frontpage.
newsnewestaskshowjobs

Made with ♥ by @iamnishanth

Open Source @Github

fp.

What an unprocessed photo looks like

https://maurycyz.com/misc/raw_photo/
337•zdw•2h ago•87 comments

Show HN: My app just won best iOS Japanese learning tool of 2025 award

https://skerritt.blog/best-japanese-learning-tools-2025-award-show/
23•wahnfrieden•57m ago•1 comments

Stepping down as Mockito maintainer after 10 years

https://github.com/mockito/mockito/issues/3777
191•saikatsg•4h ago•90 comments

Unity's Mono problem: Why your C# code runs slower than it should

https://marekfiser.com/blog/mono-vs-dot-net-in-unity/
84•iliketrains•3h ago•32 comments

62 years in the making: NYC's newest water tunnel nears the finish line

https://ny1.com/nyc/all-boroughs/news/2025/11/09/water--dep--tunnels-
37•eatonphil•1h ago•10 comments

Spherical Cow

https://lib.rs/crates/spherical-cow
23•Natfan•1h ago•1 comments

MongoBleed Explained Simply

https://bigdata.2minutestreaming.com/p/mongobleed-explained-simply
76•todsacerdoti•3h ago•17 comments

PySDR: A Guide to SDR and DSP Using Python

https://pysdr.org/content/intro.html
91•kklisura•4h ago•6 comments

Slaughtering Competition Problems with Quantifier Elimination

https://grossack.site/2021/12/22/qe-competition.html
15•todsacerdoti•1h ago•0 comments

Researchers Discover Molecular Difference in Autistic Brains

https://medicine.yale.edu/news-article/molecular-difference-in-autistic-brains/
30•amichail•2h ago•7 comments

Growing up in “404 Not Found”: China's nuclear city in the Gobi Desert

https://substack.com/inbox/post/182743659
677•Vincent_Yan404•18h ago•295 comments

Why I Disappeared – My week with minimal internet in a remote island chain

https://www.kenklippenstein.com/p/why-i-disappeared
27•eh_why_not•3h ago•1 comments

Time in C++: Inter-Clock Conversions, Epochs, and Durations

https://www.sandordargo.com/blog/2025/12/24/clocks-part-5-conversions
19•ibobev•2d ago•3 comments

Remembering Lou Gerstner

https://newsroom.ibm.com/2025-12-28-Remembering-Lou-Gerstner
62•thm•6h ago•28 comments

Building a macOS app to know when my Mac is thermal throttling

https://stanislas.blog/2025/12/macos-thermal-throttling-app/
223•angristan•13h ago•97 comments

CEOs are hugely expensive. Why not automate them?

https://www.newstatesman.com/business/companies/2023/05/ceos-salaries-expensive-automate-robots
146•nis0s•1h ago•115 comments

Dolphin Progress Report: Release 2512

https://dolphin-emu.org/blog/2025/12/22/dolphin-progress-report-release-2512/
69•akyuu•3h ago•5 comments

Doublespeak: In-Context Representation Hijacking

https://mentaleap.ai/doublespeak/
45•surprisetalk•6d ago•5 comments

Intermission: Battle Pulses

https://acoup.blog/2025/12/18/intermission-battle-pulses/
6•Khaine•2d ago•0 comments

Learn computer graphics from scratch and for free

https://www.scratchapixel.com
168•theusus•13h ago•22 comments

Software engineers should be a little bit cynical

https://www.seangoedecke.com/a-little-bit-cynical/
107•zdw•3h ago•80 comments

As AI gobbles up chips, prices for devices may rise

https://www.npr.org/2025/12/28/nx-s1-5656190/ai-chips-memory-prices-ram
35•geox•2h ago•24 comments

Fast Cvvdp Implementation in C

https://github.com/halidecx/fcvvdp
3•todsacerdoti•1h ago•0 comments

Show HN: Pion SCTP with RACK is 70% faster with 30% less latency

https://pion.ly/blog/sctp-and-rack/
33•pch07•6h ago•5 comments

How to Complain

https://outerproduct.net/trivial/2024-03-25_complain.html
5•ysangkok•1h ago•1 comments

One year of keeping a tada list

https://www.ducktyped.org/p/one-year-of-keeping-a-tada-list
218•egonschiele•6d ago•61 comments

John Malone and the Invention of Liquid-Based Engines

https://permalink.lanl.gov/object/tr?what=info:lanl-repo/lareport/LA-UR-93-1350-25
14•akshatjiwan•4d ago•2 comments

Show HN: Phantas – A browser-based binaural strobe engine (Web Audio API)

https://phantas.io
16•AphantaZach•4h ago•7 comments

Oral History of Richard Greenblatt (2005) [pdf]

https://archive.computerhistory.org/resources/text/Oral_History/Greenblatt_Richard/greenblatt.ora...
9•0xpgm•3d ago•0 comments

Langfuse (YC W23) Is Hiring in Berlin, Germany

https://langfuse.com/careers
1•clemo_ra•12h ago
Open in hackernews

Unity's Mono problem: Why your C# code runs slower than it should

https://marekfiser.com/blog/mono-vs-dot-net-in-unity/
83•iliketrains•3h ago

Comments

makotech221•2h ago
Yeah I think Unity just doesn't have the technical skillset anymore to make the migration to coreclr. It keeps getting delayed and their tech leads keep dropping out.

