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Markets are competitive if and only if P = NP

https://arxiv.org/abs/2602.20415
120•kscarlet•1h ago•76 comments

Half-Baked Product

https://weli.dev/blog/half-baked-product/
947•weli•8h ago•284 comments

America, 1926: What a Forgotten 100-Year-Old Report Says About Who We Are

https://www.derekthompson.org/p/america-1926-an-absurdly-deep-dive
44•momentmaker•1h ago•27 comments

Jamesob's guide to running SOTA LLMs locally

https://github.com/jamesob/local-llm
55•livestyle•2h ago•23 comments

Claude, please stop trying to memorize random crap

https://12gramsofcarbon.com/p/agentics-memorizing-session-transcripts
22•theahura•1h ago•1 comments

Factories Are Just Rooms

https://interconnected.org/home/2026/07/03/factories
41•arbesman•1h ago•17 comments

The Life and Times of Maxis, Part 1: SimEverything

https://www.filfre.net/2026/07/the-life-and-times-of-maxis-part-1-simeverything/
15•doppp•1h ago•0 comments

Give Smart People the Tools to Do Smart Things

https://superuserdone.com/posts/2026-07-03-give-smart-people-the-tools/
40•SuperUserDone•2h ago•15 comments

Hunting a 16-year-old SQLite WAL bug with TLA+

https://ubuntu.com/blog/hunting-a-16-year-old-sqlite-bug-with-tla-is-dqlite-affected
56•peterparker204•3d ago•1 comments

Best Simple System for Now

https://dannorth.net/blog/best-simple-system-for-now/
28•daan-k•1h ago•3 comments

PostgreSQL and the OOM Killer: Why We Use Strict Memory Overcommit

https://www.ubicloud.com/blog/postgresql-and-the-oom-killer-why-we-use-strict-memory-overcommit
84•furkansahin•4h ago•31 comments

Valve open source the Steam Machine e-ink screen so you can make your own

https://www.gamingonlinux.com/2026/07/valve-open-source-the-steam-machine-e-ink-screen-so-you-can...
306•ahlCVA•4h ago•46 comments

The Fall and Rise of Screwworm

https://www.construction-physics.com/p/the-fall-and-rise-of-screwworm
55•crescit_eundo•4h ago•20 comments

My Dad Helped Build North America's Oat Supply Chain: Can It Be Remade?

https://ambrook.com/offrange/perspective/how-we-lost-our-oats
19•surprisetalk•3d ago•2 comments

Wordgard: The new in-browser rich-text editor from the creator of ProseMirror

https://wordgard.net/
161•indy•8h ago•70 comments

Right to Local Intelligence

https://righttointelligence.org/
425•thoughtpeddler•17h ago•147 comments

Anatomy of Persistent Memory's 3 Layers: Comparing ContextNest, Mem0 and Zep

https://promptowl.ai/resources/persistent-memory-ai-agents/
11•sparkystacey•2h ago•0 comments

CarPlay Is Additive

https://www.caseyliss.com/2026/7/2/carplay-is-additive-you-dolts
478•sprawl_•16h ago•629 comments

How working with a blind client revealed invisible accessibility gaps

https://iinteractive.com/resources/blog/read-only
71•fortyseven•3d ago•50 comments

The Safari MCP server for web developers

https://webkit.org/blog/18136/introducing-the-safari-mcp-server-for-web-developers/
205•coloneltcb•15h ago•58 comments

crustc: entirety of `rustc`, translated to C

https://github.com/FractalFir/crustc
353•Philpax•18h ago•75 comments

Program-as-Weights: A Programming Paradigm for Fuzzy Functions

https://arxiv.org/abs/2607.02512
19•simonpure•4h ago•2 comments

Commodore 64 Basic for PostgreSQL

https://thombrown.blogspot.com/2026/07/load-plcbmbasic81-commodore-64-basic.html
46•hans_castorp•7h ago•8 comments

Local Reasoning for Global Properties

https://tratt.net/laurie/blog/2026/local_reasoning_for_global_properties.html
25•mpweiher•2d ago•2 comments

Reality has a surprising amount of detail (2017)

https://johnsalvatier.org/blog/2017/reality-has-a-surprising-amount-of-detail
343•vinhnx•5d ago•129 comments

Quake in 13 Kilobytes (2021)

https://js13kgames.com/games/q1k3
115•mortenjorck•6d ago•16 comments

Hackers shoveled snow for company, were rewarded with network admin access

https://www.theregister.com/security/2026/07/02/hackers-shoveled-snow-for-company-were-rewarded-w...
58•ike_usawa•3h ago•35 comments

Exapunks (2018)

https://www.zachtronics.com/exapunks/
317•yu3zhou4•22h ago•109 comments

Alibaba to ban Claude Code in workplace over alleged backdoor risks, source says

https://www.reuters.com/world/china/alibaba-ban-claude-code-workplace-over-alleged-backdoor-risks...
275•nsoonhui•8h ago•233 comments

Underwater suit-wearing cyborg insect capable of diving and terra-aqua travel

https://www.nature.com/articles/s41467-026-74235-1
87•gscott•3d ago•41 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•1y 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•1y 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?