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Introducing System One Models and Jev

https://typesafe.ai/blog/introducing-system-one-models-and-jev
636•albelfio•4h ago•207 comments

Show HN: An e-ink frame that hears birds and draws them as 1800s illustrations

https://github.com/arnegiacomo/fugleramme
1239•arnemunthekaas•11h ago•172 comments

German Rheinmetall open-sources its Battlesuite connected weapon system protcol

https://rheinmetall.github.io/onboardapi-documentation/9.10.0/index.html
102•summarity•2h ago•27 comments

An Update on Wayback Machine Access

https://blog.archive.org/2026/09/15/an-update-on-wayback-machine-access/
340•ChrisArchitect•6h ago•188 comments

Gemini 3.8 Live and 3.8 Live Extended Thinking

https://blog.google/innovation-and-ai/models-and-research/gemini-models/gemini-3-8-live-gemini-3-...
262•leumon•6h ago•177 comments

Jean-Pierre Serre is 100 years old today

https://mathshistory.st-andrews.ac.uk/Biographies/Serre/
76•jzox•3h ago•12 comments

We got admin access to Baseten's production GitHub in 25 minutes

https://www.strix.ai/blog/baseten-harbor-github-pat-takeover
191•bearsyankees•5h ago•98 comments

Building a Linux GPU Driver for the M4 Mac Mini in One Month

https://codyho.dev/blog/gpu-driver/
120•ADevWithAnIdea•4h ago•73 comments

Why I'm still bearish on LLMs after Navier-Stokes

https://dank.systems/posts/2026-09-15-ai-bear.html
91•jaykru•6h ago•52 comments

Chopping up books when they're physically too big

https://attainablefelicity.mattkirkland.com/20260915/cut-up-your-books.html
106•matt_kirkland•5h ago•102 comments

Learning to solve hard problems in RL for LLMs by never giving up

https://mnoukhov.github.io/posts/ngu/
25•natolambert•4h ago•0 comments

WangNet – 1.8 MB, zero-dependency Numberwang adjudication in 11 languages

https://github.com/GraafHenk/numberwang
90•Liogra123•4h ago•36 comments

Show HN: Capsule – Single-file web apps that save their data into SQLite

https://withcapsule.app/
268•bashtian•10h ago•115 comments

Saving Jet Fuel

https://tech.marksblogg.com/scikit-decide-openap-optimal-flight-planning.html
5•marklit•45m ago•3 comments

Data races and the limits of ThreadSanitizer in C and Go

https://theconsensus.dev/p/2026/09/06/data-races-and-the-limits-of-threadsanitizer-in-c-and-go.html
20•matt_d•2d ago•2 comments

Let's make quality the norm again

https://www.forbrukerradet.no/short-life/
286•ingve•14h ago•297 comments

Sierra digital cameras on the Apple II

https://www.colino.net/wordpress/archives/2026/09/11/sierra-digital-cameras-on-the-apple-ii/
4•ibobev•2d ago•0 comments

GEFS on OpenBSD: A Early Preview

https://marc.info/?l=openbsd-tech&m=178948744271633&w=2
102•sippingabonedry•6h ago•55 comments

Suspected sabotage causes major Netherlands rail disruption

https://www.bbc.com/news/articles/c8ly49w9g1edo
415•choult•13h ago•385 comments

Jiga (YC W21) Is Hiring Product Engineer (Remote/US)

https://jiga.io/about-us/?ashby_jid=0b75d72d-c92b-4dca-8062-09d298ada0bd
1•grmmph•7h ago

A single firm is behind OpenAI, Anthropic, and Meta hacking scandals

https://www.effort.news/irregular
425•yusufozkan•1d ago•144 comments

Show HN: Pizza Bot – An inbox for AI agents that work in the background

https://github.com/pizza-bot-app/pizza-bot
18•jd_•8h ago•6 comments

Show HN: Hacking a $20 4G wireless hotspot into a texting device

https://bkovac.github.io/modem-thing/
167•bobili1234•10h ago•30 comments

The CSS Zen Garden dream, finally shipped

https://josprague.com/blog/the-css-zen-garden-dream-finally-shipped/
122•yosito•9h ago•63 comments

Cartesian – AI 3D Modeling for Design

https://www.formas.ai/cartesian
84•eustoria•8h ago•71 comments

Most people prefer traditional architecture

https://www.worksinprogress.news/p/do-people-prefer-traditional-architecture
248•alihm•1d ago•197 comments

US confirms for first time it has deployed space weapons

https://www.bbc.com/news/articles/ck790xg41ygro
421•harporoeder•20h ago•298 comments

The Inference Hardware Revolution of 2026

https://spectrum.ieee.org/inference-hardware-revolution
98•vinhnx•9h ago•9 comments

Giving up on smart rings

https://notesbylex.com/giving-up-on-smart-rings
89•lexandstuff•3d ago•140 comments

25 years of mass surveillance is enough

https://www.schneier.com/blog/archives/2026/09/25-years-of-mass-surveillance-is-enough.html
769•iamnothere•12h ago•281 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!