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Start all of your commands with a comma (2009)

https://rhodesmill.org/brandon/2009/commands-with-comma/
252•theblazehen•2d ago•84 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
24•AlexeyBrin•1h ago•2 comments

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

https://openciv3.org/
705•klaussilveira•15h ago•206 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
969•xnx•21h ago•557 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
67•jesperordrup•6h ago•31 comments

Reinforcement Learning from Human Feedback

https://arxiv.org/abs/2504.12501
7•onurkanbkrc•45m ago•0 comments

Making geo joins faster with H3 indexes

https://floedb.ai/blog/how-we-made-geo-joins-400-faster-with-h3-indexes
135•matheusalmeida•2d ago•35 comments

Where did all the starships go?

https://www.datawrapper.de/blog/science-fiction-decline
44•speckx•4d ago•35 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
68•videotopia•4d ago•7 comments

Jeffrey Snover: "Welcome to the Room"

https://www.jsnover.com/blog/2026/02/01/welcome-to-the-room/
39•kaonwarb•3d ago•30 comments

ga68, the GNU Algol 68 Compiler – FOSDEM 2026 [video]

https://fosdem.org/2026/schedule/event/PEXRTN-ga68-intro/
13•matt_d•3d ago•2 comments

What Is Ruliology?

https://writings.stephenwolfram.com/2026/01/what-is-ruliology/
45•helloplanets•4d ago•46 comments

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

https://github.com/valdanylchuk/breezydemo
238•isitcontent•16h ago•26 comments

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

https://github.com/pydantic/monty
237•dmpetrov•16h ago•126 comments

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

https://vecti.com
340•vecti•18h ago•147 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
506•todsacerdoti•23h ago•247 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
389•ostacke•21h ago•98 comments

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

https://eljojo.github.io/rememory/
303•eljojo•18h ago•188 comments

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

https://github.com/microsoft/litebox
361•aktau•22h ago•186 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
428•lstoll•22h ago•284 comments

Cross-Region MSK Replication: K2K vs. MirrorMaker2

https://medium.com/lensesio/cross-region-msk-replication-a-comprehensive-performance-comparison-o...
3•andmarios•4d ago•1 comments

PC Floppy Copy Protection: Vault Prolok

https://martypc.blogspot.com/2024/09/pc-floppy-copy-protection-vault-prolok.html
71•kmm•5d ago•10 comments

Was Benoit Mandelbrot a hedgehog or a fox?

https://arxiv.org/abs/2602.01122
23•bikenaga•3d ago•11 comments

The AI boom is causing shortages everywhere else

https://www.washingtonpost.com/technology/2026/02/07/ai-spending-economy-shortages/
25•1vuio0pswjnm7•2h ago•16 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
96•quibono•4d ago•22 comments

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
271•i5heu•18h ago•219 comments

Delimited Continuations vs. Lwt for Threads

https://mirageos.org/blog/delimcc-vs-lwt
34•romes•4d ago•3 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/
1079•cdrnsf•1d ago•461 comments

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
64•gfortaine•13h ago•30 comments

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
306•surprisetalk•3d ago•44 comments
Open in hackernews

Irrlicht Engine – a cross-platform realtime 3D engine

https://irrlicht.sourceforge.io/?page_id=45
76•smartmic•4mo ago

Comments

jsheard•4mo ago
Now there's a blast from the past. Irrlichts heyday was around ~2010, but it looks like there's still a few people keeping the lights on.

TIL it was actually used in a commercial game (Bugsnax) relatively recently, although the devs said that it will be their final release on the engine.

https://xcancel.com/luthyr/status/1271866001467080705

garaetjjte•4mo ago
Ogre3d also seems to be alive.
steve_taylor•4mo ago
I remember a time when the topic of a lot of forum posts was Irrlicht vs. Ogre3D. If I recall correctly, Ogre3D was harder to get started with and had a smaller scope (just the scene graph), but was the better of the two 3D scene graph implementations.
skocznymroczny•4mo ago
I miss the era of websites like flipcode (archives are still available https://www.flipcode.com/ ), people sharing screenshots of their OpenGL/DirectX engines. Nowadays making a 3D engine is more of a hobby, because you'll never catch up with the big ones.
thegeomaster•4mo ago
Well this was a trip down the memory lane. I built a small game on Irrlicht at the time and I remember these discussions also.

Irrlicht had its editor (irrEdit), a sound system (irrKlang), and some basic collision detection and FPS controller was built right into the engine. This was enough to get you a considerable way through a fully featured tech demo, at the very least. (I even remember Irrlicht including a beautiful first-person tech demo of traversing a large BSP-partitioned castle level.)

