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Start all of your commands with a comma (2009)

https://rhodesmill.org/brandon/2009/commands-with-comma/
233•theblazehen•2d ago•68 comments

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

https://openciv3.org/
694•klaussilveira•15h ago•206 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
6•AlexeyBrin•1h ago•0 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
962•xnx•20h ago•555 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
130•matheusalmeida•2d ago•35 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
67•videotopia•4d ago•6 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
54•jesperordrup•5h ago•24 comments

Jeffrey Snover: "Welcome to the Room"

https://www.jsnover.com/blog/2026/02/01/welcome-to-the-room/
36•kaonwarb•3d ago•27 comments

ga68, the GNU Algol 68 Compiler – FOSDEM 2026 [video]

https://fosdem.org/2026/schedule/event/PEXRTN-ga68-intro/
10•matt_d•3d ago•2 comments

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

https://github.com/valdanylchuk/breezydemo
236•isitcontent•15h ago•26 comments

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

https://github.com/pydantic/monty
233•dmpetrov•16h ago•124 comments

Where did all the starships go?

https://www.datawrapper.de/blog/science-fiction-decline
32•speckx•3d ago•21 comments

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

https://vecti.com
335•vecti•17h ago•147 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
502•todsacerdoti•23h ago•244 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
386•ostacke•21h ago•97 comments

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

https://eljojo.github.io/rememory/
300•eljojo•18h ago•186 comments

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

https://github.com/microsoft/litebox
361•aktau•22h ago•185 comments

UK infants ill after drinking contaminated baby formula of Nestle and Danone

https://www.bbc.com/news/articles/c931rxnwn3lo
10•__natty__•3h ago•0 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
425•lstoll•21h ago•282 comments

PC Floppy Copy Protection: Vault Prolok

https://martypc.blogspot.com/2024/09/pc-floppy-copy-protection-vault-prolok.html
68•kmm•5d ago•10 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
96•quibono•4d ago•22 comments

Was Benoit Mandelbrot a hedgehog or a fox?

https://arxiv.org/abs/2602.01122
21•bikenaga•3d ago•11 comments

The AI boom is causing shortages everywhere else

https://www.washingtonpost.com/technology/2026/02/07/ai-spending-economy-shortages/
19•1vuio0pswjnm7•1h ago•5 comments

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
264•i5heu•18h ago•216 comments

Delimited Continuations vs. Lwt for Threads

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

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
64•gfortaine•13h ago•28 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/
1076•cdrnsf•1d ago•460 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...
39•gmays•10h ago•13 comments

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
298•surprisetalk•3d ago•44 comments

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

https://infisical.com/blog/devops-to-solutions-engineering
154•vmatsiiako•20h ago•72 comments
Open in hackernews

Geometric Algorithms for Translucency Sorting in Minecraft [pdf]

https://douira.dev/assets/document/douira-master-thesis.pdf
77•HeliumHydride•1mo ago

Comments

jacobp100•1mo ago
I had a blog post on something similar (but less sophisticated)

https://jacobdoescode.com/2025/05/18/precomputing-transparen...

Sharlin•1mo ago
This is… essentially a BSP tree traversal without splitting polys that straddle a partition plane, right?
gatane•1mo ago
This looks interesting! Thanks for sharing it, wonder if anyone else has related content.
zoenolan•1mo ago
- Stencil Routed A-buffer [1]

- Multi-Fragment Effects on the GPU using the k-Buffer [2]

- Production Volume Rendering [3]

- Translucent Shadow Maps [4]

[1] https://developer.download.nvidia.com/presentations/2007/sig...

[2] https://www.sci.utah.edu/~stevec/papers/kbuffer.pdf

[3] https://graphics.pixar.com/library/ProductionVolumeRendering...

[4] https://www.scribd.com/document/657069029/Translucent-Shadow...

user____name•1mo ago
Emil Persson's GPU BSP traversal demo (2017) https://www.humus.name/index.php?page=3D&ID=92
ANighRaisin•1mo ago
Binary Space partitioning (https://en.wikipedia.org/wiki/Binary_space_partitioning) is an elegant algorithm that solves this issue. This has fallen out of popularity due to the invention of the depth buffer and the power of modern GPUs, but it was used in DOOM and Quake.

