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Three new discoveries in mathematics, computer science, and physics

https://openai.com/index/building-scientific-understanding-with-academic-communities/
904•jonluca•12h ago•430 comments

The Mythical Man-Month in the Age of AI

https://j11g.com/the-mythical-man-month-in-the-age-of-ai
137•ilreb•3h ago•107 comments

The Exponential Time Hypothesis Is False [pdf]

https://github.com/openai/math/blob/main/preprints/The-Exponential-Time-Hypothesis-is-False-Octob...
624•vok•12h ago•226 comments

New 'Circadian' Subtype of Depression Affecting 1 in 4 Patients

https://www.sciencealert.com/researchers-identify-new-circadian-subtype-of-depression-affecting-1...
55•gmays•4d ago•25 comments

Sebastian Raschka's from-scratch video course on building reasoning models

https://magazine.sebastianraschka.com/p/building-reasoning-models
709•sgiannopoulos•18h ago•97 comments

Oldest GUI application that still runs on Windows 11

https://blog.enlyth.com/posts/oldest-windows-gui-app-win-11/
427•enlyth•16h ago•244 comments

I still teach OpenGL ES 3.0

https://eliasfarhan.ch/graphics/cpp/2026/01/27/why-i-teach-opengles.html
63•majorchord•7h ago•41 comments

Writing about pratt parsing so I remember it

https://www.unix.dog/~yosh/blog/2026-10-25_pratt-parsing.html
30•dverlaeckt80•4h ago•1 comments

Type Server Protocol

https://github.com/microsoft/pylance-release/blob/main/docs/tsp/type-server-protocol.md
243•adamnemecek•15h ago•161 comments

Solar power is becoming bigger than nuclear

https://www.bbc.com/future/article/20261023-how-solar-became-bigger-than-nuclear
321•geox•18h ago•477 comments

CSS-Tricks has a new owner

https://css-tricks.com/css-tricks-has-a-new-owner/
480•edent•18h ago•105 comments

Show HN: Encarta 95 Web

https://benwinding.github.io/encarta_95_web/#/article/Art
17•gitgud•3d ago•9 comments

16-bit Windows (Windows 1.x, 2.x, 3.0, 3.1, etc.) on 64-bit Windows

https://github.com/otya128/winevdm
90•doener•8h ago•21 comments

Cross-request KV cache exposure in the GLM-5.3 Workers AI model (155 responses)

https://blog.cloudflare.com/kv-cache-exposure-remediation/
137•wondersky•11h ago•45 comments

AI is ruining haunted houses

https://www.plagiarismtoday.com/2026/10/26/ai-is-ruining-haunted-attractions/
4•mikelgan•1h ago•0 comments

A Printer Printing onto Paper

https://twitter.com/macrofying/status/2112904628509528219
131•MrBuddyCasino•4d ago•28 comments

How to grow a cacao tree at home (2024)

https://www.cocoterra.com/guide-on-how-to-grow-chocolate-at-home/
73•felipevb•1d ago•25 comments

New iPad mini

https://www.apple.com/newsroom/2026/10/apple-gives-ipad-mini-its-biggest-update-ever/
209•soheilpro•20h ago•511 comments

Txoko: Basques' traditional feast a gastronomic peek into a culture (2024)

https://johnhendersontravel.com/txoko/
24•jxub•3d ago•8 comments

APC says let there be light, with standards to speed up photonics manufacturing

https://www.nextplatform.com/connect/2026/10/23/apc-says-let-there-be-light-with-raft-of-standard...
35•rbanffy•1d ago•5 comments

A Man from the Future: Why Johnny Can't Stop Abstracting

http://muratbuffalo.blogspot.com/2026/10/the-man-from-future-why-johnny-cant.html
177•aray07•16h ago•81 comments

Websites Should Be Printable

https://brennenputh.me/blog/printable-websites/
340•bagatelle•23h ago•198 comments

Anthropic S-1

https://www.sec.gov/Archives/edgar/data/2130357/000162828026067168/anthropicpbc-sx1.htm
1614•SiNTEx•21h ago•1547 comments

Blaise Pascal invented fixed route public transport (2024)

https://humantransit.org/2024/12/one-of-the-greatest-inventions-in-the-history-of-human-transport...
292•skadamat•4d ago•147 comments

LimonOS Custom x86-64 Kernel

https://github.com/AnonimusShamshiAlex/LimonOS
7•DrMoris•2d ago•1 comments

Chemists, Chemical Engineers, and Plant Managers

https://www.seeingthesystem.com/p/chemists-chemical-engineers-and-plant
12•TinyBig•4d ago•0 comments

Nietzschian Debugger

https://github.com/DilawarShafiq/nietzschian-debugger
178•dilawargopang•16h ago•53 comments

LISPy things you can do in 64K bytes of core (2019)

https://t3x.org/lisp64k/index.html
62•andsoitis•1d ago•12 comments

SIMD-accelerated computer vision on a $2 microcontroller

https://shraiwi.com/blog/simd-fast-esp32s3/
206•zdw•1d ago•61 comments

Virtual and Real World Combine at LAN Party (1998)

https://www.latimes.com/archives/la-xpm-1998-aug-10-mn-11870-story.html
47•npunt•2d ago•6 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!