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I Moved My Digital Stack to Europe

https://monokai.com/articles/how-i-moved-my-digital-stack-to-europe/
295•monokai_nl•1h ago•197 comments

Why I'm leaving GitHub for Forgejo

https://jorijn.com/en/blog/leaving-github-for-forgejo/
64•jorijn•43m ago•29 comments

Preserving Fisher-Price Pixter

https://dmitry.gr/?r=05.Projects&proj=37.%20Pixter
83•dmitrygr•2d ago•7 comments

New stainless steel can survive conditions for hydrogen production in seawater

https://www.sciencedaily.com/releases/2026/05/260510030950.htm
139•HardwareLust•2d ago•50 comments

Restore full BambuNetwork support for Bambu Lab printers

https://github.com/FULU-Foundation/OrcaSlicer-bambulab
526•Murfalo•15h ago•235 comments

Deterministic Fully-Static Whole-Binary Translation Without Heuristics

https://arxiv.org/abs/2605.08419
236•matt_d•9h ago•54 comments

Using OR-Tools CP-SAT for Scheduling Problems

https://atalaykutlay.com/or-tools-cp-sat-for-scheduling-problems.html
22•akutlay•2h ago•4 comments

Googlebook

https://googlebook.google/
840•tambourine_man•20h ago•1377 comments

Substrate (YC S24) Is Hiring a Technical Success Manager

https://www.ycombinator.com/companies/substrate/jobs/T2fMBhD-technical-success-manager
1•kunle•1h ago

An idiot's guide to lead optimisation for proteins

https://magnusross.github.io/posts/protein-lead-optimisation-1/
10•magni121•2d ago•0 comments

Show HN: Needle: We Distilled Gemini Tool Calling into a 26M Model

https://github.com/cactus-compute/needle
529•HenryNdubuaku•19h ago•157 comments

Web Server on a Nintendo Wii

http://wii.sjmulder.nl/
42•adunk•3d ago•3 comments

Dutch suicide prevention website shares data with tech companies without consent

https://nltimes.nl/2026/05/13/dutch-suicide-prevention-hotline-shares-visitor-data-tech-companies
25•giuliomagnifico•39m ago•11 comments

The Boring Part of Bell Labs (2025)

https://acesounderglass.com/2025/11/15/the-boring-part-of-bell-labs/
54•surprisetalk•5d ago•6 comments

Cost of enum-to-string: C++26 reflection vs. the old ways

https://vittorioromeo.com/index/blog/refl_enum_to_string.html
28•sagacity•4h ago•18 comments

How to make your text look futuristic (2016)

https://typesetinthefuture.com/2016/02/18/futuristic/
406•_vaporwave_•17h ago•54 comments

Why senior developers fail to communicate their expertise

https://www.nair.sh/guides-and-opinions/communicating-your-expertise/why-senior-developers-fail-t...
659•nilirl•22h ago•287 comments

CERT is releasing six CVEs for serious security vulnerabilities in dnsmasq

https://lists.thekelleys.org.uk/pipermail/dnsmasq-discuss/2026q2/018471.html
339•chizhik-pyzhik•19h ago•178 comments

Scrcpy v4.0

https://github.com/Genymobile/scrcpy/releases/tag/v4.0
264•xnx•16h ago•39 comments

When “idle” isn't idle: how a Linux kernel optimization became a QUIC bug

https://blog.cloudflare.com/quic-death-spiral-fix/
122•sbulaev•13h ago•18 comments

The vi family

https://lpar.ATH0.com/posts/2026/05/the-vi-family/
218•hggh•1w ago•135 comments

Traceway: MIT-licensed observability stack you can self-host in ~90s

https://github.com/tracewayapp/traceway
135•sebakubisz•2d ago•28 comments

Rendering the Sky, Sunsets, and Planets

https://blog.maximeheckel.com/posts/on-rendering-the-sky-sunsets-and-planets/
502•ibobev•1d ago•40 comments

Quack: The DuckDB Client-Server Protocol

https://duckdb.org/2026/05/12/quack-remote-protocol
325•aduffy•19h ago•69 comments

SecurityBaseline.eu

https://internetcleanup.foundation/2026/05/european-governments-3000-tracking-sites-1000-phpmyadm...
194•aequitas•6h ago•99 comments

Kraftwerk's radical 1976 track

https://www.bbc.com/culture/article/20260511-kraftwerks-radical-1976-track-radioactivity-became-a...
193•tcp_handshaker•14h ago•159 comments

My graduation cap runs Rust

https://ericswpark.com/blog/2026/2026-05-12-my-graduation-cap-runs-rust/
180•ericswpark•13h ago•67 comments

The Future of Obsidian Plugins

https://obsidian.md/blog/future-of-plugins/
411•xz18r•21h ago•148 comments

What if there was no BASIC in EndBASIC?

https://blogsystem5.substack.com/p/no-basic-in-endbasic
34•rbanffy•4d ago•13 comments

As researchers age, they produce less disruptive work

https://nautil.us/is-this-why-science-advances-one-funeral-at-a-time-1280650
102•Brajeshwar•20h ago•98 comments
Open in hackernews

Precomputing Transparency Order in 3D

https://jacobdoescode.com/2025/05/18/precomputing-transparency-order-in-3d
14•jacobp100•12mo ago

Comments

bschwindHN•11mo 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•11mo 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•11mo 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?