However, for those not afraid to stitch these additional parts from other promising libraries (or derive them from first principles, as was fashionable), OGRE offered more raw rendering prowess: a working deferred shading system (this was the heyday of deferred shading), a pop-less terrain implementation with texture splatting, and more impressive shader and rendering pipeline support, with the Cg multi-platform shading language. I remember a fairly impressive ocean surface and Fresnel refraction/reflection demos from OGRE at the time.

protocolture•4mo ago
Yeah classic haha. I think the Ogre forums especially had quite a few of these comparison threads.

"Ogre3d is a graphics engine, if you want to spend the time to strap a game to it, go for it."

jesuslop•4mo ago
I remember being lured at the time by Irrlicht learning curve for a professional project and migrating to Ogre in the middle... How nightmarish was using assets coming from 3D authoring software. Repressed memories return about switching from 3D studio to XSI (better) and fighting with Collada converter plug-ins quality issues. Prefer the dentist.
frainfreeze•4mo ago
Blast from the past indeed! I ve toyed around with it, Ogre3D and others, finally setting down on P3D. Over a decade ago I maintained unofficial Panda3D Facebook page, and had page analytics track followers count again Ogre3D and Irrlicht Engine pages, trying to surpass them..
monkeyelite•4mo ago
In retrospect, I think you are far better off forking Quake rather than messing with these kinds of 2010 projects which attempt to solve all problems, and do none of them very well.
jsheard•4mo ago
The problem with forking IdTech is that it's GPL, which is a problem if you ever want to release your game on consoles. The vast majority of new Quake-inspired boomer shooters take the pragmatic approach and just use Unity or Unreal instead.
monkeyelite•4mo ago
> which is a problem if you ever want to release your game on consoles

The direction of dependency is from your program to the console specific stuff. You can write a platform library which is linked to your program without releasing that library.

> modern boomer shooters

I didn't say for boomer shooters. It's a general 3D game engine.

> just use Unity, Unreal or occasionally Godot instead of the actual Quake engine.

Because they are popular and familiar, not because they did a serious evaluation.

Also my comment was about Irrlicht/Ogre, etc.

jsheard•4mo ago
If you know of an example of GPL code being cleared for release on consoles I'd be interested to hear it because I'm not aware of any. The game Wrath: Aeon of Ruin was built on a fork of the Quake engine, but then they had to spend years rebuilding it from scratch in Unity for the console releases because GPL was verboten.
monkeyelite•4mo ago
Maybe you're right. I have not tried this and don't know someone who has.

I am reasoning with the example of DirectX. You should be able to release a GPL program that uses DirectX, even though nobody has the source code for it.

If some version of that is not right, it's impossible to make a GPL windows or Mac UI application.

indrora•4mo ago
Saleco is doing just fine, and it's based on Doom.
MindSpunk•4mo ago
Isn't Selaco desktop only? The problem is GPL on consoles, because you can't ship GPL code to a console because it's impossible to meet the modify+re-link requirement since the consoles will only run signed code.
indrora•4mo ago
Technically, the GPL has no such direct requirement, only a theoretical one, from everything that I’ve seen.

If that were the case, no automaker or fridge manufacturer that ships Android would be able to, since in so many of their products, you’re not really able to replace the Linux kernel.

emmelaich•4mo ago
The news page mentions a few games released last year (2024).
PenguinRevolver•4mo ago
Holy crap, I didn't know that they used that engine for that game. I thought they stopped using it after Octodad: DC.
gatane•4mo ago
Luanti (ex Minetest) also uses this engine btw

https://www.luanti.org/

jsheard•4mo ago
Kind of, they forked Irrlicht and took it in their own direction.

https://github.com/luanti-org/luanti/tree/master/irr

brcmthrowaway•4mo ago
How does this compare to Godot
monkeyelite•4mo ago
Not at all similar. Godot follows the Unity model of focusing around a GUI editor. This is a set of cpp libraries.
jtfrench•4mo ago
I thought you died alone. A long, long time ago.
valorzard•4mo ago
I wish there were more standalone 3D renderers like this. This, Ogre3D[0], and Wicked Engine[1] seem to be the last of their kind

[0] https://github.com/OGRECave/ogre

[1] https://github.com/turanszkij/WickedEngine

modeless•4mo ago
Does this one count? http://cubeengine.com/
valorzard•4mo ago
Yeah I guess so, lol. I don't think its super updated though. Pretty sure Red Eclipse has long since forked cube engine and done it's own thing with it
dualogy•4mo ago
Wicked, fully FOSS for non-console targets, I had some fun with earlier this year, it's a great very-modern full-featured D3D-or-Vulkan renderer under active development with a lively yet cozy-sized community (including a handful of folks taking care of the Linux side). The API is easily learned and can be operated via your game code from Lua or C++ or a mix, as you see fit, with Lua scripts being executable also in Wicked's editor app (Windows/Linux).

My hunch is that by sticking to just Windows/Linux/consoles and firmly-decidedly-skipping other cross-platform platforms such as Apple's Metal, mobile's OpenGL, WebGL/WebGPU/WebAssembly, it is kept maintainable, unbuggy (not 100s of bug-tagged Open Github Issues) and capable of ongoing rapid feature iteration.

pjmlp•4mo ago
There are a few .NET and Java ones still going at it as well.

