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

https://openciv3.org/
529•klaussilveira•9h ago•146 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
859•xnx•15h ago•518 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
72•matheusalmeida•1d ago•13 comments

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

https://github.com/valdanylchuk/breezydemo
180•isitcontent•9h ago•21 comments

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

https://github.com/pydantic/monty
182•dmpetrov•10h ago•79 comments

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

https://vecti.com
294•vecti•11h ago•130 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
69•quibono•4d ago•12 comments

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

https://github.com/microsoft/litebox
343•aktau•16h ago•168 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
338•ostacke•15h ago•90 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
434•todsacerdoti•17h ago•226 comments

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

https://eljojo.github.io/rememory/
237•eljojo•12h ago•147 comments

Delimited Continuations vs. Lwt for Threads

https://mirageos.org/blog/delimcc-vs-lwt
13•romes•4d ago•2 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
373•lstoll•16h ago•252 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
6•videotopia•3d ago•0 comments

PC Floppy Copy Protection: Vault Prolok

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

Show HN: ARM64 Android Dev Kit

https://github.com/denuoweb/ARM64-ADK
14•denuoweb•1d ago•2 comments

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
220•i5heu•12h ago•162 comments

Why I Joined OpenAI

https://www.brendangregg.com/blog/2026-02-07/why-i-joined-openai.html
91•SerCe•5h ago•75 comments

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

https://github.com/phreda4/r3
62•phreda4•9h ago•11 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
162•limoce•3d ago•82 comments

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
38•gfortaine•7h ago•10 comments

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

https://infisical.com/blog/devops-to-solutions-engineering
127•vmatsiiako•14h ago•53 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...
18•gmays•4h ago•2 comments

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
261•surprisetalk•3d ago•35 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/
1029•cdrnsf•19h ago•428 comments

FORTH? Really!?

https://rescrv.net/w/2026/02/06/associative
55•rescrv•17h ago•18 comments

Show HN: Smooth CLI – Token-efficient browser for AI agents

https://docs.smooth.sh/cli/overview
83•antves•1d ago•60 comments

WebView performance significantly slower than PWA

https://issues.chromium.org/issues/40817676
18•denysonique•6h ago•2 comments

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

https://github.com/dmtrKovalenko/zlob
5•neogoose•2h ago•1 comments

I'm going to cure my girlfriend's brain tumor

https://andrewjrod.substack.com/p/im-going-to-cure-my-girlfriends-brain
109•ray__•6h ago•54 comments
Open in hackernews

Balatro for the Nintendo E-Reader

https://mattgreer.dev/blog/balatro-for-the-nintendo-ereader/
126•arantius•7mo ago

Comments

azhenley•7mo ago
This is what I need more of from the internet.
azhenley•7mo ago
The author also wrote about his experience making a space shooter game for the E-Reader:

https://mattgreer.dev/blog/making-a-shooter-for-the-ereader/

sram1337•7mo ago
re: numbers, you could store them as integers, but just encoded as 10 times their value. So 1.5 becomes 15.

Would reduce max score to 400M and you'd have to round 0.25 up or down. Would probably want to drop the 0.01 cards too.

super cool project

odo1242•7mo ago
Yea - this is basically "fixed point but not binary" and it would totally work.
LoganDark•7mo ago
> re: numbers, you could store them as integers, but just encoded as 10 times their value. So 1.5 becomes 15.

I find it really weird that they dismissed fixed point as being too technical because it's actually really simple, it's basically just this.

city41•7mo ago
I dismissed it as too technical for that blog post. I expected this post to be read by a wide variety of people, so I tried to keep technical stuff to a minimum. I did say it's simple and that it's what I'd probably use if I kept going with the project.
EA-3167•7mo ago
I also love Balatro, and can say that's shockingly good work especially considering the limitations of the platform. Clearly a labor of love, and I love it.
Nate75Sanders•7mo ago
Guy made it for the C64, even with good music!

https://ko-ko74.itch.io/balatro-for-the-commodore-64-c64

fisherjeff•7mo ago
This was painful to read, and I am so sorry for the author.

