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Start all of your commands with a comma

https://rhodesmill.org/brandon/2009/commands-with-comma/
56•theblazehen•2d ago•11 comments

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

https://openciv3.org/
637•klaussilveira•13h ago•188 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
935•xnx•18h ago•549 comments

What Is Ruliology?

https://writings.stephenwolfram.com/2026/01/what-is-ruliology/
35•helloplanets•4d ago•30 comments

How we made geo joins 400× faster with H3 indexes

https://floedb.ai/blog/how-we-made-geo-joins-400-faster-with-h3-indexes
113•matheusalmeida•1d ago•28 comments

Jeffrey Snover: "Welcome to the Room"

https://www.jsnover.com/blog/2026/02/01/welcome-to-the-room/
13•kaonwarb•3d ago•11 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
45•videotopia•4d ago•1 comments

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

https://github.com/valdanylchuk/breezydemo
222•isitcontent•13h ago•25 comments

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

https://github.com/pydantic/monty
214•dmpetrov•13h ago•106 comments

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

https://vecti.com
324•vecti•15h ago•142 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
374•ostacke•19h ago•94 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
478•todsacerdoti•21h ago•237 comments

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

https://github.com/microsoft/litebox
359•aktau•19h ago•181 comments

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

https://eljojo.github.io/rememory/
278•eljojo•16h ago•165 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
407•lstoll•19h ago•273 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
17•jesperordrup•3h ago•10 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
85•quibono•4d ago•21 comments

PC Floppy Copy Protection: Vault Prolok

https://martypc.blogspot.com/2024/09/pc-floppy-copy-protection-vault-prolok.html
57•kmm•5d ago•4 comments

Delimited Continuations vs. Lwt for Threads

https://mirageos.org/blog/delimcc-vs-lwt
27•romes•4d ago•3 comments

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
245•i5heu•16h ago•193 comments

Was Benoit Mandelbrot a hedgehog or a fox?

https://arxiv.org/abs/2602.01122
14•bikenaga•3d ago•2 comments

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
54•gfortaine•11h ago•22 comments

I spent 5 years in DevOps – Solutions engineering gave me what I was missing

https://infisical.com/blog/devops-to-solutions-engineering
143•vmatsiiako•18h ago•64 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/
1061•cdrnsf•22h ago•438 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
179•limoce•3d ago•96 comments

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
284•surprisetalk•3d ago•38 comments

Why I Joined OpenAI

https://www.brendangregg.com/blog/2026-02-07/why-i-joined-openai.html
137•SerCe•9h ago•125 comments

Show HN: R3forth, a ColorForth-inspired language with a tiny VM

https://github.com/phreda4/r3
70•phreda4•12h ago•14 comments

Female Asian Elephant Calf Born at the Smithsonian National Zoo

https://www.si.edu/newsdesk/releases/female-asian-elephant-calf-born-smithsonians-national-zoo-an...
28•gmays•8h ago•11 comments

FORTH? Really!?

https://rescrv.net/w/2026/02/06/associative
63•rescrv•21h ago•23 comments
Open in hackernews

Project Shadowglass

https://shadowglassgame.com
125•layer8•3mo ago

Comments

rappatic•3mo ago
This looks really cool and I will doubtless play, if it ever comes out. Unfortunately I get Hytale vibes from this website. I don't understand the point of announcing such a project, not least with such an elaborate landing page, so early in development.
vunderba•3mo ago
Agreed. I tend not to announce or even share plans for impending projects until I have something nominally concrete.

Interestingly there was a paper from a few years back where they found that a participant's commitment was found to diminish in the long term if they prematurely shared their goals.

https://psycnet.apa.org/record/2009-06873-015

Aeolun•3mo ago
It's to give yourself some form of accountability if you have a strong habit of never completing projects. When you've made a website for it, suddenly it feels like something that you need to work on.
zdc1•3mo ago
Given the call to action is to wishlist the game or subscribe to their mailing list, I guess they could use the interest to validate their idea or even to try and get funding.
Kiro•3mo ago
The standard marketing advice in game development is to announce your game and launch your Steam page as early as possible to start collecting wishlists. In fact, considering how much footage and gameplay they are showing off I would say they are announcing it too late. So I don't agree that it's too early in the development compared to other indie titles.
deckar01•3mo ago
I’m still waiting for Eitr.
jamilton•3mo ago
I’m sure miegakure is going to come out any day now.
uvaursi•3mo ago
I appreciate the work but as someone who grew up playing these games and quake and blood and all those novalogic titles, it was never about the graphics. They were just fun.

