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Newgrounds.com – A community of games, music, and art

https://www.newgrounds.com/
211•azhenley•8h ago•55 comments

Court agrees with EFF: Utah's VPN law demands a technical impossibility

https://www.eff.org/deeplinks/2026/10/court-agrees-eff-utahs-vpn-law-demands-technical-impossibility
627•hn_acker•1d ago•276 comments

Apple Pass Designer

https://developer.apple.com/pass-designer/
420•soheilpro•14h ago•256 comments

Mike Tomlin spent 12 years building a Minecraft city

https://www.nytimes.com/athletic/7648198/2026/10/01/mike-tomlin-minecraft-nfl-coach/
455•CoryOndrejka•1d ago•107 comments

Cloudflare OHTTP gateway

https://blog.cloudflare.com/announcing-cloudflare-ohttp-gateway/
70•est•6h ago•19 comments

Barcodes are about to go extinct

https://thehustle.co/originals/why-barcodes-are-about-to-go-extinct
37•rmason•12h ago•55 comments

A 12-year sequence of telescope images of a star and four planets orbiting

https://bsky.app/profile/theplanetaryguy.com/post/3mwucf5ert22f
277•mariuz•22h ago•54 comments

The Forgetful CPU (Linux on M4)

https://yuka.dev/blog-2026-10-02-linux-m4.html
212•signa11•19h ago•140 comments

An Update on Orion for Linux and Windows

https://blog.kagi.com/update-orion-linux-windows
42•pentagrama•4h ago•13 comments

Extra Big Ass Intelligence

https://www.extrabigassintelligence.com/
289•34679•6h ago•61 comments

Loss of cell identity drives human aging: Two new papers

https://erictopol.substack.com/p/loss-of-cell-identity-drives-human
257•bookofjoe•1d ago•79 comments

Greg Kroah-Hartman – Security in the LLM Age [video]

https://www.youtube.com/watch?v=NnV_cWeoo5Q
238•usernomdeguerre•1d ago•72 comments

From the creator of Redis; run LLM locally with ds4

https://dwarfstar.sh/
236•fibo•15h ago•62 comments

FLUX 3 Image

https://bfl.ai/models/flux-3-image
343•minimaxir•1d ago•72 comments

Muse Gadgets

https://gadgets.muse.ai
193•anant•14h ago•84 comments

With most information hidden, the game Stratego had stumped AI until now

https://arstechnica.com/science/2026/10/ai-finally-beat-the-best-stratego-player-in-history-and-d...
216•PaulHoule•19h ago•108 comments

Updates to Full Disk Access in macOS

https://developer.apple.com/news/?id=p6zjojqw
197•notfirstpost•13h ago•133 comments

More like SC-Forth-thousand, am I right?

https://www.leadedsolder.com/2026/10/01/rc2026-10-sg1000-forth-port.html
7•stevekemp•1d ago•0 comments

The Nintendo 64 Partner-N64 Development Kit

https://www.behindthecode.ca/partner-n64pc-dev-kit/
38•paulgerhardt•14h ago•5 comments

One month coding with GLM 5.3 Flash

https://wagtail.org/blog/one-month-on-glm-53-flash/
159•ThibWeb•18h ago•119 comments

Show HN: Giving Opus 5.5 a simulated paint canvas

https://stillwet.art/
275•alstonite•1d ago•88 comments

Why should I have to pay more for buses if I don't use a smartphone?

https://www.theguardian.com/money/2026/oct/02/why-should-i-have-to-pay-more-for-buses-if-i-dont-u...
24•DamonHD•1h ago•22 comments

Sites in ChatGPT

https://chatgpt.com/features/sites/
266•polvi•1d ago•253 comments

The Legend of von Neumann (1973) [pdf]

https://gwern.net/doc/math/1973-halmos.pdf
278•suopspaces•20h ago•149 comments

Billions of triangles redux

https://zeux.io/2026/09/30/billions-of-triangles-redux/
44•ibobev•2d ago•0 comments

OKI Develops 124-Layer PCB Technology

https://www.oki.com/global/press/2025/z25006e.html
31•luu•1d ago•14 comments

Venice’s failed war against Constantinople led to the first bond market

https://bigthink.com/books/a-fabulous-debt/
118•RickJWagner•20h ago•35 comments

Understanding Frontier Artificial Intelligence

https://casp.ac/reports/intelligence-explosion
42•roversx•2h ago•44 comments

Programming the ENIAC(2011)

https://www.columbia.edu/cu/computinghistory/eniac.html
4•nill0•2d ago•0 comments

Show HN: Made an open-source Lego AI generator

https://github.com/anteloc/ldraw-nova
113•antelocnova•13h ago•44 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!