I was fortunate enough to break my Balatro addiction before it had gotten this far along, but others are not so lucky.

yjftsjthsd-h•7mo ago
What about this reads as addiction? This is clearly a tech demo, not something someone would do to let themselves play more of the game.
poolnoodle•7mo ago
I believe the comment you replied to was meant in a humorous way.
jimbob45•7mo ago
And others are like me who wanted to play but couldn’t because of the nauseating effects of the graphics.
mcphage•7mo ago
There but for the grace of god…
LocalH•7mo ago
Nope!
Dwedit•7mo ago
If you're hitting sprite limits because you used up all the sprite slots, you're doing something wrong. Sprites are for moving objects that need to exist outside of grid alignment. For steady objects, put them in a background layer. If you need a different alignment than 8x8 tiles, you can use two overlapping layers to get 4-pixel horizontal alignment instead.
duneisagoodbook•7mo ago
Absolutely! I think that's what the author meant when he said "In my prototype, your hand at the bottom of the screen is a background (similarly, in my E-Reader solitaire game, all of the cards are drawn into a background instead of using sprites)."
city41•7mo ago
Thanks for the clarification (I'm the blog author). If one were to really make this game, how the cards would ultimately be rendered is hard to say. Sprites are nice because you can overlay them and form many card variations from just a few sprites. Tiles rendering into a background doesn't account for transparent pixels, so building up tiles into a single background is not possible.

One way to handle that is to provide all the possible tile variations, but that would take up so much space. So you'd have a set of tiles for a regular Ace of Spades, and an entirely different group of tiles for a Lucky Ace of Spades for example.

The GBA has 4 backgrounds, so it would be doable to grab three of them and use them to render cards. That would only leave 1 background left for, well, the background :)

Another option would be to use a memory buffer and implement tile rendering yourself that accounts for transparent pixels. That would be the best of backgrounds and sprites combined into one. That would solve many problems, at the cost of the implementation would probably take up a lot of space. My hunch is this would be the best approach.

This right here might be why I find this platform so interesting. It's very limited, and the limitations usually bump into each other and you often steel from Peter to pay Paul.

Oh and the post didn't mention debuffed cards (they have a red X drawn over them). That'd be yet another card layer to throw into this mix.

im3w1l•7mo ago
I think floating point is viable - balatro doesn't exactly perform billions of floating point operations per second.
kinduff•7mo ago
While I understand the sentiment of Playstack and LocalThunk to take down these kind of ports, it's a shame for the community because this will only make the game grow more.
geoffpado•7mo ago
It doesn’t sound like they did? The author seems to be proactively not releasing out of respect for LocalThunk, not out of fear. (And certainly not because they’ve already been sent a takedown or anything.)
kinduff•7mo ago
Because he didn't published it, but there are other similar ports that have been taken down.

For example, this C64 port was taken down: https://ko-ko74.itch.io/balatro-for-the-commodore-64-c64

ronsor•7mo ago
The clear solution is to not copy every aspect of the original and also release your port under a different name.
wavemode•7mo ago
What legal standing would they even have, if the game were simply named something different from "Balatro"? Game mechanics aren't copyrightable, and the game assets are literally just playing cards...
anyfoo•7mo ago
I’m one of the people that don’t “get” Balatro. I do get how to play it (to a certain level at least), and I’ve certainly been drawn to a bunch of rogue-like games, some of which I still play (Into the Breach for example), but Balatro is just… too distilled for me, to a point where it’s almost absurd.

It’s literally “number go up”, there’s barely any “fluff”, and that bugs me for a reason.

In that regard, it reminds me of cookie clicker, although it distills different aspects. That, too, I stopped playing pretty quickly. I saw coworkers who would play it all the time in the background, and that kind of put me off. Almost philosophically.

Balatro has more “game” than Cookie Clicker, but I’m still slightly repelled by its relatively direct “number go up” aspect. (“Repelled” is a bit of a strong and rude word, but I couldn’t think of anything better right now. I don’t hate Balatro.)

rkuykendall-com•7mo ago
It sounds like this is just a relic of you beating the well-designed tutorial? Once you start advancing through the decks and difficulties, as well as unlocking more vouchers and jokers, it becomes quite complex. I have many, many hours in it and I can't even beat ante 8 on White Stake consistently. But streamers can consistently beat Gold Stake, as well as playing PvP, so it's clearly not a cookie clicker.
anyfoo•7mo ago
That’s not the reason I don’t like it.
Waterluvian•7mo ago
I’m not sure 32 vs. 64 bit even matters for scoring. Doesn’t balatro go well above the uint64 max, meaning it’s surely using some Numeric abstraction type?
city41•7mo ago
It is written in Lua and the source code is available (just extract it from the PC version). It's using Lua's number type for all numbers, which is a double precision float.
Eavolution•7mo ago
Balatro uses 64 bit floats for numbers. This does matter as the game effectively has a hard ending at NaN when you overflow the floating point max. This will occur at a significantly lower value if you switched to 32 bit floats, therefore making the highest possible ante lower.
Waterluvian•7mo ago
Yeah makes sense. I thought it would be integers and therefore signifies it uses a whole numeric type abstraction that would support basically infinite sized integers.