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France's homegrown open source online office suite

https://github.com/suitenumerique
429•nar001•4h ago•203 comments

British drivers over 70 to face eye tests every three years

https://www.bbc.com/news/articles/c205nxy0p31o
134•bookofjoe•1h ago•112 comments

Start all of your commands with a comma (2009)

https://rhodesmill.org/brandon/2009/commands-with-comma/
438•theblazehen•2d ago•157 comments

Leisure Suit Larry's Al Lowe on model trains, funny deaths and Disney

https://spillhistorie.no/2026/02/06/interview-with-sierra-veteran-al-lowe/
26•thelok•1h ago•2 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
86•AlexeyBrin•5h ago•17 comments

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

https://openciv3.org/
778•klaussilveira•19h ago•241 comments

Stories from 25 Years of Software Development

https://susam.net/twenty-five-years-of-computing.html
35•vinhnx•3h ago•4 comments

First Proof

https://arxiv.org/abs/2602.05192
38•samasblack•2h ago•24 comments

Software Factories and the Agentic Moment

https://factory.strongdm.ai/
19•mellosouls•2h ago•17 comments

Reinforcement Learning from Human Feedback

https://arxiv.org/abs/2504.12501
56•onurkanbkrc•4h ago•3 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
1027•xnx•1d ago•584 comments

Coding agents have replaced every framework I used

https://blog.alaindichiappari.dev/p/software-engineering-is-back
172•alainrk•4h ago•230 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
168•jesperordrup•10h ago•62 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
24•rbanffy•4d ago•5 comments

StrongDM's AI team build serious software without even looking at the code

https://simonwillison.net/2026/Feb/7/software-factory/
18•simonw•2h ago•15 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
103•videotopia•4d ago•27 comments

Vinklu Turns Forgotten Plot in Bucharest into Tiny Coffee Shop

https://design-milk.com/vinklu-turns-forgotten-plot-in-bucharest-into-tiny-coffee-shop/
5•surprisetalk•5d ago•0 comments

72M Points of Interest

https://tech.marksblogg.com/overture-places-pois.html
13•marklit•5d ago•0 comments

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

https://github.com/valdanylchuk/breezydemo
265•isitcontent•20h ago•33 comments

Making geo joins faster with H3 indexes

https://floedb.ai/blog/how-we-made-geo-joins-400-faster-with-h3-indexes
152•matheusalmeida•2d ago•42 comments

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

https://github.com/pydantic/monty
277•dmpetrov•20h ago•147 comments

Ga68, a GNU Algol 68 Compiler

https://fosdem.org/2026/schedule/event/PEXRTN-ga68-intro/
35•matt_d•4d ago•10 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
546•todsacerdoti•1d ago•263 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
418•ostacke•1d ago•110 comments

What Is Ruliology?

https://writings.stephenwolfram.com/2026/01/what-is-ruliology/
65•helloplanets•4d ago•69 comments

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

https://vecti.com
364•vecti•22h ago•164 comments

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

https://eljojo.github.io/rememory/
338•eljojo•22h ago•207 comments

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

https://github.com/sandys/kappal
16•sandGorgon•2d ago•4 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
457•lstoll•1d ago•301 comments

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

https://github.com/microsoft/litebox
372•aktau•1d ago•195 comments
Open in hackernews

Two and a Half Years in GameDev

https://smyachenkov.com/posts/two-and-half-years-in-gamedev/
104•_sJiff•7mo ago

Comments

YesBox•7mo ago
Nice read. Makes me excited to build a video game company/be surrounded by creatively driven people.

I've been developing a city builder game "Metropolis 1998" [1] for over 3 years. My life has been constantly pulled in two or more different directions (e.g. creativity/artistic expression vs. logic/software). Most of the time the environments that allow these forces to thrive are incompatible with each other.

Since working on my game, I've been in a happy place where I get to go full throttle on both of those. I've created my own engine and I am designing the game, directing the art, handling sound design, marketing, UI, UX, environment design, etc, etc.

[1] https://store.steampowered.com/app/2287430/Metropolis_1998/

My Steam page is perpetually far behind the current state of development: https://x.com/YesboxStudios

qiine•7mo ago
nice work ! like the aesthetic

I am always impressed by what solo devs can achieve.

melvinroest•7mo ago
I'm currently diving deep in making music (EDM), but this comment makes me feel that I might take a crack at creating my own game. Joining logic and creativity like that sounds like fun!
dejobaan•7mo ago
Rooting for you, as always!
MrGilbert•7mo ago
Oh, that‘s you? I played the demo when it first came out, and really liked, what I saw. Cannot wait for the final version!
thom•7mo ago
Been following development of this! The game looks great, and the work you've put into the simulation side really seems like it's paying off. If it's not too nosy to ask, how are wishlists etc going?
pyjarrett•7mo ago
I played an incredibly amount of SimCity 2000 and SimCity 3000, and Metropolis 1998 looks *amazing.*
spacemadness•7mo ago
“Early access… usually happens just 1–2 years before release.”

I had a good laugh at this. So many titles have taken money and silently failed or seem to figure they can stay in early access indefinitely. On the plus side early access seems useful to smaller devs that are close to finishing but need a bit more cash and free QA. But is also a bit of a scam the way is it’s used for many others unfortunately. Find a genre with a passionate fanbase, make a prototype, collect some cash and fade away.

