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

https://openciv3.org/
601•klaussilveira•11h ago•178 comments

The Waymo World Model

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

What Is Ruliology?

https://writings.stephenwolfram.com/2026/01/what-is-ruliology/
24•helloplanets•4d ago•20 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
97•matheusalmeida•1d ago•23 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
28•videotopia•4d ago•0 comments

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

https://github.com/valdanylchuk/breezydemo
204•isitcontent•12h ago•24 comments

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

https://github.com/pydantic/monty
204•dmpetrov•12h ago•96 comments

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

https://vecti.com
314•vecti•14h ago•138 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
359•ostacke•17h ago•93 comments

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

https://github.com/microsoft/litebox
353•aktau•18h ago•178 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
463•todsacerdoti•19h ago•231 comments

Delimited Continuations vs. Lwt for Threads

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

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

https://eljojo.github.io/rememory/
261•eljojo•14h ago•156 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
395•lstoll•18h ago•268 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
80•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
7•bikenaga•3d ago•2 comments

Jeffrey Snover: "Welcome to the Room"

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

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
235•i5heu•14h ago•178 comments

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
47•gfortaine•9h ago•14 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
5•jesperordrup•2h ago•1 comments

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

https://infisical.com/blog/devops-to-solutions-engineering
137•vmatsiiako•16h ago•60 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...
27•gmays•7h ago•8 comments

Why I Joined OpenAI

https://www.brendangregg.com/blog/2026-02-07/why-i-joined-openai.html
124•SerCe•7h ago•105 comments

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

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

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
271•surprisetalk•3d ago•37 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/
1048•cdrnsf•21h ago•431 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
171•limoce•3d ago•92 comments

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

https://github.com/dmtrKovalenko/zlob
14•neogoose•4h ago•9 comments

FORTH? Really!?

https://rescrv.net/w/2026/02/06/associative
60•rescrv•19h ago•22 comments
Open in hackernews

Testing a Robust Netcode with Godot

https://studios.ptilouk.net/little-brats/blog/2024-10-23_netcode.html
44•smig0•7mo ago

Comments

sosodev•7mo ago
Interesting article. I'm surprised the author didn't mention https://github.com/foxssake/netfox

The core of Godot's netcode is way too minimal. It gives you a way to synchronize state and make RPC. That's it.

As the author mentions adding in the higher level functionality like prediction, rollback, etc is extremely complicated so it's nice that netfox takes care of a lot of that complexity.

matthewkayin•7mo ago
I noticed you have your game on Steam. Did you end up using any of the Steam networking features via Steam SDK and Godot Steamworks?

I'm using ENet for my RTS project and found that Steam's networking code offers many of the same features offered by ENet (including the reliable, in-order delivery of packets, which is invaluable for an RTS Game). I was able to abstract things out so that my game uses ENet on LAN games and Steam networking for online games, and the rest of the game code is none the wiser.

sosodev•7mo ago
The Steam networking sockets do offer the same functionality as ENet. Is it possible to use the Steam Datagram Relay without the steam networking sockets? I would assume so. Not sure I see the benefit of supporting both.
righthand•7mo ago
Thank you for selling your game DRM-free on Itch!
bee_rider•7mo ago
Out of curiosity, how optimistic/pessimistic are the drop rates the author picked?
ghushn3•7mo ago
Godot has been really killing it lately, I'm so bullish on their future.

While I think gdscript is largely a mistake and I look forward to feature parity in the C# interface, I'm still very excited to see all the projects coming out of Godot developers today.

jedimastert•7mo ago
Godot seems to be doing to the game industry what Blender has been doing to the 3D animation industry, I'm very hopeful for it as well.
ehnto•7mo ago
I have tried Unreal, Unity and Godot. Released a commercial game in Unity, and now use godot.

Initially the move to godot was because I wanted sovereignty over the future of my projects.

But Godot is genuinely a delight to work in. If you're not making AAA games in a massive enterprise, Godot is the right blend of tools provided and getting out of the way.

Benjamin_Dobell•7mo ago
It may not be official, but TypeScript support is pretty wonderful: https://breaka.club/blog/godots-most-powerful-scripting-lang... :)
ghushn3•7mo ago
But then I'd have to use TypeScript!
fedorareis•7mo ago
> I use the reliable mode for sending client inputs to the server: the server needs to be able to recalculate the state of the game reliably, and it's not acceptable for some client inputs to get “lost”. This may cause a bit of latency, and a bit more work for the server, which will have to “rewind” the game a bit further if an input arrives very late, but that's the price to pay for a stable game.

