frontpage.
newsnewestaskshowjobs

Made with ♥ by @iamnishanth

Open Source @Github

fp.

America vs. Singapore: You Can't Save Your Way Out of Economic Shocks

https://www.governance.fyi/p/america-vs-singapore-you-cant-save
57•guardianbob•1h ago•22 comments

Pebble Production: February Update

https://repebble.com/blog/february-pebble-production-and-software-updates
135•smig0•3h ago•45 comments

Paged Out Issue #8 [pdf]

https://pagedout.institute/download/PagedOut_008.pdf
113•SteveHawk27•3h ago•18 comments

Don't Trust the Salt: AI Summarization, Multilingual Safety, and LLM Guardrails

https://royapakzad.substack.com/p/multilingual-llm-evaluation-to-guardrails
132•benbreen•2d ago•46 comments

-fbounds-safety: Enforcing bounds safety for C

https://clang.llvm.org/docs/BoundsSafety.html
54•thefilmore•3d ago•39 comments

Bridging Elixir and Python with Oban

https://oban.pro/articles/bridging-with-oban
71•sorentwo•5h ago•22 comments

Coding Tricks Used in the C64 Game Seawolves

https://kodiak64.co.uk/blog/seawolves-technical-tricks
44•atan2•3h ago•4 comments

Show HN: A physically-based GPU ray tracer written in Julia

https://makie.org/website/blogposts/raytracing/
76•simondanisch•5h ago•32 comments

Against Theory-Motivated Experimentation

https://journals.sagepub.com/doi/10.1177/26339137261421577
13•paraschopra•1h ago•3 comments

Sizing chaos

https://pudding.cool/2026/02/womens-sizing/
724•zdw•18h ago•379 comments

Large Language Models for Mortals: A Practical Guide for Analysts with Python

https://crimede-coder.com/blogposts/2026/LLMsForMortals
18•apwheele•4d ago•2 comments

The Mongol Khans of Medieval France

https://www.historytoday.com/archive/feature/mongol-khans-medieval-france
70•Thevet•2d ago•19 comments

Famous Signatures Through History

https://signatory.app/#famous-signatures
21•elliotbnvl•2h ago•22 comments

Show HN: Mini-Diarium - An encrypted, local, cross-platform journaling app

https://github.com/fjrevoredo/mini-diarium
70•holyknight•4h ago•41 comments

Measuring AI agent autonomy in practice

https://www.anthropic.com/research/measuring-agent-autonomy
9•jbredeche•1h ago•2 comments

27-year-old Apple iBooks can connect to Wi-Fi and download official updates

https://old.reddit.com/r/MacOS/comments/1r8900z/macos_which_officially_supports_27_year_old/
411•surprisetalk•19h ago•230 comments

Voith Schneider Propeller

https://en.wikipedia.org/wiki/Voith_Schneider_Propeller
63•Luc•3d ago•15 comments

ShannonMax: A Library to Optimize Emacs Keybindings with Information Theory

https://github.com/sstraust/shannonmax
31•sammy0910•4h ago•5 comments

15 years of FP64 segmentation, and why the Blackwell Ultra breaks the pattern

https://nicolasdickenmann.com/blog/the-great-fp64-divide.html
163•fp64enjoyer•14h ago•59 comments

Old School Visual Effects: The Cloud Tank (2010)

http://singlemindedmovieblog.blogspot.com/2010/04/old-school-effects-cloud-tank.html
62•exvi•9h ago•8 comments

Cosmologically Unique IDs

https://jasonfantl.com/posts/Universal-Unique-IDs/
440•jfantl•21h ago•139 comments

Step 3.5 Flash – Open-source foundation model, supports deep reasoning at speed

https://static.stepfun.com/blog/step-3.5-flash/
159•kristianp•13h ago•66 comments

Zero downtime migrations at Petabyte scale

https://planetscale.com/blog/zero-downtime-migrations-at-petabyte-scale
5•Ozzie_osman•2d ago•0 comments

Tailscale Peer Relays is now generally available

https://tailscale.com/blog/peer-relays-ga
446•sz4kerto•23h ago•219 comments

Anthropic officially bans using subscription auth for third party use

https://code.claude.com/docs/en/legal-and-compliance
531•theahura•13h ago•646 comments

A word processor from 1990s for Atari ST/TOS is still supported by enthusiasts

https://tempus-word.de/en/index
88•muzzy19•2d ago•41 comments

Zero-day CSS: CVE-2026-2441 exists in the wild

https://chromereleases.googleblog.com/2026/02/stable-channel-update-for-desktop_13.html
363•idoxer•23h ago•206 comments

DOGE Track

https://dogetrack.info/
222•donohoe•3h ago•106 comments

How to choose between Hindley-Milner and bidirectional typing

https://thunderseethe.dev/posts/how-to-choose-between-hm-and-bidir/
122•thunderseethe•3d ago•43 comments

DNS-Persist-01: A New Model for DNS-Based Challenge Validation

https://letsencrypt.org/2026/02/18/dns-persist-01.html
304•todsacerdoti•22h ago•136 comments
Open in hackernews

Precomputing Transparency Order in 3D

https://jacobdoescode.com/2025/05/18/precomputing-transparency-order-in-3d
14•jacobp100•9mo ago

Comments

bschwindHN•9mo 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•9mo 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•9mo 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?