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The Codex App

https://openai.com/index/introducing-the-codex-app/
323•meetpateltech•3h ago•193 comments

Ask HN: Who is hiring? (February 2026)

201•whoishiring•5h ago•246 comments

Hacking Moltbook

https://www.wiz.io/blog/exposed-moltbook-database-reveals-millions-of-api-keys
137•galnagli•5h ago•94 comments

Being "Just a Developer" Isn't Enough Anymore

https://saasykit.com/blog/being-just-a-developer-isnt-enough-anymore
12•boothemoo•16m ago•2 comments

Todd C. Miller – Sudo maintainer for over 30 years

https://www.millert.dev/
196•wodniok•3h ago•111 comments

Mattermost say they will not clarify what license the project is under

https://github.com/mattermost/mattermost/issues/8886
31•MallocVoidstar•21m ago•7 comments

The largest number representable in 64 bits

https://tromp.github.io/blog/2026/01/28/largest-number-revised
30•tromp•2h ago•27 comments

Advancing AI Benchmarking with Game Arena

https://blog.google/innovation-and-ai/models-and-research/google-deepmind/kaggle-game-arena-updates/
64•salkahfi•3h ago•33 comments

Nano-vLLM: How a vLLM-style inference engine works

https://neutree.ai/blog/nano-vllm-part-1
188•yz-yu•8h ago•24 comments

4x faster network file sync with rclone (vs rsync) (2025)

https://www.jeffgeerling.com/blog/2025/4x-faster-network-file-sync-rclone-vs-rsync/
193•indigodaddy•3d ago•95 comments

Ask HN: Who wants to be hired? (February 2026)

68•whoishiring•5h ago•161 comments

Geologists may have solved mystery of Green River's 'uphill' route

https://phys.org/news/2026-01-geologists-mystery-green-river-uphill.html
115•defrost•7h ago•28 comments

EPA Advances Farmers' Right to Repair

https://www.epa.gov/newsreleases/epa-advances-farmers-right-repair-their-own-equipment-saving-rep...
112•bilsbie•3h ago•38 comments

Why software stocks are getting pummelled

https://www.economist.com/business/2026/02/01/why-software-stocks-are-getting-pummelled
58•petethomas•16h ago•92 comments

Stelvio: Ship Python to AWS

https://github.com/stelviodev/stelvio
6•todsacerdoti•1h ago•1 comments

Being sane in insane places (1973) [pdf]

https://www.weber.edu/wsuimages/psychology/FacultySites/Horvat/OnBeingSaneInInsanePlaces.PDF
46•dbgrman•3h ago•24 comments

Show HN: PolliticalScience – Anonymous daily polls with 24-hour windows

https://polliticalscience.vote/
18•ps2026•3h ago•18 comments

Pretty soon, heat pumps will be able to store and distribute heat as needed

https://www.sintef.no/en/latest-news/2026/pretty-soon-heat-pumps-will-be-able-to-store-and-distri...
80•PaulHoule•1d ago•68 comments

Show HN: Adboost – A browser extension that adds ads to every webpage

https://github.com/surprisetalk/AdBoost
65•surprisetalk•7h ago•90 comments

IsoCoaster – Theme Park Builder

https://iso-coaster.com/
71•duck•3d ago•17 comments

My fast zero-allocation webserver using OxCaml

https://anil.recoil.org/notes/oxcaml-httpz
124•noelwelsh•10h ago•43 comments

Tomo: A statically typed, imperative language that cross-compiles to C [video]

https://www.youtube.com/watch?v=-vGE0I8RPcc
25•evakhoury•4d ago•10 comments

Waymo seeking about $16B near $110B valuation

https://www.bloomberg.com/news/articles/2026-01-31/waymo-seeking-about-16-billion-near-110-billio...
148•JumpCrisscross•6h ago•204 comments

General Graboids: Worms and Remote Code Execution in Command and Conquer

https://www.atredis.com/blog/2026/1/26/generals
5•speckx•6d ago•1 comments

UK government launches fuel forecourt price API

https://www.gov.uk/guidance/access-the-latest-fuel-prices-and-forecourt-data-via-api-or-email
50•Technolithic•8h ago•73 comments

Claude Code is suddenly everywhere inside Microsoft

https://www.theverge.com/tech/865689/microsoft-claude-code-anthropic-partnership-notepad
296•Anon84•9h ago•424 comments

Valanza – my Unix way for weight tracking and anlysis

https://github.com/paolomarrone/valanza
21•lallero317•4d ago•8 comments

Hypergrowth isn’t always easy

https://tailscale.com/blog/hypergrowth-isnt-always-easy
111•usrme•2d ago•43 comments

Apple's MacBook Pro DFU port documentation is wrong

https://lapcatsoftware.com/articles/2026/2/1.html
191•zdw•17h ago•72 comments

Kernighan on Programming

121•chrisjj•5h ago•33 comments
Open in hackernews

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

https://vircadia.com/
12•kaliqt•8mo ago

Comments

kaliqt•8mo 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•8mo ago
Interested to know why Deutsche telekom sponsored this
nand_gate•8mo 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•8mo 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•8mo 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•8mo 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•8mo 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•8mo 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•8mo ago
I had a similar reaction / question. Why not use KV store and get sub millisecond latency?
kaliqt•8mo 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•8mo 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•8mo ago
I love that you use Bun.
kaliqt•8mo 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•8mo 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•8mo 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•8mo 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.