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What we talk about when we talk about sideloading

https://f-droid.org/2025/10/28/sideloading.html
833•rom1v•10h ago•391 comments

ChatGPT's Atlas: The Browser That's Anti-Web

https://www.anildash.com//2025/10/22/atlas-anti-web-browser/
103•AndrewDucker•3d ago•49 comments

EuroLLM: LLM made in Europe built to support all 24 official EU languages

https://eurollm.io/
550•NotInOurNames•13h ago•426 comments

Tinkering is a way to acquire good taste

https://seated.ro/blog/tinkering-a-lost-art
196•jxmorris12•7h ago•145 comments

Generative AI Image Editing Showdown

https://genai-showdown.specr.net/image-editing
195•gaws•7h ago•38 comments

Boring is what we wanted

https://512pixels.net/2025/10/boring-is-what-we-wanted/
248•Amorymeltzer•8h ago•128 comments

Tips for stroke-surviving software engineers

https://blog.j11y.io/2025-10-29_stroke_tips_for_engineers/
9•padolsey•44m ago•4 comments

Keeping the Internet fast and secure: introducing Merkle Tree Certificates

https://blog.cloudflare.com/bootstrap-mtc/
91•tatersolid•5h ago•31 comments

Project Shadowglass

https://shadowglassgame.com
45•layer8•3h ago•16 comments

The AirPods Pro 3 flight problem

https://basicappleguy.com/basicappleblog/the-airpods-pro-3-flight-problem
360•andrem•14h ago•211 comments

Why do some radio towers blink?

https://www.jeffgeerling.com/blog/2025/why-do-some-radio-towers-blink
122•warrenm•8h ago•86 comments

Gluing and framing a 9000-piece jigsaw

https://river.me/blog/puzzle-glue-9000/
10•busymom0•2d ago•0 comments

HTTPS by default

https://security.googleblog.com/2025/10/https-by-default.html
134•jhalderm•10h ago•138 comments

Fil-C: A memory-safe C implementation

https://lwn.net/SubscriberLink/1042938/658ade3768dd4758/
158•chmaynard•11h ago•42 comments

Using AI to negotiate a $195k hospital bill down to $33k

https://www.threads.com/@nthmonkey/post/DQVdAD1gHhw
868•stevenhubertron•12h ago•771 comments

Mapping the off-target effects of every FDA-approved drug in existence

https://www.owlposting.com/p/mapping-the-off-target-effects-of
123•abhishaike•10h ago•26 comments

We need a clearer framework for AI-assisted contributions to open source

https://samsaffron.com/archive/2025/10/27/your-vibe-coded-slop-pr-is-not-welcome
228•keybits•17h ago•117 comments

Nvidia takes $1B stake in Nokia

https://www.cnbc.com/2025/10/28/nvidia-nokia-ai.html
157•kjhughes•12h ago•96 comments

Samsung makes ads on smart fridges official with upcoming software update

https://arstechnica.com/gadgets/2025/10/samsung-makes-ads-on-3499-smart-fridges-official-with-upc...
459•stalfosknight•9h ago•373 comments

Ubiquiti SFP Wizard

https://blog.ui.com/article/welcome-to-sfp-liberation-day
219•eXpl0it3r•14h ago•163 comments

The Geomys Standard of Care

https://words.filippo.io/standard-of-care/
3•gpi•5d ago•0 comments

Apple will phase out Rosetta 2 in macOS 28

https://developer.apple.com/documentation/apple-silicon/about-the-rosetta-translation-environment
55•summarity•4d ago•93 comments

Our LLM-controlled office robot can't pass butter

https://andonlabs.com/evals/butter-bench
181•lukaspetersson•14h ago•96 comments

The decline of deviance

https://www.experimental-history.com/p/the-decline-of-deviance
122•zdw•12h ago•105 comments

I've been loving Claude Code on the web

https://ben.page/claude-code-web
109•speckx•11h ago•83 comments

1X Neo – Home Robot - Pre Order

https://www.1x.tech/order
114•denysvitali•10h ago•105 comments

Cheese Crystals (2019)

https://snipettemag.com/cheese-crystals/
74•Kaibeezy•5d ago•49 comments

SigNoz (YC W21) Is Hiring DevRel Engineers in the US – Open Source O11y Platform

https://jobs.ashbyhq.com/SigNoz/8447522c-1163-48d0-8f55-fac25f64a0f3
1•pranay01•11h ago

A brief history of random numbers (2018)

https://crates.io/crates/oorandom#a-brief-history-of-random-numbers
184•todsacerdoti•14h ago•60 comments

Show HN: Butter – A Behavior Cache for LLMs

https://www.butter.dev/
29•edunteman•8h ago•19 comments
Open in hackernews

Project Shadowglass

https://shadowglassgame.com
45•layer8•3h ago

Comments

rappatic•2h 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•2h 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•1h 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•27m 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.
uvaursi•2h 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•1h 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.
LarsDu88•2h 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•1h ago
"Early alpha trailer"

For that reason, I'm out.

asadm•1h ago
this seems to be inspired by the extremely viral ai-generated video:

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

quacked•1h 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•15m ago
It does not appear to be AI, and is a passion project by a single developer.

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

lynndotpy•1h 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•59m ago
That mipmaps thing is an interesting idea!
lynndotpy•30m 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•45m ago
What’s the difference between this and voxels?
keyle•32m 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.