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We Mourn Our Craft

https://nolanlawson.com/2026/02/07/we-mourn-our-craft/
75•ColinWright•1h ago•41 comments

Speed up responses with fast mode

https://code.claude.com/docs/en/fast-mode
21•surprisetalk•1h ago•18 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
121•AlexeyBrin•7h ago•24 comments

U.S. Jobs Disappear at Fastest January Pace Since Great Recession

https://www.forbes.com/sites/mikestunson/2026/02/05/us-jobs-disappear-at-fastest-january-pace-sin...
102•alephnerd•2h ago•55 comments

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

https://openciv3.org/
824•klaussilveira•21h ago•248 comments

Stories from 25 Years of Software Development

https://susam.net/twenty-five-years-of-computing.html
56•vinhnx•4h ago•7 comments

Al Lowe on model trains, funny deaths and working with Disney

https://spillhistorie.no/2026/02/06/interview-with-sierra-veteran-al-lowe/
53•thelok•3h ago•6 comments

The AI boom is causing shortages everywhere else

https://www.washingtonpost.com/technology/2026/02/07/ai-spending-economy-shortages/
105•1vuio0pswjnm7•8h ago•121 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
1058•xnx•1d ago•608 comments

Reinforcement Learning from Human Feedback

https://rlhfbook.com/
76•onurkanbkrc•6h ago•5 comments

Start all of your commands with a comma (2009)

https://rhodesmill.org/brandon/2009/commands-with-comma/
478•theblazehen•2d ago•175 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
205•jesperordrup•11h ago•69 comments

France's homegrown open source online office suite

https://github.com/suitenumerique
547•nar001•5h ago•253 comments

Coding agents have replaced every framework I used

https://blog.alaindichiappari.dev/p/software-engineering-is-back
216•alainrk•6h ago•335 comments

Selection Rather Than Prediction

https://voratiq.com/blog/selection-rather-than-prediction/
8•languid-photic•3d ago•1 comments

A Fresh Look at IBM 3270 Information Display System

https://www.rs-online.com/designspark/a-fresh-look-at-ibm-3270-information-display-system
35•rbanffy•4d ago•7 comments

72M Points of Interest

https://tech.marksblogg.com/overture-places-pois.html
28•marklit•5d ago•2 comments

Show HN: I saw this cool navigation reveal, so I made a simple HTML+CSS version

https://github.com/Momciloo/fun-with-clip-path
3•momciloo•1h ago•0 comments

I Write Games in C (yes, C)

https://jonathanwhiting.com/writing/blog/games_in_c/
4•valyala•1h ago•1 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
113•videotopia•4d ago•30 comments

SectorC: A C Compiler in 512 bytes

https://xorvoid.com/sectorc.html
4•valyala•1h ago•0 comments

Where did all the starships go?

https://www.datawrapper.de/blog/science-fiction-decline
73•speckx•4d ago•74 comments

Software factories and the agentic moment

https://factory.strongdm.ai/
68•mellosouls•4h ago•73 comments

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

https://github.com/valdanylchuk/breezydemo
273•isitcontent•22h ago•38 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
199•limoce•4d ago•111 comments

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

https://github.com/pydantic/monty
285•dmpetrov•22h ago•153 comments

Making geo joins faster with H3 indexes

https://floedb.ai/blog/how-we-made-geo-joins-400-faster-with-h3-indexes
155•matheusalmeida•2d ago•48 comments

Show HN: Kappal – CLI to Run Docker Compose YML on Kubernetes for Local Dev

https://github.com/sandys/kappal
21•sandGorgon•2d ago•11 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
555•todsacerdoti•1d ago•268 comments

Ga68, a GNU Algol 68 Compiler

https://fosdem.org/2026/schedule/event/PEXRTN-ga68-intro/
43•matt_d•4d ago•18 comments
Open in hackernews

The Book of Shaders (2015)

https://thebookofshaders.com/
188•max_•7mo ago

Comments

aquova•7mo ago
If you're discovering this for the first time and think it looks interesting, I shall post the customary warning to perhaps not bother. It's a well-written resource, for what's there, but it is left unfinished right where things start getting interesting and hasn't had an update in almost a decade now.
hackerknew•7mo ago
I learned so much from this website many years ago when I was first discovering webgl programming. It is unfortunately unfinished, yes, but those unfinished chapters on advanced topics make for curiosity and the desire to learn more. There are plenty of other resources that fill in the details, but this is a great beginner guide.
hijp•7mo ago
interesting that even though it’s such a cherished resource no one’s taken up the flag to complete it after all this time.
TerraHertz•7mo ago
I hadn't seen this before, thought it looks interesting. Wondered why it is perpetually unfinished... until I saw the 'Make an off-line version of this book' and 'Make a PDF of the book' sections.

