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Your ePub Is fine

https://andreklein.net/your-epub-is-fine-kobo-disagrees-blame-adobe/
522•sohkamyung•9h ago•184 comments

Even more batteries included with Emacs

https://karthinks.com/software/even-more-batteries-included-with-emacs/
162•signa11•5h ago•30 comments

Curl will not accept vulnerability reports during July 2026

https://daniel.haxx.se/blog/2026/06/15/curl-summer-of-bliss/
286•secret-noun•1h ago•74 comments

Apple Foundation Models

https://platform.claude.com/docs/en/cli-sdks-libraries/libraries/apple-foundation-models
57•MehrdadKhnzd•3h ago•10 comments

Show HN: Kage – Shadow any website to a single binary for offline viewing

https://github.com/tamnd/kage
541•tamnd•14h ago•108 comments

Bitsy

https://bitsy.org/
170•tosh•3d ago•4 comments

There Is(Ǝ) – Such That (∋)

https://www.fractalkitty.com/there-is-3-such-that/
15•evakhoury•3d ago•4 comments

Dalus (YC W25) Is Hiring a Senior Software Engineer in Germany

https://www.ycombinator.com/companies/dalus/jobs/5IDmKJt-senior-software-frontend-engineer-german...
1•sebastianvoelkl•1h ago

Firewood Splitting Simulator

https://screen.toys/firewood/
786•memalign•5d ago•239 comments

21 years and counting of 'eight fallacies of distributed computing' (2025)

https://blog.apnic.net/2025/12/08/21-years-and-counting-of-eight-fallacies-of-distributed-computing/
69•teleforce•7h ago•15 comments

The Last Surviving Japanese Porsche 912 Police Car

https://kottke.org/26/06/the-last-surviving-japanese-porsche-912-police-car
71•zdw•2d ago•18 comments

Why does paper fold so well?

https://www.bbc.co.uk/programmes/w3ct8k70
33•zeristor•1d ago•7 comments

Rio de Janeiro's "homegrown" LLM appears to be a merge of an existing model

https://github.com/nex-agi/Nex-N2/issues/4
337•unrvl22•16h ago•182 comments

Under-16s to be banned from social media, Starmer announces

https://www.bbc.co.uk/news/live/c77yx1jpg1nt
17•petepete•43m ago•5 comments

A short history of Cerro Torre, the most controversial mountain (2012)

https://www.markhorrell.com/blog/2012/a-short-history-of-cerro-torre/
33•joebig•4d ago•13 comments

Ask HN: What are you working on? (June 2026)

218•david927•15h ago•777 comments

Show HN: Trace – Offline Mac meeting transcripts you can flag mid-call

https://traceapp.info
152•AG342•1d ago•55 comments

Formal methods and the future of programming

https://blog.janestreet.com/formal-methods-at-jane-street-index/?from_theconsensus=1
251•eatonphil•19h ago•91 comments

Chaosnet (1981)

https://tumbleweed.nu/r/lm-3/uv/amber.html
81•RGBCube•12h ago•10 comments

Windows 11 users are tired of MS account requirements creeping into everything

https://www.windowscentral.com/microsoft/windows-11/windows-11-users-are-tired-of-microsoft-accou...
286•josephcsible•10h ago•189 comments

TorchCodec 0.14: HDR Video Decoding for CPU and CUDA, and Fast Wav Decoder

https://github.com/meta-pytorch/torchcodec/releases/tag/v0.14.0
42•scott_s•4d ago•5 comments

Caddy compatibility for zeroserve: 3x throughput and 70% lower latency

https://su3.io/posts/zeroserve-caddy-compat
179•losfair•18h ago•52 comments

The only scalable delete in Postgres is DROP TABLE

https://planetscale.com/blog/the-only-scalable-delete
161•hollylawly•3d ago•58 comments

Perlisisms (1982)

https://www.cs.yale.edu/homes/perlis-alan/quotes.html
110•tosh•17h ago•56 comments

Show HN: Discover Wikipedia articles popular on Hacker News

https://www.orangecrumbs.com/
100•octopus143•14h ago•25 comments

Write for One Person

https://wizardzines.com/comics/write-for-one-person/
196•evakhoury•2d ago•64 comments

Segmented type appreciation corner (2018)

https://aresluna.org/segmented-type/
71•unexpectedVCR•3d ago•16 comments

Prove you're human by winning a claw machine

https://feralui.vercel.app/#/captcha
62•speckx•2d ago•44 comments

How to earn a billion dollars

https://paulgraham.com/earn.html
610•kingstoned•20h ago•1610 comments

I indexed 669 GB of my GoPro videos using my M1 Max computer and local ML models

364•iliashad•16h ago•88 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!