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Meta Muse Glimmer – open weights 30B local coding model

https://research.meta.ai/blog/introducing-muse-glimmer-open-agentic-model
218•riordan•2h ago•86 comments

Docker Sandboxes – Disposable, isolated sandboxes for AI agents

https://www.docker.com/products/docker-sandboxes/
297•etoxin•6h ago•170 comments

Because It's Not Fun Enough: why languages fail

https://bytecode.news/posts/2026/08/because-it-s-not-fun-enough
15•jottinger•49m ago•0 comments

Tail-call optimization in C is relatively recent

https://lwn.net/Articles/1034703/
16•prakashqwerty•42m ago•0 comments

What Happened to HackerOne?

https://blog.teknogeek.io/posts/what-happened-to-hackerone/
273•hipparchus•9h ago•136 comments

Run Android ARM64 VR APKs on Apple Vision Pro

https://github.com/shinyquagsire23/Klepton
109•LorenDB•9h ago•15 comments

Tail-Call Interpreters in Rust – Jimmy Ostler

https://lordgoati.us/blog/tail-call/
41•amatheus•3d ago•13 comments

A 'bananas' order for 5000 obscure book titles fuels suspicion

https://www.irishtimes.com/world/europe/2026/08/10/a-mysterious-buying-spree-is-unsettling-europe...
20•ohaodha•54m ago•2 comments

An Interesting Fourier Transform – 1/F Noise

https://www.dsprelated.com/showarticle/40.php
61•q7m•3d ago•14 comments

Show HN: Voice driven murder mystery, Interview AI suspects with your voice

https://www.whodunnitai.com/
116•MrRowTheBoat•8h ago•52 comments

COLDCARD's Random Numbers Weren't

https://coldcard.rip/
8•bialyalibaba•4d ago•0 comments

How I use LLMs to learn complex topics

https://laurentiugabriel.github.io/blog/articles/how-i-use-llms-to-learn/
685•laurentiurad•17h ago•435 comments

How Blackwing Pencils are Made [video]

https://www.youtube.com/watch?v=fow-LsdaH2E
25•NaOH•4d ago•7 comments

Taxi drivers rarely die of Alzheimer's

https://theconversation.com/taxi-drivers-rarely-die-of-alzheimers-how-complex-mental-maps-and-spa...
315•jader201•20h ago•219 comments

How We Pushed CDC into Postgres

https://www.snowflake.com/en/blog/engineering/postgres-to-snowflake-replication-mirroring/
104•craigkerstiens•11h ago•15 comments

Ask HN: What are you working on? (August 2026)

264•david927•18h ago•921 comments

An alias-based formulation of the borrow checker (2018)

https://smallcultfollowing.com/babysteps/blog/2018/04/27/an-alias-based-formulation-of-the-borrow...
14•parksb•2d ago•1 comments

Cool URIs Don't Change (1998)

https://www.w3.org/Provider/Style/URI
253•Klaster_1•21h ago•62 comments

ATProto for Distributed Systems Engineers

https://atproto.com/articles/atproto-for-distsys-engineers
97•LelouBil•3d ago•18 comments

Picophysics: Single file physics for games on platforms like N64, PSX, DC

https://gitlab.com/Kazade/picophysics
65•klaussilveira•4d ago•22 comments

Tuxedo No. 2 – Cocktail recipes

https://tuxedono2.com
104•smartmic•15h ago•34 comments

Nearest Pint

https://knowwhereconsulting.co.uk/maps/pubs/
38•bookofjoe•5d ago•22 comments

Everything you do is being recorded

https://www.theatlantic.com/technology/2026/05/ai-wearable-surveillance-countermeasures/687203/
333•ike_usawa•1d ago•287 comments

I made tinnitus my friend, then it disappeared [video]

https://mynoise.net/vlog.php?ep=20260803
166•gregsadetsky•17h ago•137 comments

New Zealand lost its music media, and what we're building to replace it

https://propelmusic.co.nz/articles/the-sound-went-quiet-nz-music-media
119•berghoffer•15h ago•81 comments

Auto mode is now the default in Claude Code

https://claude.com/blog/auto-mode-default-in-claude-code
240•sbehere•8h ago•248 comments

Show HN: I made alchemical-cosmological PCB badges

https://github.com/KaiPereira/Alchemical-Cosmological-Badges
18•kaipereira•4d ago•1 comments

Slap ROM Patcher

https://nyuu.page/projects/slap/
22•apsec112•3d ago•15 comments

The Ambition Project

https://www.betonit.ai/p/the-ambition-project
51•herbertl•12h ago•8 comments

OpenChamber: An Agentic Development Environment

https://openchamber.dev/
161•hexomancer•18h ago•77 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?