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Learnings from 100K lines of Rust with AI (2025)

https://zfhuang99.github.io/rust/claude%20code/codex/contracts/spec-driven%20development/2025/12/...
59•pramodbiligiri•1h ago•44 comments

Everything in C is undefined behavior

https://blog.habets.se/2026/05/Everything-in-C-is-undefined-behavior.html
251•lycopodiopsida•5h ago•337 comments

Gemini 3.5 Flash

https://blog.google/innovation-and-ai/models-and-research/gemini-models/gemini-3-5/
830•spectraldrift•18h ago•572 comments

FiveThirtyEight articles on the Internet Archive

https://fivethirtyeightindex.com/
228•ChocMontePy•10h ago•55 comments

The weird, wild story of humanity's obsession with gold

https://www.economist.com/culture/2026/05/14/the-weird-wild-story-of-humanitys-obsession-with-gold
18•andsoitis•2h ago•22 comments

Map of Metal

https://mapofmetal.com/
16•robin_reala•1h ago•3 comments

I’ve built a virtual museum with nearly every operating system you can think of

https://virtualosmuseum.org/
817•andreww591•19h ago•176 comments

Japan is gripped by mass allergies. A 1950s project is to blame

https://www.bbc.com/future/article/20260515-the-1950s-blunder-which-causes-mass-hay-fever-in-japan
146•ranit•10h ago•64 comments

Infomaniak transitions to a foundation model to protect user data privacy

https://news.infomaniak.com/en/infomaniak-foundation-sovereign-cloud/
96•darktoto•6h ago•26 comments

Google changes its search box

https://blog.google/products-and-platforms/products/search/search-io-2026/
579•berkeleyjunk•17h ago•771 comments

Show HN: Forge – Guardrails take an 8B model from 53% to 99% on agentic tasks

https://github.com/antoinezambelli/forge
522•zambelli•23h ago•181 comments

Remove-AI-Watermarks – CLI and library for removing AI watermarks from images

https://github.com/wiltodelta/remove-ai-watermarks
308•janalsncm•13h ago•179 comments

Apple unveils new accessibility features

https://www.apple.com/newsroom/2026/05/apple-unveils-new-accessibility-features-and-updates-with-...
684•interpol_p•23h ago•356 comments

OpenAI Adopts Google's SynthID Watermark for AI Images with Verification Tool

https://openai.com/index/advancing-content-provenance/
294•smooke•16h ago•160 comments

Mistral AI acquires Emmi AI

https://www.emmi.ai/news/mistral-ai-acquires-emmi-ai
271•doener•16h ago•82 comments

The Invention of Buses

https://worksinprogress.co/issue/the-invention-of-buses/
8•surprisetalk•1d ago•0 comments

Gemini CLI will stop working from June 18, 2026

https://developers.googleblog.com/an-important-update-transitioning-gemini-cli-to-antigravity-cli/
255•primaprashant•17h ago•127 comments

CopyFail: From Pod to Host

https://xint.io/blog/copy-fail-pod-to-host
27•tptacek•18h ago•4 comments

Incident Report: Railway Blocked by Google Cloud (Resolved)

https://blog.railway.com/p/incident-report-may-19-2026-gcp-account-outage
491•aarondf•11h ago•314 comments

Simulated Evolution on the PICO-8

https://bumbershootsoft.wordpress.com/2026/05/16/simulated-evolution-on-the-pico-8/
17•ibobev•1d ago•0 comments

In 1979 engineer Hugh Padgham discovered "gated reverb" – by accident

https://producelikeapro.com/blog/how-one-recording-mistake-created-a-musical-phenomenon-in-the-80s/
55•bookofjoe•2d ago•18 comments

RISC-V and Floating-Point

https://fprox.substack.com/p/risc-v-and-floating-point
24•hasheddan•1d ago•21 comments

GitHub is investigating unauthorized access to their internal repositories

https://twitter.com/github/status/2056884788179726685
491•splenditer•11h ago•258 comments

Minnesota becomes first state to ban prediction markets

https://www.npr.org/2026/05/19/nx-s1-5821265/minnesota-ban-prediction-markets
686•ortusdux•16h ago•211 comments

The Mercury logic programming system

https://github.com/Mercury-Language/mercury
70•Antibabelic•2d ago•15 comments

Nostalgic Kits Central (2024)

https://www.nostalgickitscentral.com/
25•cf100clunk•2d ago•12 comments

Enabling Resizable Bar on RTX 3080 Vbios via GitHub

https://github.com/danindiana/rtx3080-rebar-vbios/tree/master
6•linux_lorax•2d ago•3 comments

I’ve joined Anthropic

https://twitter.com/karpathy/status/2056753169888334312
1350•dmarcos•20h ago•569 comments

Growing Neural Cellular Automata

https://distill.pub/2020/growing-ca/
118•pulkitsh1234•2d ago•12 comments

Lisp in Web-Based Applications (2001)

https://sep.turbifycdn.com/ty/cdn/paulgraham/bbnexcerpts.txt
89•bschne•1d ago•8 comments
Open in hackernews

Precomputing Transparency Order in 3D

https://jacobdoescode.com/2025/05/18/precomputing-transparency-order-in-3d
14•jacobp100•1y ago

Comments

bschwindHN•1y ago
> Today, getting the correct order for translucent faces typically involves sorting the faces by their distance to the camera on the CPU, then sending the sorted faces to the GPU. This means every time the camera moves, you need to re-sort the translucent faces.

Don't most games and rendering engines these days use order-independent transparency if they care about these problems?

https://osor.io/OIT

How does the method in the OP article work if you're rendering meshes instead of planar objects? Sure, a mesh is just composed of planar triangles, but that's a _lot_ of triangles to sort, and with an O(n^2) algorithm, it's going to be painful.

user____name•12mo ago
A big problem with OIT techniques is that it presumes all see-trough surfaces use alpha blending. In reality other blending modes can be used, most notably additive blending. Additive blending is very useful because it ensures the surface will always be brighter than the background, which is important for things like fire, which look strange when the background is actually brighter than the blended surface, this is quite common.

Another issue is that OIT techniques usually have a breaking point where drawing too many layers will start showing artefacts.

So in order for OIT to work correctly you have to enforce all surfaces to be either opaque or use alpha blending and also avoid drawing too many layers. This is more limiting than sorting based approaches for the average usecase, even if it does end up fixing cases that aren't easily fixed via sorting. Besides that, people working in games and realtime rendering have simply gotten accustomed to designing around alpha blending issues.

bschwindHN•12mo ago
What's the granularity of sorting, for most modern games? I'm guessing just sorting by an object or mesh center, instead of sorting each triangle, but are there are methods I'm unaware of?