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

https://ziglang.org/devlog/2026/#2026-02-13
97•Retro_Dev•2h ago•46 comments

YouTube as Storage

https://github.com/PulseBeat02/yt-media-storage
31•saswatms•1h ago•26 comments

The Three Year Myth

https://green.spacedino.net/the-three-year-myth/
67•surprisetalk•3d ago•33 comments

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

https://www.wallstreetraider.com/story.html
313•benstopics•4d ago•123 comments

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

https://github.com/mickamy/sql-tap
108•mickamy•6h ago•19 comments

Understanding the Go Compiler: The Linker

https://internals-for-interns.com/posts/the-go-linker/
80•valyala•5d ago•9 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
169•xx123122•13h ago•19 comments

How the Little Guy Moved

https://animationobsessive.substack.com/p/how-the-little-guy-moved
30•zdw•4d ago•1 comments

Babylon 5 is now free to watch on YouTube

https://cordcuttersnews.com/babylon-5-is-now-free-to-watch-on-youtube/
222•walterbell•1d ago•124 comments

Common Lisp Screenshots: today's CL applications in action

http://www.lisp-screenshots.org
111•_emacsomancer_•2d ago•35 comments

GPT-5.2 derives a new result in theoretical physics

https://openai.com/index/new-result-theoretical-physics/
483•davidbarker•15h ago•331 comments

NPMX – a fast, modern browser for the NPM registry

https://npmx.dev
100•slymax•8h ago•44 comments

Cogram (YC W22) – Hiring former technical founders

https://www.ycombinator.com/companies/cogram/jobs/LDTrViN-ex-technical-founder-product-engineer
1•ricwo•3h ago

Building a TUI is easy now

https://hatchet.run/blog/tuis-are-easy-now
228•abelanger•17h ago•174 comments

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

https://mynoise.net/vlog.php?ep=20260204
14•gregsadetsky•4d ago•2 comments

Font Rendering from First Principles

https://mccloskeybr.com/articles/font_rendering.html
161•krapp•6d ago•28 comments

Backblaze Drive Stats for 2025

https://www.backblaze.com/blog/backblaze-drive-stats-for-2025/
76•Brajeshwar•6h ago•12 comments

Gradient.horse

https://gradient.horse
264•microflash•4d ago•52 comments

The EU moves to kill infinite scrolling

https://www.politico.eu/article/tiktok-meta-facebook-instagram-brussels-kill-infinite-scrolling/
601•danso•14h ago•614 comments

Adventures in Neural Rendering

https://interplayoflight.wordpress.com/2026/02/10/adventures-in-neural-rendering/
30•ingve•3d ago•1 comments

Can you rewire your brain?

https://aeon.co/essays/what-the-metaphor-of-rewiring-gets-wrong-about-neuroplasticity
6•Hooke•4d ago•1 comments

Monosketch

https://monosketch.io/
779•penguin_booze•22h ago•133 comments

gRPC: From service definition to wire format

https://kreya.app/blog/grpc-deep-dive/
125•latonz•4d ago•18 comments

Fix the iOS keyboard before the timer hits zero or I'm switching back to Android

https://ios-countdown.win/
1453•ozzyphantom•20h ago•716 comments

An AI Agent Published a Hit Piece on Me – More Things Have Happened

https://theshamblog.com/an-ai-agent-published-a-hit-piece-on-me-part-2/
444•scottshambaugh•10h ago•217 comments

CSS-Doodle

https://css-doodle.com/
166•dsego•1d ago•16 comments

WolfSSL sucks too, so now what?

https://blog.feld.me/posts/2026/02/wolfssl-sucks-too/
120•thomasjb•1d ago•96 comments

The wonder of modern drywall

https://www.worksinprogress.news/p/the-wonder-of-modern-drywall
110•jger15•1d ago•171 comments

Advanced Aerial Robotics Made Simple

https://www.drehmflight.com
128•jacquesm•5d ago•11 comments

How did the Maya survive?

https://www.theguardian.com/news/2026/feb/12/apocalypse-no-how-almost-everything-we-thought-we-kn...
135•speckx•20h ago•112 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•8mo 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?