Maybe I’m missing something, but wouldn’t you either want the input to drop or the rewind to not happen at some point? If my network is extremely laggy when I’m playing a multiplayer game I would expect that my attempt to hit an opponent wouldn’t still succeed 1+ seconds later when they have already moved and are no longer in a position to be hit.

jayd16•7mo ago
Conceptually you didn't hit after they moved. You hit at the right moment in your timeframe. That is sent to the server 1 second later and you were rewarded for the hit from 1 second ago because it calculates the results based on when you made the input, not when it was received. This can even change the result of an encounter (ie rollback).
fedorareis•7mo ago
While I get what you are saying, it seems weird from the standpoint of the other player since they have been out of the engagement area for 1+ seconds. It still seems to me that you would want some sort of cap on the rollback period.
setr•7mo ago
It is weird, and if I’m reading this right a single player with a poor connection will trigger repeated rollbacks for everyone. It also seems to be client-authoritative? Which is just 100% illegal if you’re at all concerned about cheating. All the problems of peer-to-peer in a client/server package?

It should be:

1. Client input is either dropped or the input is applied but in an unexpected position (because when the user input occurred the client visible state was wrong)

2. On correction, client is rubber banded into the correct positions to match server state; rollback/replayed with correction if the game is deterministic

3. Server-authoritative; if it never reaches the server, the input never existed.

jayd16•7mo ago
Client side hit detection (with server side validity confirmation) is the standard for competitive games these days. It just feels the best.

You're also fundamentally misunderstanding the design.

> 1. Client input is either dropped or the input is applied but in an unexpected position (because when the user input occurred the client visible state was wrong)

The system is built around rewarding the player for making good inputs and tracking the state in which they made those inputs. It's not as far as "all perspectives are valid" but it's close.

    - Player A moves in to make a hit.  The character starts the hit react.
    - <lag>
    - Player B see's the telegraph and makes a valid block.
    - <lag>
    - Player A receives the rollback and the character moves into the block animation instead of the hit react.  Ideally this is unnoticeable.
Cheating is handled by console DRM and root kits. Similar for Overwatch, similar for Valorant. Such is the state of the art.
setr•7mo ago
Ok what happens in scenario

Player A fires at B at time 0

Player B moves at time 0, causing A to miss

Due to lag, player A receives B movement at time 3

So player A fired at a still target, and hit. Player B moved, and dodged. Rollback would apply to player A.

Does the hit register or no?

If player A receives the rollback, and now witnesses B dodge, but the hit registers anyways, then I don’t see how there can be a server validity check — from the perspective of the server, the state of the game in which A landed the hit never existed

My understanding of AAA fps games is they show the hit animation as a prediction, but it’s still up to the server whether the hit registers. Eg, if I lag in overwatch and everyone stands still, nothing I shoot lands (except by accident). When my inputs finally reach the server, reconciled and replayed on my machine, it turns out I was shooting at a wall.

jayd16•7mo ago
The current trend is to count the hit. Its very frustrating for the shooter to make a valid hit under the crosshair and miss. Whereas the player that moved has no real obvious way to tell exactly where the player aimed. If this was a defensive move like a shield, then its up to the game mechanics to decide that sort of thing.

> If player A receives the rollback, and now witnesses B dodge

Why would they witness the dodge? They would likely see the VFX of the hit and then the target move slightly faster than they should for a frame.

> from the perspective of the server, the state of the game in which A landed the hit never existed

You can validate that player positions and visibility raycasts and such that you're verifying plausibility. You say "the state never happened on the server" but what does that even mean? You're not replicating look rotation with enough fidelity to know that and its not the job of the server to simulate "what actually happened." The point is to make a fun game so its fine to reward the player.

setr•7mo ago
Found an example that you're correct: https://www.reddit.com/r/AnaMains/comments/14gsuot/whats_wit...

> You say "the state never happened on the server" but what does that even mean? You're not replicating look rotation with enough fidelity to know that and its not the job of the server to simulate "what actually happened."

The video in that post is what I was essentially talking about; the server tracks player A's attack-input, and player B's movements, and ignores the fact that the two don't at all line up. The final reconciliation of the event sequence is nonsensical -- player A is hitting player B in a manner which simply should not work. The violation of game rules / simulation state is occurring, it's just being accepted and ignored (and I don't know what, if any, verification the server is doing here, since actually doing the hit-registration check would reject this).

This is upsetting to me, but so be it.

jayd16•7mo ago
You can think its weird but it turns out to feel the best. After some maximum threshold of lag you'd just have to kick the player. That that threshold is varies with game mechanics.
remram•7mo ago
I would love to read more specifics about the Godot implementation. Godot has its own concept of time, pausing, and updates, and its own physics engine. So rewinding the game and running the simulation again seems a little tricky.