Oh, OK. The authors have chronic obsessive abstraction syndrome, aka Endpoint Avoidance. What a shame.

Anyone have links to an actual PDF of it? Or a zip of the entire 'book' fileset?

90s_dev•7mo ago
I have tried a few times to learn shaders, but it always feels like I'm about 20 years behind on all sorts of random but necessary facts about shaders with no way to catch up in a reasonable timeframe. This book looks like it could help catch me up, and I like that all the code samples are interactive and immediately update.
ghfhghg•7mo ago
Try looking up Ben Cloward on YouTube. He's quite concise and thorough.
hackerknew•7mo ago
Yes, this is exactly what this website is for, and the interactive examples put you right in to programming in glsl and give such an awesome base to experiment.

There are plenty of resources out there as you get more advanced, but imo bookofshaders is a great starting resource.

Uehreka•7mo ago
Honestly this is exactly the kind of area where I’ve found things like OpenAI’s Deep Research and Anthropic’s Advanced Research help a ton. Tell the LLM what you’ve learned, what kinds of things you want to know, and if you don’t know what you want to know then heck, tell it how you feel (like you just did in this comment). I generally try to give it a nice chunky paragraph or two of background and questions.

In my experience, the LLM is usually good at surveying the field, finding resources you might not have found, and evaluating the quality of learning resources. The report that comes back might be super juicy, or it might just point you in some new directions, but it will probably help you get unstuck.

kaibee•7mo ago
https://iquilezles.org/articles/ Also recommend this as a resource, immensely useful and full of examples.
pjmlp•7mo ago
If you stick with Web 3D, no worries, because those standards by nature of the Web standards, are also like trailing behind 10 years in native 3D hardware capabilities.

Also they have the benefit of having been designed from the ground up for managed languages on the host side.

The major paint point is lack of debugging tools, as browser vendors don't see as a priority having that kind of support on their developer tools.

rossant•7mo ago
(2015)?

Also, there may be many earlier posts about this on HN.

thomascountz•7mo ago
As others have pointed out, this book is incomplete (and has been for some years), though it is considered foundational by many.

A different intro I particularly enjoyed is A Journey into Shaders[0], which succinctly covers signed distance functions and leaves you with a small finished project.

Previously discussed : 555 points by superMayo on Oct 26, 2023 | 71 comments | https://news.ycombinator.com/item?id=38032288

[0]: https://www.mayerowitz.io/blog/a-journey-into-shaders

raincole•7mo ago
I feel this book is posted on HN every a few months for years, but it never gets completed...
deadbabe•7mo ago
Everytime I think I understand shaders, I find examples of people running entire simulated worlds inside a shader and I no longer understand how that is possible.
brador•7mo ago
This seems perfect for AI. I want one window with the AI code generator and a second window with the output to see the shader.
AndrewStephens•7mo ago
This is by far the gentlest introduction to shaders I have found. It was a great help when I was working on a toy system to crossfade between images on a web page.

Such a shame it has never been completed.

zkmon•7mo ago
For some reason, I find that for real engineering work a lot of work happens outside of fragment shaders. I think fragment shaders were romanticized far more than what they deserve.
thomascountz•7mo ago
What real engineering work do you mean?
jonplackett•7mo ago
Vertexes, presumably.
Jare•7mo ago
Shader parameter management, visibility and culling, shadow and lighting setup, scriptable pipelines, geometry shader orchestration, etc. There's a lot of work involved in preparing the stuff that you'll ask your shaders to, well, shade. But I wouldn't exclude shaders from "real engineering work", they're all parts of the whole.
AHTERIX5000•7mo ago
Fragment shaders are perhaps over over-represented due to old WebGL style and easiness of integration, full screen quad + a shader is quite self contained setup.

Compute shaders are much more interesting and widely used in modern graphics though. No fixed rasterizing setup needed, just buffers for data in/out and a kernel with access to the usual GPU syncing primitives in between.

pjmlp•7mo ago
Side note that WebGL only doesn't have compute, because Google sabotaged the effort, asserting that WebGPU was right around the corner, so there was no need to adopt Intel's work into Chrome.

This was back in 2020,

https://github.com/9ballsyndrome/WebGL_Compute_shader/issues...

Thankfully we are all now writing easy, portable, WebGPU computer shaders, even ShaderToy supports them now. /s

kookamamie•7mo ago
> Bump-maps

The terminology seems rather old.

bmitc•7mo ago
Does anyone have any suggestions for the best way to learn WebGPU/wpgu without much exposure to prior APIs such as OpenGL, WebGL, or Vulkan? As in, I'm wanting to learn WebGPU/wgpu inside and out, but I don't much want to learn about other APIs. But this has proved difficult due to a dearth of resources on WebGPU and it's new shader language, WGSL.