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OpenCiv3: Open-source, cross-platform reimagining of Civilization III

https://openciv3.org/
611•klaussilveira•12h ago•180 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
915•xnx•17h ago•545 comments

What Is Ruliology?

https://writings.stephenwolfram.com/2026/01/what-is-ruliology/
28•helloplanets•4d ago•22 comments

How we made geo joins 400× faster with H3 indexes

https://floedb.ai/blog/how-we-made-geo-joins-400-faster-with-h3-indexes
102•matheusalmeida•1d ago•24 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
36•videotopia•4d ago•1 comments

Show HN: Look Ma, No Linux: Shell, App Installer, Vi, Cc on ESP32-S3 / BreezyBox

https://github.com/valdanylchuk/breezydemo
212•isitcontent•12h ago•25 comments

Jeffrey Snover: "Welcome to the Room"

https://www.jsnover.com/blog/2026/02/01/welcome-to-the-room/
5•kaonwarb•3d ago•1 comments

Monty: A minimal, secure Python interpreter written in Rust for use by AI

https://github.com/pydantic/monty
206•dmpetrov•12h ago•101 comments

Show HN: I spent 4 years building a UI design tool with only the features I use

https://vecti.com
316•vecti•14h ago•140 comments

Microsoft open-sources LiteBox, a security-focused library OS

https://github.com/microsoft/litebox
355•aktau•18h ago•181 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
361•ostacke•18h ago•94 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
471•todsacerdoti•20h ago•232 comments

Show HN: If you lose your memory, how to regain access to your computer?

https://eljojo.github.io/rememory/
267•eljojo•15h ago•157 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
399•lstoll•18h ago•271 comments

Delimited Continuations vs. Lwt for Threads

https://mirageos.org/blog/delimcc-vs-lwt
25•romes•4d ago•3 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
82•quibono•4d ago•20 comments

PC Floppy Copy Protection: Vault Prolok

https://martypc.blogspot.com/2024/09/pc-floppy-copy-protection-vault-prolok.html
54•kmm•4d ago•3 comments

Was Benoit Mandelbrot a hedgehog or a fox?

https://arxiv.org/abs/2602.01122
9•bikenaga•3d ago•2 comments

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
242•i5heu•15h ago•183 comments

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
51•gfortaine•10h ago•16 comments

I spent 5 years in DevOps – Solutions engineering gave me what I was missing

https://infisical.com/blog/devops-to-solutions-engineering
138•vmatsiiako•17h ago•60 comments

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
275•surprisetalk•3d ago•37 comments

Show HN: R3forth, a ColorForth-inspired language with a tiny VM

https://github.com/phreda4/r3
68•phreda4•11h ago•13 comments

I now assume that all ads on Apple news are scams

https://kirkville.com/i-now-assume-that-all-ads-on-apple-news-are-scams/
1052•cdrnsf•21h ago•433 comments

Why I Joined OpenAI

https://www.brendangregg.com/blog/2026-02-07/why-i-joined-openai.html
127•SerCe•8h ago•111 comments

Female Asian Elephant Calf Born at the Smithsonian National Zoo

https://www.si.edu/newsdesk/releases/female-asian-elephant-calf-born-smithsonians-national-zoo-an...
28•gmays•7h ago•10 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
173•limoce•3d ago•93 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
7•jesperordrup•2h ago•4 comments

FORTH? Really!?

https://rescrv.net/w/2026/02/06/associative
61•rescrv•20h ago•22 comments

Zlob.h 100% POSIX and glibc compatible globbing lib that is faste and better

https://github.com/dmtrKovalenko/zlob
17•neogoose•4h ago•9 comments
Open in hackernews

PS5 shooter goes from 5 players to bestseller after devs defend game

https://www.polygon.com/news/602867/hypercharge-ps5-shooter-bestseller-devs-defend-game
94•driftsumi-e•8mo ago

Comments

mindcrash•8mo ago
Maybe this is me sounding really cringe, but the world needs more people like this.

Now more than ever.

