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Qwen 3.6 27B is the sweet spot for local development

https://quesma.com/blog/qwen-36-is-awesome/
307•stared•2h ago•227 comments

Rocketlab acquires Iridium

https://investors.rocketlabcorp.com/news-releases/news-release-details/rocket-lab-acquire-iridium...
265•everfrustrated•5h ago•154 comments

A native graphical shell for SSH

https://probablymarcus.com/blocks/2026/06/28/native-graphical-shell-for-SSH.html
145•mrcslws•4h ago•62 comments

Ornith-1.0: self-improving open-source models for agentic coding

https://github.com/deepreinforce-ai/Ornith-1
52•danboarder•2h ago•5 comments

WATaBoy: JIT-Ing Game Boy Instructions to WASM Beats a Native Interpreter

https://humphri.es/blog/WATaBoy/
133•energeticbark•4h ago•14 comments

The Radiation Exposure Lie

https://worksinprogress.co/issue/how-to-lie-about-radiation/
66•duffydotsvg•3h ago•31 comments

Wallace the 6 inch f/2.8 telescope, building it, and hiking with it

https://lucassifoni.info/blog/hiking-with-wallace/
46•chantepierre•3d ago•1 comments

US Supreme Court rules geofence warrants require constitutional protections

https://www.theguardian.com/us-news/2026/jun/29/supreme-court-geofence-warrants-case-decision
250•cdrnsf•3h ago•96 comments

What happens when you run a CUDA kernel?

https://fergusfinn.com/blog/what-happens-when-you-run-a-gpu-kernel/
162•mezark•6h ago•13 comments

European ISPs Want Rightsholders Held Accountable for Overblocking Damage

https://torrentfreak.com/european-isps-want-rightsholders-held-accountable-for-overblocking-damage/
220•Brajeshwar•3h ago•59 comments

The Return of Aspect Oriented Programming

https://thomaswc.com/blog/the_return_of_aop.html
51•thomaswc•3d ago•39 comments

HackerRank open sourced its ATS. My resume scored 90/100. Oh wait 74. No – 88

https://danunparsed.com/p/hackerrank-open-source-ats
919•sambellll•18h ago•394 comments

JumpServer: Open-Source Privileged Access Management

https://github.com/jumpserver/jumpserver
8•neitsab•45m ago•2 comments

Venetian Bridge Brawls in 17th and 18th Century Art

https://publicdomainreview.org/collection/venice-bridge-fights/
41•pepys•3d ago•21 comments

Sandia National Labs SA3000 8085 CPU

https://www.cpushack.com/2026/06/03/sandia-national-labs-sa3000-8085-cpu/
128•rbanffy•9h ago•37 comments

You Don't Know Jack About Formal Verification

https://queue.acm.org/detail.cfm?id=3819084
49•eatonphil•5h ago•15 comments

.garden TLD's change to a bad neighborhood

https://discourse.ifin.network/t/garden-tlds-change-to-a-bad-neighborhood/627
8•speckx•1h ago•1 comments

Tidal AI Policy

https://tidal.com/ai-policy
266•hn8726•6h ago•298 comments

Instagram is incorporating users' photos in ads for Meta Glasses

https://twitter.com/i/status/2071277885646868536
255•notRobot•6h ago•112 comments

Halvar's Guide to Entrepreneurship

https://thomasdullien.github.io/guides/entrepreneurship/
161•nekitamo•4d ago•39 comments

Samsung, SK Hynix, Micron Sued in US over Memory Price Fixing

https://en.sedaily.com/international/2026/06/29/samsung-sk-hynix-micron-sued-in-us-over-memory-pr...
251•donohoe•7h ago•127 comments

Micro-Agent: Beat Frontier Models with Collaboration Inside Model API

https://vllm.ai/blog/2026-06-29-micro-agent-frontier-models
8•matt_d•1h ago•0 comments

The CEO of Mullvad is the main financer of the Swedish Örebro party

https://det.social/@lostgen/116820546568940358
376•Risse•9h ago•835 comments

Mag 7 starting to underperform [pdf]

https://www.apollo.com/content/dam/apolloaem/pdf/daily-spark/2026/jun/28/062826-Mag7.pdf
166•mooreds•5h ago•133 comments

Building Principia for Windows XP

https://voxelmanip.se/2026/06/28/building-principia-for-windows-xp/
97•LorenDB•6h ago•26 comments

CachyOS June 2026 Release

https://cachyos.org/blog/2606-june-release/
106•simonpure•5h ago•52 comments

Pollen tried to remove my article and Google is assisting with it

https://blog.pragmaticengineer.com/pollen-tried-to-remove-my-article-about-callum-negus-fancey-an...
798•taubek•10h ago•111 comments

Decker Fantasy Camp 2026

https://itch.io/jam/decker-fantasy-camp-2026
34•RodgerTheGreat•2d ago•7 comments

NUMA: Cores, memory, and the distance between them

https://edera.dev/stories/numa-part-1-cores-memory-and-the-distance-between-them
117•sys_call•5d ago•25 comments

Studio Canal Movies purchased on PlayStation Store removed without refund

https://www.playstation.com/en-gb/legal/psvideocontent/
179•kugelblitz•6h ago•104 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!