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

https://openciv3.org/
391•klaussilveira•5h ago•85 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
750•xnx•10h ago•459 comments

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

https://github.com/pydantic/monty
118•dmpetrov•5h ago•49 comments

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

https://github.com/valdanylchuk/breezydemo
131•isitcontent•5h ago•14 comments

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

https://vecti.com
234•vecti•7h ago•113 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
28•quibono•4d ago•2 comments

A century of hair samples proves leaded gas ban worked

https://arstechnica.com/science/2026/02/a-century-of-hair-samples-proves-leaded-gas-ban-worked/
57•jnord•3d ago•3 comments

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

https://github.com/microsoft/litebox
302•aktau•11h ago•152 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
304•ostacke•11h ago•82 comments

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

https://eljojo.github.io/rememory/
160•eljojo•8h ago•121 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
377•todsacerdoti•13h ago•214 comments

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

https://github.com/phreda4/r3
44•phreda4•4h ago•7 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
305•lstoll•11h ago•230 comments

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

https://infisical.com/blog/devops-to-solutions-engineering
100•vmatsiiako•10h ago•34 comments

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
167•i5heu•8h ago•127 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
138•limoce•3d ago•76 comments

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
223•surprisetalk•3d ago•29 comments

FORTH? Really!?

https://rescrv.net/w/2026/02/06/associative
36•rescrv•12h ago•17 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/
956•cdrnsf•14h ago•413 comments

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
8•gfortaine•2h ago•0 comments

PC Floppy Copy Protection: Vault Prolok

https://martypc.blogspot.com/2024/09/pc-floppy-copy-protection-vault-prolok.html
7•kmm•4d ago•0 comments

Evaluating and mitigating the growing risk of LLM-discovered 0-days

https://red.anthropic.com/2026/zero-days/
33•lebovic•1d ago•11 comments

I'm going to cure my girlfriend's brain tumor

https://andrewjrod.substack.com/p/im-going-to-cure-my-girlfriends-brain
30•ray__•1h ago•6 comments

Claude Composer

https://www.josh.ing/blog/claude-composer
97•coloneltcb•2d ago•68 comments

The Oklahoma Architect Who Turned Kitsch into Art

https://www.bloomberg.com/news/features/2026-01-31/oklahoma-architect-bruce-goff-s-wild-home-desi...
17•MarlonPro•3d ago•2 comments

Show HN: Smooth CLI – Token-efficient browser for AI agents

https://docs.smooth.sh/cli/overview
76•antves•1d ago•56 comments

Show HN: Slack CLI for Agents

https://github.com/stablyai/agent-slack
37•nwparker•1d ago•8 comments

How virtual textures work

https://www.shlom.dev/articles/how-virtual-textures-really-work/
23•betamark•12h ago•22 comments

Evolution of car door handles over the decades

https://newatlas.com/automotive/evolution-car-door-handle/
38•andsoitis•3d ago•61 comments

The Beauty of Slag

https://mag.uchicago.edu/science-medicine/beauty-slag
27•sohkamyung•3d ago•3 comments
Open in hackernews

GSWT: Gaussian Splatting Wang Tiles

https://yunfan.zone/gswt_webpage/
118•klaussilveira•2mo ago

Comments

abetusk•2mo ago
There's no link to the paper, so I can only infer, but, if I understand correctly, this is a very simple idea: take a single Gaussian splat "tile" and find a cut when two copies are placed near each other and overlapping, using dynamic programming to vary the size of overlap and where the cut should be. Have a variety of cuts to break a uniform tiling (the Wang tiles part) and now you have different tiles with different nearest neighbor constraints that you can use to tile the plane.

Probably a lot of details to be worked out in how to stitch Gaussian splats together but I imagine it's pretty do-able.

I think one of the problems with Gaussian splatting is generating content. You can take a static picture of something but it's hard to know how to use it for interaction. This is a way to generate 3d textured sheets, like sunflower fields, walls, caves, etc.

In my opinion, great idea.

jayd16•2mo ago
You could always make cinema quality environments in a traditional pipeline and render the splats offline for later realtime consumption.
VikingCoder•2mo ago
Everybody Wang Tiles tonight.

