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LinkedIn Is Illegally Searching Your Computer

https://browsergate.eu/
643•digitalWestie•2h ago•309 comments

Qwen3.6-Plus: Towards Real World Agents

https://qwen.ai/blog?id=qwen3.6
65•pretext•53m ago•27 comments

Lemonade by AMD: a fast and open source local LLM server using GPU and NPU

https://lemonade-server.ai
196•AbuAssar•4h ago•53 comments

Inside Nepal's Fake Rescue Racket

https://kathmandupost.com/money/2026/03/27/inside-nepal-s-fake-rescue-racket
122•lode•3h ago•35 comments

IBM Announces Strategic Collaboration with Arm

https://newsroom.ibm.com/2026-04-02-ibm-announces-strategic-collaboration-with-arm-to-shape-the-f...
191•bonzini•6h ago•119 comments

Sweden goes back to basics, swapping screens for books in the classroom

https://undark.org/2026/04/01/sweden-schools-books/
395•novaRom•4h ago•209 comments

Significant Raise of Reports

https://lwn.net/Articles/1065620/
133•stratos123•6h ago•68 comments

Bringing Clojure programming to Enterprise (2021)

https://blogit.michelin.io/clojure-programming/
126•smartmic•7h ago•63 comments

'Backrooms' and the Rise of the Institutional Gothic

https://thereader.mitpress.mit.edu/backrooms-and-the-rise-of-the-institutional-gothic/
24•anarbadalov•2h ago•5 comments

Gone (Almost) Phishin'

https://ma.tt/2026/03/gone-almost-phishin/
106•luu•2d ago•53 comments

Enabling Codex to Analyze Two Decades of Hacker News Data

https://modolap.com/publication/hn-analysis-1
43•ronfriedhaber•4h ago•16 comments

Email obfuscation: What works in 2026?

https://spencermortensen.com/articles/email-obfuscation/
250•jaden•11h ago•74 comments

Emacs-libgterm: Terminal emulator for Emacs using libghostty-vt

https://github.com/rwc9u/emacs-libgterm
42•signa11•4d ago•12 comments

The SpaceX IPO: retail investor notes

https://report.bearblog.dev/the-spacex-ipo-will-be-the-perfect-storm-of-retail-investor-fallacies/
27•u1hcw9nx•4h ago•10 comments

Mercor says it was hit by cyberattack tied to compromise LiteLLM

https://techcrunch.com/2026/03/31/mercor-says-it-was-hit-by-cyberattack-tied-to-compromise-of-ope...
104•jackson-mcd•1d ago•31 comments

Show HN: I built a DNS resolver from scratch in Rust – no DNS libraries

https://github.com/razvandimescu/numa
43•rdme•5h ago•32 comments

Quantum computing bombshells that are not April Fools

https://scottaaronson.blog/?p=9665
228•Strilanc•14h ago•72 comments

On the trail of ancient art, deep in the Sahara

https://www.ft.com/content/524ed21e-5c35-489e-ae0b-90d40b4cf28a
4•bookofjoe•2d ago•1 comments

Steam on Linux Use Skyrocketed Above 5% in March

https://www.phoronix.com/news/Steam-On-Linux-Tops-5p
586•hkmaxpro•12h ago•270 comments

Telli (YC F24) is hiring engineers, designers, and more (on-site, Berlin)

http://hi.telli.com/join-us
1•sebselassie•8h ago

EmDash – A spiritual successor to WordPress that solves plugin security

https://blog.cloudflare.com/emdash-wordpress/
634•elithrar•23h ago•473 comments

Subscription bombing and how to mitigate it

https://bytemash.net/posts/subscription-bombing-your-signup-form-is-a-weapon/
240•homelessdino•11h ago•154 comments

Artemis II Launch Day Updates

https://www.nasa.gov/blogs/missions/2026/04/01/live-artemis-ii-launch-day-updates/
1013•apitman•22h ago•886 comments

Artemis computer running two instances of MS outlook; they can't figure out why

https://bsky.app/profile/nikigrayson.com/post/3miik2wzosk25
9•mooreds•13m ago•2 comments

Built a cheap DIY fan controller because my motherboard never had working PWM

https://www.himthe.dev/blog/msi-forgot-my-fans
57•bobsterlobster•2d ago•19 comments

Reinventing the Pull Request

https://lubeno.dev/blog/reinventing-the-pull-request
49•bkolobara•6d ago•40 comments

A new C++ back end for ocamlc

https://github.com/ocaml/ocaml/pull/14701
220•glittershark•15h ago•19 comments

DRAM pricing is killing the hobbyist SBC market

https://www.jeffgeerling.com/blog/2026/dram-pricing-is-killing-the-hobbyist-sbc-market/
564•ingve•17h ago•494 comments

New laws to make it easier to cancel subscriptions and get refunds

https://www.bbc.co.uk/news/articles/cvg0v36ek2go
123•chrisjj•6h ago•54 comments

Fast and Gorgeous Erosion Filter

https://blog.runevision.com/2026/03/fast-and-gorgeous-erosion-filter.html
210•runevision•2d ago•20 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.