frontpage.
newsnewestaskshowjobs

Made with ♥ by @iamnishanth

Open Source @Github

M8.7 earthquake in Western Pacific, tsunami warning issued

https://earthquake.usgs.gov/earthquakes/eventpage/us6000qw60/executive
688•jandrewrogers•9h ago•179 comments

Study mode

https://openai.com/index/chatgpt-study-mode/
937•meetpateltech•17h ago•668 comments

RIP Shunsaku Tamiya, the man who made plastic model kits a global obsession

https://JapaneseNostalgicCar.com/rip-shunsaku-tamiya-plastic-model-kits/
287•fidotron•13h ago•60 comments

Launch HN: Hyprnote (YC S25) – An open-source AI meeting notetaker

205•yujonglee•17h ago•113 comments

URL-Driven State in HTMX

https://www.lorenstew.art/blog/bookmarkable-by-design-url-state-htmx/
201•lorenstewart•12h ago•96 comments

iPhone 16 cameras vs. traditional digital cameras

https://candid9.com/phone-camera/
311•sergiotapia•20h ago•327 comments

Sleep all comes down to the mitochondria

https://www.science.org/content/blog-post/it-all-comes-down-mitochondria
26•A_D_E_P_T•1h ago•4 comments

A major AI training data set contains millions of examples of personal data

https://www.technologyreview.com/2025/07/18/1120466/a-major-ai-training-data-set-contains-millions-of-examples-of-personal-data/
7•pera•17m ago•1 comments

Learning basic electronics by building fireflies

http://a64.in/posts/learning-basic-electronics-by-building-fireflies/
268•signa11•17h ago•69 comments

Two Birds with One Tone: I/Q Signals and Fourier Transform

https://wirelesspi.com/two-birds-with-one-tone-i-q-signals-and-fourier-transform-part-1/
73•teleforce•11h ago•16 comments

ACM Transitions to Full Open Access

https://www.acm.org/publications/openaccess
264•pcvarmint•16h ago•24 comments

Show HN: The Aria Programming Language

https://github.com/egranata/aria
5•egranata_aria•3d ago•4 comments

Analoguediehard

http://www.analoguediehard.com/
24•gregsadetsky•3d ago•4 comments

Show HN: Cant, rust nn lib for learning

https://github.com/TuckerBMorgan/can-t
11•TuckerBMorgan•3d ago•0 comments

USB-C for Lightning iPhones

https://obsoless.com/products/iph0n3-usb-c-protection-case
148•colinprince•3d ago•102 comments

How the brain increases blood flow on demand

https://hms.harvard.edu/news/how-brain-increases-blood-flow-demand
124•gmays•15h ago•57 comments

FoundationDB: From idea to Apple acquisition [video]

https://www.youtube.com/watch?v=C1nZzQqcPZw
179•zdw•4d ago•34 comments

Show HN: Terminal-Bench-RL: Training long-horizon terminal agents with RL

https://github.com/Danau5tin/terminal-bench-rl
115•Danau5tin•23h ago•10 comments

Show HN: I built an AI that turns any book into a text adventure game

https://www.kathaaverse.com/
252•rcrKnight•17h ago•100 comments

Irrelevant facts about cats added to math problems increase LLM errors by 300%

https://www.science.org/content/article/scienceadviser-cats-confuse-ai
411•sxv•19h ago•199 comments

A month using XMPP (using Snikket) for every call and chat (2023)

https://neilzone.co.uk/2023/08/a-month-using-xmpp-using-snikket-for-every-call-and-chat/
118•ColinWright•15h ago•74 comments

My 2.5 year old laptop can write Space Invaders in JavaScript now (GLM-4.5 Air)

https://simonwillison.net/2025/Jul/29/space-invaders/
532•simonw•20h ago•356 comments

Structuring large Clojure codebases with Biff

https://biffweb.com/p/structuring-large-codebases/
81•PaulHoule•19h ago•4 comments

Elements of System Design

https://github.com/jarulraj/periodic-table
128•qianli_cs•16h ago•34 comments

Observable Notebooks 2.0 Technology Preview

https://observablehq.com/notebook-kit/
213•mbostock•19h ago•51 comments

Playing with more user-friendly methods for multi-factor authentication

https://tesseral.com/blog/i-designed-some-more-user-friendly-methods-for-multi-factor-authentication
74•noleary•1d ago•51 comments