Any way, not to suggest it’s a bad writeup as I enjoyed reading about the author's experiences.

fullstackwife•7mo ago
I feel that a childhood dream of the author came true, and it is a success, but the prose of reality in a large studio is discouraging.
rcurry•7mo ago
It’s funny, I don’t know anything about the industry but back in around 1999 I was working for a trading firm and we used to love hiring talent out of one of the big game companies - they’d be like “You mean I get paid the same money and I don’t have to sleep in my cubicle?”
bob1029•7mo ago
I found the smaller the studio, the more discouraging the experience can be.

There are certainly some advantages to being in a smaller company, but there are also gigantic downsides. The biggest one being that you have no budget. You are effectively competing with every other solo indie developer with a Unity install and a Steam AppID.

Being in a AAA studio means your impact is substantially reduced, but it also means that the project you are working on would probably have more ambition and excitement around it.

At this point, I'd much rather work on some dirty, boring tooling for the Battlefield team than be responsible for the entire game engine on a 3-man team.

Indies & small shops can release genre-defining titles, but the experience as a developer in this context is statistically very, very bad compared to AAA - even accounting for parties like Microsoft taking a flamethrower to the entire segment.

dfxm12•7mo ago
but the experience as a developer in this context is statistically very, very bad compared to AAA

Which statistics? Almost every article I've read about game development describes AAA game studios as a horror show of workplace exploitation. I seriously doubt this.

meheleventyone•7mo ago
AAA these days is not nearly as bad as it once was and smaller teams aren’t magically immune from bad management or workplace exploitation. In particular where studios are scaling after success or larger funding can be a pinch point as the leadership. This is common in startups as well where the founders often expect a similar level of commitment from people with much less equity.
crq-yml•7mo ago
The difference is that in the exploitative AAA shop, the company pays salary and benefits. In the exploitative indie shop, "something" will happen that means you are also unpaid and have no recourse because the company either doesn't actually have any money or has pulled a disappearing act and made themselves impossible to reach.

Basically, the reason to sign up for tiny companies with no reputation is to give yourself project experience. But it won't necessarily result in deeper wisdom about the process. It could just mean the boss is overconfident.

Going it alone, the obvious alternative, tends to whip game developers into a self-exploiting mode where they crunch really hard on features or assets, when they actually need to step back, make some painful cuts that throw out months of effort, and refocus their design to have better synergy. The push and pull of a team tends to mitigate those outcomes through earlier interventions, but without financing it's very hard to keep one going.

So, yes, the big companies do have advantages. The upside of the indie space is that it is more in line with the rest of the arts than a corporate career path - it allows the process to be something other than a production built off the back of a market survey. But that means a prerequisite is exposure to the arts and to processes that aren't strictly industrial design. This isn't a well-developed thing in the indie scene since the early influences they are working from all tend to be in the industrial design motif: addictive arcade games, sprawling epic RPGs, etc. Starting from these kinds of premises tends to scope the project incorrectly for the available skills, while simultaneously forgoing alternatives that no company would consider.

theshrike79•7mo ago
In a small studio you either need to have someone with deep pockets funding it or always have your next job lined up for when the money runs out.

Large (and/or profitable) studios can afford to try new game ideas and have them fail and nobody will get fired.

koakuma-chan•7mo ago
> About 3 years ago, I joined a GameDev company, without any prior experience making games or hands-on exposure to this industry.

How is that possible? There was no competition at all?

qiine•7mo ago
this is surprisingly not that uncommon
koakuma-chan•7mo ago
Can you elaborate? Depends on the country I guess, but generally any game dev job posting has hundreds of applicants.
qiine•7mo ago
I have seen it for entry level game design position for example.

but more generally, people that want to try the game making adventure one way or another is kind of a recurrent theme in the industry.

jayd16•7mo ago
In a technical or managerial role your core skills are most important. An online game has "boring" login/account services and web pages, customer service portals, internal tools etc etc, that are very similar to any other web company.

A person with no game experience might be able to break in by simply taking a title demotion for a bit and be competitive.

aschearer•7mo ago
Enjoyable reflection. Resonates with me.

Making games is incredible but also very challenging. That’s part of its appeal. Highly recommended.

musicale•7mo ago
> Today, it’s absolutely possible to work in GameDev without a deep passion for games, or gaming background.

There is room for a range of people with creative or technical backgrounds, but as someone who likes playing games that are actually good, I hope that there are some people working in game development who do have a deep passion for games. Otherwise you can end up with something that looks and sounds great, has solid performance and responsiveness, runs reliably, and simply isn't fun to play. Or a game that is ruined by aggressive monetization, or is basically a glorified slot machine whose primary purpose to hook "whales".

doublewhy•7mo ago
I’m always struck by how different the software engineering culture is in the gaming industry compared to the rest of tech. Maybe it’s because games are usually self-contained, end-to-end products, while most SaaS platforms are in a constant state of iteration and never truly "done"?
deterministic•7mo ago
A great read. I worked in the games industry for 15+ years and kept nodding in agreement reading the article.