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Defer available in gcc and clang

https://gustedt.wordpress.com/2026/02/15/defer-available-in-gcc-and-clang/
96•r4um•4d ago•45 comments

Consistency diffusion language models: Up to 14x faster, no quality loss

https://www.together.ai/blog/consistency-diffusion-language-models
69•zagwdt•3h ago•14 comments

Gemini 3.1 Pro

https://blog.google/innovation-and-ai/models-and-research/gemini-models/gemini-3-1-pro/
701•MallocVoidstar•16h ago•780 comments

Reading the undocumented MEMS accelerometer on Apple Silicon MacBooks via iokit

https://github.com/olvvier/apple-silicon-accelerometer
34•todsacerdoti•2h ago•14 comments

Pi for Excel: AI sidebar add-in for Excel

https://github.com/tmustier/pi-for-excel
56•rahimnathwani•5h ago•8 comments

FreeCAD

https://www.freecad.org/index.php
84•doener•2d ago•24 comments

An AI Agent Published a Hit Piece on Me – The Operator Came Forward

https://theshamblog.com/an-ai-agent-wrote-a-hit-piece-on-me-part-4/
322•scottshambaugh•4h ago•266 comments

Show HN: Micasa – track your house from the terminal

https://micasa.dev
523•cpcloud•16h ago•173 comments

An ARM Homelab Server, or a Minisforum MS-R1 Review

https://sour.coffee/2026/02/20/an-arm-homelab-server-or-a-minisforum-ms-r1-review/
60•neelc•6h ago•46 comments

Almost Every infrastructure decision I endorse or regret after 4 years

https://cep.dev/posts/every-infrastructure-decision-i-endorse-or-regret-after-4-years-running-inf...
209•Meetvelde•3d ago•93 comments

US plans online portal to bypass content bans in Europe and elsewhere

https://www.reuters.com/world/us-plans-online-portal-bypass-content-bans-europe-elsewhere-2026-02...
280•c420•1d ago•399 comments

Mystery donor gives Japanese city $3.6M in gold bars to fix water system

https://www.bbc.com/news/articles/c3ew5jlqz87o
73•tartoran•3h ago•36 comments

A beginner's guide to split keyboards

https://www.justinmklam.com/posts/2026/02/beginners-guide-split-keyboards/
104•thehaikuza•4d ago•115 comments

Micropayments as a reality check for news sites

https://blog.zgp.org/micropayments-as-a-reality-check-for-news-sites/
156•speckx•12h ago•325 comments

America vs. Singapore: You can't save your way out of economic shocks

https://www.governance.fyi/p/america-vs-singapore-you-cant-save
272•guardianbob•17h ago•398 comments

A terminal weather app with ASCII animations driven by real-time weather data

https://github.com/Veirt/weathr
208•forinti•14h ago•35 comments

Paged Out Issue #8 [pdf]

https://pagedout.institute/download/PagedOut_008.pdf
373•SteveHawk27•19h ago•57 comments

MuMu Player (NetEase) silently runs 17 reconnaissance commands every 30 minutes

https://gist.github.com/interpiduser5/547d8a7baec436f24b7cce89dd4ae1ea
253•interpidused•6h ago•99 comments

Show HN: Fostrom, an IoT Cloud Platform built for developers

https://fostrom.io/
5•arjunbajaj•1h ago•1 comments

Fast KV Compaction via Attention Matching

https://arxiv.org/abs/2602.16284
12•cbracketdash•3h ago•0 comments

Lindenmayer.jl: Defining recursive patterns in Julia

https://cormullion.github.io/Lindenmayer.jl/stable/
45•WillMorr•3d ago•2 comments

A Famous Enigma: On Alexandre Kojève

https://clereviewofbooks.com/isabel-jacobs-boris-groys-marco-filoni/
9•Caiero•2d ago•0 comments

Archaeologists find possible first direct evidence of Hannibal's war elephants

https://www.smithsonianmag.com/smart-news/archaeologists-unearthed-a-2200-year-old-bone-they-say-...
103•bryanrasmussen•13h ago•28 comments

Debugging Kernel Oops (2024)

https://lfhernandez.com/posts/debugging-kernel-oops/
4•linolevan•3d ago•0 comments

Pebble Production: February Update

https://repebble.com/blog/february-pebble-production-and-software-updates
282•smig0•19h ago•132 comments

Show HN: A small, simple music theory library in C99

https://github.com/thelowsunoverthemoon/mahler.c
34•lowsun•9h ago•10 comments

Show HN: Ghostty-based terminal with vertical tabs and notifications

https://github.com/manaflow-ai/cmux
126•lawrencechen•10h ago•59 comments

My 1981 adventure game is now a multimedia extravaganza

https://technologizer.com/home/2026/02/16/arctic-adventure-2026/
100•vontzy•3d ago•32 comments

Don't Trust the Salt: AI Summarization, Multilingual Safety, and LLM Guardrails

https://royapakzad.substack.com/p/multilingual-llm-evaluation-to-guardrails
205•benbreen•3d ago•80 comments

Measuring AI agent autonomy in practice

https://www.anthropic.com/research/measuring-agent-autonomy
101•jbredeche•17h ago•48 comments
Open in hackernews

Vircadia, a Bun and PostgreSQL-powered reactivity layer for games

https://vircadia.com/
12•kaliqt•9mo ago

Comments

kaliqt•9mo 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•9mo ago
Interested to know why Deutsche telekom sponsored this
nand_gate•9mo 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•9mo 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•9mo 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•9mo 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•9mo 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•9mo 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•9mo ago
I had a similar reaction / question. Why not use KV store and get sub millisecond latency?
kaliqt•9mo 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.

kaliqt•9mo 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!

koakuma-chan•9mo ago
I love that you use Bun.
kaliqt•9mo 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•9mo 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•9mo 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•9mo 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.