12_throw_away•8mo ago
TBH, I think the problem is not a lack of people like this, but that there's no oxygen for them anymore. Tech/gaming journalism is on life support (at best). All the remaining platforms are huge and corporate. Big tech is laying everyone off ... The current ecosystem doesn't really reward passion and competence anymore.
lupusreal•8mo ago
Traditional gaming journalism as once existed with magazines and later websites modeled after those magazines is wholly obsolete. For game discovery, reviews, and game tricks and tips, it has been replaced by independent youtubers and streamers. We're all much better off for this too, the new system gives much wider and deeper coverage to much more obscure games than the magazines ever could or would. Just as one example, Master Hellish creates an absolute ton of OpenTTD tutorials and showcase videos. The most the old games journalism industry would ever make for a game like that is one or two articles highlighting it as an obscure novelty, but never going I'm depth with the game mechanics.
lyu07282•8mo ago
Or Mortismal Gaming who only covers CRPGs with more depth and passion than any legacy gaming journo.
RyanHamilton•8mo ago
I love their honest answer. Very retro.
kgwxd•8mo ago
Literally every indie game dev says exactly the same thing. It had nothing to do with "honesty", just luck again.
NotGMan•8mo ago
Unfortunately this is the truth.
mikeymz•8mo ago
As original as the hacker news cynic
munchler•8mo ago
Yes, but luck is what happens when preparation meets opportunity.
pryelluw•8mo ago
Says the spermatozoon that beat the others to the egg.
CorpOverreach•8mo ago
I wish more games would prioritize couch co-op modes over online play. Games that are focused on online only play basically have an expiration date from the day that they launch. Some may live longer, some may be dead on arrival.

But, make a good game that's playable by friends together at any time on a rainy day? If the game is good, it never dies.

jayd16•8mo ago
I think the cloud providers should figure out some kind of service for perpetual matchmaking/hosting of private servers. Devs are not always going to open source things but if you could fit your game server in some kind of package for Amazon to host then you can skirt that issue.

In theory, enthusiasts could pay to keep the lights on even after the developer went out of business.

Gamemaster1379•8mo ago
Honestly Valve had it right with offering dedicated server packages. I respect any studio that does the same, like TripWire and Killing Floor.

I run my own private server for a live service game that shut down in just 1 year. We got lucky because they seemingly bundled the server code into the client. But the game was never meant to allow for that...

int0x29•8mo ago
This isn't a technical problem. It's a legal and corporate political one. Copyright and patent issues are no more likely to go away with Amazon. Also Amazon's gaming division may make them a potential competitor.

I also doubt that such a could service would be immune to corperate restructuring by the like of Amazon. We need gaming companies to be more comfortable providing server binaries if we want anything that lasts.

numpad0•8mo ago
I would have totally agreed, but it looks like Steam offers free matchmaking backend and P2P proxies. Why isn't this widely known???
Jach•8mo ago
I would hope it actually is more known among developers. Even big titles like Tekken 7 used it. Insistence on crossplay with consoles causes a stumbling block, but still, that's not most games.

https://partner.steamgames.com/doc/sdk/api/example provides a good example, too. Steam has all sorts of extra functionality to justify their 30% cut on sales, they're not just taking it while doing nothing.

Arelius•8mo ago
It is well known. But also not all developers want to/ can afford the risk to tie all their networking services to Steam.
chatmasta•8mo ago
The reason for the “de facto expiration date” is that eventually not enough people will want to play the game for matchmaking to be consistently available.
Arelius•8mo ago
Honestly, it's probably simpler than this, and the root of the problem often comes down to the Cloud Providers to begin with.

It's astounding the frequency I get an email from some cloud provider, or mobile app store that says something to the effect of:

"(Version X) of Dependency Y that we convinced you to use 5+ years ago is getting deprecated on August 1st, if you don't upgrade to Version X+5 you're service will go offline"

And we're stuck looking at the minimal amount of players running of that platform, and the hard choice of do we move precious human resources off of some in-progress game, that's already running late to learn a system that they never worked on, because the original people are long gone?

So, that's often why our network services, and mobile versions of our games are being taken offline while the single binary we shipped to one of the serious console vendors 10-20 years ago is still running, and now running on consoles 2 generations newer.

So, yeah, it'd be great if we could ship a package for Amazon to host perpetually, but first you could just get Amazon to care enough to ship a stable platform to build upon that wouldn't get depreciated.

Aeolun•8mo ago
Isn’t that just a matter of building your server with PHP or something similar that never deprecates functionality? Absolutely not node.js.
Arelius•8mo ago
Maybe...

But then, having also lived it, upgrading to newer versions of PHP and it's required modules is also not trivial.

And it's often not just your language, the cloud vendors have a lot of incentives to get you to use their hosted Postgres, or AuroraDB, or GameLift. Or even something as simple as we built all of our deployment scripts/images for our PHP system on Amazon Linux X, and now for reason Y, only Amazon Linux X+2 is supported.

valryon•8mo ago
We did a couch coop game (CTHULOOT) and the number 1 refund reason we have is that it doesn’t have online. (It doesn’t because we lacked budget) So I’d say players now really expect online over local.
janalsncm•8mo ago
What you have described is survivorship bias. What matters is whether the refund request rate is higher than other games.

The people who enjoyed your game because it has couch coop (and therefore don’t request a refund) aren’t represented in that refund request stat.

