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Claude Code May–July 2026 weekly limits promotion

https://support.claude.com/en/articles/15910845-claude-code-may-july-2026-weekly-limits-promotion
26•alvis•21m ago•17 comments

Old and new apps, via modern coding agents

https://terrytao.wordpress.com/2026/07/11/old-and-new-apps-via-modern-coding-agents/
324•subset•7h ago•90 comments

Don't You Mean Extinct?

https://fabiensanglard.net/extinct/index.html
87•zdw•3h ago•35 comments

Show HN: Shirei, cross-platform GUI framework in native Go

https://github.com/hasenj/go-shirei/
33•hsn915•1h ago•15 comments

Automation Without Understanding

https://arxiv.org/abs/2607.06377
24•root-parent•1h ago•9 comments

Against Usefulness

https://www.motivenotes.ai/p/against-usefulness
10•supo•35m ago•0 comments

How to Read More Books

https://scotto.me/blog/2026-07-12-how-to-read-more-books/
136•silcoon•2h ago•68 comments

Why study Diophantine equations?

https://hidden-phenomena.com/articles/modular
32•mb1699•2h ago•10 comments

Understanding the Odin Programming Language

https://odinbook.com/
113•AlexeyBrin•6h ago•52 comments

Ghostel.el: Terminal emulator powered by libghostty

https://dakra.github.io/ghostel/
196•signa11•9h ago•32 comments

The power of collaboration: How we can reduce traffic congestion

https://research.google/blog/the-power-of-collaboration-how-we-can-reduce-traffic-congestion/
25•raahelb•2h ago•15 comments

Vint Cerf, “father of the Internet”, is retiring

https://techcrunch.com/2026/06/30/the-father-of-the-internet-is-finally-retiring/
245•compiler-guy•2d ago•134 comments

Autoresearch, Claude and Constrained Optimization

https://www.elliotcsmith.com/autoresearch-claude-and-constrained-optimization/
18•gmays•3h ago•4 comments

Unauthenticated RCE in Motorola's MR2600 Router

https://mrbruh.com/motorola/
62•MrBruh•6h ago•22 comments

AI Boosts Research Careers but Flattens Scientific Discovery

https://spectrum.ieee.org/ai-science-research-flattens-discovery
103•zaikunzhang•4h ago•81 comments

Theo de Raadt: "You've been smoking something mind altering" (2007)

https://marc.info/?l=openbsd-misc&m=119318909016582
29•turrini•2h ago•16 comments

Morphometrics: Introduction to the Analysis of Shape

https://www.geol.umd.edu/~tholtz/G331/lectures/331biomech.html
12•num42•1w ago•0 comments

Abject Praise

https://infrequently.org/2026/07/abject-praise/
6•genericlemon24•5d ago•1 comments

Satteri: A Markdown pipeline forged in Rust for the JavaScript world

https://satteri.bruits.org/
34•nateb2022•4d ago•5 comments

Mesh LLM: distributed AI computing on iroh

https://www.iroh.computer/blog/mesh-llm
323•tionis•19h ago•74 comments

LARP – Revenue infrastructure for serious founders

https://www.larp.website/
7•BerislavLopac•1h ago•0 comments

Show HN: Mindwalk – Replay coding-agent sessions on a 3D map of your codebase

https://github.com/cosmtrek/mindwalk
136•cosmtrek•12h ago•58 comments

Lessons from the Vasa Shipwreck

https://www.ft.com/content/200a6c44-9b66-4af3-82eb-98acb53898e4
23•bookofjoe•3d ago•26 comments

Ditching Zotero for a Text File

https://atthis.link/blog/2026/57207.html
47•speckx•5d ago•29 comments

Protobuf-py: Protobuf for Python, without compromises

https://buf.build/blog/protobuf-py
121•ming13•4d ago•35 comments

Show HN: Kurvengefahr – browser CAD/CAM for pen plotters

https://kurvengefahr.org/
9•tibordp•4h ago•2 comments

Croc: Securely transfer files and folders between two computers

https://github.com/schollz/croc/
4•gregsadetsky•2h ago•0 comments

Nvidia, CoreWeave, and Nebius: Inside the Circular Financing of the GPU Boom

https://io-fund.com/ai-stocks/nvidia-coreweave-nebius-circular-financing-gpu-boom
353•adletbalzhanov•1d ago•153 comments

An agent in 100 lines of Lisp

https://thebeach.dev/posts/lisp-agent/
223•jamiebeach•4d ago•69 comments

TK, or the secret to effortless writing (2024)

https://atthis.link/blog/2024/49629.html
29•Tomte•2h ago•15 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?