frontpage.
newsnewestaskshowjobs

Open Source @Github

fp.

Phyllotaxis: An audio-reactive LED display

https://jagi.studio/posts/phyllotaxis/
38•evakhoury•13h ago•5 comments

Pirating the Pirates

https://mubi.com/en/notebook/posts/pirating-the-pirates
498•piotrgrabowski•13h ago•244 comments

MicroLLM Lab – Try 7 tiny LLM's in the browser

https://stateofutopia.com/experiments/microllmlab/
195•logicallee•10h ago•74 comments

Jeff – Jev-compatible 0.8B decision models, trained at home, ~30 ms

https://github.com/firelex/jeff
420•firelex•9h ago•157 comments

California farmers are struggling to sell grapes as demand for wine drops

https://www.kqed.org/news/12101534/california-farmers-are-struggling-to-sell-grapes-as-demand-for...
138•randycupertino•9h ago•316 comments

12,000-year-old Göbeklitepe burials explain scattered bones

https://archaeologymag.com/2026/09/gobeklitepe-burials-hundreds-of-scattered-bones/
116•yusufaytas•2d ago•27 comments

Tank Body Problem

http://www.jimsitu.com
58•jimbooonooo•5h ago•13 comments

ESP32S3 cluster running 1.58-bit (BitNet) Language model

https://github.com/Low-Zi-Hong/ESP32s3-LLM-Cluster
65•nkko•8h ago•9 comments

Show HN: Pac-Bench – How well can models one-shot a Pac-Man game?

https://jonclegg.github.io/pacman-bakeoff/
25•thefourthchime•7h ago•18 comments

Simulating Airband Am Radios

https://bitbashing.io/am-radio.html
13•shellpipe•2d ago•1 comments

Sonnet 5.5

https://www.anthropic.com/claude-sonnet-5-5
701•D2OQZG8l5BI1S06•11h ago•462 comments

Hijacking the PS5's RTMP stream

https://yashgarg.dev/posts/hijacking-ps5-rtmp-stream/
233•ibobev•14h ago•72 comments

Scientists solve 1840s space weather mystery

https://arstechnica.com/science/2026/09/scientists-solve-1840s-space-weather-mystery/
94•gumby•9h ago•42 comments

1996 chat room simulator connected to Win95 and System 7 web desktops

https://lolchat.rip/
84•henrychannel•5h ago•42 comments

Kids turned low-traffic NPR Spotify comments into a secret group chat

https://www.thisamericanlife.org/897/transcript
357•simonpure•14h ago•202 comments

World Labs Is Joining AMD

https://www.worldlabs.ai/blog/amd-announcement
246•mfiguiere•9h ago•103 comments

The Art Forger Who Became a National Hero

https://priceonomics.com/the-art-forger-who-became-a-national-hero/
31•bookofjoe•2d ago•6 comments

Who Killed Paulina Borsook's Career?

https://www.wired.com/story/paulina-borsook-profile/
29•danielmorozoff•1d ago•6 comments

Show HN: Museum of Numbers

https://numbermuseum.com/2147483647
4•rhl314•2d ago•2 comments

Nvidia wants to put a watchdog chip next to every AI agent

https://www.cnbc.com/2026/09/28/nvidia-releases.html
143•jonbaer•14h ago•171 comments

How to win a beer with high-dimensional statistics

https://jamiesimon.io/blog/how-to-win-a-beer-with-high-dimensional-statistics/
54•jamie-simon•2d ago•7 comments

Does Reddit have an astroturfing problem? What the data suggests

https://www.petervijeh.com/projects/reddit-astroturf
173•p-s-v•16h ago•208 comments

It's Time to Investigate the AI Labs

https://calnewport.com/its-time-to-investigate-the-ai-labs/
400•ibobev•9h ago•140 comments

Updated Google Maps shows destruction of the city of Rafah

https://twitter.com/AliAbunimah/status/2103890594137309425
375•slowin•14h ago•206 comments

What is the best shape of a city? Modelling effect of urban form on distance

https://journals.sagepub.com/doi/10.1177/23998083261458842
27•rustoo•2d ago•14 comments

What reversing, modernising old games tells us about the economic impact of AI

https://this.os.isfine.org/blog/posts/what-reverse-engineering-and-modernising-an-old-war-game-te...
102•keeda•2d ago•47 comments

Show HN: HN.watch – Videos of all Hacker News posts

https://hn.watch/
148•mrborgen•14h ago•87 comments

Cf: The Agentic CLI for the Cloudflare API

https://blog.cloudflare.com/cloudflare-cf-cli-launch/
143•macleos•14h ago•66 comments

Behold the pawpaw

https://www.cbc.ca/radio/thecurrent/pawpaw-tropical-fruit-canada-9.7356882
64•BiraIgnacio•1d ago•28 comments

Show HN: Destroy Any Website with Stickman

https://destroy.spritefusion.com/
126•HugoDz•13h ago•31 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!