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Claude Code Unpacked : A visual guide

https://ccunpacked.dev/
153•autocracy101•1h ago•30 comments

Mad Bugs: Vim vs. Emacs vs. Claude

https://blog.calif.io/p/mad-bugs-vim-vs-emacs-vs-claude
28•Munksgaard•1h ago•21 comments

Neanderthals survived on a knife's edge for 350k years

https://www.science.org/content/article/neanderthals-survived-knife-s-edge-350-000-years
114•Hooke•5h ago•55 comments

Chess in SQL

https://www.dbpro.app/blog/chess-in-pure-sql
26•upmostly•2d ago•7 comments

TinyLoRA – Learning to Reason in 13 Parameters

https://arxiv.org/abs/2602.04118
149•sorenjan•4d ago•19 comments

TruffleRuby

https://chrisseaton.com/truffleruby/
103•tosh•3d ago•6 comments

Show HN: 1-Bit Bonsai, the First Commercially Viable 1-Bit LLMs

https://prismml.com/
211•PrismML•10h ago•87 comments

Bring Back MiniDV with This Raspberry Pi FireWire Hat

https://www.jeffgeerling.com/blog/2026/minidv-with-raspberry-pi-firewire-hat/
32•ingve•3d ago•5 comments

A dot a day keeps the clutter away

https://scottlawsonbc.com/post/dot-system
261•scottlawson•9h ago•82 comments

MiniStack (replacement for LocalStack)

https://ministack.org/
197•kerblang•10h ago•38 comments

The Claude Code Source Leak: fake tools, frustration regexes, undercover mode

https://alex000kim.com/posts/2026-03-31-claude-code-source-leak/
1098•alex000kim•18h ago•425 comments

Butterfly-collecting: The history of an insult (2017)

http://lughat.blogspot.com/2017/10/butterfly-collecting-history-of-insult.html
10•jruohonen•2d ago•0 comments

OpenAI closes funding round at an $852B valuation

https://www.cnbc.com/2026/03/31/openai-funding-round-ipo.html
415•surprisetalk•11h ago•362 comments

4D Doom

https://github.com/danieldugas/HYPERHELL
182•chronolitus•4d ago•40 comments

Analyzing Geekbench 6 under Intel's BOT

https://www.geekbench.com/blog/2026/03/analyzing-geekbench-6-under-intels-bot/
19•hajile•3h ago•12 comments

Slop is not necessarily the future

https://www.greptile.com/blog/ai-slopware-future
218•dakshgupta•16h ago•371 comments

Digitizing photos from the 1998 Game Boy Camera

https://swiftrocks.com/digitizing-photos-from-the-1998-game-boy-camera
23•rockbruno•2d ago•5 comments

Open source CAD in the browser (Solvespace)

https://solvespace.com/webver.pl
320•phkahler•18h ago•104 comments

Use string views instead of passing std:wstring by const&

https://giodicanio.com/2024/05/14/why-dont-you-use-string-views-like-std-wstring_view-instead-of-...
35•Orochikaku•2d ago•37 comments

Ordinary Lab Gloves May Have Skewed Microplastic Data

https://nautil.us/ordinary-lab-gloves-may-have-skewed-microplastic-data-1279386
91•WaitWaitWha•9h ago•30 comments

Why the US Navy won't blast the Iranians and 'open' Strait of Hormuz

https://responsiblestatecraft.org/iran-strait-of-hormuz/
264•KoftaBob•21h ago•707 comments

Show HN: CLI to order groceries via reverse-engineered REWE API (Haskell)

https://github.com/yannick-cw/korb
7•wazHFsRy•2d ago•0 comments

Back to FreeBSD – Part 2 – Jails

https://hypha.pub/back-to-freebsd-part-2
73•vermaden•4d ago•13 comments

Teenage Engineering's PO-32 acoustic modem and synth implementation

https://github.com/ericlewis/libpo32
105•ericlewis•4d ago•24 comments

Cohere Transcribe: Speech Recognition

https://cohere.com/blog/transcribe
185•gmays•14h ago•55 comments

Axios compromised on NPM – Malicious versions drop remote access trojan

https://www.stepsecurity.io/blog/axios-compromised-on-npm-malicious-versions-drop-remote-access-t...
1818•mtud•1d ago•735 comments

Show HN: Postgres extension for BM25 relevance-ranked full-text search

https://github.com/timescale/pg_textsearch
137•tjgreen•14h ago•41 comments

We intercepted the White House app's network traffic

https://www.atomic.computer/blog/white-house-app-network-traffic-analysis/
201•donutpepperoni•5h ago•60 comments

Learn Something Old Every Day, Part XVIII: How Does FPU Detection Work?

https://www.os2museum.com/wp/learn-something-old-every-day-part-xviii-how-does-fpu-detection-work/
42•kencausey•3d ago•5 comments

I traced my traffic through a home Tailscale exit node

https://tech.stonecharioteer.com/posts/2026/tailscale-exit-nodes/
107•stonecharioteer•11h ago•48 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.