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Docker Sandboxes – Disposable, isolated sandboxes for AI agents

https://www.docker.com/products/docker-sandboxes/
201•etoxin•3h ago•130 comments

What Happened to HackerOne?

https://blog.teknogeek.io/posts/what-happened-to-hackerone/
229•hipparchus•7h ago•101 comments

Tail-Call Interpreters in Rust – Jimmy Ostler

https://lordgoati.us/blog/tail-call/
13•amatheus•2d ago•0 comments

Run Android ARM64 VR APKs on Apple Vision Pro

https://github.com/shinyquagsire23/Klepton
78•LorenDB•6h ago•8 comments

Show HN: Voice driven murder mystery, Interview AI suspects with your voice

https://www.whodunnitai.com/
86•MrRowTheBoat•6h ago•29 comments

An Interesting Fourier Transform – 1/F Noise

https://www.dsprelated.com/showarticle/40.php
37•q7m•3d ago•9 comments

How I use LLMs to learn complex topics

https://laurentiugabriel.github.io/blog/articles/how-i-use-llms-to-learn/
631•laurentiurad•14h ago•390 comments

An alias-based formulation of the borrow checker (2018)

https://smallcultfollowing.com/babysteps/blog/2018/04/27/an-alias-based-formulation-of-the-borrow...
9•parksb•2d ago•1 comments

How We Pushed CDC into Postgres

https://www.snowflake.com/en/blog/engineering/postgres-to-snowflake-replication-mirroring/
92•craigkerstiens•8h ago•9 comments

Taxi drivers rarely die of Alzheimer's

https://theconversation.com/taxi-drivers-rarely-die-of-alzheimers-how-complex-mental-maps-and-spa...
288•jader201•18h ago•202 comments

Turn satellite imagery into a paper globe you fold yourself

https://foldingglobes.com/
61•dango2506•6h ago•21 comments

Ask HN: What are you working on? (August 2026)

243•david927•16h ago•863 comments

ATProto for Distributed Systems Engineers

https://atproto.com/articles/atproto-for-distsys-engineers
80•LelouBil•3d ago•13 comments

Show HN: I made alchemical-cosmological PCB badges

https://github.com/KaiPereira/Alchemical-Cosmological-Badges
11•kaipereira•4d ago•1 comments

Cool URIs Don't Change (1998)

https://www.w3.org/Provider/Style/URI
240•Klaster_1•19h ago•60 comments

Auto mode is now the default in Claude Code

https://claude.com/blog/auto-mode-default-in-claude-code
210•sbehere•6h ago•212 comments

Nearest Pint

https://knowwhereconsulting.co.uk/maps/pubs/
31•bookofjoe•5d ago•16 comments

Picophysics: Single file physics for games on platforms like N64, PSX, DC

https://gitlab.com/Kazade/picophysics
55•klaussilveira•4d ago•16 comments

Slap ROM Patcher

https://nyuu.page/projects/slap/
18•apsec112•3d ago•6 comments

Tuxedo No. 2 – Cocktail recipes

https://tuxedono2.com
91•smartmic•13h ago•25 comments

New Zealand lost its music media, and what we're building to replace it

https://propelmusic.co.nz/articles/the-sound-went-quiet-nz-music-media
114•berghoffer•13h ago•67 comments

Everything you do is being recorded

https://www.theatlantic.com/technology/2026/05/ai-wearable-surveillance-countermeasures/687203/
305•ike_usawa•22h ago•248 comments

I made tinnitus my friend, then it disappeared [video]

https://mynoise.net/vlog.php?ep=20260803
141•gregsadetsky•15h ago•117 comments

The German Mittelstand

https://kieranvelasquez.substack.com/p/on-the-german-mittelstand
59•Michelangelo11•4d ago•39 comments

The Ambition Project

https://www.betonit.ai/p/the-ambition-project
44•herbertl•10h ago•2 comments

The tragedy of the commons, AI edition

https://www.economist.com/britain/2026/08/06/the-tragedy-of-the-commons-ai-edition
123•simonpure•14h ago•79 comments

Andrew Wiles on proving Fermat’s Last Theorem (1995) [video]

https://www.youtube.com/watch?v=GS7CxAtV5Ks
63•jackdoe•3d ago•40 comments

OpenChamber: An Agentic Development Environment

https://openchamber.dev/
145•hexomancer•16h ago•75 comments

"The Persian MâR-Nâmeh Or, the Book for Taking Omens from Snakes" (1892)

https://publicdomainreview.org/collection/marnameh/
57•Thevet•3d ago•11 comments

Windows 11's built-in Weather app wastes more than 1 GB of RAM

https://www.notebookcheck.net/Windows-11-s-built-in-Weather-app-wastes-more-than-1-GB-of-RAM.1364...
546•akyuu•18h ago•454 comments
Open in hackernews

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

https://vircadia.com/
12•kaliqt•1y ago

Comments

kaliqt•1y 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•1y ago
Interested to know why Deutsche telekom sponsored this
nand_gate•1y 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•1y 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•1y 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•1y 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•1y 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•1y 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•1y ago
I had a similar reaction / question. Why not use KV store and get sub millisecond latency?
kaliqt•1y 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.

koakuma-chan•1y ago
I love that you use Bun.
kaliqt•1y 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•1y 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•1y 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•1y 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.
kaliqt•1y 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!