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GPT-5.6 Sol Ultra will be in Codex

https://twitter.com/thsottiaux/status/2073933490513752151
73•mfiguiere•1h ago•31 comments

OpenPrinter

https://www.opentools.studio/
481•bouh•5h ago•120 comments

Al Vigier: Canada's AI strategy shouldn't include secret Palantir bills

https://www.readtheline.ca/p/al-vigier-canadas-ai-strategy-shouldnt
94•ClearwayLaw•2h ago•32 comments

Has_not_been_viewed_much

https://iamwillwang.com/notes/has-not-been-viewed-much/
97•wxw•3h ago•24 comments

Organic Maps

https://organicmaps.app/
824•tosh•12h ago•227 comments

Show HN: Homegames. An open-source game platform I've been making for 8 years

https://homegames.io
99•homegamesjoseph•5h ago•31 comments

Does Code Cleanliness Affect Coding Agents?

https://arxiv.org/abs/2605.20049
36•softwaredoug•3h ago•16 comments

Completing a computer science degree on Coursera

https://notesbylex.com/completing-a-computer-science-degree-on-coursera
115•lexandstuff•5h ago•81 comments

The Sneakerweb

https://sneakerweb.org/
12•GalaxyNova•1h ago•2 comments

The Private Capture of Public Genius

https://www.wysr.xyz/p/the-private-capture-of-public-genius
32•martialg•2h ago•3 comments

It's not about physical vs. digital games, it's about ownership

https://popcar.bearblog.dev/its-about-ownership/
331•popcar2•11h ago•246 comments

Connections in Math: the two kinds of random

https://stillthinking.net/posts/connections-in-math-two-kinds-of-random/
22•pcael•3h ago•13 comments

New AI tutor achieves 0.71-1.30 SD effect size in Dartmouth course [pdf]

https://intextbooks.science.uu.nl/workshop2026/files/itb26_s1s2.pdf
134•jonahbard•8h ago•80 comments

The future of Flipper Zero development

https://blog.flipper.net/future-of-flipper-zero-development/
237•croes•8h ago•99 comments

The Age of Personalized Hardware Is Coming

https://geastack.com/blog-the-age-of-personalized-hardware-is-coming
5•arbayi•3d ago•0 comments

Composite Video on the NES: Why's it so wobbly?

https://nicole.express/2026/phase-altering-by-line.html
52•zdw•5h ago•6 comments

Mr. Baby Paint and accidentally discovering a new cellular automata

https://tekstien-marginaalien-keskus.aalto.fi/residenssi/heikki/blog/004-december-2/
117•jfil•2d ago•24 comments

Starring the Computer

https://www.starringthecomputer.com/computers.html
173•gitowiec•9h ago•42 comments

Delta flight hit by firework while landing at Midway Airport on Fourth of July

https://www.nbcchicago.com/news/local/delta-flight-hit-by-firework-while-landing-at-midway-airpor...
74•randycupertino•7h ago•79 comments

Cursed circuits #5: capacitance multiplier

https://lcamtuf.substack.com/p/cursed-circuits-capacitance-multiplier
60•surprisetalk•6h ago•4 comments

Zuckerberg says AI agent development going slower than expected

https://www.reuters.com/business/zuckerberg-says-ai-agent-development-going-slower-than-expected-...
101•cwwc•3d ago•252 comments

Dungeon Proof Crawler: learn how to write proofs with RPG

https://dhilst.github.io/algae/game/index.html
42•SchwKatze•5h ago•12 comments

A Forlorn Hope of Fortran Modernisation

https://amenzwa.github.io/stem/PL/FortranModernisation/
14•Elzair•4d ago•1 comments

DNSGlobe – Rust TUI to watch DNS propagate around the world

https://github.com/514-labs/dnsglobe
27•Callicles•4h ago•20 comments

The Writers Who Wrote the Most in History

https://brennan.day/compulsion-the-writers-who-wrote-the-most-in-history/
12•bookofjoe•4d ago•7 comments

Introduction to Compilers and Language Design (2021)

https://dthain.github.io/books/compiler/
279•AlexeyBrin•14h ago•46 comments

Dependencies should be fetched directly from VCS

https://www.arp242.net/deps-vcs.html
38•mrngm•6h ago•30 comments

Show HN: Osint tool that finds exposed files on domains

https://search.cerast-intelligence.com/
27•PatchRequest•6h ago•10 comments

Run Windows 2000 on a DEC Alpha with a new es40 fork

https://raymii.org/s/blog/Run_Windows_2000_for_Dec_Alpha_on_a_new_es40_fork.html
106•jandeboevrie•13h ago•59 comments

CoCom regulations and GPS receivers for balloons and cubesats

https://space.stackexchange.com/questions/14687/current-situation-with-cocom-regulations-and-gps-...
18•vinnyglennon•5h ago•7 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!