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Category Theory Illustrated – Orders

https://abuseofnotation.github.io/category-theory-illustrated/04_order/
53•boris_m•2h ago•11 comments

Amiga Graphics

https://amiga.lychesis.net/
44•sph•2h ago•1 comments

Claude Design

https://www.anthropic.com/news/claude-design-anthropic-labs
1034•meetpateltech•18h ago•672 comments

Show HN: I made a calculator that works over disjoint sets of intervals

https://victorpoughon.github.io/interval-calculator/
141•fouronnes3•7h ago•22 comments

Measuring Claude 4.7's tokenizer costs

https://www.claudecodecamp.com/p/i-measured-claude-4-7-s-new-tokenizer-here-s-what-it-costs-you
604•aray07•17h ago•430 comments

Towards trust in Emacs

https://eshelyaron.com/posts/2026-04-15-towards-trust-in-emacs.html
102•eshelyaron•2d ago•12 comments

The simple geometry behind any road

https://sandboxspirit.com/blog/simple-geometry-of-roads/
19•azhenley•2d ago•4 comments

All 12 moonwalkers had "lunar hay fever" from dust smelling like gunpowder (2018)

https://www.esa.int/Science_Exploration/Human_and_Robotic_Exploration/The_toxic_side_of_the_Moon
329•cybermango•14h ago•191 comments

Spending 3 months coding by hand

https://miguelconner.substack.com/p/im-coding-by-hand
205•evakhoury•16h ago•203 comments

It is incorrect to "normalize" // in HTTP URL paths

https://runxiyu.org/comp/doubleslash/
25•pabs3•3h ago•15 comments

Rewriting Every Syscall in a Linux Binary at Load Time

https://amitlimaye1.substack.com/p/rewriting-every-syscall-in-a-linux
40•riteshnoronha16•4d ago•14 comments

A simplified model of Fil-C

https://www.corsix.org/content/simplified-model-of-fil-c
173•aw1621107•11h ago•93 comments

Are the costs of AI agents also rising exponentially? (2025)

https://www.tobyord.com/writing/hourly-costs-for-ai-agents
198•louiereederson•2d ago•51 comments

Brunost: The Nynorsk Programming Language

https://lindbakk.com/blog/introducing-brunost
61•atomfinger•4d ago•23 comments

Show HN: Smol machines – subsecond coldstart, portable virtual machines

https://github.com/smol-machines/smolvm
326•binsquare•15h ago•100 comments

Slop Cop

https://awnist.com/slop-cop
173•ericHosick•17h ago•104 comments

Show HN: PanicLock – Close your MacBook lid disable TouchID –> password unlock

https://github.com/paniclock/paniclock/
188•seanieb•16h ago•81 comments

"cat readme.txt" is not safe if you use iTerm2

https://blog.calif.io/p/mad-bugs-even-cat-readmetxt-is-not
179•arkadiyt•14h ago•99 comments

Hyperscalers have already outspent most famous US megaprojects

https://twitter.com/finmoorhouse/status/2044933442236776794
188•nowflux•16h ago•154 comments

Middle schooler finds coin from Troy in Berlin

https://www.thehistoryblog.com/archives/75848
229•speckx•18h ago•107 comments

NASA Force

https://nasaforce.gov/
271•LorenDB•17h ago•266 comments

Landmark ancient-genome study shows surprise acceleration of human evolution

https://www.nature.com/articles/d41586-026-01204-5
77•unsuspecting•10h ago•62 comments

Michael Rabin Has Died

https://en.wikipedia.org/wiki/Michael_O._Rabin
14•tkhattra•2d ago•0 comments

NIST gives up enriching most CVEs

https://risky.biz/risky-bulletin-nist-gives-up-enriching-most-cves/
200•mooreds•18h ago•51 comments

Casus Belli Engineering

https://marcosmagueta.com/blog/casus-belli-engineering/
37•b-man•7h ago•9 comments

Making Wax Sealed Letters at Scale

https://waxletter.com/
17•hjconstas•2d ago•12 comments

Introducing: ShaderPad

https://rileyjshaw.com/blog/introducing-shaderpad/
92•evakhoury•2d ago•18 comments

The Unix executable as a Smalltalk method (2025) [video]

https://www.youtube.com/watch?v=sZjPQ7vtLNA
53•surprisetalk•1d ago•4 comments

Arc Prize Foundation (YC W26) Is Hiring a Platform Engineer for ARC-AGI-4

https://www.ycombinator.com/companies/arc-prize-foundation/jobs/AKZRZDN-platform-engineer-benchma...
1•gkamradt_•12h ago

The GNU libc atanh is correctly rounded

https://inria.hal.science/hal-05591661
90•matt_d•3d ago•20 comments
Open in hackernews

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

https://vircadia.com/
12•kaliqt•11mo ago

Comments

kaliqt•11mo 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•11mo ago
Interested to know why Deutsche telekom sponsored this
nand_gate•11mo 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•11mo 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•11mo 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•11mo 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•11mo 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•11mo 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•11mo ago
I had a similar reaction / question. Why not use KV store and get sub millisecond latency?
kaliqt•11mo 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•11mo 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•11mo ago
I love that you use Bun.
kaliqt•11mo 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•11mo 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•11mo 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•11mo 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.