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Sub-$200 Lidar could reshuffle auto sensor economics

https://spectrum.ieee.org/solid-state-lidar-microvision-adas
50•mhb•3d ago•39 comments

I built Timeframe, our family e-paper dashboard

https://hawksley.org/2026/02/17/timeframe.html
1062•saeedesmaili•14h ago•256 comments

0 A.D. Release 28: Boiorix

https://play0ad.com/new-release-0-a-d-release-28-boiorix/
103•jonbaer•3d ago•25 comments

Pope tells priests to use their brains, not AI, to write homilies

https://www.ewtnnews.com/vatican/pope-leo-xiv-tells-priests-to-use-their-brains-not-ai-to-write-h...
147•josephcsible•1h ago•117 comments

Elsevier Shuts Down Its Finance Journal Citation Cartel

https://www.chrisbrunet.com/p/elsevier-shuts-down-its-finance-journal
9•qsi•51m ago•0 comments

The JavaScript Oxidation Compiler

https://oxc.rs/
152•modinfo•6h ago•53 comments

Show HN: CIA World Factbook Archive (1990–2025), searchable and exportable

https://cia-factbook-archive.fly.dev/
316•MilkMp•12h ago•77 comments

Loops is a federated, open-source TikTok

https://joinloops.org/
406•Gooblebrai•14h ago•250 comments

My journey to the microwave alternate timeline

https://www.lesswrong.com/posts/8m6AM5qtPMjgTkEeD/my-journey-to-the-microwave-alternate-timeline
222•jstanley•4d ago•70 comments

Bitmovin (YC S15) Is Hiring Interns in AI for Summer 2026 in Austria

https://bitmovin.com/careers/8023403002/
1•slederer•2h ago

Google restricting Google AI Pro/Ultra subscribers for using OpenClaw

https://discuss.ai.google.dev/t/account-restricted-without-warning-google-ai-ultra-oauth-via-open...
588•srigi•10h ago•487 comments

How to train your program verifier

https://risemsr.github.io/blog/2026-02-16-halleyyoung-a3/
44•matt_d•4d ago•8 comments

What I learned designing a barebones UI engine

https://madebymohammed.com/miniui
27•teleforce•5h ago•2 comments

Man accidentally gains control of 7k robot vacuums

https://www.popsci.com/technology/robot-vacuum-army/
285•Brajeshwar•18h ago•156 comments

Six Math Essentials

https://terrytao.wordpress.com/2026/02/16/six-math-essentials/
212•digital55•13h ago•45 comments

Aqua: A CLI message tool for AI agents

https://github.com/quailyquaily/aqua
46•lyricat•7h ago•28 comments

The Musidex: A physical music library for the streaming era

https://hannahilea.com/blog/musidex/
40•zdw•3d ago•12 comments

Fix your tools

https://ochagavia.nl/blog/fix-your-tools/
239•vinhnx•17h ago•77 comments

How close are we to a vision for 2010?

https://shkspr.mobi/blog/2026/02/how-close-are-we-to-a-vision-for-2010/
22•ColinWright•4h ago•5 comments

Hello Worg, the Org-Mode Community

https://orgmode.org/worg/
126•dargscisyhp•15h ago•40 comments

Using the new bridges of FreeBSD 15

https://blog.feld.me/posts/2026/02/using-new-bridges-freebsd-15/
86•vermaden•10h ago•22 comments

Linuxulator on FreeBSD Feels Like Magic

https://hayzam.com/blog/02-linuxulator-is-awesome/
108•vermaden•14h ago•41 comments

Show HN: Local-First Linux MicroVMs for macOS

https://shuru.run
167•harshdoesdev•14h ago•53 comments

A bug is a bug, but a patch is a policy: The case for bootable containers

https://tuananh.net/2026/02/20/patch-is-policy/
3•tuananh•2d ago•1 comments

Freemediaheckyeah – A collection of free stuff on the internet

https://fmhy.net/
204•con•5h ago•54 comments

Emulated Windows 3.11 in the Browser

https://pieter.com/
117•jalev•15h ago•58 comments

Show HN: A geometric analysis of Chopin's Prelude No. 4 using 3D topology

https://github.com/jimishol/cholidean-harmony-structure/blob/main/docs/03-case-study-chopin-prelu...
36•jimishol•2d ago•9 comments

Rhythms the Compendium: Life aboard an aircraft carrier (2021)

https://thelexicans.wordpress.com/2020/04/05/38223/
18•cwillu•1d ago•2 comments

Attention Media ≠ Social Networks

https://susam.net/attention-media-vs-social-networks.html
603•susam•20h ago•251 comments

Git's Magic Files

https://nesbitt.io/2026/02/05/git-magic-files.html
149•chmaynard•18h ago•43 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.