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France's homegrown open source online office suite

https://github.com/suitenumerique
430•nar001•4h ago•204 comments

British drivers over 70 to face eye tests every three years

https://www.bbc.com/news/articles/c205nxy0p31o
134•bookofjoe•1h ago•113 comments

Start all of your commands with a comma (2009)

https://rhodesmill.org/brandon/2009/commands-with-comma/
438•theblazehen•2d ago•158 comments

Leisure Suit Larry's Al Lowe on model trains, funny deaths and Disney

https://spillhistorie.no/2026/02/06/interview-with-sierra-veteran-al-lowe/
26•thelok•1h ago•2 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
86•AlexeyBrin•5h ago•17 comments

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

https://openciv3.org/
778•klaussilveira•19h ago•241 comments

Stories from 25 Years of Software Development

https://susam.net/twenty-five-years-of-computing.html
35•vinhnx•3h ago•4 comments

First Proof

https://arxiv.org/abs/2602.05192
38•samasblack•2h ago•24 comments

Software Factories and the Agentic Moment

https://factory.strongdm.ai/
20•mellosouls•2h ago•17 comments

Reinforcement Learning from Human Feedback

https://arxiv.org/abs/2504.12501
56•onurkanbkrc•4h ago•3 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
1027•xnx•1d ago•584 comments

Coding agents have replaced every framework I used

https://blog.alaindichiappari.dev/p/software-engineering-is-back
173•alainrk•4h ago•231 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
168•jesperordrup•10h ago•62 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
24•rbanffy•4d ago•5 comments

StrongDM's AI team build serious software without even looking at the code

https://simonwillison.net/2026/Feb/7/software-factory/
18•simonw•2h ago•15 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

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

Vinklu Turns Forgotten Plot in Bucharest into Tiny Coffee Shop

https://design-milk.com/vinklu-turns-forgotten-plot-in-bucharest-into-tiny-coffee-shop/
5•surprisetalk•5d ago•0 comments

72M Points of Interest

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

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

https://github.com/valdanylchuk/breezydemo
265•isitcontent•20h ago•33 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•42 comments

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

https://github.com/pydantic/monty
277•dmpetrov•20h ago•147 comments

Ga68, a GNU Algol 68 Compiler

https://fosdem.org/2026/schedule/event/PEXRTN-ga68-intro/
35•matt_d•4d ago•10 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
546•todsacerdoti•1d ago•263 comments

Sheldon Brown's Bicycle Technical Info

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

What Is Ruliology?

https://writings.stephenwolfram.com/2026/01/what-is-ruliology/
65•helloplanets•4d ago•69 comments

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

https://vecti.com
364•vecti•22h ago•164 comments

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

https://eljojo.github.io/rememory/
338•eljojo•22h ago•207 comments

Show HN: Kappal – CLI to Run Docker Compose YML on Kubernetes for Local Dev

https://github.com/sandys/kappal
16•sandGorgon•2d ago•4 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
457•lstoll•1d ago•301 comments

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

https://github.com/microsoft/litebox
372•aktau•1d ago•195 comments
Open in hackernews

VRChat: “There are more Japanese creators than all other countries combined”

https://twitter.com/chyadosensei/status/2001356290531156159
77•numpad0•1mo ago

Comments

crooked-v•1mo ago
The Japanese market on Booth also seems to be much more original than the English-speaking market, or at least that's the impression I get from the ten billion English-description avatars out there that are the same "bone white goth girl with a huge chest" templates with different yet basically interchangeable overloads of tattoos and piercings.
jeffwask•1mo ago
Feels like there is some correlation here to the Anime / Manga industry, creating VR avatars and drawing manga characters aren't that far apart. Japan has always had a large pool of aspiring Anime and Manga artists, and this would be a pretty solid side hustle.
legacynl•1mo ago
what the hell is a 'VRChat creator'? They make VR chats?
Analemma_•1mo ago
You can commission people to make custom avatars for you if you don't know how to make one yourself. This is a fairly complex process, at least if you want a nice one that has full rigging and mocap support using external cameras and body tracking. I met someone at a party who does this as a side gig and brings in about $15K/year from it.
nomel•1mo ago
They can also include animations, emotes, outfits, etc.