DontchaKnowit•8mo ago
I mean, you can make both available.
ChrisRR•8mo ago
If you can afford to develop both. Presumably as an indie dev they chose where to invest their development time
shayway•8mo ago
This is not a criticism of the developers at all, and certainly not their sentiments. I am behind those 100%. But.

There are so many fantastic games made with just as much heart out there that don't have a tweet go viral and revitalize the playerbase. Developers that aren't able to support their families by doing what they love. While it's always nice to see game development pay off, the real lesson here isn't honesty or values; it's good marketing and good luck.

ninetyninenine•8mo ago
Luck is a huge factor for many forms of success. It is also the least attributed factor.

Partly because it’s the least controllable factor.

hnburnsy•8mo ago
This speaks to the power of social media.
wewewedxfgdf•8mo ago
There's a motto in our house:

"Gaming is complaining" or "When you're gaming, you're complaining."

abbadadda•8mo ago
Wtf does this even mean?
huhtenberg•8mo ago
I picked up a copy of Hypercharge back in 2020 after spotting it on one of the gaming subs.

While it is technically a shooter, it turned out to be a 3D tower defense game - you place your turrets, shields and whatnots to protect against waves of enemies and then run around managing the defence and occasionally shooting at the baddies. It's not PvP. This was a bit of letdown because I was really hoping for a remake of an old Unreal Tournament mod when all players were inch tall and were running around a house, hiding in cupboards, closets, climbing curtains, etc. That was crazy fun. Anyone else remember it?

martythemaniak•8mo ago
I don't remember that one, but I loved de_rats (same idea) so much I stopped playing CS when it fell out of favour.
crawancon•8mo ago
ut2004 had the make something unreal contest which really kicked maps and mods up a notch.

i think even ut99 had some of those "we're small" maps like Simpsons house, etc.

but yeah, kitchens, bedrooms, bathrooms, all seemingly covered.

pathartl•8mo ago
Most FPS's of the era had that sort of map. Return to Castle Wolfenstein had Kung Fu Grip, which I played many, many hours of. The map was built by a clan member and we used to have map test nights.
seanalltogether•8mo ago
Shogo had a mod called Squishie where one player was normal size and on a team by themselves, and all the other players were tiny and on the other team. It was the most fun I've ever had at a LAN party in those early 00's. I'm surprised no one ever picked this up and turned it into a real game.

https://www.moddb.com/mods/squishie

3eb7988a1663•8mo ago
I assume those asymmetric multiplayer games are hard to maintain an audience. Everyone wants to be the super charged monster, nobody wants to be the squishie. Unless you can shore up the difference with bots, you are going to have to play dramatically more rounds as the less-fun squishie.
daheza•8mo ago
I think you could argue that Battlefront 2 allows this kind of asymmetrical multiplayer game.

The heroes on the other side are largely over powered compared to the standard trooper. While everyone wants to play the hero, it takes time to build up points to switch to it. It allows every odd character models, where we have bb8 running around quickly and extremely small hitbox.

I do think there are opportunities in this area. When I play fortnite I get disappointed that everyone has to fit into a specific skeleton. Let games be weird.

3eb7988a1663•8mo ago
Never played Battlefront, but that sounds like a short duration powerup mode?

I was thinking of something like Evolve[0] where it is a 4v1 kind of humans vs monster affair. There are also horror games that follow this formula -one psycho killer vs regular humans. I assume all the fun is being the monster, less amusing to be the weakling running and hiding.

[0] https://en.wikipedia.org/wiki/Evolve_(video_game)

pseudo0•8mo ago
Dead by Daylight has stayed pretty popular. It's an asymmetric multiplayer game where one player plays as a horror movie killer, while the other four try to accomplish objectives and escape. Balancing the game can be a bit tricky though, since when 80% of your population plays as survivors, there's an incentive to keep them happy.
haiku2077•8mo ago
There have been various attempts at that type of asymmetric multiplayer over the years and most of them have had serious issues with game balance. I think the most successful has been Dead by Daylight and at high levels of play usually turns into a deadlock.
OliveMate•8mo ago
Rats maps! If your mutliplayer game had a map editor, you'd be sure there'd be one of those massive house maps available.
lupusreal•8mo ago
Article calls it a third person game but from the gameplay footage I see online it's clearly first person. Have games journalists already been replaced with LLMs? Or maybe they should be.

In any case, I'm glad the devs found some success.

SloopJon•8mo ago
The video on Steam shows both first- and third-person perspectives. Speaking of LLMs, Gemini says: "Hypercharge: Unboxed is both a first-person and third-person shooter. You can switch between perspectives based on your preference."
doright•8mo ago
Instantly reminded me of Toy Commander.