Microsoft Flight Simulator 2024: WebAssembly SDK

https://docs.flightsimulator.com/msfs2024/html/6_Programming_APIs/WASM/WebAssembly.htm
137•breve•3d ago•84 comments

Supervised fine tuning on curated data is reinforcement learning

https://arxiv.org/abs/2507.12856
56•GabrielBianconi•13h ago•17 comments

CodeCrafters (YC S22) is hiring first Marketing Person

https://www.ycombinator.com/companies/codecrafters/jobs/7ATipKJ-1st-marketing-hire
1•sarupbanskota•12h ago

Seriously, Why Do Some AI Chatbot Subscriptions Cost More Than $200?

https://www.wired.com/story/seriously-why-do-some-ai-chatbot-subscriptions-cost-more-than-200/
15•isaacfrond•1h ago•12 comments
Open in hackernews

Microsoft Flight Simulator 2024: WebAssembly SDK

https://docs.flightsimulator.com/msfs2024/html/6_Programming_APIs/WASM/WebAssembly.htm
137•breve•3d ago

Comments

two_handfuls•16h ago
This is great news for WASM, and looks like the Microsoft team really put in a lot of effort!

> In order to [move the addons API to WASM] without requiring a full rewrite of existing add-ons, a new platform toolset was designed for Visual Studio (...)

diego_moita•16h ago
This is one of those ideas that makes so much sense that you'd ask why didn't it catch on before: WASM as a modules for all sorts of platforms

It could become a competitor for a lot of existing technologies. Some examples:

* embedded script languages (e.g.: Python in Blender and Gimp, Lua in games, VBScript in MS applications).

* add-on modules (e.g. COM on Microsoft platforms or COM-like for non-MS)

* finally, a run-anywhere platform? (what the JVM and .Net always wanted to be)

tough•16h ago
wasm is the perfect abstraction to build a -modular- and pluggable codebase (say grpc/proto as contracts) so you can just swap any part of it as long as the wasm module abides to such contract.

I keep going more and more to it when I try to design systems, in my mind at least, hoping I can put some to use

euroderf•16h ago
Wasm "web components" should be helpful here.
rafram•16h ago
> finally, a run-anywhere platform? (what the JVM and .Net always wanted to be)

WebAssembly doesn’t include a system interface, i.e., any way to interact with the outside world, so it isn’t an apples-to-apples comparison.

WASI seems like it’s coming along nicely, but it has nowhere near the feature set of the JRE or .NET. Anything that even approaches that level of capability is going to run into the exact same bloat and platform compatibility problems that those runtimes did.

johannes1234321•15h ago
> WebAssembly doesn’t include a system interface, i.e., any way to interact with the outside world

This can be quite an improvement for running add-ons from some arbitrary source.

While, of course, an way to access defined resources is needed.

rafram•4h ago
Sure, but your add-ons will need access to some of the world, which right now requires giving them access to all of WASI, as far as I know. There’s no permissions model. That’s worse than the JVM.

(It seems like they want to implement one… someday. It’s vague: https://github.com/bytecodealliance/wasmtime/blob/main/docs/...)

euroderf•11h ago
> JRE or .NET. Anything that even approaches that level of capability is going to run into the exact same bloat and platform compatibility problems

Challenge has been accepted. Let's see.

01HNNWZ0MV43FF•10h ago
> WebAssembly doesn’t include a system interface, i.e., any way to interact with the outside world

I believe that's WASI, which builds on top of the base wasm spec: https://wasi.dev/interfaces#presentation

e.g. the WASI 0.2 spec here mentions clocks, filesystem access, creating sockets, etc.

Lua is architected the same way - As host, you create a Lua VM with no I/O, and then the host decides which I/O interfaces the VM can or cannot see.

JRE and .NET are probably built the same way internally. The reason wasm is hyped more than VMs with a decade of momentum behind them is that wasm is lower-level, it isn't tied to any particular GC model, and there's already backends for popular low-level languages like C, C++, Rust, and Go to compile into wasm modules.

rafram•4h ago
Yes, I discussed WASI in my comment. It has maybe 1% of the feature set of the JRE/.NET core libraries, and I think that’s a generous estimate.
pjmlp•3h ago
Like this?

"More than 20 programming tools vendors offer some 26 programming languages — including C++, Perl, Python, Java, COBOL, RPG and Haskell — on .NET."