There are some artistically impressive avatars out there.

numpad0•1mo ago
People that make 3D models and sell them on Etsy style websites for ~$50 each. Others then gather and buy them. It require basic skills in Unity to use them.

tbhimo, this is beyond bad omen to VRC and VR at large from profitability angle. To me it looks the exact path that Twitter went down.

t-writescode•1mo ago
What is a bad omen and why? That most of the creators are Japanese? Why?
numpad0•1mo ago
I'm a random person on the Internet with tinfoil hat on, but:

Twitter and Mastodon "went down" this same path. Once bunch of Japanese users figure it out, it's over for a webservice. The system will be pinned at capacity while hemorrhaging non-Japanese users, and any attempted improvements super-proportionately hurt metrics such that the operation only grow in expenditures.

Facebook never had this problem(they still have/had plenty of pornography, anime and not, even literal records of child abuse, just not key presence in/from Japan), and is in fact has been a tumbling snowball of cash.

Those content creators aren't malicious, and there still would be tons of non-monetizable values in the system, but the system that are shaped in this form is set up to be a money pit. My gut theories as to why are that maybe Japanese populace has sixth sense about incurring losses, subconsciously doing for the sake of it, and/or that Japanese people have significantly higher dopamine tolerance that systems that are just right in Japan are way too overwhelming to anyone else - a prime example of the latter being Elon Musk, who appear to be in an incomparably better cognitive state on literal abused substances than he is just browsing Twitter normally.

But whatever the mechanisms might be, the way I feel about "content from Japan > all others combined" situation is it's a "get the plane ticket now if you had cathedrals and national parks to see before you go" indication for the system.

t-writescode•1mo ago
Custom avatars and worlds.

Avatar creation requires a strong understanding of 3d modeling tools and some level of shader coding in many cases.

World creation is also 3d modeling, plus scripting to generate games, doors, etc, if the world has interactivity.

It’s quite lucrative if you’re good at it.

Jhsto•1mo ago
On a related note, does anyone have references which would explain VRChat (and the culture around it)? I'm not quite certain if the models are primarily used for comedic effect, role-play, or more of as a 'Ready Player One'-esque alternative identity. I think I know cases for the latter, but I feel like as someone who has never understood VR as a form of self-expression or played VRChat, I feel like I can't have the conversation with them.
cagenut•1mo ago
People Make Games did a mini documentary on almost exactly what you're asking: https://www.youtube.com/watch?v=4PHT-zBxKQQ

Its three years old so things have slightly matured.

jauntywundrkind•1mo ago
I find the vtuber effect pretty offputting myself. It's so flat.

It's going to wander into entirely different problems (one with a much more uncanny valley), but i'm curious to see how the field develops when facial animation systems start being able to parallel people's faces more.

cosmic_cheese•1mo ago
VTuber avatar expressiveness varies wildly depending on the software and avatar artists in question. With the right software and top tier avatars, it can be quite good, but high quality avatars are extremely time consuming to create and thus expensive so only the biggest streamers tend to have those. Some agencies also force usage of less advanced agency-proprietary software to prevent talent from using the avatars without authorization.
swores•1mo ago
Not quite the same as Vtuber avatars, but what you said about their software makes me think (hope) you might be able to answer a question I was wondering about the other day: is any software/models good enough yet to be able to replace the face of someone talking into a webcam with a different, photorealistic face - either that of a different existing person, or an entirely fictitious face - in real time, such that it could be used to pretend to be a different person on a live video call? Or, if not real time, how about for non-live videos, is there a tool that can do it well enough to be convincing without needing any manual editing?

And if the answer is no, how far away might it be?