LibGDX, jMonkeyEngine, FNA, MonoGame, Silk.NET, Vortice

whstl•4mo ago
bgfx is another option, it's quite active and support modern 3D APIs.
valorzard•4mo ago
Ah forgot about bgfx. Though, I thought it wasn’t a renderer? Just a high level graphics api wrapper like wgpu?
alecthomas•4mo ago
https://hazelengine.com/ is another
valorzard•4mo ago
Big fan of the cherno!
skocznymroczny•4mo ago
What do you mean by standalone renderers? There's Forge [0], which was used for Starfield. Also, there's nothing stopping you from taking a popular engine and using it as a renderer only. Remaster of Oblivion is running the original game code underneath and using Unreal Engine 5 for rendering. I assume Diablo 2 remaster did something similar because you can seamlessly switch between old and new graphics.

[0] https://theforge.dev/products/the-forge/

valorzard•4mo ago
I mean yes you can do that, but it’s pretty hard since the engine expects you to work within its framework. Not saying it’s impossible of course, just annoying. Also, if I’m not mistaken, the forge is just a cross platform graphics wrapper? You still need to write a GLTF renderer and all that yourself if I’m not mistaken.
jasperry•4mo ago
And don't forget the GUI editor for Irrlicht, CopperCube! I had an easier time getting started with this than with the more modern but heavier frameworks (never finished anything though). https://www.ambiera.com/coppercube/index.html
crivlaldo•4mo ago
I made a course project on Irrlicht back in 2008. It was a shooter with a Quake map, medkits, and ammo. I don’t even remember who you were supposed to shoot at.

The point of the project was to show what a graphics engine is, and why I could get in just a few evenings what used to take man-months or even years only a few years earlier.

I got the highest grade.

webprofusion•4mo ago
Godot is currently used as the 3D engine in the Tesla in-car UI, possibly also in their apps (?). It's cross platform and open source and has a pretty vibrant dev community.
modeless•4mo ago
They're reportedly switching to UE5.
77pt77•4mo ago
For a car UI?!

Seems complete overkill.

modeless•4mo ago
Rivian has been using it for a while. Yeah, it's overkill.
8f2ab37a-ed6c•4mo ago
It's reasonably modular and you get access to the full source, so if you wanted to drop many chunks of it that aren't relevant to you, you could, in theory. Of course it's still a 20M+ LOC codebase and all future version updates integration are going to suck big time, but a large enough team can likely power through the suffering here.
irrlichthn•4mo ago
Strange to wake up and see this on Hacker News - in 2025. I originally created this but am no longer involved - AMA if you like.
jarrell_mark•4mo ago
Thanks for the quality software. Had some good times in high school trying out Irrlicht
kaiokendev•4mo ago
It was a great engine. You built a great piece of software.
rafaelmn•4mo ago
Thank you for doing it ! What was the motivation behind it/when did you start building it ?

I never built anything with it but reading through the source code got me to learn so much about programming. I probably spent more time copying stuff from Irrlicht/Ogre3D/ODE (although I never managed to grok that one) than anything else in high school.

irrlichthn•4mo ago
I originally wanted to create a 3D game - and needed an engine for it. Never made it to the 3D game part, though :)
uncircle•4mo ago
Many such cases
le-mark•4mo ago
I spent a lot of time studying this code way back when, it was a valuable resource in my personal journey, so thank you x1000!
lasagna_coder•4mo ago
What was the main learning you got from building the engine? Was there some feature you wanted that no other engine at the time had? If you built an engine today, what would you do differently?
irrlichthn•4mo ago
I thought most of the existing engines out there were too complicated, so I wanted it to be easy to use. Probably that's also why it became that popular.

For a modern engine today - I think the architecture of the engine would look different - and would focus more on creating and organizing content then mostly on rendering.

ta12653421•4mo ago
I was involved in 3D back then wenn Irrlicht & Co had some traction:

Todays graphics engine look completely different than the first flexibel pipelines around 2002-2005, and the rise of AI for usage during rendering will change the tech paradigms further (for the younger ones: In 2001, NVidia announced the Geforce1, we had 1 pixel shader and 1 vertex shader :-D LOL)

digitalbreed•4mo ago
An old gamedev teammate sent me this link - got hit with a wave of nostalgia. Big thanks for creating Irrlicht back in the day.
DeathArrow•4mo ago
When seeing this I wondered if I somehow accidentally accessed a 15 years old version of HN.
pjmlp•4mo ago
It was one of the most well known engines, alongside Ogre3D, before the whole Unreal/Unity dichotomy took off.
fidotron•4mo ago
There was a certain French mobile games company that maintained a private fork of this. Quite how used it was in production was never entirely clear.