From https://news.microsoft.com/source/2001/10/22/massive-industr...

"The Amsterdam Compiler Kit (ACK) is a retargetable compiler suite and toolchain written by Andrew Tanenbaum and Ceriel Jacobs, since 2005 maintained by David Given.[1] It has frontends for the following programming languages: C, Pascal, Modula-2, Occam, and BASIC."

"Maximum portability is achieved by using an intermediate language using bytecode, called EM. Each language front-end produces EM object files, which are then processed through several generic optimisers before being translated by a back-end into native machine code. "

From https://en.wikipedia.org/wiki/Amsterdam_Compiler_Kit

"When IBM i was first released as OS/400, it was split into two layers, the hardware-dependent System Licensed Internal Code (SLIC)[15][1] and the hardware-independent Extended Control Program Facility (XPF).[16][8][33][34] These are divided by a hardware abstraction layer called the Technology Independent Machine Interface (TIMI). Later versions of the operating system gained additional layers, including an AIX compatibility layer named Portable Application Solutions Environment (originally known as the Private Address Space Environment),[5][35] and the Advanced 36 Machine environment which ran System/36 SSP applications in emulation.[1]"

From https://en.wikipedia.org/wiki/IBM_i#Technology_Independent_M...

Other examples can be retrieved from annals of history.

jahewson•15h ago
Indeed, CloudFlare Workers does this. Would love to see more.
esafak•15h ago
Java applets say hello! Maybe they were just before their time, hobbled by slow computers, hard disks, and Internet connections.
01HNNWZ0MV43FF•15h ago
The tooling doesn't seem to be there to run C++ / Rust / Go / whatever efficiently on a JVM, too
pjmlp•3h ago
It is there for C++ on the CLR, or IBM i, or TenDRA, or ...
astlouis44•12h ago
Yep, pretty sure that is what companies like Dylibso are working towards, making software into modules underpinned by plugins that are powered by WASM:

https://dylibso.com/

breve•10h ago
Extism is a plug-in framework based on WebAssembly:

https://extism.org/

pjmlp•3h ago
Because this idea has been done multiple times throughout the years with different kinds of bytecodes and VMs, since UNCOL in 1958, the WebAssembly folks just pretend they are always the first at something.
naikrovek•15h ago
I feel like everyone is trying to do things in the most inefficient way possible and it is starting to make me a little bit batty.

WASM is awesome, but if I'm reading this right, they're choosing not to write DLLs so that they can create WASM modules which are recompiled into DLLs prior to runtime.

I think our entire industry has taken banned-by-the-Geneva-Conventions, weapons-grade Stupid Pills.

The only reason I can think of to do this, is so that you can't have arbitrarily malevolent code running in the DLLs that mod authors write. But we can't run the whole game in a sandbox such as a VM because of Nvidia GPU licensing disallowing virtual GPUs in consumer grade GPUs.

If that's why this work is being done, some serious muscle needs to be used to twist Nvidias arm so that they stop being knobheads and start being part of the solution to security issues, instead of part of the problem.

If I pay for that GPU, I should be able to issue work to it however I please. I should be able to split it up among VMs all day long without concern for anything Nvidia wants.

Cieric•15h ago
When the modding community is so heavily plagued with mods that are malicious in some way, I don't think having a modding api that can be safe by convention yet recompiled to be fast would be a bad idea. So while I'm not sure it was the smartest choice, it's not so inanely stupid as you seem to be putting it.
diggan•15h ago
> When the modding community is so heavily plagued with mods that are malicious in some way

Is it? Granted, I'm a heavy mod user myself for various games, but only created mods myself for Cities Skylines and Cities Skylines 2 so I guess I know that ecosystem the best, and yes, there been a few cases of malicious mods, but "heavily plagued"? What ecosystem are you talking about?

Cieric•14h ago
Most recently in my memory it's been minecraft. There was a wave of mods that were stealing things like discord access tokens, I don't have clear memory on all of the cases that I've been through, just that I always try and verify all mods I can now. I think I remember one for Lethal Company and looking online I'm seeing some referenced for Dota 2, Sims 4 and Slay the Spire.

Just learned Nexus mods is also pretty good about handling anything that's virus like, most of my modding experience has been external to that though.