(I'd be curious to play with it myself if such a thing exists and is publicly available, but the main reason I'd like to know is to keep an eye on how soon we might see faked video calls joining faked voice phone calls in the toolbox of financial scammers.)

cosmic_cheese•1mo ago
It’s not something I’ve looked into so I’m not sure. VTuber software output can be set up to appear as a webcam which can be used in Zoom and such, so that’d be the closest that I know of.
swores•1mo ago
No worries, thanks anyway
numpad0•1mo ago
It's a bit perplexing, but 1st gen VTubers were all 3D. They evolved through natural selection into current 2D forms, only slowly growing back supplemental 3D forms.

My guess as to why is that full 3D must have been extraneous cognitive load to viewers - xkcd wouldn't have been as popular as it is now if it had been drawn somehow by Rembrandt himself. It owes its success to Randall Munroe's minimalist art style. That kinds of things.

dotnet00•1mo ago
It's probably because high quality 3d is just much more expensive to do. You can easily do all sorts of effects in the constrained environment of a 2d model that take a lot more skill to pull off in 3d.

Plus, ultimately, the anime aesthetic is a 2d thing. It's a lot harder to make a 3d model look good in a 2d art style, as a ton of anime over the years have shown.

numpad0•1mo ago
A lot of them had 3D models and quit using it. So I doubt it had to do with the cost of making one. IMO the second one is much more likely.
unsignedint•1mo ago
I provide full livecast coverage by visiting every booth at Vket, which takes place in VRChat twice a year, and over time I’ve noticed some clear patterns.

In Japan, the market for 3D models and other VR/metaverse assets has steadily flourished. Within VRChat, it’s fairly common for users to purchase avatars from platforms like booth.pm and then customize them to their liking—sometimes as simply as changing colors, and other times by adding clothing, accessories, or other elements. The market itself is quite approachable: some avatars are used by thousands, or even tens of thousands, of people, while others cater to much more niche tastes. Either way, there’s something for almost everyone.

Originally, the focus was largely on avatars themselves. Over the years, however, we’ve seen a noticeable shift toward clothing and accessories. Looking at booths in recent Vket events, roughly 40%—if not close to half—of the offerings now fall into those categories. Tools such as ModularAvatar and Mochifitter have made applying and adjusting these items easier than ever, lowering the barrier even further. More broadly, many Japanese users don’t seem to find working with Unity particularly daunting, and that comfort level has helped form the foundation of the ecosystem we see today.

While comedy and roleplay certainly appear from time to time, many people treat their avatars as genuine representations of their identity. This doesn’t mean that identity is fixed—some users switch between multiple avatars—but there is often a strong sense of attachment. The avatar functions not merely as a surrogate in a virtual space, but as something that defines how they present themselves within that world.

This emphasis on originality, combined with a general avoidance of ripped game assets or avatars based on existing IPs (at least compared to trends outside Japan), appears to have played a significant role in shaping this distinctive Japanese VR culture.

bottlepalm•1mo ago
It's the next level of social gaming, being in VR makes the experience a lot more immersive and visceral.
cosmic_cheese•1mo ago
My impression is that across the board, Japan (and to a similar extent, other East Asian and some Southeast Asian countries) have outsized presence in online creative spaces.

Part of that comes down to sheer numbers, but I feel there’s cultural differences that go into it too. Having lived in Japan I found that relative to the US, the average person is more likely to be decent at drawing/doodling or have interest in other forms of art.

I don’t have any special insight to why that’s true (if my experience is representative of reality — n=1 and all), but my hunch is that it might come down to an overall less self-defeating and more supportive attitude towards self-expression through art… in the US it’s common for people to completely dismiss the possibility that they could ever create anything of value, citing things like lack of talent. There’s also a consistent undercurrent of a disparaging attitude towards artists which also doesn’t help.

