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Tiny C Compiler

https://bellard.org/tcc/
137•guerrilla•4h ago•60 comments

Show HN: LocalGPT – A local-first AI assistant in Rust with persistent memory

https://github.com/localgpt-app/localgpt
17•yi_wang•1h ago•3 comments

SectorC: A C Compiler in 512 bytes

https://xorvoid.com/sectorc.html
220•valyala•9h ago•41 comments

Speed up responses with fast mode

https://code.claude.com/docs/en/fast-mode
127•surprisetalk•8h ago•135 comments

Software factories and the agentic moment

https://factory.strongdm.ai/
154•mellosouls•11h ago•312 comments

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

https://openciv3.org/
893•klaussilveira•1d ago•272 comments

Brookhaven Lab's RHIC concludes 25-year run with final collisions

https://www.hpcwire.com/off-the-wire/brookhaven-labs-rhic-concludes-25-year-run-with-final-collis...
49•gnufx•7h ago•51 comments

Stories from 25 Years of Software Development

https://susam.net/twenty-five-years-of-computing.html
145•vinhnx•12h ago•16 comments

Show HN: Craftplan – Elixir-based micro-ERP for small-scale manufacturers

https://puemos.github.io/craftplan/
13•deofoo•4d ago•1 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
170•AlexeyBrin•14h ago•30 comments

FDA intends to take action against non-FDA-approved GLP-1 drugs

https://www.fda.gov/news-events/press-announcements/fda-intends-take-action-against-non-fda-appro...
82•randycupertino•4h ago•154 comments

First Proof

https://arxiv.org/abs/2602.05192
110•samasblack•11h ago•69 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
278•jesperordrup•19h ago•90 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
61•momciloo•8h ago•11 comments

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

https://spillhistorie.no/2026/02/06/interview-with-sierra-veteran-al-lowe/
91•thelok•10h ago•20 comments

Show HN: A luma dependent chroma compression algorithm (image compression)

https://www.bitsnbites.eu/a-spatial-domain-variable-block-size-luma-dependent-chroma-compression-...
31•mbitsnbites•3d ago•2 comments

The F Word

http://muratbuffalo.blogspot.com/2026/02/friction.html
103•zdw•3d ago•52 comments

IBM Beam Spring: The Ultimate Retro Keyboard

https://www.rs-online.com/designspark/ibm-beam-spring-the-ultimate-retro-keyboard
3•rbanffy•4d ago•0 comments

Start all of your commands with a comma (2009)

https://rhodesmill.org/brandon/2009/commands-with-comma/
558•theblazehen•3d ago•206 comments

Eigen: Building a Workspace

https://reindernijhoff.net/2025/10/eigen-building-a-workspace/
8•todsacerdoti•4d ago•2 comments

Selection rather than prediction

https://voratiq.com/blog/selection-rather-than-prediction/
28•languid-photic•4d ago•9 comments

Microsoft account bugs locked me out of Notepad – Are thin clients ruining PCs?

https://www.windowscentral.com/microsoft/windows-11/windows-locked-me-out-of-notepad-is-the-thin-...
106•josephcsible•6h ago•127 comments

The AI boom is causing shortages everywhere else

https://www.washingtonpost.com/technology/2026/02/07/ai-spending-economy-shortages/
263•1vuio0pswjnm7•15h ago•434 comments

I write games in C (yes, C) (2016)

https://jonathanwhiting.com/writing/blog/games_in_c/
175•valyala•8h ago•166 comments

Reinforcement Learning from Human Feedback

https://rlhfbook.com/
114•onurkanbkrc•13h ago•5 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
141•videotopia•4d ago•47 comments

Where did all the starships go?

https://www.datawrapper.de/blog/science-fiction-decline
133•speckx•4d ago•209 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
222•limoce•4d ago•124 comments

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

https://github.com/valdanylchuk/breezydemo
297•isitcontent•1d ago•39 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
578•todsacerdoti•1d ago•279 comments
Open in hackernews

Ceramic: A cross-platform and open-source 2D framework in Haxe

https://ceramic-engine.com/
93•-yukari•7mo ago

Comments

themerone•7mo ago
Have is a nice language, but it doesn't live up to it's promises.

It's really cool that it can compile itself to a bunch of different languages, but the API isn't consistent enough for complex applications to work with all of its backends.

_vya7•7mo ago
That kind of makes sense for a lowest common denominator.

Then what is it good for? Just simple apps?

chii•7mo ago
it's good for apps that don't have _that_ much platform specific parts, but have lots of application logic. Such as games.

It's an OK language for backend server - esp. if you also have a frontend client in the same language (such as the game and the multiplayer server backend).

captn3m0•7mo ago
Does it have WASM support yet? That might be a good fit.
chii•7mo ago
not natively, but because haxe compiles into C++, you can setup a wasm pipeline from that (presumably). Probably not something commonly done so there's no premade tooling for it.

Edit: it seems someone has setup a hello world example of using emscripten to compile haxe into wasm: https://gist.github.com/MatthijsKamstra/cbae06ae1dc3561621e4... - it's not that difficult apparently!? Color me surprised.

gr4vityWall•7mo ago
> Then what is it good for? Just simple apps?

It fits the niche of people who have legacy applications written in Flash, and want to rewrite them in a modern stack. There's a battle tested, free, cross-platform implementation of the Flash API called OpenFL. For people who were familiar with that stack, Haxe offers a natural path to migrate.

So, tl;dr its typical use cases are game development and making legacy Flash projects maintainable.

The C++, JS and Hashlink VM targets are generally well maintained. The situation with libraries is meh, mostly due to being a not-so-mainstream programming language that is almost 20 years old. So, there are a lot of libraries that weren't updated in a decade. Some of them may work on new Haxe versions, some won't. Some have been consistently maintained for very long, but are a one man show and the documentation is often subpar. Ceramic is one of such libraries, although the documentation for it is better than the usual for Haxe, IMO.