Scramblejams•13h ago
Yep, this really bums me out. Wanted to try plenty of Minecraft mods but never wanted to go to the trouble to set up a secure environment, so I never did either.

As an only-tangentially-related aside, the difficulty of making mods for Windows games work on Proton also bums me out.

I wish some kind of cross-platform, sandboxed modding ecosystem existed solving enough problems that most modders would prefer to use it. I'm not sure that's even possible, though.

naikrovek•14h ago
If you’re saying that there’s no other way to create a mod API with clear security boundaries, I disagree.

The mod API should not have to do this anyway. The OS should do this. It is beyond belief that most operating systems just allow programs to do anything they want simply because they’re being executed.

And if the OS can’t do this, you run in a VM which nvidia disallow you to do in a performant way.

Cieric•14h ago
While I agree that it's not the best situation, (and I'm wholly against nvidia in this case.) And yeah this isn't about the mod-game api boundary, this is more about the mod-os boundary since that is harder to control against. WASM from my research so far doesn't allow any of that by default and it has to be passed through by the runtime. In this case it would be passed through to the retargeting compiler. This can give additional benefits like allowing mods on consoles in a more secure way and allowing for targeting the game to future cpu architectures without requiring all mods to recompile their code (not that I think the latter is a reason microsoft cares about.) But the idea of recompiling code when launching a game is already kind of standard on the gpu side of things.
spullara•15h ago
"The only reason I can think of to do this, is so that you can't have arbitrarily malevolent code running in the DLLs that mod authors write."

This is the only reason and you go on to show that it is a reasonable thing to do given the state of the world.

yellowapple•14h ago
The other reason is that it allows these modules to be cross-platform, rather than being limited to Windows on x86-64. I doubt Microsoft cares much about other operating systems, but they do seem to care quite a bit about ARM.
spullara•14h ago
No native support for fat binary dlls on Windows unlike Mac is kind of lame.
naikrovek•14h ago
What I said is a solution but it is in no way the best solution.
spullara•13h ago
Absent fixing the vGPU problem (since Nvidia is unlikely to change their stance on this), what would be the best solution? WASM seems like a reasonable compromise to me.
sorenjan•14h ago
Nvidia is supported on WSL2, which is a VM, so that shouldn't be the issue.

https://docs.nvidia.com/cuda/wsl-user-guide/index.html

Pannoniae•11h ago
you're being downvoted sadly, but you are 100% right ;)

long gone are the days of games with actual modding support (think of games like CS:1.6, half-life, civ4 where you had a dll src with the game)

the whole "mods can have malware" with them is just an overblown risk assessment, most people do the right thing. there's been like fewer than 10 malware incidents with minecraft modding over the years and most of it has been recently because trust in that modding community has basically evaporated.

it's a much better stance to just let mods do whatever and hold their authors accountable with their reputation. srsly.

NanoCoaster•2h ago
> long gone are the days of games with actual modding support

I'll disagree here. Kerbal Space Program, Rimworld, Minecraft all have gigantic modding communities, just to name a few. There's many, many games like that. In the case of Rimworld, it's official support and in the case of Minecraft it might as well be at this point.

> where you had a dll src with the game

Agree :) But I don't see how that pertains to moddability in practice. In many cases, the existence of standardized modding APIs instead of everybody just poking around in the game's source is actually an upside, as it makes interoperability much easier.

I also agree with the malware side, at least for the time being. At some point, we'll probably have to deal with this and I don't mind starting the technical side now, but I don't subscribe to the idea that mods are riddled with malware.

Pannoniae•2h ago
> Kerbal Space Program, Rimworld, Minecraft all have gigantic modding communities, just to name a few.

I see what you mean, but there's a reason why I said modding support. From these, only Rimworld really counts - KSP's modding is unofficial and without support from the developers, Minecraft modding is also unofficial (you still don't have code or an API, you have to decompile! you do have datapacks but those can't do shit compared to proper modding)

Point is, all of these have unofficial modding communities because they are written in managed languages which are easy to reverse. But they don't give you a modding API to target, they don't give you documentation and they don't give you a clean/stable API. Look at how much Minecraft mods break with every minor update, it's nowhere near "official support".

> In many cases, the existence of standardized modding APIs instead of everybody just poking around in the game's source is actually an upside, as it makes interoperability much easier.