With those cultural differences, it’s easy to see why one group could end up with a higher percentage of creators than the other.

bongodongobob•1mo ago
Government initiatives and subsidies. Big push to export culture post WW2. https://en.wikipedia.org/wiki/Cool_Japan#:~:text=Cool%20Japa...
fidotron•1mo ago
My experience is in the US they are no less talented, there is just a much wider abandonment of doing anything which isn't going to generate money, along with being disparaging towards anyone that does pursue things as an amateur.

i.e. being a "sports fan" is more socially acceptable than being someone that actually plays a sport enthusiastically but not at a high level.

cosmic_cheese•1mo ago
Yeah, I didn't word it well but part of that is exactly what I was getting at in my post. In the US there's a weird crab-bucket mentality thing going on where we shoot ourselves and each other down when making an attempt to skill up. Maybe worse, if you ignore that and skill up anyway those same people will take it as a personal insult and act like you're trying to be "better" than them. "You're one of us, stay where you belong." It's a truly bizarre dynamic.

The money part is real too, though. It gets baked in early. I've had to try to shut out that nagging voice in the back of my head myself.

venturecruelty•1mo ago
Well, consider how awful it is to be poor in the United States, and it makes sense why people work so hard to avoid it.
cosmic_cheese•1mo ago
That's totally understandable, but one would expect that it's something that's eventually grown out of as one ascends the ranks, and yet there's no shortage of very financially successful people who are in little danger of becoming impoverished who continue to act that way.
lanfeust6•1mo ago
I think this is in part projection of insecurity by low/middle classes, because rec sports are definitely a social status signal for upper classes. It's also "socially acceptable" to waste hours of time watching TV instead of hustling. Another data point as a counter is the popularity of video games. The only people saying they should just be for kids are aging boomers (in general)

I do agree though that there is a stronger social pressure to be enterprising. For young Americans I think the obsession is social media or youtube

unsignedint•1mo ago
I think part of it is that, in the US (and probably in many other countries too), the roles of maker and consumer tend to be more clearly separated. In contrast, among Japanese users, that line feels much more blurred.

One thing I’ve noticed is that there are a lot of “avatar worlds” where people just go in and pick premade avatars, but these are almost nonexistent—or at least not widely used—by Japanese audiences. The main exception seems to be worlds specifically designed for trying on sample avatars, rather than adopting them as-is.

jjpones•1mo ago
>...the roles of maker and consumer tend to be more clearly separated. In contrast, among Japanese users, that line feels much more blurred.

Seeing a Japanese singer I really enjoy listening to post clips of her Valorant gameplay with her own music playing in the background was quite jarring. I couldn't imagine something remotely similar happening with a pop-singer in the West. The closest analogue that comes to mind would be D&Diesel with Vin Diesel, where he played D&D (the nerd that he is) for a youtube video with the Critical Role cast.

underlipton•1mo ago
Beyonce did a Nintendo commercial once. That was amusing.
dotnet00•1mo ago
I think there is a genuine difference in the respect/appreciation for the arts between the two countries. Americans seem far more proud of their ignorance of the arts and in their lack of respect for artists.

I wonder if it might also be related to Japan's stronger laws against slander/libel and lack of fair use. I've seen many cases of harassed Japanese creators being able to drag their abusers into court in ways that seem very alien here

wkat4242•1mo ago
Agreed, I make a lot of stuff in my free time (cosplay related) and a lot of my older friends from Holland really frown on that saying it's "immature" and "I should do something more important with my time like doing a work course instead of playing dress up" :( The same with my projects at the makerspace, several people have asked me "why do you bother if you're not selling anything". People are so focused on money it's ridiculous. I just love the experience of dreaming something up and seeing it materialize. It gives me agency.

At least most of my more recent friends love it. But it's a bit off-putting.

A lot of my older friends don't think watching mediocre streaming shows or football is a waste of time though, no, that's "enjoying the fruits of hard work". Whatever.

deadbabe•1mo ago
Personal individuality in Japan is so repressed, people have no choice but to express themselves through art or online creative spaces.