In a sense the pastiche nostalgia reminds me of the 80s retro boom. It is way over the top to the degree that nothing back then looked or sounded like that. It was more low key and subdued.

tclancy•3mo ago
As a child of the 80s, I see it as an homage to King’s Quest and games like that (with a touch of Defender of the Crown), but I suppose the beauty of an alpha release ad is it’s simply a Rorschach blot for us to project whatever we want to see on it.
allenu•3mo ago
I wouldn't go so far as to say it was "never" about the graphics. There was definitely a sense of wonder when I first saw Wolfenstein 3D, then Doom, and later Quake. It was the graphics that got you first and made you think, "Oh wow, I can wander around this world?!" Thankfully, they were fun games as well.

I think what's getting people interested in this project is the sense of wonder they get from the visuals. Who knows if they can deliver, but there's something about how this looks that gives me a sense of wonder.

LarsDu88•3mo ago
I like the pixelated look, but that's probably nostalgia. Presumably this effect was achieved using a shader rather than an old school software renderer like old-school Quake and Half-Life (the last games I remember where you could switch between OpenGL and "software renderer")
fallat•3mo ago
"Early alpha trailer"

For that reason, I'm out.

khazhoux•3mo ago
What separates being out from being in? None of us can play the game yet.
asadm•3mo ago
this seems to be inspired by the extremely viral ai-generated video:

https://x.com/de5imulate/status/1947024682118488116

quacked•3mo ago
I believe the concept for this project is an AI-generated pixel art GIF that went very viral on X a few months ago:

https://x.com/de5imulate/status/1947024682118488116

I am not sure this project is capturing the strangely compelling sense of scale shown in that GIF, but it's nice to see someone taking a shot at it.

zdrummond•3mo ago
It does not appear to be AI, and is a passion project by a single developer.

https://www.youtube.com/watch?v=v9FMp5QgOvY

Tiberium•3mo ago
The concept (the X link) is AI-generated with Midjourney, the game isn't.
karlgkk•3mo ago
I don’t think it’s ai because it correctly resolves both vertical and horizontal parallax with correct perspective lines applied to the scene - something ai still seems to struggle at greatly
Tiberium•3mo ago
Two other replies to this comment seem to have missed the fact that the inspiration for the game is AI-generated, the game itself is not made with AI.
xixixao•3mo ago
What makes you believe that? The video the author put out doesn’t mention that.

Cool gif nevertheless.

gyomu•3mo ago
https://x.com/de5imulate/status/1949291379655373061
Fraterkes•3mo ago
Ironically, I think a large part of the sense of scale comes from it being a vertical video. Really helps with stacking all these layers of environment on top of each other. Anyway, Rückenfigur (https://en.wikipedia.org/wiki/R%C3%BCckenfigur) style concept art where there's a tiny figure in front of a huge layered environment has been common in games for decades, the difference is that with ai we can create """concepts""" that look nearly like a playable demo.

This game looks cool, but also the trailer just showing 3 static scenes from the same angle for a minute is a sure sign that this is very very early.

ArtRichards•3mo ago
In a youtube demo, the author says he has been working on this idea for a while, and was motivated to deliver after the GIF. So, kinda? Thanks for the reference.

https://youtu.be/v9FMp5QgOvY?si=iKXJSNIuLiU5nOnj

lynndotpy•3mo ago
Makes me think of the voxel displacement renderer ( https://blog.danielschroeder.me/blog/voxel-displacement-mode... ) from a year ago.

I had an idea a little back about using hand-drawn mipmaps (.5x, 1x, 2x, etc) scales for sprites, with some method for nearest neighbor, (e.g. with a 3x scale taking pixels from the 2x and the 4x scale). I imagined I wasn't the first to have that idea, but it was just a passing thought. I wonder if OP is doing anything like that?

Anyways, very neat.

MattRix•3mo ago
That mipmaps thing is an interesting idea!
lynndotpy•3mo ago
I'm sure I wasn't the first to think of it, and I think that's roughly what we're seeing here: https://www.youtube.com/watch?v=v9FMp5QgOvY&t=108s

If you go frame by frame, the texture becomes more detailed, about 8x as many pixels. It looks like a normal LOD switch as the camera gets close to the wall. It might be a texture without enough in-between scales.

