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Scrap (2006)

https://twitter.com/moxie/status/2091218652133732491
341•tosh•10h ago•185 comments

Why your local LLM feels dumber than it is

https://forum.level1techs.com/t/why-your-local-llm-feels-dumber-than-it-is/253917
229•felineflock•10h ago•81 comments

NanoGPT Speedrun Frontier

https://www.primeintellect.ai/research/nanogpt-speedrun
67•stared•6h ago•18 comments

ElevenLabs, TwelveLabs, ThirteenLabs

https://quantumi.sh/public/labs.html
339•jemoka•13h ago•107 comments

Hister – A private, full content search index that you control

https://hister.org/
273•auraham•4d ago•73 comments

typ.ing

https://typ.ing/
211•bookofjoe•4d ago•62 comments

RF Cafe

https://www.rfcafe.com/
169•gregsadetsky•4d ago•28 comments

Reading Maps – Journeys from fiction drawn on the real world

https://readingmaps.com/
16•hakkikonu•10h ago•2 comments

MartyPC is a cross-platform emulator of early PCs written in Rust

https://martypc.net/
4•boilerupnc•1h ago•0 comments

A Friendly Introduction to Racket

https://geometridae.bearblog.dev/a-friendly-introduction-to-racket/
209•signa11•14h ago•108 comments

How a Texas student blew the whistle on a rogue AI hacking attempt

https://www.reuters.com/world/how-texas-student-blew-whistle-rogue-ai-hacking-attempt-2026-08-20/
130•olalonde•1d ago•44 comments

The Art and Beauty of Blade Runner

https://nappertime.com/the-art-of-and-beauty-of-blade-runner/
15•cocacola1•3h ago•5 comments

NetBSD and my life (2005)

https://mail-index.netbsd.org/netbsd-advocacy/2005/09/10/0000.html
105•gnyeki•9h ago•28 comments

ATProto spaces: A new extension to ATProto that enables non-public data

https://atproto.com/blog/atproto-spaces-alpha
127•grappler•2d ago•18 comments

Thinking in Python

https://thinkinginpython.com/
97•pjacotg•10h ago•22 comments

Canada will match US tariffs 'dollar for dollar' as trade talks break down

https://www.bbc.com/news/articles/cvgvyy4x2mvo
545•tartoran•22h ago•1321 comments

I set a trap for a book-marketing scammer (2025)

https://rwwgreene.substack.com/p/i-set-a-trap-for-a-book-marketing
19•rznicolet•10h ago•15 comments

Show HN: Public Muscriptor Instance (latest, most powerful Audio-to-MIDI model)

https://www.pianoify.net/
23•jardy•1d ago•7 comments

Munder Difflin – Agent harness to run an office of your clones

https://munderdiffl.in/
263•simonpure•18h ago•116 comments

I Dream of Quieter Computing

https://henry.codes/writing/i-dream-of-quieter-computing/
4•Sir_Twist•1h ago•0 comments

A week of using Codex more than Claude

https://allaboutcoding.ghinda.com/a-week-of-using-codex-more-than-claude/
156•speckx•1d ago•174 comments

Figmimic – A bookmarklet to copy any webpage into Figma as editable layers

https://marcua.net/minitools/figmimic/
71•speckx•10h ago•7 comments

hdiutil is deprecated in macOS 27 Golden Gate

https://lapcatsoftware.com/articles/2026/8/7.html
173•zdw•9h ago•72 comments

Autolith: A programming agent with a live runtime

https://www.lambda-symbolics.com/autolith
117•vismit2000•2d ago•46 comments

What's in a PowerPoint File?

https://editide.com/blog/what-is-a-pptx-file/
68•danielochoa0620•3d ago•35 comments

New MCP Roadmap

https://blog.modelcontextprotocol.io/posts/mcp-roadmap/
183•pentagrama•14h ago•127 comments

Z80 – The 1970s Microprocessor Still Alive (2021)

https://www.computer.org/csdl/magazine/mi/2021/06/09623402/1yJTvlRLmhi
126•asdefghyk•18h ago•58 comments

One night in Uzbekistan: Why was this one data point so influential?

https://statmodeling.stat.columbia.edu/2026/08/20/we-couldnt-reproduce-their-findings-and-realize...
86•paulpauper•1d ago•16 comments

Conway's Game of Life in real life

https://blog.coredump.cx/p/conways-game-of-life-in-real-life
45•surprisetalk•2d ago•12 comments

Show HN: OzBrain, a shared brain for knowledge between agents and your team

https://ozbrain.com
82•dariusmonsef•1d ago•48 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!