www.bbc.com/news/articles/c624330lg1ko
223•mosura•8h ago•353 comments

“Your frustration is the product”

https://daringfireball.net/2026/03/your_frustration_is_the_product
387•llm_nerd•12h ago•233 comments

Launch HN: Voltair (YC W26) – Drone and charging network for power utilities

43•wweissbluth•6h ago•23 comments

Scaling Karpathy's Autoresearch: What Happens When the Agent Gets a GPU Cluster

https://blog.skypilot.co/scaling-autoresearch/
109•hopechong•6h ago•51 comments

OpenBSD: PF queues break the 4 Gbps barrier

https://undeadly.org/cgi?action=article;sid=20260319125859
175•defrost•9h ago•54 comments

Juggalo makeup blocks facial recognition technology (2019)

https://consequence.net/2019/07/juggalo-makeup-facial-recognition/
216•speckx•10h ago•134 comments

My Random Forest Was Mostly Learning Time-to-Expiry Noise

https://illya.sh/threads/out-of-sample-permutation-feature-importance-for-random
6•iluxonchik•3d ago•0 comments

Minecraft Source Code Is Interesting

https://www.karanjanthe.me/posts/minecraft-source/
8•KMJ-007•1h ago•2 comments

An update on Steam / GOG changes for OpenTTD

https://www.openttd.org/news/2026/03/19/steam-changes-update
248•jandeboevrie•6h ago•179 comments

Android developer verification: Balancing openness and choice with safety

https://android-developers.googleblog.com/2026/03/android-developer-verification.html
20•WalterSobchak•3h ago•8 comments

Tesla: Failure of the FSD's degradation detection system [pdf]

https://static.nhtsa.gov/odi/inv/2026/INOA-EA26002-10023.pdf
143•doener•3h ago•63 comments

The Need for an Independent AI Grid

https://amppublic.com/
12•olalonde•2h ago•1 comments

Xiaomi launches next-gen SU7 with 902 km range and Lidar, still undercuts Tesla

https://electrek.co/2026/03/19/xiaomi-launches-next-gen-su7-902-km-range-undercuts-tesla/
55•breve•2h ago•20 comments

The Shape of Inequalities

https://www.andreinc.net/2026/03/16/the-shape-of-inequalities/
88•nomemory•9h ago•14 comments

macOS 26 breaks custom DNS settings including .internal

https://gist.github.com/adamamyl/81b78eced40feae50eae7c4f3bec1f5a
302•adamamyl•8h ago•150 comments

Connecticut and the 1 Kilometer Effect

https://alearningaday.blog/2026/03/19/connecticut-and-the-1-kilometer-effect/
36•speckx•5h ago•24 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.