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Veo 3 and Imagen 4, and a new tool for filmmaking called Flow

https://blog.google/technology/ai/generative-media-models-io-2025/
368•youssefarizk•5h ago•227 comments

Litestream: Revamped

https://fly.io/blog/litestream-revamped/
164•usrme•3h ago•33 comments

Gemma 3n preview: Mobile-first AI

https://developers.googleblog.com/en/introducing-gemma-3n/
157•meetpateltech•4h ago•69 comments

The NSA Selector

https://github.com/wenzellabs/the_NSA_selector
140•anigbrowl•4h ago•36 comments

Deep Learning Is Applied Topology

https://theahura.substack.com/p/deep-learning-is-applied-topology
313•theahura•9h ago•150 comments

Red Programming Language

https://www.red-lang.org/p/about.html
77•hotpocket777•4h ago•25 comments

Semantic search engine for ArXiv, biorxiv and medrxiv

https://arxivxplorer.com/
14•0101111101•1h ago•0 comments

Show HN: 90s.dev – Game maker that runs on the web

https://90s.dev/blog/finally-releasing-90s-dev.html
208•90s_dev•8h ago•85 comments

Robin: A multi-agent system for automating scientific discovery

https://arxiv.org/abs/2505.13400
98•nopinsight•6h ago•15 comments

"ZLinq", a Zero-Allocation LINQ Library for .NET

https://neuecc.medium.com/zlinq-a-zero-allocation-linq-library-for-net-1bb0a3e5c749
8•cempaka•30m ago•1 comments

Show HN: A Tiling Window Manager for Windows, Written in Janet

https://agent-kilo.github.io/jwno/
183•agentkilo•7h ago•55 comments

Show HN: A Simple Server to Match Long/Lat to a TimeZone

https://github.com/LittleGreenViper/LGV_TZ_Lookup
14•ChrisMarshallNY•1h ago•8 comments

My favourite fonts to use with LaTeX (2022)

https://www.lfe.pt/latex/fonts/typography/2022/11/21/latex-fonts-part1.html
32•todsacerdoti•3d ago•9 comments

A disk is a bunch of bits (2023)

https://www.cyberdemon.org/2023/07/19/bunch-of-bits.html
13•rrampage•3d ago•2 comments

The Dawn of Nvidia's Technology

https://blog.dshr.org/2025/05/the-dawn-of-nvidias-technology.html
101•wmf•5h ago•30 comments

Show HN: Juvio – UV Kernel for Jupyter

https://github.com/OKUA1/juvio
82•okost1•6h ago•18 comments

AI's energy footprint

https://www.technologyreview.com/2025/05/20/1116327/ai-energy-usage-climate-footprint-big-tech/
83•pseudolus•12h ago•87 comments

Ashby (YC W19) Is Hiring Engineering Managers

https://www.ashbyhq.com/careers?utm_source=hn&ashby_jid=933570bc-a3d6-4fcc-991d-dc399c53a58a
1•abhikp•5h ago

Google AI Ultra

https://blog.google/products/google-one/google-ai-ultra/
201•mfiguiere•4h ago•210 comments

The emoji problem (2022)

https://artofproblemsolving.com/community/c2532359h2760821_the_emoji_problem__part_i?srsltid=AfmBOor9TbMq_A7hGHSJGfoWaa2HNzducSYZu35d_LFlCSNLXpvt-pdS
299•mtsolitary•12h ago•51 comments

Magic of software; what makes a good engineer also makes a good engineering org

https://moxie.org/2024/09/23/a-good-engineer.html
4•kiyanwang•1d ago•1 comments

Launch HN: Opusense (YC X25) – AI assistant for construction inspectors on site

28•rcody•7h ago•13 comments

GPU-Driven Clustered Forward Renderer

https://logdahl.net/p/gpu-driven
73•logdahl•7h ago•18 comments

The Last Letter

https://aeon.co/essays/how-the-last-letters-of-the-condemned-can-teach-us-how-to-live
57•HR01•5h ago•16 comments

Gail Wellington, former Commodore executive, has died

https://www.legacy.com/us/obituaries/name/gail-wellington-obituary?id=58418580
57•erickhill•3d ago•19 comments

Google is giving Amazon a leg up in digital book sales

https://www.washingtonpost.com/technology/2025/05/16/google-amazon-ebooks-apps/
92•bookofjoe•3d ago•59 comments

