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I am building a cloud

https://crawshaw.io/blog/building-a-cloud
370•bumbledraven•5h ago•184 comments

Alberta startup sells no-tech tractors for half price

https://wheelfront.com/this-alberta-startup-sells-no-tech-tractors-for-half-price/
1783•Kaibeezy•17h ago•569 comments

Your hex editor should color-code bytes

https://simonomi.dev/blog/color-code-your-bytes/
94•tobr•2d ago•17 comments

Apple fixes bug that cops used to extract deleted chat messages from iPhones

https://techcrunch.com/2026/04/22/apple-fixes-bug-that-cops-used-to-extract-deleted-chat-messages...
611•cdrnsf•13h ago•149 comments

Fundamental Theorem of Calculus

https://david.alvarezrosa.com/posts/fundamental-theorem-of-calculus/
8•dalvrosa•9h ago•3 comments

We found a stable Firefox identifier linking all your private Tor identities

https://fingerprint.com/blog/firefox-tor-indexeddb-privacy-vulnerability/
706•danpinto•16h ago•202 comments

Our newsroom AI policy

https://arstechnica.com/staff/2026/04/our-newsroom-ai-policy/
58•zdw•5h ago•37 comments

5x5 Pixel font for tiny screens

https://maurycyz.com/projects/mcufont/
633•zdw•3d ago•132 comments

The Onion to Take over InfoWars

https://www.nytimes.com/2026/04/20/business/infowars-alex-jones-the-onion.html
172•lxm•2d ago•48 comments

A True Life Hack: What Physical 'Life Force' Turns Biology's Wheels?

https://www.quantamagazine.org/what-physical-life-force-turns-biologys-wheels-20260420/
79•Prof_Sigmund•2d ago•16 comments

Over-editing refers to a model modifying code beyond what is necessary

https://nrehiew.github.io/blog/minimal_editing/
368•pella•16h ago•207 comments

Website streamed live directly from a model

https://flipbook.page/
285•sethbannon•16h ago•77 comments

Tempest vs. Tempest: The Making and Remaking of Atari's Iconic Video Game

https://tempest.homemade.systems
78•mwenge•9h ago•25 comments

An amateur historian's favorite books about the Silk Road

https://bookdna.com/best-books/silk-road
18•bwb•1d ago•12 comments

Arch Linux Now Has a Bit-for-Bit Reproducible Docker Image

https://antiz.fr/blog/archlinux-now-has-a-reproducible-docker-image/
66•maxloh•8h ago•14 comments

Isopods of the world

https://isopod.site/
6•debesyla•2d ago•0 comments

Technical, cognitive, and intent debt

https://martinfowler.com/fragments/2026-04-02.html
265•theorchid•18h ago•69 comments

Ping-pong robot beats top-level human players

https://www.reuters.com/sports/ping-pong-robot-ace-makes-history-by-beating-top-level-human-playe...
123•wslh•19h ago•149 comments

Parallel agents in Zed

https://zed.dev/blog/parallel-agents
229•ajeetdsouza•16h ago•122 comments

Qwen3.6-27B: Flagship-Level Coding in a 27B Dense Model

https://qwen.ai/blog?id=qwen3.6-27b
854•mfiguiere•21h ago•394 comments

Plexus P/20 Emulator

https://spritetm.github.io/plexus_20_emu/
19•hggh•3d ago•2 comments

Scoring Show HN submissions for AI design patterns

https://www.adriankrebs.ch/blog/design-slop/
310•hubraumhugo•19h ago•225 comments

Ultraviolet corona discharges on treetops during storms

https://www.psu.edu/news/earth-and-mineral-sciences/story/treetops-glowing-during-storms-captured...
236•t-3•20h ago•65 comments

Books are not too expensive

https://www.millersbookreview.com/p/no-books-are-not-remotely-too-expensive
54•herbertl•2d ago•59 comments

OpenAI's response to the Axios developer tool compromise

https://openai.com/index/axios-developer-tool-compromise/
75•shpat•9h ago•46 comments

Borrow-checking without type-checking

https://www.scattered-thoughts.net/writing/borrow-checking-without-type-checking/
60•jamii•7h ago•16 comments

Bring Your Agent to Teams

https://microsoft.github.io/teams-sdk/blog/bring-your-agent-to-teams/
62•umangsehgal93•11h ago•49 comments

Verus is a tool for verifying the correctness of code written in Rust

https://verus-lang.github.io/verus/guide/
56•fanf2•2d ago•10 comments

Bodega cats of New York

https://bodegacatsofnewyork.com
196•zdw•5d ago•78 comments

Windows 9x Subsystem for Linux

https://social.hails.org/@hailey/116446826733136456
960•sohkamyung•1d ago•226 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.