You're right but that's mostly just a consequence of the time which has passed. We no longer load just one mod. But the old model does work perfectly here - even if the modding is just "here's the DLL, replace it", the community can easily build a modloader on it which does support multiple plugins.

> At some point, we'll probably have to deal with this and I don't mind starting the technical side now, but I don't subscribe to the idea that mods are riddled with malware.

Semi-agree, it is a risk and one which can definitely be a huge issue, but I'd say this is much more of a social issue than a technical one. All these "lock things down to ensure security" initiatives throw the baby out with the bathwater, they don't really allow for anything substantial or creative to be made. And that's a huge loss, a way bigger one than malware spreading for a few days before getting inevitably found out and removed.

this convo is funny considering I'm working on a blocky game similar to Minecraft and one of the big design principles I have on my mind is drastically lowering the bar of entry for creating stuff. Even if you can theoretically modify many things, most users won't go and whip out a development environment on a whim, they'll just give up.... there's a few things which can make it drastically easier for users to become tinkerers, one of them is a compiler included with the game. If something is in the files, people can play around with it without friction, even better if some samples are included. IMO the benefits way outweigh the costs.

NanoCoaster•2h ago
> Minecraft modding is also unofficial (you still don't have code or an API, you have to decompile! you do have datapacks but those can't do shit compared to proper modding)

Not quite, I'm working on a Minecraft mod via Fabric at this time and you actually do just write code. You may want to decompile to look at the original code, but that takes one command, because people have already set up scripts to do all that. They also automatically apply source code mappings which give a lot of the decompiled code proper variable & function names.

Obviously, it's not official support and you're doing weird aspect oriented programming with what they call mixins, and its sorta hacky. But there's an API, it's just not made by Mojang. Which, honestly, may be a good thing lol

> Even if you can theoretically modify many things, most users won't go and whip out a development environment on a whim, they'll just give up

Yeah, absolutely. I was more talking about the state of modding and availability of mods in general, from a mod user perspective so to speak.

But I agree 100%. I'm fine with the ceremony, but the more people can get into modding easily, the better. To that point, I remember buying Crysis, poking around in the game file for fun and finding that they shipped the whole Cryengine level editor with the game and, what's really crazy, you were able to open the actual level files of the actual game with it.

That was mind-blowing to me. You could look at all the -horribly unmaintainable- visual scripts that defined enemy behavior - and change them. You could change the terrain. You could add the damn tornado they put in the game, which wasn't just a scripted sequence but actually hurled stuff around physically. And then you could...just play it, with your changes, right there.

Out of that grew a small, but fun modding scene with people building custom campaigns or just pretty-looking levels to walk around in (Strange Island, my beloved), considering the graphics of Crysis at the time. Also, my love of programming and tinkering with software pretty much started with this discovery :)

It's not quite the same as what you're describing, as they obviously didn't include the source for the engine itself, but I think it's still comparable to an extent.

So yeah, I'm with you on that. Do you have anything to share regarding your project? Sounds pretty interesting to me.

whatever1•15h ago
I am not sure I am following. The game runs on windows, why not compile the add-in code directly for the single target?

Is it for future proofing it in case MS wants to release the game in a different platform that is not windows ?

selectodude•15h ago
It runs on Xbox as well so I imagine they want the flexibility there.
connicpu•15h ago
WASM brings a memory sandbox that prevents out of bounds access to arbitrary pointers.
pjmlp•3h ago
The only bounds that are checked is the overall size of the linear memory block, there is no bounds checking inside the same segment.
hamburglar•15h ago
Isn’t there ARM windows too? Not sure if flight sim targets that platform or not, but if so, making the extensions more portable is a win.
JonathonW•15h ago
Because the game already also runs on Xbox and, given MS's recent gaming strategy (which is putting less emphasis on Xbox exclusives), could conceivably come to Playstation or maybe even Switch 2 in the future.

On the Windows side of things, there's also a push towards ARM hardware (with current Snapdragon-based hardware actually performing pretty well). Not sure if Flight Simulator is currently ARM-native, but having the ability to go ARM-native is probably desirable at least as a long-term goal.

potatolicious•15h ago
Security is the big one. C++ DLLs have relatively free reign and are difficult to sandbox. With WASM you have a much stricter security model where the host program has full control over what APIs it has access to.

The addons are developed by third parties that aren't Microsoft, so there's a serious risk of malware and other ways of getting the user pwned.

