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GLM-5.2 is the new leading open weights model on Artificial Analysis

https://artificialanalysis.ai/articles/glm-5-2-is-the-new-leading-open-weights-model-on-the-artif...
68•himata4113•1h ago•15 comments

Show HN: High-Res Neural Cellular Automata

https://cells2pixels.github.io/
33•esychology•1h ago•0 comments

GrapheneOS has been ported to Android 17

https://discuss.grapheneos.org/d/36469-grapheneos-has-been-ported-to-android-17-and-official-rele...
800•Cider9986•14h ago•399 comments

Running local models is good now

https://vickiboykis.com/2026/06/15/running-local-models-is-good-now/
1354•jfb•20h ago•517 comments

Hacker News but for Independent Blogs

https://bubbles.town/
104•headalgorithm•2h ago•31 comments

Humiliating IIS servers for fun and jail time

https://mll.sh/humiliating-iis-servers-for-fun-and-jail-time/
275•denysvitali•11h ago•64 comments

U.S. Science Is in Chaos

https://www.scientificamerican.com/article/americas-compact-between-science-and-politics-is-broken/
40•presspot•54m ago•15 comments

The founder's playbook: Building an AI-native startup

https://claude.com/blog/the-founders-playbook
94•e2e4•3h ago•89 comments

Subterranean fungi networks more than 100 quadrillion km in length

https://www.theguardian.com/science/2026/jun/11/arbuscular-mycorrhizal-fungi-plant-life-climate-g...
77•tosh•5d ago•18 comments

TIL: You can make HTTP requests without curl using Bash /dev/TCP

https://mareksuppa.com/til/bash-dev-tcp-http-without-curl/
426•mrshu•18h ago•199 comments

Calvin and Hobbes and the price of integrity

https://therepublicofletters.substack.com/p/calvin-and-hobbes-and-the-price-of
433•pseudolus•19h ago•184 comments

Wolfram Language and Mathematica version 15

https://writings.stephenwolfram.com/2026/06/launching-version-15-of-wolfram-language-mathematica-...
173•alok-g•11h ago•86 comments

Has AI already killed self-help nonfiction books?

https://tim.blog/2026/06/12/has-ai-already-killed-nonfiction/
311•imakwana•17h ago•350 comments

GPT‑NL: a sovereign language model for the Netherlands

https://www.tno.nl/en/digital/artificial-intelligence/gpt-nl/
218•root-parent•16h ago•219 comments

Map Clustering Is Not My Favorite

https://blog.greg.technology/2026/06/12/map-clustering-is-not-my-favorite.html
14•gregsadetsky•4d ago•6 comments

Stop Using JWTs

https://gist.github.com/samsch/0d1f3d3b4745d778f78b230cf6061452
405•dzonga•17h ago•233 comments

From Chesterton's fence to Chesterton's gap

https://stephantul.github.io/blog/unfence/
12•stephantul•3h ago•8 comments

Show HN: Capacitor Alarm Clock

https://github.com/ArcaEge/capacitor-alarm-clock
5•arcaege•2d ago•1 comments

Semiclassical Gravity Efficiently Solves NP-Complete Problems

https://arxiv.org/abs/2606.14806
34•ascarshen•7h ago•16 comments

Stop Killing Games fails to secure EU law despite 1.3M signatures

https://www.dexerto.com/gaming/stop-killing-games-fails-to-secure-eu-law-despite-1-3m-signatures-...
262•slymax•9h ago•168 comments

Making 'food out of thin air' (2024)

https://www.noemamag.com/making-food-out-of-thin-air/
22•muchweight•2d ago•5 comments

SpaceX to buy Cursor for $60B

https://www.reuters.com/legal/transactional/spacex-buy-anysphere-60-billion-2026-06-16/
1035•itsmarcelg•1d ago•1534 comments

But yak shaving is fun (2019)

https://parksb.github.io/en/article/32.html
270•parksb•20h ago•78 comments

Lattice Triangles Are Rare

https://axiommath.ai/territory/the-reveal
20•skogstokig•6d ago•3 comments

A brief tour of the PDP-11, the most influential minicomputer of all time (2022)

https://arstechnica.com/gadgets/2022/03/a-brief-tour-of-the-pdp-11-the-most-influential-minicompu...
84•jensgk•2d ago•33 comments

10Gb/s Ethernet: switching to a Broadcom SFP+ module

https://www.gilesthomas.com/2026/06/10g-ethernet-switching-to-broadcom-sfp-plus
154•gpjt•17h ago•137 comments

The Amphibious Villagers of Indonesia

https://www.economist.com/interactive/1843/2026/06/12/the-amphibious-villagers-of-indonesia
30•haritha-j•2d ago•8 comments

GLM 5.2 Performance Benchmarks

https://artificialanalysis.ai/models/glm-5-2
5•theanonymousone•3h ago•0 comments

Qwen-Robot Suite: A Foundation Model Suite for Physical World Intelligence

https://qwen.ai/blog?id=qwen-robotsuite
181•ilreb•21h ago•31 comments

A Nipkow Disk Mechanical TV Simulator

https://analogtv.net/mechanical-lab
51•ambanmba•2d ago•7 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!