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Switch Lowering in GCC

https://xoranth.net/gcc-switch/
34•signa11•1h ago•1 comments

Show HN: Marelleo, an open-source story box I built for my kids using ESP32

https://zebra.rodeo/en/blog/marelleo/
32•foOg•3d ago•11 comments

My favourite PowerMac is a Nintendo Wii

https://virtuallyfun.com/2026/10/29/my-favourite-powermac-is-a-nintendo-wii/
308•DHowett•16h ago•88 comments

Cloudflare Turnstile solver library (no headless browser required)

https://github.com/chris124567/cfsolve
200•costco•2d ago•58 comments

Digital Minimalism

https://vitalik.eth.limo/general/2026/10/31/digital_minimalism.html
17•wilbertliu•3h ago•2 comments

The $6.3B Binance hack was pulled off in just 20 minutes

https://www.wired.com/story/the-dollar63-billion-binance-hack-was-pulled-off-in-just-20-minutes/
445•domhudson•20h ago•298 comments

Tell HN: Scribd Breached

194•x______________•6h ago•81 comments

Northflank Breached

https://status.northflank.com
431•js4ever•18h ago•315 comments

Breaking the open web won't stop the bad bots

https://www.techpolicy.press/breaking-the-open-web-wont-stop-the-bad-bots/
259•raybb•3d ago•109 comments

Longitudinal Changes InWearable-Captured PhysiologyBefore Sudden Cardiac Death

https://www.jacc.org/doi/epdf/10.1016/j.jaccas.2026.110397
28•brandonb•2d ago•17 comments

Show HN: A working Nintendo in ~1GB of Qwen weights

https://github.com/dbreunig/nesformer
248•dbreunig•16h ago•122 comments

The oldest ice disappears and the Stone Age emerges from it

https://www.sciencenorway.no/archaeology-climate-culture/the-oldest-ice-is-disappearing-the-stone...
149•dxs•13h ago•57 comments

Florilegium: Procedural Flowers in LaTeX

https://github.com/kevinraymond/florilegium
274•nanna•17h ago•46 comments

Show HN: To Honor Sir Patrick Stewart, Enjoy the TNG Episode Guessing Game

https://tng.episodle.com/
191•francisofascii•9h ago•53 comments

Infinite Mac: BeOS

https://blog.persistent.info/2026/10/infinite-mac-beos.html
153•ecliptik•14h ago•60 comments

Backdoor in Claude Code for VS Code extension on the Cursor Marketplace

https://phorion.io/blog/offical-claude-code-vsx-compromise/
890•_chall•1d ago•525 comments

AI, Lean, and the Future of Formal Verification, with Lean Creator Leo de Moura

https://thedataexchange.media/leo-de-moura-lean-aws/
16•datascientist•1d ago•0 comments

The federated code forge

https://tangled.org/blog/forge/
285•zlliang•17h ago•84 comments

Sanstun: A sans-IO, parallel-friendly WireGuard implementation in Rust

https://www.firezone.dev/blog/introducing-sanstun
129•wh33zle•12h ago•24 comments

Cisco gives engineer unlimited AI tokens to rewrite legacy code

https://fortune.com/2026/10/30/cisco-president-jeetu-patel-gen-z-27-year-old-unlimited-ai-tokens-...
187•taubek•19h ago•218 comments

Azure's Weakest Link – Five Full Cross-Tenant Compromises

https://www.binarysecurity.no/posts/2026/10/one-root-case
310•swq115•23h ago•58 comments

Double Buffering with Cloudflare Queues

https://bellone.com/technical/double-buffering-with-cloudflare-queues
33•b_llc•2d ago•4 comments

Jules Verne's Lost Novel

https://blue-continuum.com/verne-paris
104•dnetesn•13h ago•27 comments

Brief History of PDP Computers

https://entropicthoughts.com/history-of-pdp-computers
25•ibobev•1d ago•10 comments

Trapped in the Technologist Factory

https://ideolalia.com/essays/trapped-in-the-technologist-factory.html
39•luu•2d ago•13 comments

Through Captain Jean-Luc Picard, Patrick Stewart taught us the measure of a man

https://www.bostonglobe.com/2026/10/29/metro/patrick-stewart-picard-star-trek-the-next-generation/
306•apress•13h ago•176 comments

Building an AI-native engineering org

https://twitter.com/sgondala2/status/2115832070274723875
151•sgondala_ycapp•1d ago•180 comments

Turning a solar power system into its own backup

https://arstechnica.com/science/2026/10/turning-a-solar-power-system-into-its-own-backup/
49•PaulHoule•1d ago•19 comments

Sleep framework: A new way for LLMs to retain knowledge in continual learning

https://research.google/blog/the-sleep-framework-a-new-way-for-llms-to-retain-knowledge-in-contin...
223•acossta•2d ago•29 comments

Tree-mounted machines connect to web app to let users knock on wood remotely

https://www.designboom.com/technology/tree-mounted-machines-web-app-users-knock-on-wood-remotely/
88•surprisetalk•3d ago•36 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?