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My smart sleep mask broadcasts users' brainwaves to an open MQTT broker

https://aimilios.bearblog.dev/reverse-engineering-sleep-mask/
172•minimalthinker•3h ago•76 comments

Ooh.directory: a place to find good blogs that interest you

https://ooh.directory/
265•hisamafahri•5h ago•90 comments

Amsterdam Compiler Kit

https://github.com/davidgiven/ack
20•andsoitis•1h ago•8 comments

Zig – io_uring and Grand Central Dispatch std.Io implementations landed

https://ziglang.org/devlog/2026/#2026-02-13
292•Retro_Dev•10h ago•194 comments

Show HN: Sameshi – a ~1200 Elo chess engine that fits within 2KB

https://github.com/datavorous/sameshi
123•datavorous_•4h ago•38 comments

Vim 9.2 Released

https://www.vim.org/vim-9.2-released.php
148•tapanjk•3h ago•64 comments

Show HN: Arcmark – macOS bookmark manager that attaches to browser as sidebar

https://github.com/Geek-1001/arcmark
21•ahmed_sulajman•1h ago•0 comments

Shades of Halftone

https://blog.maximeheckel.com/posts/shades-of-halftone/
69•surprisetalk•4d ago•2 comments

Ask HN: How to get started with robotics as a hobbyist?

40•StefanBatory•6d ago•22 comments

A Review of M Disc Archival Capability. With long term testing results

http://www.microscopy-uk.org.uk/mag/artsep16/mol-mdisc-review.html
23•1970-01-01•2h ago•14 comments

Show HN: I spent 3 years reverse-engineering a 40 yo stock market sim from 1986

https://www.wallstreetraider.com/story.html
623•benstopics•4d ago•209 comments

Show HN: SQL-tap – Real-time SQL traffic viewer for PostgreSQL and MySQL

https://github.com/mickamy/sql-tap
207•mickamy•14h ago•36 comments

Audiophiles Can't Distinguish Audio Sent Through Copper, Banana or Mud

https://www.tomshardware.com/speakers/in-a-blind-test-audiophiles-couldnt-tell-the-difference-bet...
44•RandomGerm4n•1h ago•35 comments

Fun with Algebraic Effects – From Toy Examples to Hardcaml Simulations

https://blog.janestreet.com/fun-with-algebraic-effects-hardcaml/
6•weinzierl•3d ago•0 comments

Ars Technica makes up quotes from Matplotlib maintainer; pulls story

https://infosec.exchange/@mttaggart/116065340523529645
440•robin_reala•9h ago•177 comments

Babylon 5 is now free to watch on YouTube

https://cordcuttersnews.com/babylon-5-is-now-free-to-watch-on-youtube/
526•walterbell•1d ago•263 comments

Code Storage by the Pierre Computer Company

https://code.storage/
42•admp•4d ago•26 comments

7zip.com Is Serving Malware

https://www.malwarebytes.com/blog/threat-intel/2026/02/fake-7-zip-downloads-are-turning-home-pcs-...
65•Alifatisk•3h ago•36 comments

What color are your bits? (2004)

https://ansuz.sooke.bc.ca/entry/23
29•tomodachi94•3d ago•8 comments

The Sling: Humanity's Forgotten Power

https://www.slinging.org/
83•jsattler•4d ago•20 comments

The mathematics of compression in database systems

https://www.bitsxpages.com/p/the-mathematics-of-compression-in
42•agavra•4d ago•7 comments

Understanding the Go Compiler: The Linker

https://internals-for-interns.com/posts/the-go-linker/
156•valyala•6d ago•41 comments

How the Little Guy Moved

https://animationobsessive.substack.com/p/how-the-little-guy-moved
104•zdw•5d ago•4 comments

How many registers does an x86-64 CPU have? (2020)

https://blog.yossarian.net/2020/11/30/How-many-registers-does-an-x86-64-cpu-have
61•tosh•5h ago•38 comments

Cogram (YC W22) – Hiring former technical founders

https://www.ycombinator.com/companies/cogram/jobs/LDTrViN-ex-technical-founder-product-engineer
1•ricwo•11h ago

The World of Harmonics – With a Coffee, Guitar and Synth

https://mynoise.net/vlog.php?ep=20260204
69•gregsadetsky•5d ago•13 comments

Sound and Practical Points-To Analysis for Incomplete C Programs [pdf]

https://www.sjalander.com/research/pdf/sjalander-cgo2026-pip.pdf
8•st_•5d ago•0 comments

Show HN: Data Engineering Book – An open source, community-driven guide

https://github.com/datascale-ai/data_engineering_book/blob/main/README_en.md
220•xx123122•21h ago•26 comments

Platforms bend over backward to help DHS censor ICE critics, advocates say

https://arstechnica.com/tech-policy/2026/02/platforms-bend-over-backward-to-help-dhs-censor-ice-c...
202•pjmlp•2h ago•100 comments

Building a TUI is easy now

https://hatchet.run/blog/tuis-are-easy-now
283•abelanger•1d ago•222 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•8mo 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•8mo 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?