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Ooh.directory: a place to find good blogs that interest you

https://ooh.directory/
153•hisamafahri•2h ago•41 comments

My smart sleep mask broadcasts users' brainwaves to an open MQTT broker

https://aimilios.bearblog.dev/reverse-engineering-sleep-mask/
22•minimalthinker•43m ago•7 comments

Show HN: Sameshi – a ~1200 Elo chess engine that fits within 2KB

https://github.com/datavorous/sameshi
72•datavorous_•2h ago•26 comments

Zig – io_uring and Grand Central Dispatch std.Io implementations landed

https://ziglang.org/devlog/2026/#2026-02-13
250•Retro_Dev•7h ago•156 comments

Shades of Halftone

https://blog.maximeheckel.com/posts/shades-of-halftone/
26•surprisetalk•4d ago•0 comments

Show HN: I spent 3 years reverse-engineering a 40 yo stock market sim from 1986

https://www.wallstreetraider.com/story.html
557•benstopics•4d ago•188 comments

How many registers does an x86-64 CPU have? (2020)

https://blog.yossarian.net/2020/11/30/How-many-registers-does-an-x86-64-cpu-have
35•tosh•2h ago•15 comments

Show HN: SQL-tap – Real-time SQL traffic viewer for PostgreSQL and MySQL

https://github.com/mickamy/sql-tap
183•mickamy•11h ago•29 comments

Code Storage by the Pierre Computer Company

https://code.storage/
27•admp•4d ago•11 comments

Switzerland to Vote on Capping Population at 10M

https://www.nytimes.com/2026/02/11/world/europe/switzerland-to-vote-on-capping-population-at-10-m...
19•bookofjoe•37m ago•30 comments

Homeland Security has sent out subpoenas to identify ICE critics

https://www.engadget.com/big-tech/homeland-security-has-reportedly-sent-out-hundreds-of-subpoenas...
82•OutOfHere•1h ago•3 comments

Ars Technica makes up quotes from Matplotlib maintainer; pulls story

https://infosec.exchange/@mttaggart/116065340523529645
329•robin_reala•6h ago•126 comments

What color are your bits? (2004)

https://ansuz.sooke.bc.ca/entry/23
17•tomodachi94•3d ago•5 comments

Babylon 5 is now free to watch on YouTube

https://cordcuttersnews.com/babylon-5-is-now-free-to-watch-on-youtube/
443•walterbell•1d ago•225 comments

Understanding the Go Compiler: The Linker

https://internals-for-interns.com/posts/the-go-linker/
132•valyala•5d ago•32 comments

The Sling: Humanity's Forgotten Power

https://www.slinging.org/
60•jsattler•4d ago•11 comments

The mathematics of compression in database systems

https://www.bitsxpages.com/p/the-mathematics-of-compression-in
30•agavra•3d ago•3 comments

The World of Harmonics – With a Coffee, Guitar and Synth

https://mynoise.net/vlog.php?ep=20260204
56•gregsadetsky•5d ago•13 comments

Show HN: Data Engineering Book – An open source, community-driven guide

https://github.com/datascale-ai/data_engineering_book/blob/main/README_en.md
205•xx123122•18h ago•24 comments

How the Little Guy Moved

https://animationobsessive.substack.com/p/how-the-little-guy-moved
75•zdw•4d ago•3 comments

Cogram (YC W22) – Hiring former technical founders

https://www.ycombinator.com/companies/cogram/jobs/LDTrViN-ex-technical-founder-product-engineer
1•ricwo•9h ago

Platforms bend over backward to help DHS censor ICE critics, advocates say

https://arstechnica.com/tech-policy/2026/02/platforms-bend-over-backward-to-help-dhs-censor-ice-c...
20•pjmlp•29m ago•2 comments

Common Lisp Screenshots: today's CL applications in action

http://www.lisp-screenshots.org
144•_emacsomancer_•2d ago•43 comments

Building a TUI is easy now

https://hatchet.run/blog/tuis-are-easy-now
267•abelanger•22h ago•205 comments

GPT-5.2 derives a new result in theoretical physics

https://openai.com/index/new-result-theoretical-physics/
535•davidbarker•20h ago•360 comments

Font Rendering from First Principles

https://mccloskeybr.com/articles/font_rendering.html
186•krapp•6d ago•34 comments

NPMX – a fast, modern browser for the NPM registry

https://npmx.dev
130•slymax•14h ago•55 comments

Backblaze Drive Stats for 2025

https://www.backblaze.com/blog/backblaze-drive-stats-for-2025/
129•Brajeshwar•11h ago•22 comments

Epstein's Ugly World of Science

https://homunculusmusic.wordpress.com/2026/02/14/epsteins-ugly-world-of-science/
35•only_in_america•1h ago•5 comments

YouTube as Storage

https://github.com/PulseBeat02/yt-media-storage
116•saswatms•7h ago•97 comments
Open in hackernews

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

https://vircadia.com/
12•kaliqt•9mo ago

Comments

kaliqt•9mo 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•9mo ago
Interested to know why Deutsche telekom sponsored this
nand_gate•9mo 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•9mo 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•9mo 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•9mo 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•9mo 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•9mo 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•9mo ago
I had a similar reaction / question. Why not use KV store and get sub millisecond latency?
kaliqt•9mo 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•9mo 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•9mo ago
I love that you use Bun.
kaliqt•9mo 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•9mo 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•9mo 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•9mo 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.