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

https://spillhistorie.no/2026/02/06/interview-with-sierra-veteran-al-lowe/
38•thelok•2h ago•3 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
101•AlexeyBrin•6h ago•18 comments

First Proof

https://arxiv.org/abs/2602.05192
51•samasblack•3h ago•38 comments

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

https://openciv3.org/
789•klaussilveira•20h ago•243 comments

Stories from 25 Years of Software Development

https://susam.net/twenty-five-years-of-computing.html
39•vinhnx•3h ago•5 comments

Reinforcement Learning from Human Feedback

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

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
1040•xnx•1d ago•587 comments

Start all of your commands with a comma (2009)

https://rhodesmill.org/brandon/2009/commands-with-comma/
462•theblazehen•2d ago•165 comments

France's homegrown open source online office suite

https://github.com/suitenumerique
509•nar001•4h ago•235 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
183•jesperordrup•10h ago•65 comments

The AI boom is causing shortages everywhere else

https://www.washingtonpost.com/technology/2026/02/07/ai-spending-economy-shortages/
63•1vuio0pswjnm7•7h ago•59 comments

Coding agents have replaced every framework I used

https://blog.alaindichiappari.dev/p/software-engineering-is-back
186•alainrk•5h ago•280 comments

Software factories and the agentic moment

https://factory.strongdm.ai/
49•mellosouls•3h ago•51 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
27•rbanffy•4d ago•5 comments

What Is Stoicism?

https://stoacentral.com/guides/what-is-stoicism
17•0xmattf•2h ago•7 comments

72M Points of Interest

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

Unseen Footage of Atari Battlezone Arcade Cabinet Production

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

Where did all the starships go?

https://www.datawrapper.de/blog/science-fiction-decline
58•speckx•4d ago•62 comments

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

https://github.com/valdanylchuk/breezydemo
268•isitcontent•20h ago•34 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
197•limoce•4d ago•107 comments

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

https://github.com/pydantic/monty
281•dmpetrov•21h ago•150 comments

British drivers over 70 to face eye tests every three years

https://www.bbc.com/news/articles/c205nxy0p31o
169•bookofjoe•2h ago•152 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•47 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
549•todsacerdoti•1d ago•266 comments

Sheldon Brown's Bicycle Technical Info

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

Ga68, a GNU Algol 68 Compiler

https://fosdem.org/2026/schedule/event/PEXRTN-ga68-intro/
39•matt_d•4d ago•14 comments

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

https://vecti.com
365•vecti•23h ago•167 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
465•lstoll•1d ago•305 comments

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

https://eljojo.github.io/rememory/
341•eljojo•23h ago•210 comments

What Is Ruliology?

https://writings.stephenwolfram.com/2026/01/what-is-ruliology/
66•helloplanets•4d ago•70 comments
Open in hackernews

Drawing Text Isn't Simple: Benchmarking Console vs. Graphical Rendering

https://cv.co.hu/csabi/drawing-text-performance-graphical-vs-console.html
10•todsacerdoti•3mo ago

Comments

time4tea•3mo ago
Quite conventional - its how FreeType works.

Computing a bitmap for a glyph is expensive because of all the splines and whatnot.

https://freetype.org/freetype2/docs/tutorial/step1.html#sect...

laserbeam•3mo ago
You really do need units in your tables. It is not very obvious you are talking about FPS in them… or is it milliseconds or microseconds. The only place a unit of measurement is actually mentioned (FPS) is the window title of a screenshot.
rrgok•3mo ago
I agree.
evolighting•3mo ago
This blog page feels laggy in Firefox, but it works fine in Chrome.