But seriously, I didn't realize I wanted this. I was hoping to experiment with just repeating the same tile. This gives me hope that other people will make these techniques approachable.

slater•2mo ago
> Everybody Wang Tiles tonight

Damn you for putting this ear worm in my head

Jgoauh•2mo ago
Crazy to see 2 of my niche interests interact. Great idea, you could extent the idea to use example based texture synthesis, such as Image Quilting https://www.merl.com/publications/docs/TR2001-17.pdf
wiz21c•2mo ago
The gaussian splatting never cease to amaze me. I wonder if it would be OK to proceduraly (not by LLM) generate natural worlds for video games with that...
michaelmior•2mo ago
The in-browser demo is very cool! It's not clear from the linked page, but the GitHub repo[0] includes links to sample tile datasets that can be used for the demo.

[0] https://github.com/zengyf131/gswt_renderer

jjcm•2mo ago
Very cool, performance is abysmal at least on my m1 pro mac though - only getting ~2fps.
jasonjmcghee•2mo ago
It works "fine" on my M4 - didn't check the FPS.

If you hold "Space" you move faster - there were a LOT of settings in the egui pop-up that could probably help...

jasonjmcghee•2mo ago
Took a while to figure it out, but no mouse looking AFAICT:

WASD for movement, IJKL for looking, Space for "a bit faster"

araes•2mo ago
To the original authors, really needs a default tileset for the demo, with maybe a link to the files. An an progress/upload bar for when you're trying to upload a .zip. Tried, and appeared to stall out for minutes on upload with no response.
jasonjmcghee•2mo ago
This is very cool. I wonder how well it could be combined with Wave Function Collapse (or the Nested variant)

[1] https://github.com/mxgmn/WaveFunctionCollapse

[2] https://nyh-dolphin.github.io/en/research/n_wfc/

reactordev•2mo ago
Can we get a demo of this with a wind modifier added. My goodness! I can’t wait to explore virtual worlds with this kind of grass/foliage detail.
lawlessone•2mo ago
Is it possible to make them skew(the right word here ?) in some way so that they could appear to blow in a breeze?
rallyforthesun•2mo ago
Most implementations of 3d gaussian splats are static. They are based on pointclouds and not polygons. As these are captured with images and generated from them, the process has no semantic understanding of its content. There is no technical way to rig each flower or move vertices like in traditional 3d animation. It is mainly a pointcloud with no segmentation.

But there are projects working on the semantic part, which could open a way to animate the detected objects individually in future.

lawlessone•2mo ago
I i wasn't thinking individual flowers, though that would be nice, but maybe whole tiles somehow
rallyforthesun•2mo ago
It is possible to import a 3d gaussian splat into houdini and animate it there. https://m.youtube.com/watch?v=3u9SAmr61gA
semi-extrinsic•2mo ago
For something as simple as this, you could probably just move the splats around with

  (x_hat*sin(y*t) + y_hat*sin(x*t))*exp((z_l-z_h)/2*z_h)
where (x_hat,y_hat) are your basis vectors in the plane, z_l is the local z coordinate (subtract the terrain modifier used to move tiles up/down) , and z_h is the height of a flower.

Or if you want to be more advanced, generate some curl noise and use it as a prefactor instead of x,y inside the sin(). And include the corresponding up-down motion as the stalks are constant length.

kfarr•2mo ago
Yes just like there are shaders for the same thing with mesh-based grass. This repo already has some animation abilities: https://github.com/sparkjsdev/spark?tab=readme-ov-file#featu...
joegibbs•2mo ago
It looks great but I think the static-ness of gaussian splats is what's holding it back. You can't easily animate them or properly relight them like with polygonal rendering, so it's hard to combine two differently lit things. If someone came up with some kind of neural relighting for them or something it would be huge.
chii•2mo ago
As an avid player of farming simulator, this is very interesting and i can see so many potential applications for it.
foota•2mo ago
This is neat and I don't want to be too snarky, but I had to chuckle as the specificity of "However, extending 3DGS to synthesize large-scale or infinite terrains from a single captured exemplar—remains an open challenge.".
nullc•2mo ago
Microsoft research had some good publications on generating infinite non-repeating textures by (IIRC) markov-filling an aperiodic tile set, including creating video textures. I tried to find the examples a few months ago but the old URLs I'd bookmarked were no longer working.