The added future-proofing/portability is a nice bonus, but I suspect maybe not the main motivator.

pjmlp•3h ago
The real security for add ons would be to use external processes with OS IPC, even if it is more resource intensive.
pjc50•38m ago
But you'd also have to have an entire VM to run the separate process in, otherwise it still has access to the user's whole account and desktop.

(unless UWP I suppose, which even Microsoft have kind of forgotten about)

01HNNWZ0MV43FF•15h ago
In addition to the sibling comments, you can sandbox WASM's CPU time. You can say after a certain amount of time that it has to yield back to the host. With native plugins, you might never get your OS thread back, and there isn't a good way to safely abort it and free memory and everything
p_l•15h ago
There were already parts in MSFS 2020, namely gauges aka everything in cockpit that had more dynamic display, that used JS based SDK in order to provide sandboxing and safe level of control over performance (because with sandboxes VM it's easier to preempt execution)
anonymars•14h ago
Potentially related: a detailed write-up on creating a JavaScript autopilot/interactive webpage

https://news.ycombinator.com/item?id=40267164

dividuum•14h ago
Also it allows playing Flight Simulator inside Flight Simulator :-)

https://github.com/s-macke/FSHistory/tree/master?tab=readme-...

anonymars•11h ago
Does this still work?
p_l•2h ago
gauges in JS? that's how all gauges with dynamic display works in MSFS 2020 and presumably 2024, so yes it still works.
tapoxi•15h ago
> Is it for future proofing it in case MS wants to release the game in a different platform that is not windows ?

Strongly rumored to be releasing on PS5, like most recent Microsoft games.

ethan_smith•2h ago
WASM provides a secure sandbox with predictable performance across platforms while giving Microsoft the ability to maintain compatibility if they port to Xbox, cloud, or other platforms without requiring developers to recompile their add-ons.
shizcakes•15h ago
I have about 1000 hours into MSFS2024 and am a mod for a streamer that has streamed many hours more.

The gamer perception of this implementation is NOT positive. It crashes all the time, has massive performance issues, and generally is super negatively received.

NikolaNovak•14h ago
Thx - any details as to why, tough?
daviding•14h ago
For me most of the performance issues with MSFS24 are now being VRAM limited. When they went to MSFS 2024 they rewrote for DX12 and while doing that upgraded a few things to look nicer. The texture management still seems to need some work.

This means that my 9800x3D/3080Ti 12GB sort of runs out of VRAM and pages when used in VR or 4K desktop. I'm in the position where the same visuals (scenery/aircraft etc) for MSFS2020 (using DX11) when compared to the newer MSFS2024 is just generally worse and a lower framerate. In VR a bad framerate makes things unplayable. For desktop use you have DLSS which helps a lot, but in VR that blurry movement really impacts clarity.

thecosmicfrog•14h ago
DLSS also blurs the cockpit displays quite badly when there's anything moving on them (airspeed/altitude tape, etc.). It looks like temporal blur, which is interesting because the same blur doesn't happen with their TAA (*temporal* anti-aliasing) implementation.
daviding•14h ago
Yeah, DLSS looks great outside the window and for people enjoying GA and VFR it's all good. For airliners with digital displays it is harder to use, as like you said it blurs. They did talk about using some form of stencil/exclusion around cockpit displays but I think that didn't go anywhere as yet.

As a team they have a pretty tough job because the audience is all of the place for a title like that, as in people with 'I can see my house!' being made happy vs 'My pressurization gauge cross-bleed reading is below the Boeing B738 manual official figure, unplayable'.

thecosmicfrog•12h ago
Yep, that's the flight sim community in a nutshell.
roygbiv2•11h ago
> They did talk about using some form of stencil/exclusion around cockpit displays but I think that didn't go anywhere as yet.

They've been talking about that since the launch of msfs2020 and there's not been any movement on it as far as I know.

lttlrck•9h ago
I found DLSS4 Preset J much much improved, I prefer it to K.
Scramblejams•13h ago
That describes what I've seen. When I first compared 2020 and 2024 in as apples-to-apples a way as I could, it seemed like 2024's frame rate was about a third lower than 2020's. This was on a 7900 XTX with 24 gigs of VRAM.