Overall I find the language itself amazing and pleasant to use. Kinda wish the C# target was still a thing with first-class support, so we could enjoy their hot reloading.

alok-g•7mo ago
Besides OpenFL, there is also HaxeUI. Any experience with that? Thanks.
gr4vityWall•7mo ago
I have played with it a bit on side-projects. TL;DR: would not recommend it unless you're building a game or is in unique circumstances. Pick something with a faster feedback loop for development GUIs.

While HaxeUI is usable, you'll be on your own a lot: * Documentation is scarce * You'll likely run into bugs the moment you try to go beyond hello world examples * No promises of regular releases or API stability whatsoever. You're expected to run versions directly from GitHub * wxWidgets backend sometimes segfaults with the examples from its HaxeUI's website * tooling is subpar for GUI apps in Haxe; forget having anything as good as any modern frontend framework with Vite. Hot-reload somewhat works on HashLink, but there's almost no documentation on how to use it.

It's maintained by a very nice dude, who does a good job considering the coverage of his libraries, the fact that he does that by himself, and the fact that the OpenFL-based backends work well. HaxeUI is used in production by a few people who work with the HaxeUI developer.

FeathersUI is another option, with much, much better documentation (probably one of the best for Haxe libraries), but smaller component coverage than HaxeUI. I ran into less bugs with it in general, and the dev seems more focused on consistent, well-tested releases. Also a really nice guy from my experience, just like the HaxeUI dev.

But overall, iteration times of GUI applications is just not good with Haxe. You'll suffer if you are used to modern frontend tooling. The accessibility story is nonexistent. And I'm not sure the performance would even be better than just opening a WebView. Definitely not on mobile.

I would only recommend using those two libraries in three circumstances: * You are building a one-off GUI tool that has a simple interface. Think something like LunarIPS. In that case, you can get something usable pretty quickly which will look good if you don't care about following the native toolkit (don't go the hxWidgets path, it's guaranteed suffering). * You are building some interface which will be used inside a game made with Haxe. Say, a login form inside your multiplayer game. In that case, it makes perfect sense to use one of those two libraries. * Your application, for whatever reason (personal taste included), will have a more game-y UI, and it makes more sense to code it in a game engine than the DOM or Qt or whatever.

A fourth reason that is valid for anything is if you're in a Haxe shop, and want to maintain a single language for all projects. Those places do exist (like Shiro Games).

I think that if I __had__ to build a GUI program in Haxe these days, I'd build a prototype with vanilla JS or React first, iterate on it, and only start a HaxeUI/FeathersUI version later.

alok-g•7mo ago
Thanks for a detailed note sharing your experience. Very informative.
jeremyfa•7mo ago
Standard library is not that bad. It makes sense that there are inherently differences between, say, JS/Web runtime and native/C++ system platforms. Haxe does provide relevant cross platform API when available: file system access, threading etc...
gr4vityWall•7mo ago
I played with Ceramic a bit and it was nice to have built-in imgui support out of the box.

Haxe is a fun language. It could have taken TypeScript's place, if they focused on improving the tooling and ergonomics for Web developement instead of game development 15 years ago.

pier25•7mo ago
> It could have taken TypeScript's place

It was heavily inspired by ActionScript 3 which was the basis for the EcmaScript 4 proposal abandoned around 2008 iirc.

We could have had something close to TS running natively in the browser 17 years ago.

bri3d•7mo ago
Shrug. I think this is a good illustration: it’s not the language that’s the issue, it’s the DOM. The DOM was and continues to be a terrible UI abstraction for applications.

What we really needed was Flex or XAML or Swing or even XUL, for that matter, to be built on a sandbox functional enough to make users happy but robust enough to run on the web. Instead each framework failed in turn to various platform dependency and/or security flaws until we ended up stuck with the DOM as our endgame.

cxr•7mo ago
Ideas are worth communicating clearly. What does "DOM" mean here? You said XUL, but there was never XUL without the DOM.
chii•7mo ago
using the examples listed as being needed (like swing and flex), it would seem that they meant a visual components library that has "everything" needed for an app.

The "DOM" in this case is referring to the basic elements of a html page. It's like bricks, for which an app UI could be built, but it will be different for every app (both visually, as well as code-wise).

The thesis in the poster's remarks is that there should've been a common application GUI library for the web.

cxr•6mo ago
What?
pier25•7mo ago
> it’s not the language that’s the issue

And yet we're drowned in build tools, configs, and whatnot to use TS because JS is not sufficient to write sophisticated client-side apps.

Even if there was something like XAML you'd still need a typed language.

cxr•7mo ago
Firefox and Thunderbird provide a 20+ year old existence proof to the contrary.
amy214•7mo ago
>It was heavily inspired by ActionScript 3 which was the basis for the EcmaScript 4 proposal abandoned around 2008 iirc.

What's interesting is

- surely it's inspired by actionscript (Flash) because it has a flash-compiler-predesscors, MTASC (Motion-Twin Actionscript Compiler), which was slightly faster than native flash! (slightly more optimized code)

- you may recognize that name, Motion Twin... this guy was their compiler guy, but this was a Flash games company.. still around today, some of you may have played their multi-platform game, "Dead Cells"

mattigames•7mo ago
A bit strange that it doesn't have an example of mobile input, the main gaming platform of these days.
jeremyfa•7mo ago
Examples on the website are more focused on things that can work directly in the browser, but Ceramic has been used to ship mobile games in production. Pointer events are working on both desktop and mobile platforms by default, with optional multitouch support on mobile if needed.