2muchcoffeeman•3mo ago
What’s the difference between this and voxels?
keyle•3mo ago
The difference is, this is "normal" geometry, with fixed 64x64 textures (or similar) mapped with hard edges (nearest-neighbour filtering, no bilinear/trilinear/blur).

Voxels is quite different: the world is made of cubes of 1 size or various size cubes (any texturing method can apply here, or without, some even use gradient shaders on the cubes).

So you get that pixel art vibe, mapped into the 3D world with smooth movements. The 3D window isn't made of stairs.

In this case, this is done "properly". Because some developers just use normal geometry, normal texturing with bilinear filtering, and slap a post processing shader on the camera view, which makes the view "blocky" without the world actually being blocky - which is cheap, and typically looks cheap.

Havoc•3mo ago
Love the name. They should keep it
rckt•3mo ago
> Wishlist and follow dev updates

How about no? Damn, this has been going on for a while now. I have around 5 titles in my wishlist that are dead by now.

jsmailes•3mo ago
Fun art style and I'm sure there's some interesting tech behind the renderer/shader - to my eye it looks like the pixels don't shift much as the camera pans, which would naturally happen a fair bit if you're simply doing nearest-neighbour sampling. I'd like to see some gameplay though; so far it's just a tech demo, albeit a very pretty one.
fishbacon•3mo ago
Looks amazing.

A recent game, Eclipsium[0], was a short horror game with a similar esthetic. I really liked it for the simple gameplay and the short (less than 4 hours) completion time.

I wonder if it can carry a larger scale.

[0] https://store.steampowered.com/app/2419670/Eclipsium/

the-kenny•3mo ago
Why would I want to play a game where the poor get poorer and the rich get richer, trying to get a bit less poor myself? I already do that in the real world.
Klaster_1•3mo ago
Any game you'd recommend where that's not true?
davedx•3mo ago
"3D pixel art" = a 3D engine running in a lower resolution? It looks like 320x200
mfro•3mo ago
Yeah, I don't think this is anything revolutionary. I was thinking they were actually doing something a-la DOOM's pseudo 3D, but no, this is definitely just downscaled 3D.
layer8•3mo ago
Downscaled 3D doesn’t create such a stable pixel structure across movements.
mfro•3mo ago
Depends on the technique used. Temporal methods don’t look this way but standard downscaling can.
layer8•3mo ago
I don’t really see how. What do you mean by “temporal methods”?
mfro•3mo ago
By temporal I refer to DLSS, FSR, TSR, etc. In this game's case, I imagine it's not as simple as downscaling, there is probably some shader work involved similar to this:

https://youtu.be/Cwh_TpouPfQ

layer8•3mo ago
DLSS, FSR, TSR are for upscaling, not downscaling, so I’m not sure how they would apply anyway.

The creator hints a bit at things in this video: https://youtu.be/v9FMp5QgOvY?t=2m55s

mfro•3mo ago
Temporal sampling techniques do (in supported titles) have the option to supersample and generate higher resolution images, but they are most commonly used to efficiently downsample for FPS gains with minimal quality degradation.

From the Wikipedia page for DLSS:

The goal of these technologies is to allow the majority of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that approximates the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference.

Pet_Ant•3mo ago
Yeah, it definitely seems like it is 3D. If it wasn't you'd expect a lot more pop-in and jumps when you cross a scaling threshold. It's a cool effect, but it's like a voxel pass on a 3D world AFAICT.
Rooster61•3mo ago
This is super trippy. I saw the screenshots first and though "Huh, they really nailed that early point-and-click RPG vibe. Neat, but only mildly interesting". Then I clicked on the video and realized it's 3D. "Oh..."

The castle in the distance really gives me some sort of surreal feeling of fleshing out areas that didn't exist in the old games. Back then, the highly degraded road in the distance you understood to just sort of be skipped if you clicked on the castle, whereas with this, that little brown, poorly rendered strip is an actual place you will traverse and have come alive. Neat.

jdlyga•3mo ago
This is everything we imagined point and click games to be as kids.
layer8•3mo ago
The creator talks a bit more about it in this video: https://youtu.be/v9FMp5QgOvY