This technique, due to the unique limitation of the children's drag-and-drop coding platform, Scratch, has made it proliferate in the 3D community. https://scratch.mit.edu/projects/1203675921 is an example of such a project.

ANighRaisin•1mo ago
A prettier demo: https://turbowarp.org/984959784/fullscreen?stuck&hqpen&fps=6...
SiempreViernes•1mo ago
Man Dust in 1.6! At first instantly familiar but then things didn't make sense and I realise I was in an alien land.
seg_lol•1mo ago
Within 2 seconds I knew exactly where this was and I haven't played in 20 years. Dust is forever.
CamperBob2•1mo ago
They seem to point out some examples in section 4 that can't be handled with space partioning. I'll confess I don't follow the reasoning. Figure 4.2 is the go-to example of a sorting problem that is handled with BSP trees.
user____name•1mo ago
It works, it may just degenerate into a worst case scenario, and this particular scenario is pretty common in minecraft.

I think this is particular to auto-partitioning BSPs where the splitting planes are aligned with scene geometry.

taneq•1mo ago
For rendering voxel data like in a minecraft world I’d think an octree would be the go-to data structure.
douira•1mo ago
Hi, it’s me, the author. In this thesis the focus was on techniques that don’t involve splitting the geometry into pieces, and the objects in Figure 4.2 can’t be partitioned without splitting. In later iterations of the implementation I have added splitting and I’ve detailed this in a talk I gave at Blanketcon 2025 (https://douira.dev/assets/document/presentation-blanketcon25...), but the algorithm still attempts to avoid it as much as possible since it can explode the amount of quads in the worst case.
djmips•1mo ago
BSP was not used in Doom and Quake for rendering translucency.
taneq•1mo ago
Okay. BSP trees were the basis of the Doom WAD format and were used for visible surface determination and depth sorting, though. Seems relevant.
NotGMan•1mo ago
There was an old AMD/Ati demo where they did per-pixel sorting, basicaly a per pixel linked list of fragments.

In general: https://en.wikipedia.org/wiki/Order-independent_transparency

rendaw•1mo ago
Only slightly related, but since Minecraft seems to have a lot of community graphics programming associated with it I thought I'd ask here...

Does anyone know how those Minecraft realistic rendering mods work? I'm guessing today there's a lot of RTX, but e.g. in 2018 there was still fairly impressive global illumination in SEUS Renewed. Minecraft is the definition of a world with dynamic geometry, and I'm not aware of any decent realtime GI algorithms for 3d. The lighting in base Minecraft is a super basic and ugly hack. I've seen Unity's dynamic GI features and those are nowhere near as good either.

HeliumHydride•1mo ago
I don't know much about lighting, but looking at the source code of the shaders might give a clue. https://modrinth.com/discover/shaders has a lot of shaders that change the lighting. In other parts of the rendering pipeline, there are some very impressive mods utilizing GPU magic. One of them is Voxy (https://modrinth.com/mod/voxy), one that massively increases render distance with mesh shaders and level-of-detail based rendering.
rendaw•1mo ago
Ah yeah, I was mostly interested in lighting, but that's really interesting too.

Voxy's LOD thing... so like, I guess what they do is when you're in an area so that area's high LOD assets are loaded, it computes the lower LOD and saves it, and then as you move around you get a library of more and more lower LODs? And since modifications to geometry only happen when you're nearby the LODs are static? I'd love to see a writeup of that too...

amlib•1mo ago
A lot of non raytracing GI solutions uses voxel grids on top of the world geometry, SVOGI is one of the fancy ones used in cry engine games. I imagine since minecraft essentially gives a voxel grid to you for "free" most of minecraft GI solutions also uses a similar technique.
jjoe•1mo ago
Three-pass method analysis of the paper: https://papersplain.com/sample/19d93721d4de21982ca5d81ec6396...
Lucasoato•1mo ago
If you’re marveled by these articles, I suggest you to read this blog: https://0fps.net/

It inspired me so much back when I was graduating in mathematics, the author is a genius.