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Zig – Type Resolution Redesign and Language Changes

https://ziglang.org/devlog/2026/#2026-03-10
242•Retro_Dev•9h ago•83 comments

Building a TB-303 from Scratch

https://loopmaster.xyz/tutorials/tb303-from-scratch
40•stagas•3d ago•10 comments

Create value for others and don’t worry about the returns

https://geohot.github.io//blog/jekyll/update/2026/03/11/running-69-agents.html
357•ppew•4h ago•199 comments

U+237C ⍼ Is Azimuth

https://ionathan.ch/2026/02/16/angzarr.html
312•cokernel_hacker•12h ago•34 comments

Cloudflare crawl endpoint

https://developers.cloudflare.com/changelog/post/2026-03-10-br-crawl-endpoint/
318•jeffpalmer•12h ago•122 comments

TADA: Fast, Reliable Speech Generation Through Text-Acoustic Synchronization

https://www.hume.ai/blog/opensource-tada
45•smusamashah•5h ago•8 comments

Julia Snail – An Emacs Development Environment for Julia Like Clojure's Cider

https://github.com/gcv/julia-snail
77•TheWiggles•3d ago•8 comments

Tony Hoare has died

https://blog.computationalcomplexity.org/2026/03/tony-hoare-1934-2026.html
1801•speckx•19h ago•230 comments

Yann LeCun raises $1B to build AI that understands the physical world

https://www.wired.com/story/yann-lecun-raises-dollar1-billion-to-build-ai-that-understands-the-ph...
478•helloplanets•1d ago•386 comments

AutoKernel: Autoresearch for GPU Kernels

https://github.com/RightNow-AI/autokernel
29•frozenseven•3h ago•3 comments

Agents that run while I sleep

https://www.claudecodecamp.com/p/i-m-building-agents-that-run-while-i-sleep
336•aray07•15h ago•371 comments

RISC-V Is Sloooow

https://marcin.juszkiewicz.com.pl/2026/03/10/risc-v-is-sloooow/
247•todsacerdoti•14h ago•249 comments

SSH Secret Menu

https://twitter.com/rebane2001/status/2031037389347406054
217•piccirello•1d ago•81 comments

Writing my own text editor, and daily-driving it

https://blog.jsbarretto.com/post/text-editor
115•todsacerdoti•8h ago•33 comments

When the chain becomes the product: Seven years inside a token-funded venture

https://markmhendrickson.com/posts/when-the-chain-becomes-the-product/
7•mhendric•3d ago•1 comments

Google to Provide Pentagon with AI Agents

https://www.bloomberg.com/news/articles/2026-03-10/google-to-provide-pentagon-with-ai-agents-for-...
23•1vuio0pswjnm7•1h ago•5 comments

Launch HN: RunAnywhere (YC W26) – Faster AI Inference on Apple Silicon

https://github.com/RunanywhereAI/rcli
215•sanchitmonga22•17h ago•130 comments

Debian decides not to decide on AI-generated contributions

https://lwn.net/SubscriberLink/1061544/125f911834966dd0/
335•jwilk•19h ago•255 comments

Levels of Agentic Engineering

https://www.bassimeledath.com/blog/levels-of-agentic-engineering
194•bombastic311•1d ago•90 comments

Standardizing source maps

https://bloomberg.github.io/js-blog/post/standardizing-source-maps/
38•Timothee•6h ago•3 comments

Universal vaccine against respiratory infections and allergens

https://med.stanford.edu/news/all-news/2026/02/universal-vaccine.html
260•phony-account•12h ago•85 comments

Mesh over Bluetooth LE, TCP, or Reticulum

https://github.com/torlando-tech/columba
99•khimaros•15h ago•11 comments

Surpassing vLLM with a Generated Inference Stack

https://infinity.inc/case-studies/qwen3-optimization
40•lukebechtel•19h ago•13 comments

Roblox is minting teen millionaires

https://www.bloomberg.com/news/articles/2026-03-06/roblox-s-teen-millionaires-are-disrupting-the-...
143•petethomas•3d ago•160 comments

I'm going to build my own OpenClaw, with blackjack and bun

https://github.com/rcarmo/piclaw
36•rcarmo•3h ago•29 comments

FFmpeg-over-IP – Connect to remote FFmpeg servers

https://github.com/steelbrain/ffmpeg-over-ip
191•steelbrain•16h ago•59 comments

Support for Aquantia AQC113 and AQC113C Ethernet Controllers on FreeBSD

https://github.com/Aquantia/aqtion-freebsd/issues/32
9•justinclift•4d ago•6 comments

Pike: To Exit or Not to Exit

https://tomjohnell.com/pike-solving-the-should-we-stop-here-or-gamble-on-the-next-exit-problem/
25•dnw•2d ago•3 comments

Meta acquires Moltbook

https://www.axios.com/2026/03/10/meta-facebook-moltbook-agent-social-network
502•mmayberry•20h ago•338 comments

Launch HN: Didit (YC W26) – Stripe for Identity Verification

71•rosasalberto•19h ago•61 comments
Open in hackernews

Precomputing Transparency Order in 3D

https://jacobdoescode.com/2025/05/18/precomputing-transparency-order-in-3d
14•jacobp100•9mo ago

Comments

bschwindHN•9mo 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•9mo 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•9mo 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?