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France to ban unsolicited telemarketing calls

https://www.lemonde.fr/en/france/article/2026/08/06/france-to-ban-unsolicited-telemarketing-calls...
229•aziaziazi•2h ago•137 comments

H3-metal – Native MiniMax-H3 inference for Apple Silicon

https://github.com/antirez/h3.c
293•swyx•9h ago•62 comments

As AI eats the web, the internet’s collective memory is disappearing

https://thewalrus.ca/google-search-is-dying/
332•awnird•12h ago•365 comments

To Save C, We Must Save ABI

https://thephd.dev/to-save-c-we-must-save-abi-fixing-c-function-abi
61•gurjeet•3d ago•32 comments

Chicken Scheme 6.0

https://code.call-cc.org/releases/6.0.0/NEWS
201•eatonphil•10h ago•24 comments

LFM2.5 2.6B model competitive with 4x larger models

https://huggingface.co/LiquidAI/LFM2.5-2.6B
86•nateb2022•6d ago•18 comments

The Water Footprint of AI

https://doi.org/10.1016/j.watres.2026.125866
30•MASNeo•4h ago•28 comments

Show HN: Scroll through all 43252003274489856000 Rubik's Cube states

https://everycube.alen.is/
204•Alen123•11h ago•67 comments

Show HN: Needle2: 14MB agentic LLM for phones, wearables, smart home and robots

https://cactuscompute.com/needle
357•HenryNdubuaku•17h ago•134 comments

About Rx Kids

https://rxkids.org/about/
27•mooreds•4d ago•13 comments

Mark Zuckerberg attacks 'closed' AI rivals as Meta returns to open models

https://www.ft.com/content/4e3957f8-ea7c-4c46-a3de-cdce8e526878
518•root-parent•20h ago•478 comments

Show HN: Mcptoon – Token-efficient MCP CLI client

https://github.com/activeing123/mcptoon
50•mcptokensaver•5h ago•38 comments

The “mechanical miracle” that ruined Mark Twain’s life

https://resobscura.substack.com/p/the-mechanical-miracle-that-ruined
144•benbreen•5d ago•73 comments

Stowaway – Take the window seat on any plane or satellite overhead

https://stowaway.live/
281•thunderbong•3d ago•34 comments

Closing Canario Terminal source code

https://rapha.land/closing-canario-terminal-source-code/
6•atan2•2h ago•4 comments

Recycle – Floppydisks

https://www.floppydisk.com/recycle
65•calvinmorrison•9h ago•29 comments

Faster floating point math with Rust's new API

https://pythonspeed.com/articles/faster-float-math-rust/
45•subset•4d ago•4 comments

Sonic Pi v5

https://www.patreon.com/samaaron/posts/sonic-pi-v5-166001392
383•samaaron•4d ago•91 comments

The UK's war on anonymity has come to America

https://www.effort.news/uk-lobby
514•slowin•11h ago•463 comments

How Claude marks AI-generated content

https://support.claude.com/en/articles/16266773-how-claude-marks-ai-generated-content
193•mfiguiere•13h ago•152 comments

Programming the Gigatron

https://www.iwriteiam.nl/PGigatron.html
7•shakna•4d ago•0 comments

London Underground begins scanning passengers' faces

https://www.btp.police.uk/news/btp/news/england/btp-expands-live-facial-recognition-lfr-trial-int...
61•BlueBerry2001•1h ago•61 comments

Rust SIMD on the GPU

https://www.vectorware.com/blog/simd-on-gpu/
188•sagacity•16h ago•93 comments

Muse Glimmer: 30B-parameter model optimized for always-on local agent workflows

https://research.meta.ai/blog/introducing-muse-glimmer-open-agentic-model
1122•riordan•1d ago•609 comments

What's the best programming language for coding agents?

http://danluu.com/pl-tokens/
191•chaychoong•18h ago•127 comments

Telephones Caught in Between

https://computer.rip/2026-08-02-telephone-leasing.html
29•speckx•4d ago•4 comments

Squeak 6.1

https://squeak.org/release_notes/6.1/
268•fniephaus•22h ago•131 comments

Publishing Schematics Before “Open Source” Was a Word

https://fabscene.medium.com/publishing-schematics-before-open-source-was-a-word-55-years-of-akizu...
93•extralongdivisi•3d ago•19 comments

Tail-call optimization in C is relatively recent (2025)

https://lwn.net/Articles/1034703/
152•prakashqwerty•23h ago•135 comments

Confessions of a Long-Distance Sailor

https://arachnoid.com/lutusp/sailbook.html
120•AntiRush•14h ago•34 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!