The floating menu with the frosted glass effect seems to be causing the problem, remove that div in F12, fix it. What’s the reason behind this?

louisbourgault•3mo ago
Thanks for that! I was finding it painful as well
unwind•3mo ago
Agree, it was kind of comical that a web page complaining about text rendering performance uses some kind of design that a) only has relevant content on ~half the screen and b) causes me to have to wait every time I move the scroll wheel. :|
fainpul•3mo ago
It's specifically this:

  backdrop-filter: blur(6px);
aappleby•3mo ago
The "right way" to do this on the GPU if you're using a monospaced console font is to have a glyph atlas, a persistently mapped text buffer, a persistently mapped attribute buffer, and then draw a single triangle that covers the viewport and do absolutely everything else (text map lookup, attribute lookup, glyph atlas lookup, blending/compositing) in the pixel shader.

You should be able to hit 1000 fps with most modern GPUs, and the code is fairly simple after youve got the buffers and shaders set up.

dcrazy•3mo ago
Fullscreen tri is not necessarily the way. If the GPU has significant penalties for rejecting fragments, or your text is sparse, you should probably use form-fitting quads or polys.

Also, monospace (and implicitly, Latin) is doing a huge amount of lifting in your comment.

aappleby•3mo ago
Of course, the example in the article is all monospaced console stuff. I've written a lot of text rendering over the years, everything from tiny bitmap for microcontrollers to analytically-antialiased true type based on code from some paper by Charles Loop years ago.

If GPU is cheap and CPU is expensive, draw one tri every frame and don't worry about the rest. If CPU is cheap and GPU is expensive, do a glyph per quad and some basic dirty rectangles if needed.

bschwindHN•3mo ago
Essentially as it's described here, right?

https://www.youtube.com/watch?v=lStYLF6Us_Q&t=1472s

Casey refers to it as "backwards" rendering - starting from the pixel location and determining what should be drawn there, vs. "forward" rendering where you have things you want to draw, and you determine which pixels they will be drawn in.

Terr_•3mo ago
> Casey refers to it as "backwards" rendering

Sounds much like "backwards" raytracing in 3D, except with some special rules for an orthographic projection.

I know that "except with" makes it sound like a narrow refinement, but I suppose the history of computer display hardware likely has it the other way around.

afishhh•3mo ago
> Drawing text isn't simple

I agree, but even this article seems to oversimplify.

> You can't really optimize texture copies much more.

Did the author try packing the textures in an atlas?

Texture atlases can improve performance significantly since then you can use instanced draw calls to draw a whole bunch of glyphs at once.

dcrazy•3mo ago
FWIW you cannot have Unicode-correct rendering by caching at the codepoint (what many people would call “character”) level. You can cache bitmaps for the individual “glyphs”—that is, items in the font’s `glyf` table. But your shaping engine still needs to choose the correct “glyphs” to assemble into the extended grapheme clusters dictated by your Unicode-aware layout engine.
afishhh•3mo ago
Exactly why I referred to drawing glyphs instead of characters :)

There's even more depth one can go into here: subpixel positioning. To correctly draw glyphs that may be on subpixel positions, you need to rasterize and cache glyphs separately for each subpixel position (with some limited amount of precision, to balance cache usefulness and accuracy).

However I have a feeling that describing an entire Unicode-aware text stack here may not be useful, especially if TFA seems to only care about simple-script monospace LTR.

dcrazy•3mo ago
Nowadays people expect their terminals to handle UTF-8, or at least the Latin-like subset of Unicode, without dealing with arcana such as codepages. For even the simplest fonts, rendering something like í likely requires drawing multiple glyphs: one for the dotless lowercase I stem, and one for the acute accent. It so happens that dotless lowercase I maps to a codepoint, but it is not generally true that a single extended grapheme cluster can be broken down into constituent codepoints. So even “simple” console output is nowadays complected by the details of Unicode-aware text rendering.
zokier•3mo ago
There are like at least half dozen open source terminal emulators that have decent performance text rendering if you want to look into how it is really done. It is not simple, but at this point I feel it is a largely solved problem.
gschizas•3mo ago
I feel that there might be a bigger difference by using Console Host vs Windows Terminal. Windows Terminal IIRC is GPU accelerated.

EDIT: The screenshot sure looks like Console Host.