A simple search engine from scratch

https://bernsteinbear.com/blog/simple-search/
227•bertman•13h ago•48 comments

Reports of Deno's Demise Have Been Greatly Exaggerated

https://deno.com/blog/greatly-exaggerated
171•stephdin•11h ago•165 comments

The Lisp in the Cellar: Dependent types that live upstairs [pdf]

https://zenodo.org/records/15424968
78•todsacerdoti•9h ago•17 comments

The Fractured Entangled Representation Hypothesis

https://github.com/akarshkumar0101/fer
45•akarshkumar0101•7h ago•21 comments
Open in hackernews

GPU-Driven Clustered Forward Renderer

https://logdahl.net/p/gpu-driven
73•logdahl•7h ago

Comments

zeristor•6h ago
Apostrophe as a number separator?

Where’s that from?

dahart•6h ago
Switzerland and Italy for two. https://en.wikipedia.org/wiki/Decimal_separator#

Also note C++14 introduced the apostrophe in numeric literals! https://en.cppreference.com/w/cpp/language/integer_literal

lacoolj•6h ago
Learn somethin new every day.

And I would never have known this existed without hackernews

logdahl•6h ago
Interesting that Sweden explicitly do NOT use it... Not sure where i picked it up! :-)
qingcharles•5h ago
I've started using the underscore in my code since that is becoming the (non-localized) standard and trendy:

https://en.wikipedia.org/wiki/Integer_literal#Digit_separato...

m-schuetz•25m ago
Apostrophe are nice because they are not ambiguous. Started using them myself after getting used to them from C++ and learning that they are used in switzerland.
unclad5968•6h ago
This is awesome! At the end you mention the 27k dragons and 10k lights just barely fits in 16ms. Do you see any paths to improve performance? I've seen some demos on with tens/hundreds of thousands of moving lights, but hard to tell if they're legit or highly constrained. I'm not a graphics programmer by trade.

I need a renderer for a personal project and after some research decided I'll implement a forward clustered renderer as well.

logdahl•6h ago
Well, the core issue is still drawing. I took another look at some profiles again and seems like its not the renderer limiting this to 27k! I still had some stupid scene-graph traversal... But clustering and culling is 53us and 33us respectively, but the draw is 7ms. So a frame (on the GPU-side) is like 7ms, and some 100-200 us on the CPU side.

Should really dive deeper and update the measurements for final results...

gmueckl•6h ago
This seems fairly well optimized. There's probably room to squeeze out some more perf, but not dramatic improvements. Maybe preventing overdraw of shaded pixels by doing a depth prepass would help.

Without digging into the detailed breakdown, I would assume that the sheer amount of teeny tiny triangles is the main bottleneck in this benchmark scene. When triangles become smaller than about 4x4 pixels, GPU utilization for raterization starts to diminish. And with the scaled down dragons, there's a lot of then in the frame.

spookie•3h ago
This is by far the biggest culprit OP, look into this.

You can try to come up with imposters representing these far away dragons, or simple LoD levels. Some games do use particles to represent far away and repeated "meshes" (Ghost of Tsushima does these for soldiers far away).

Lot's of techniques in this area ranging from simple to bananas. LoD levels alone can get you pretty far! Of course, this is at the cost of having more different draw calls, so it is a balancing game.

Think about the topology too, hope these old gems helps getting a grasp on the cost of this:

https://www.humus.name/index.php?page=Comments&ID=228

https://www.g-truc.net/post-0662.html

logdahl•1h ago
Yeah, I use LODs already but as you say, even my lowest lod far away is too many vertices. Imposter rendering seems very interesting but also completely bonkers (viewing angle, lighting)!
zokier•4h ago
Worth noting that the GTX 1070 is nearly 10 year old "mainstream" GPU. I'd imagine a 5090 or something could push the numbers fair bit more higher.
fabiensanglard•6h ago
This website has a beautiful layout ;) !
logdahl•6h ago
Fun to see you ;) Love your site!
rezmason•5h ago
Ten thousand lights! Your utility bill must be enormous
Flex247A•5h ago
Lights in games use real electricity :)
amelius•5h ago
Even the stars use real electricity.
cluckindan•2h ago
Not really, nuclear fusion doesn’t run on electrons.