In the US, there are more ways to express yourself, so art becomes less of an obvious outlet.

cosmic_cheese•1mo ago
Maybe in the countryside and smaller towns, but in Tokyo at least people express themselves through fashion and style quite unabashedly, especially in the parts with the largest populations of younger people.
bottlepalm•1mo ago
With full health coverage, people in Japan can pursue simpler jobs and get by, with more free time for artistic endeavors.
marcus_holmes•1mo ago
Most other countries have full health coverage, it's really just the USA that has such a broken health system.

That doesn't mean we do more art. I am considered unusual because I sketch, badly. I think it's this "why would you do something you're bad at?" attitude in our western culture that kills it for us.

bsder•1mo ago
And, yet, a Japanese mangaka living in squalid poverty with shitty health is practically a stereotypical meme.
lucyjojo•1mo ago
oh, they have full health coverage.

hell, i had full health coverage when i was an unemployed foreigner in japan.

nialv7•1mo ago
well japan has comiket. unlike the Western equivalents like Comicon, etc. which has been mostly captured by corporates as a channel of advertisement, comiket remained a grassroots market, where ordinary, individual artists can get a booth to sale whatever creative work they have produced. this is almost unimaginable in the West.

surely that has an enormous impact on the vitality of the creator community.

acheong08•1mo ago
London's MCM had a lot of original artists this year. Surprisingly not too corporate captures.
bitwize•1mo ago
If you walk into a computer/electronics store in Japan you're likely to see a bunch of Wacom (Japanese brand) gear out on display, and if you see that there'll be Photoshop open with the image of some anime girl that a previous shopper had drawn on the tablet.

I think you might be right. The Japanese seem to have a different attitude toward competence. It's just more expected that you get good at doing something. Cruise the bars of Japan and you're going to find a lot of girls who are pretty but not particularly intelligent, just like anywhere else in the world. But some of these approached me and tried to get me to give them English lessons. They wanted to learn English. I've been giggled at by the same kind of woman in the USA for even knowing more than one language.

_DeadFred_•1mo ago
I think you just don't see peoples' artistic side in the USA. People were always shocked if they happened to see my home music studio setup (which I tried hard to make sure they don't because then they want to hear my music, then we have to both do a social politeness dance when they hate it).

It's not ok/safe to share in the USA unless you are amazingly talented and conform to generic norms.

Maybe artists in Japan are more conformist so it's more safe to share, maybe they don't have to mirror popular standards so it's more safe to share.

It's also impossible to make it as an artist in the USA because of health costs. I could hardly justify jumping to working for myself and I had six figures of work a year lined up because insurance went up so much and coverage at the higher rate was way way worse. It really requires parents/spouse boot strap your career.

redwall_hp•1mo ago
"Share music but remain anonymous" is much more typical in Japan, I think. The whole Vocaloid music scene revolves around people using a handle and uploading videos. I can't think of many communities in the west that work that way, aside from maybe small EDM artists.

It's more common to know someone's name if they break out into more mainstream music, such as Kenshi Yonezu (he's done music for Ghibli, My Hero Academia and Square Enix...but some of his most famous work is under the name Hachi). There have been many others who have had that trajectory. Ayase (half of YOASOBI), Reol, Giga and Ryo (Supercell) come to mind.

I think there's also just more of a societal emphasis on craftsmanship and honing skill as its own end. The US has been smoking the capitalist crack pipe for so long everything is either about consuming or producing something of value for others to consume.

cosmic_cheese•1mo ago
Ado is another big name that came out of the anonymous online music scene out there.
crq-yml•1mo ago
I think the gap comes from the collective/individual divide found elsewhere in Japan/US comparisons. It's just a bit less obvious w/r to art.

In Japan there is a presumed collective endeavor to creativity. That starts in school and continues into the professional world: mangaka will plagiarize from each other in the pursuit of a collective storytelling lamguage (a concept introduced to me by Even A Monkey Can Draw Manga, a great humorous short read on simple realities of the industry with practical advice). Someone who makes a bad drawing is given a lot of leeway to be "pulled back in line", for better or or worse. The professionals complain that everyone copies from everyone else overly much, and the pressure at the top level to continuously put out high level work is deadly intense, but it creates the high standard of uniformity.