I'm waiting for SU4 before I get back into it...

jpecar•1h ago
VR situation was much worse. On the hardware where 2020 was OKish, 2024 was unplayable.
thecosmicfrog•14h ago
"WASM crash?" must be one of the top live chat comments on flight sim streams these days.
izacus•14h ago
I keep holding off on buying 2024 due to all the reported bugs and I'm still sad to hear it hasn't been fixed.
RachelF•12h ago
X-Plane is a good alternative.

https://www.x-plane.com/

lovecg•12h ago
Unless you want realistic scenery or an up to date g1000 implementation (I love X-Plane really but because of these two points I keep going back to MSFS - maybe there are some add-ons I haven’t tried?)
ocf•11h ago
When did you last try it? The scenery and GPS/FMC has come a long way in the last 20 years I've been an X-Plane casual, but not so sure how much of that was in the last few.
lovecg•8h ago
I’m comparing X-Plane 12 to MSFS 24. MSFS 24 is a great aid and near picture perfect when preflying real world routes, with 3D buildings and everything, and the latest G1000 implementation is pretty complete too. But X-Plane still wins on physics realism and systems fidelity. I’d be happy if there was a way to combine the strengths of the two in one simulator somehow..
WrongOnInternet•5h ago
I'm still waiting for the bugs in MSFS 2020 to be fixed.
jpecar•2h ago
Yeah ... by now 2020 reached a beta quality, still plenty of bugs left to squash but most of them are minor. 2024 on the other side ... is just transitioning from tech demo to alpha quality. It needs a few more years to reach beta and then by 2035 or so it might actually become a reliable product.
lsaferite•13h ago
> gamer perception

Is there evidence to support that it's the WASM Mod format that's the issue? Based on that page it's not like MSFS2024 is even running WASM, it's simply using WASM as an IL that is precompiled into a DLL on application startup.

RachelF•12h ago
I wonder how much slower it is than C/C++ compiled dlls?
nixpulvis•12h ago
It likely requires major updates, no? In that case many addons are probably poorly updated and having bugs due to being rushed and haphazardly ported.
Stevvo•6h ago
It crashes when a developer writes code that crashes, which is not uncommon; its C++.
pjmlp•3h ago
But but WebAssembly, the sandbox, security, best of all bytecode formats ever created and all that jazz.

So it actually does crash and gets memory corrupted, when using the wrong languages, like in a regular process.

pjmlp•3h ago
Already a quick look to "Known Issues and Limitations" is quite off putting to anyone thinking about doing mods.
thescriptkiddie•14h ago
ah shit, nobody told them that that one blog post about a future in which javascript is a universal ABI was satire

edit: i might be thinking of this talk? https://www.destroyallsoftware.com/talks/the-birth-and-death...

cpuguy83•11h ago
Yavascript
affenape•14h ago
For something having 2024 in its name I expected a more consistent error handling, but guess what:

* some functions like fsRenderCreate return 0 or 1 depending on the operation result;

* some like fsMapViewCreate say that a value less than 0 is returned on error;

* fsIOOpen says you should also consult with the fsIOGetLastError function on failure.

Hope somebody considers adding the errno.

boffinAudio•13h ago
I dunno, I think I would've preferred Lua bytecode as a deliverable executable target, rather than WebAssembly. The tooling would be simpler, more efficient, and would allow a far wider ranger of interoperability with other engines.
thecosmicfrog•12h ago
One of the biggest factors for any flight simulation add-on is performance, and so most of the major add-on developers are building C++ modules (compiled to WASM) to eek out as much performance as possible. My understanding is that it's also possible to write some things in JavaScript (and perhaps TypeScript), but performance takes a hit. I would assume Lua falls into that same performance trap, as I know Lua can be used for X-Plane add-on development, but it's (again) considered the less performance-centric approach as compared to C++.

I recall at least one add-on developer for X-Plane (Zibo [1]) migrating some of their Lua code over to C++.

[1] https://forums.x-plane.org/forums/topic/138974-b737-800x-zib...

Stevvo•6h ago
This is what it uses behind the scenes: https://github.com/innative-sdk/innative
CSMastermind•5h ago
I was recently thinking about the most influential games of all time.

I think there's a good argument for Flight Simulator to be in the top 100.

avazhi•4h ago
Graphics are good but as a flight simulator it’s awful, in particular its (non) simulation of fluid dynamics. X-Plane has the opposite problem.

At any rate with their budget Asobo are underperforming with this thing. 2024 in particular is enshittification 101.