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Defeating a 40-year-old copy protection dongle

https://dmitrybrant.com/2026/02/01/defeating-a-40-year-old-copy-protection-dongle
380•zdw•8h ago•113 comments

Apple's MacBook Pro DFU port documentation is wrong

https://lapcatsoftware.com/articles/2026/2/1.html
38•zdw•2h ago•2 comments

Show HN: NanoClaw – “Clawdbot” in 500 lines of TS with Apple container isolation

https://github.com/gavrielc/nanoclaw
282•jimminyx•7h ago•80 comments

Actors: A Model of Concurrent Computation [pdf] (1985)

https://apps.dtic.mil/sti/tr/pdf/ADA157917.pdf
47•kioku•5h ago•13 comments

Notepad++ hijacked by state-sponsored actors

https://notepad-plus-plus.org/news/hijacked-incident-info-update/
495•mysterydip•4h ago•276 comments

My thousand dollar iPhone can't do math

https://journal.rafaelcosta.me/my-thousand-dollar-iphone-cant-do-math/
223•rafaelcosta•9h ago•109 comments

Apple I Advertisement (1976)

http://apple1.chez.com/Apple1project/Gallery/Gallery.htm
205•janandonly•12h ago•125 comments

Show HN: Wikipedia as a doomscrollable social media feed

https://xikipedia.org
82•rebane2001•6h ago•45 comments

Contracts in Nix

https://sraka.xyz/posts/contracts.html
20•todsacerdoti•21h ago•4 comments

Adventure Game Studio: OSS software for creating adventure games

https://www.adventuregamestudio.co.uk/
292•doener•16h ago•54 comments

Time Machine-style Backups with rsync (2018)

https://samuelhewitt.com/blog/2018-06-05-time-machine-style-backups-with-rsync
57•accrual•6h ago•17 comments

Treasures found on HS2 route stored in secret warehouse

https://www.bbc.com/news/articles/c93v21q5xdvo
45•breve•7h ago•14 comments

Founding is a snowball

https://blog.bawolf.com/p/founding-is-a-snowball
59•bryantwolf•3d ago•22 comments

Efficient String Compression for Modern Database Systems

https://cedardb.com/blog/string_compression/
105•jandrewrogers•2d ago•25 comments

Two kinds of AI users are emerging

https://martinalderson.com/posts/two-kinds-of-ai-users-are-emerging/
105•martinald•6h ago•94 comments

Building Your Own Efficient uint128 in C++

https://solidean.com/blog/2026/building-your-own-u128/
47•PaulHoule•9h ago•23 comments

Ian's Shoelace Site

https://www.fieggen.com/shoelace/
83•righthand•11h ago•12 comments

MicroPythonOS graphical operating system delivers Android-like user experience

https://www.cnx-software.com/2026/01/29/micropythonos-graphical-operating-system-delivers-android...
194•mikece•3d ago•58 comments

Building a Telegram Bot with Cloudflare Workers, Durable Objects and Grammy

https://flashblaze.xyz/posts/cloudflare-workers-durable-objects-telegram-bot/
10•flashblaze•3h ago•0 comments

Stop Using Pseudo-Types

https://f2r.github.io/en/stop-using-pseudo-types.html
5•speckx•4d ago•0 comments

Reliable 25 Gigabit Ethernet via Thunderbolt

https://kohlschuetter.github.io/blog/posts/2026/01/27/tb25/
242•kohlschuetter•5d ago•123 comments

In the Lab – Soldering Prototypes with Enamel Magnet Wire

https://tomverbeure.github.io/2020/02/22/In-The-Lab-Magnet-Wire-Soldering.html
15•hasheddan•2d ago•8 comments

A Crisis comes to Wordle: Reusing old words

https://forkingmad.blog/wordle-crisis/
71•cyanbane•12h ago•83 comments

Netbird – Open Source Zero Trust Networking

https://netbird.io/
665•l1am0•20h ago•249 comments

Teaching my neighbor to keep the volume down

https://idiallo.com/blog/teaching-my-neighbor-to-keep-the-volume-down
633•firefoxd•11h ago•302 comments

Typechecking is undecidable when 'type' is a type (1989) [pdf]

https://dspace.mit.edu/bitstream/handle/1721.1/149366/MIT-LCS-TR-458.pdf?sequence=6
65•zem•3d ago•38 comments

Show HN: Sandbox Agent SDK – unified API for automating coding agents

https://github.com/rivet-dev/sandbox-agent
34•NathanFlurry•4d ago•1 comments

Clearspace (YC W23) Is Hiring an Applied Researcher (ML)

https://www.ycombinator.com/companies/clearspace/jobs/GOWiDwp-research-engineer-at-clearspace
1•anteloper•11h ago

Towards a science of scaling agent systems: When and why agent systems work

https://research.google/blog/towards-a-science-of-scaling-agent-systems-when-and-why-agent-system...
66•gmays•12h ago•25 comments

Troublemaker: The fierce, unruly life of Jessica Mitford

https://www.lrb.co.uk/the-paper/v48/n02/rosemary-hill/one-of-the-worst-things
19•against•4d ago•1 comments
Open in hackernews

Precomputing Transparency Order in 3D

https://jacobdoescode.com/2025/05/18/precomputing-transparency-order-in-3d
14•jacobp100•8mo ago

Comments

bschwindHN•8mo 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•8mo 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•8mo 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?