frontpage.
newsnewestaskshowjobs

Open Source @Github

fp.

Keys Not Included: recovering the signing keys for US driver's license barcodes

https://ryan.science/blog/keys-not-included
123•Ryan5453•3h ago•47 comments

Nvidia announces native GPU programming in Rust

https://developer.nvidia.com/blog/introducing-cuda-rust-two-tracks-for-writing-gpu-kernels/
569•nonmaskable•19h ago•206 comments

Comparison of Malloc() Algorithms

https://egbert.net/blog/articles/comparison-of-arena-architecture-in-malloc.html
37•egberts1•1d ago•0 comments

Training a 4B model to produce 81% faster query plans than Postgres

https://rohanbansal.com/qorl
503•polyphilz•12h ago•104 comments

My temporary PHP fix from 2014 has nearly 20M installs. Today I'm deprecating it

https://jakeasmith.com/blog/http-build-url/
24•jakeasmith•1d ago•5 comments

Xiaomi Mimo 2.6 live post-training dashboard

https://mimo.xiaomi.com/rl/
395•krackers•10h ago•98 comments

Backups Aren't Simple

https://filipovski.net/2026/09/16/backups-arent-simple.html
190•afilipovski•10h ago•100 comments

Developing provably correct Rust code with Verus

https://www.amazon.science/blog/developing-provably-correct-rust-code-with-verus
86•Betelbuddy•2d ago•11 comments

Small programming tricks

https://will-keleher.com/posts/small-programming-tricks-matter/
489•signa11•15h ago•213 comments

A 32-year-old bug walks into a Telnet server

https://labs.watchtowr.com/a-32-year-old-bug-walks-into-a-telnet-server-gnu-inetutils-telnetd-cve...
42•paimapi•1d ago•13 comments

Breaking the 1.58-bit Barrier for Ternary LLMs

https://arxiv.org/abs/2609.16338
188•matt_d•10h ago•28 comments

The engineering behind the US Strategic Petroleum Reserve

https://johnjwang.com/post/2026/09/15/engineering-behind-us-strategic-petroleum-reserve
177•johnjwang•1d ago•69 comments

OpenSpec – A lightweight and configurable AI spec framework

https://openspec.dev/
122•etoxin•7h ago•50 comments

The Return of Sail Power: Cargo Ships Are Turning Back to the Wind

https://gcaptain.com/the-return-of-sail-power-cargo-ships-are-turning-back-to-the-wind/
71•gumby•6h ago•35 comments

AWS says it can't restore some data from mideast facilities struck by Iran

https://www.wsj.com/world/middle-east/aws-says-it-cant-restore-some-data-from-mideast-facilities-...
348•berkeleyjunk•1d ago•279 comments

Performance Improvements in .NET 11

https://devblogs.microsoft.com/dotnet/performance-improvements-in-net-11/
263•soheilpro•1d ago•47 comments

PCB is brought to you by Fable 5

https://a6mzero.com/posts/this-pcb-is-brought-to-you-by-fable-5/
72•jasonpeacock•2d ago•27 comments

HarnessTax: How Much Does the Harness Matter for Coding Agents?

https://harnesstax.github.io/
102•matt_d•8h ago•35 comments

Show HN: An e-ink frame that hears birds and draws them as 1800s illustrations

https://github.com/arnegiacomo/fugleramme
2138•arnemunthekaas•1d ago•243 comments

Reversing Factorio's RNG

https://gegell.github.io/posts/factorio-rng/
189•jheitmann•4d ago•23 comments

Japan's book scene is moving from bookstores to libraries

https://untranslatedjp.substack.com/p/japans-book-scene-is-quietly-moving
165•herbertl•4d ago•71 comments

Part-human part-mouse brain developed in science breakthrough

https://www.bbc.com/news/articles/c60m3k28j81mo
27•marc__1•5h ago•19 comments

Jev Ultrafast: A browser agent with a dynamic, indexed action space

https://github.com/browser-use/jev-ultrafast
21•rahimnathwani•3h ago•2 comments

Anecdotally, programmers dislike "reduce"

https://evanhahn.com/posts/2026-09-13-programmers-dislike-reduce/
136•vinhnx•3d ago•205 comments

Cloudflare/Security-Audit-Skill

https://github.com/cloudflare/security-audit-skill
14•donk8r•2h ago•2 comments

Reverse-engineered Jev-like model

https://github.com/vinnylarouge/jevlike
113•rochansinha•12h ago•16 comments

Dream-RSI: Recursive Self-Improvement through Evolving Worlds

https://arxiv.org/abs/2609.14858
197•bananaflag•17h ago•49 comments

Anatomy of a Texture

https://agentlien.github.io/texture/
88•Agentlien•16h ago•15 comments

Monsanto's Cruel, and Dangerous, Monopolization on American Farming (2008)

https://www.vanityfair.com/news/2008/05/monsanto200805
60•kamaraju•4h ago•21 comments

Hackers Got Inside a Flock Camera

https://www.wired.com/story/hackers-flock-camera-data-shows-how-system-works/
517•driverdan•17h ago•236 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?