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Writing by hand is good for your brain

https://nealstephenson.substack.com/p/writing-by-hand-is-good-for-your
457•dwwoelfel•3h ago•214 comments

What happened to TheNumbers.com

https://stephenfollows.com/p/what-just-happened-to-thenumberscom-should-worry-us-all
81•nickthegreek•1h ago•12 comments

Software rendering in 500 lines of bare C++

https://haqr.eu/tinyrenderer/
140•mpweiher•3h ago•24 comments

Startup founders urge U.S. government not to shut off Chinese open weight AI

https://www.politico.com/news/2026/07/22/startup-founders-urge-trump-not-to-shut-off-chinese-open...
360•theanonymousone•2h ago•359 comments

Learn OpenGL, extensive tutorial resource for learning Modern OpenGL

https://learnopengl.com/
91•ibobev•3h ago•48 comments

Astronomers may have found the first exomoon

https://www.eso.org/public/news/eso2610/
144•MarcoDewey•4h ago•51 comments

Why Software Factories Fail (or: harness engineering is not enough)

https://github.com/humanlayer/advanced-context-engineering-for-coding-agents/blob/main/wsff.md
28•dhorthy•2h ago•11 comments

Launch HN: Screenpipe (YC S26) – Power your agents by your 24/7 screen recording

22•louis030195•1h ago•14 comments

JEP 540: Simple JSON API (Now in Incubator)

https://openjdk.org/jeps/540
44•theanonymousone•2h ago•29 comments

Hybrid-Electric Aicraft Engine Targeting 30% Fuel Efficiency

https://www.rtx.com/news/news-center/2026/07/21/rtxs-pratt-whitney-canada-advances-hybrid-electri...
56•r2sk5t•3h ago•35 comments

Free way to get your data out of ChatGPT Business accounts

https://github.com/Conradqh/scrapemychats
42•conradqh•2h ago•3 comments

Show HN: OneCLI – OSS credential gateway that keeps secrets out of AI agents

https://github.com/onecli/onecli
23•Jonathanfishner•2h ago•12 comments

The arguments against open source AI are bad

https://tombedor.dev/arguments-against-open-source-ai-are-very-bad/
35•jjfoooo4•1h ago•7 comments

Learn WebGPU for C++

https://eliemichel.github.io/LearnWebGPU/
34•ibobev•3h ago•5 comments

Show HN: Palmier Pro – open-source macOS video editor built for AI

https://github.com/palmier-io/palmier-pro
27•harrisontin•2h ago•7 comments

Show HN: Remux – an open-source tmux workspace designed for iPhone

https://github.com/h3nock/remux
48•bitwise42•3h ago•14 comments

AI Companies Are Trying to Hide a Staggering Amount of Debt

https://futurism.com/artificial-intelligence/ai-companies-hide-debt-off-balance-sheet
383•technewssss•4h ago•179 comments

Encryption and Globalization 15 Years Later: E2EE and the "Going Dark" Debate

https://papers.ssrn.com/sol3/papers.cfm?abstract_id=6959699
32•iamnothere•3h ago•12 comments

OpenStreetMap: Admin_level for All Countries

https://wiki.openstreetmap.org/wiki/Tag:boundary%3Dadministrative#Table_:_Admin_level_for_all_cou...
62•ivanjermakov•4d ago•9 comments

You can now run same OCI images as containers or Firecracker microVMs

https://github.com/pullrun/pullrun
37•pullrun•3h ago•13 comments

Show HN: Whetuu – a zero-config cross-shell prompt written in Zig

https://yamafaktory.github.io/whetuu/
30•yamafaktory•3h ago•12 comments

Emacs Is a Lispboard

https://en.andros.dev/blog/06bfd107/emacs-is-a-lispboard/
35•andros•4h ago•9 comments

Show HN: Claude-thermos – keeps your Claude session warm for you

https://github.com/izeigerman/claude-thermos
6•s0ck_r4w•58m ago•1 comments

What happens when the information runs out

https://blog.jimgrey.net/2026/06/30/what-happens-when-the-information-runs-out/
35•mooreds•4h ago•10 comments

Floating Companion: Exploring Design Space for Soft Floating Robots in Indoor

https://dl.acm.org/doi/10.1145/3800645.3813051
12•hopelessluca•1w ago•3 comments

Fields Medals 2026

https://www.mathunion.org/imu-awards/fields-medal/fields-medals-2026
38•nill0•3h ago•10 comments

Scanning for Pangram Errors

https://veryfineprint.substack.com/p/scanning-for-pangram-errors
62•jsnell•6d ago•35 comments

Brow6el: A full-featured web browser for the terminal using Chromium

https://tangled.org/janantos.tngl.sh/brow6el
33•nerdypepper•4h ago•10 comments

OpenAI’s accidental attack against Hugging Face is science fiction that happened

https://simonwillison.net/2026/Jul/22/openai-cyberattack/
256•abhisek•16h ago•215 comments

Show HN: macOS menu-bar manager for SSH port forwards

https://github.com/lx2026/RelayBar
27•linxy97•3h ago•3 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!