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Poland is now among the 20 largest economies. How it happened

https://apnews.com/article/poland-economy-growth-g20-gdp-26fe06e120398410f8d773ba5661e7aa
458•surprisetalk•2h ago•375 comments

An Introduction to Meshtastic

https://meshtastic.org/docs/introduction/
153•ColinWright•4h ago•59 comments

PC Engine CPU

https://jsgroth.dev/blog/posts/pc-engine-cpu/
28•ibobev•1h ago•4 comments

A web page that shows you everything the browser told it without asking

https://sinceyouarrived.world/taken
48•mwheelz•2h ago•30 comments

Podman rootless containers and the Copy Fail exploit

https://garrido.io/notes/podman-rootless-containers-copy-fail/
26•ggpsv•2h ago•3 comments

Canvas is down as ShinyHunters threatens to leak schools’ data

https://www.theverge.com/tech/926458/canvas-shinyhunters-breach
839•stefanpie•17h ago•548 comments

Cloudflare to cut about 20% workforce

https://www.reuters.com/business/world-at-work/cloudflare-cut-over-1100-jobs-2026-05-07/
1069•PriorityLeft•19h ago•725 comments

GeoJSON

https://geojson.org/
82•tosh•5h ago•37 comments

Tesla is recalling its cheaper Cybertruck because the wheels might fall off

https://www.theverge.com/transportation/926741/tesla-cybertruck-cheaper-recall
97•droidjj•1h ago•79 comments

Maybe you shouldn't install new software for a bit

https://xeiaso.net/blog/2026/abstain-from-install/
704•psxuaw•16h ago•376 comments

ClojureScript Gets Async/Await

https://clojurescript.org/news/2026-05-07-release
200•Borkdude•8h ago•47 comments

Rumors of my death are slightly exaggerated

712•CliffStoll•2d ago•97 comments

Dirtyfrag: Universal Linux LPE

https://www.openwall.com/lists/oss-security/2026/05/07/8
726•flipped•20h ago•300 comments

Show HN: Git for AI Agents

https://github.com/regent-vcs/re_gent
6•doshay•1h ago•0 comments

The map that keeps Burning Man honest

https://www.not-ship.com/burning-man-moop/
705•speckx•1d ago•332 comments

Dithering with CSS

https://ikesau.co/blog/dithering-with-css/
80•speckx•4d ago•22 comments

Pinocchio is weirder than you remembered

https://storica.club/blog/pinocchio-in-italian/
237•cemsakarya•2d ago•97 comments

Hackers breach JDownloader's website to serve malware-laced downloads

https://www.neowin.net/news/if-you-downloaded-this-popular-software-recently-you-might-have-insta...
64•bundie•3h ago•20 comments

Agents need control flow, not more prompts

https://bsuh.bearblog.dev/agents-need-control-flow/
537•bsuh•22h ago•263 comments

QBE – Compiler Back End

https://c9x.me/compile/
46•smartmic•8h ago•5 comments

A polynomial autoencoder beats PCA on transformer embeddings

https://ivanpleshkov.dev/blog/polynomial-autoencoder/
76•timvisee•3d ago•18 comments

Nintendo announces price increases for Nintendo Switch 2

https://www.nintendo.co.jp/corporate/release/en/2026/260508.html
193•razorbeamz•8h ago•170 comments

GPT-5.5 Price Increase: What It Costs

https://openrouter.ai/announcements/gpt55-cost-analysis
140•gmays•14h ago•34 comments

Brazil's Pix payment system faces pressure from Visa and Mastercard

https://www.elciudadano.com/en/brazils-pix-payment-system-faces-pressure-from-visa-and-mastercard...
318•wslh•21h ago•265 comments

Singapore introduces caning for boys who bully others at school

https://www.theguardian.com/world/2026/may/06/singapore-caning-school-bullies
273•rustoo•2d ago•404 comments

DeepSeek 4 Flash local inference engine for Metal

https://github.com/antirez/ds4
452•tamnd•23h ago•129 comments

Hardening Firefox with Claude Mythos Preview

https://hacks.mozilla.org/2026/05/behind-the-scenes-hardening-firefox/
290•HieronymusBosch•23h ago•125 comments

Natural Language Autoencoders: Turning Claude's Thoughts into Text

https://www.anthropic.com/research/natural-language-autoencoders
337•instagraham•21h ago•101 comments

AlphaEvolve: Gemini-powered coding agent scaling impact across fields

https://deepmind.google/blog/alphaevolve-impact/
317•berlianta•1d ago•136 comments

Four stable kernels with partial fixes for Dirty Frag

https://lwn.net/Articles/1071775/
10•Brajeshwar•1h ago•0 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.