But the US culture guarantees a lot of awkward standoffish scenarios because, if you make art, it's positioned relative to the worst framing of your ambition, and this typically means you are viewed as a speculator, someone who is plotting a way to cash in without doing something for others. It's far more acceptable to say that you are an art teacher than an artist because then it locates you within the structure of the firm and the state, which is the "hidden" collective tendency in US culture: be as individual as you want if it builds the nation in balance sheet terms, otherwise you are a failure. Thus the observation from earlier in the thread that a sports fan is more deserving of respect than an amateur athlete - the fan is a consumer, they are participating in the market.

underlipton•1mo ago
Take with a grain of salt, as it's been quite a while since I've been to Japan, and I've never been able to make it to a (non-VR) convention. But, IIUC:

There's certainly more respect (and legal backing) for privacy in Japan, which makes things like producing uncommon, off-color, or even transgressive art less risky. People can't just take pictures of you in public and post them online. You're not expected to become an artistic personality, either. Your art (and perhaps a pseudonymous personality) can stand on its own, even when you make public appearances at physical markets, without any of it leaking out into your non-subculture life.

You're also not expected to turn the effort into a massive commercial effort. Some doujinshi are only produced in tiny runs that are meant to be distributed to friends, and maybe a handful of interested customers. That means that the production standards are more forgiving, the investment is smaller, and the barriers to trying again if a particular effort doesn't go so well are lower.

underlipton•1mo ago
Not surprised. 90% of Western VRChat users are furries *and weebs, and 90% of them just want to party. IIRC, a lot of the builders went to NeosVR and Resonite, particularly after the anti-cheat debacle.

V-ket is one of the largest virtual conventions on the platform, hosted out of - wait for it - Japan. (The winter edition is currently on-going, if anyone wants to check it out.)

andybak•1mo ago
I'm one of the maintainers of Open Brush (open-source continuation of Google's Tilt Brush) and a huge chunk of our community is in Japan as well as other East Asian countries. The language barrier is really frustrating as I'd love to engage with them more - respond to bug reports, feature requests etc).

(Open Brush can be used to create content for platforms such as VR Chat as well as being a way to create explorable spaces and artworks in it's own right)

arjie•1mo ago
Unsurprising. They have adopted these personas into the mainstream more than anyone else. Many of these personas also have visual characteristics typical of anime/manga. Anyway, I found it interesting that it's so mainstream that they have a minister in their government who claims to be attracted only to these fictional characters: https://x.com/onoda_kimi/status/1600805415909933056

>「早く結婚を」「子供を産め」 20代の頃から有権者に言われ続けてきたけど40になってもまだこの言葉をぶつけられる事にため息出ますわ。何歳になったら言われずに済むようになるのか。

> 3次元では国と結婚してるし、そもそもプライベートは2次専だって言ってるでしょ!!何度でも言うぞ2次専なの!!

Translated by ChatGPT to be

> “‘Hurry up and get married,’ ‘Have children’— I’ve been told these things by voters ever since my twenties, and even now that I’m 40, I still get these words thrown at me. It just makes me sigh. At what age will people finally stop saying this to me?

> In the 3D world, I’m married to the state, and besides, I’ve said that my private life is strictly 2D-only, right!! I’ll say it as many times as it takes—I’m 2D-only!!”

m4rtink•1mo ago
"married to the state" - now that's the spirit! :)
haolez•1mo ago
Never heard of it. Sounds cool. Is it useful for virtual office setups? With virtual screen sharing, etc.
throw3e98•1mo ago
No, it's like a nightclub, except full of anime characters and furries and other wacky avatars. Look it up on youtube.
t-writescode•1mo ago
Or minigolf, board games, etc with your friends across the world in about the closest approximation we have of physical in-same-room interaction over the internet.