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Kagi Translate now supports LinkedIn Speak as an output language

https://translate.kagi.com/?from=en&to=LinkedIn+speak
358•smitec•2h ago•89 comments

US SEC preparing to scrap quarterly reporting requirement

https://www.reuters.com/business/finance/us-sec-preparing-eliminate-quarterly-reporting-requireme...
541•djoldman•7h ago•294 comments

Every layer of review makes you 10x slower

https://apenwarr.ca/log/20260316
155•greyface-•4h ago•66 comments

Leanstral: Open-source agent for trustworthy coding and formal proof engineering

https://mistral.ai/news/leanstral
435•Poudlardo•10h ago•91 comments

Claude Tips for 3D Work

https://www.davesnider.com/posts/claude-3d
52•snide•3d ago•6 comments

Meta’s renewed commitment to jemalloc

https://engineering.fb.com/2026/03/02/data-infrastructure/investing-in-infrastructure-metas-renew...
410•hahahacorn•13h ago•179 comments

Gitana 18: the new flying Ultim trimaran

https://www.boatnews.com/story/50717/gitana-18-radical-technical-choices-for-the-new-flying-ultim...
17•divbzero•4d ago•2 comments

The “small web” is bigger than you might think

https://kevinboone.me/small_web_is_big.html
382•speckx•14h ago•163 comments

The unlikely story of Teardown Multiplayer

https://blog.voxagon.se/2026/03/13/teardown-multiplayer.html
11•lairv•3d ago•0 comments

Sci-Fi Short Film "There Is No Antimemetics Division" [video]

https://www.youtube.com/watch?v=3v8AsTHfAG0
50•Anon84•3d ago•5 comments

The American Healthcare Conundrum

https://github.com/rexrodeo/american-healthcare-conundrum
322•rexroad•14h ago•275 comments

Monkey Island for Commodore 64 Ground Up

https://pixeldust.se/monkey-island-project
88•aresant•3h ago•21 comments

My Journey to a reliable and enjoyable locally hosted voice assistant (2025)

https://community.home-assistant.io/t/my-journey-to-a-reliable-and-enjoyable-locally-hosted-voice...
361•Vaslo•18h ago•103 comments

Beyond has dropped “meat” from its name and expanded its high-protein drink line

https://plantbasednews.org/news/alternative-protein/beyond-meat-not-the-moment-rebrand/
114•rmason•10h ago•198 comments

Pyodide: a Python distribution based on WebAssembly

https://github.com/pyodide/pyodide
50•tosh•3d ago•20 comments

Why I love FreeBSD

https://it-notes.dragas.net/2026/03/16/why-i-love-freebsd/
409•enz•20h ago•197 comments

Show HN: Oxyde – Pydantic-native async ORM with a Rust core

https://github.com/mr-fatalyst/oxyde
97•mr_Fatalyst•3d ago•50 comments

In space, no one can hear you kernel panic (2020)

https://increment.com/software-architecture/in-space-no-one-can-hear-you-kernel-panic/
57•p0u4a•4d ago•6 comments

Show HN: Thermal Receipt Printers – Markdown and Web UI

https://github.com/sadreck/ThermalMarky
68•howlett•3d ago•25 comments

Starlink Mini as a failover

https://www.jackpearce.co.uk/posts/starlink-failover/
246•jkpe•23h ago•185 comments

Jepsen: MariaDB Galera Cluster 12.1.2

https://jepsen.io/analyses/mariadb-galera-cluster-12.1.2
56•aphyr•3h ago•5 comments

AirPods Max 2

https://www.apple.com/airpods-max/
268•ssijak•18h ago•448 comments

Polymarket gamblers threaten to kill me over Iran missile story

https://www.timesofisrael.com/gamblers-trying-to-win-a-bet-on-polymarket-are-vowing-to-kill-me-if...
1450•defly•19h ago•929 comments

Show HN: Claude Code skills that build complete Godot games

https://github.com/htdt/godogen
234•htdt•15h ago•140 comments

AnswerThis (YC F25) Is Hiring

https://www.ycombinator.com/companies/answerthis/jobs/CNdatw5-founding-engineering-lead
1•ayush4921•10h ago

Speed at the cost of quality: Study of use of Cursor AI in open source projects (2025)

https://arxiv.org/abs/2511.04427
103•wek•14h ago•58 comments

Language model teams as distributed systems

https://arxiv.org/abs/2603.12229
89•jryio•14h ago•39 comments

Lies I was told about collaborative editing, Part 2: Why we don't use Yjs

https://www.moment.dev/blog/lies-i-was-told-pt-2
239•antics•4d ago•109 comments

The bureaucracy blocking the chance at a cure

https://www.writingruxandrabio.com/p/the-bureaucracy-blocking-the-chance
123•item•1d ago•146 comments

Lazycut: A simple terminal video trimmer using FFmpeg

https://github.com/emin-ozata/lazycut
189•masterpos•19h ago•56 comments
Open in hackernews

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

https://vircadia.com/
12•kaliqt•10mo ago

Comments

kaliqt•10mo 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•10mo ago
Interested to know why Deutsche telekom sponsored this
nand_gate•10mo 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•10mo 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•10mo 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•10mo 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•10mo 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•10mo 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•10mo ago
I had a similar reaction / question. Why not use KV store and get sub millisecond latency?
kaliqt•10mo 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•10mo 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•10mo ago
I love that you use Bun.
kaliqt•10mo 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•10mo 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•10mo 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•10mo 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.