Might I suggest https://github.com/stride3d/stride, which is already on .net 10 and doesn't have any cross-boundary overhead like Unity.

WillPostForFood•1h ago
Progress has been painfully slow, but Unity does seem to be moving forward.

Unity updates on their plans and progress:

2022 - officially announced plans to switch to CoreCLR - https://unity.com/blog/engine-platform/unity-and-net-whats-n...

2023 - Tech update - https://unity.com/blog/engine-platform/porting-unity-to-core...

Unite 2025 - CoreCLR based player scheduled for Unity 6.7 in 2026 - https://digitalproduction.com/2025/11/26/unitys-2026-roadmap...

teraflop•1h ago
Maybe they are making progress. But given that they first started talking about this in 2018, and then in 2022 they announced that they were planning to release a version with CoreCLR in 2023, and then in 2024 they said it would be in beta in 2025, and now in 2025 they're planning to release it as a technical preview in 2026, but they're still talking about an "internal proof-of-concept" as though it's something coming in the future...

As an outsider, it certainly seems like there's reason for skepticism.

cheschire•59m ago
Well they made some business decisions in the middle of that timeline that cut their funds quite a bit, not to mention probably scared off some good talent.
whstl•11m ago
I've seen similar things from the inside in other companies. Even existential threats (like lack of Apple Silicon support for performance-critical software), getting heavily delayed because the feature treadmill won't stop and the "important thing" is a pet project of some engineer. It is basically death by a thousand papercuts, where nobody can say what the focus is.

People complain about web development but working with native apps can be depressing sometimes.

bentt•1h ago
Nice link, thanks.
999900000999•1h ago
Stride has a fraction of the features as unity.

Godot is the only real open source competitor, their C# support is spotty. If I can't build to Web it's useless for game jams as no one should be downloading and running random binaries.

A real sandbox solution with actual GPU support is needed.

eole666•1h ago
Godot 4 C# web export is coming soon : https://github.com/godotengine/godot/pull/106125
999900000999•1h ago
We'll see when it actually ships.

I've seen this issue before, they're making progress but theirs no firm release date.

Plus you then have to extensive testing to see what works in Web builds and what doesn't. I REALLY enjoy vibe coding in Godot, but it's still behind Unity in a lot of ways.

ramon156•38m ago
Naive question but why not use GDscript? I haven't had any issues with it
999900000999•9m ago
I'll vibe code stuff in GDscript, and I guess I more or less understand some of it.

But C# is what I've used for over a decade. C# has vastly better IDE support. It's a more complete language.

Plus a lot of C# assets/libraries don't really have GDScript counterparts.

dustbunny•39m ago
Writing C# in godot is a bad choice. Use GDScript and directly write c++ as a module. Skip "HD extension" completely. Godots build system is easy enough to use. Just add new classes to the engine using c++ if you don't want to use GDScript. The GDScript workflow is honestly great. Using C# is like the worst of all worlds.
Rochus•2h ago
That's interesting. I made measurements with Mono and CoreCLR some years ago, but only with a single thread, and I came to the conclusion that their performance was essentially the same (see https://rochus.hashnode.dev/is-the-mono-clr-really-slower-th...). Can someone explain what benchmarks were actually used? Was it just the "Simple benchmark code" in listing 1?
eterm•1h ago
What's going on with the Mandelbrot result in that post?

I don't beleive such a large regression from .NET framework to CoreCLR.

to11mtm•1h ago
NGL would be nice if there was a clear link to the cases used both for OP as well as who you are replying to... Kinda get it in OP's case tho.
to11mtm•1h ago
I think a lot of the devil is in the details, especially when we look at NET8/NET10 and the various other 'boosts' they have added to code.

But also, as far as this article, it's noting a noting a more specific use case that is fairly 'real world'; Reading a file (I/O), doing some form of deserialization (likely with a library unless format is proprietary) and whatever 'generating a map' means.

Again, this all feels pretty realistic for a use case so it's good food for thought.

> Can someone explain what benchmarks were actually used?

This honestly would be useful in the article itself, as well as, per above, some 'deep dives' into where the performance issues were. Was it in file I/O (possibly Interop related?) Was it due to some pattern in the serialization library? Was it the object allocation pattern (When I think of C# code friendly for Mono I think of Cysharp libraries which sometimes do curious things)? Not diving deeper into the profiling doesn't help anyone know where the focus needs to be (unless it's a more general thing, in which case I'd hope for a better deep dive on that aspect.)

Edited to add:

Reading your article again, I wonder whether your compiler is just not doing the right things to take advantage of the performance boosts available via CoreCLR?

E.x. can you do things like stackalloc temp buffers to avoid allocation, and does the stdlib do those things where it is advantageous?

Also, I know I vaguely hit on this above, but also wondering whether the IL being done is just 'not hitting the pattern'. where a lot of CoreCLR will do it's best magic if things are arranged a specific way in IL based on how Roslyn outputs, but even for the 'expected' C# case, deviations can lead to breaking the opt.

Rochus•19m ago
The goal of my compiler is not to get out maximum performance, neither of CoreCLR nor Mono. Just look at it as a random compiler which is not C#, especially not MS's C# which is highly in sync and optimized for specific features of the CoreCLR engine (which might appear in a future ECMA-335 standard). So the test essentially was to see what both, CoreCLR and Mono, do with non-optimized CIL generated by not their own compiler. This is a legal test case because ECMA-335 and its compatible CLR were exactly built for this use-case. Yes, the CIL output of my compiler could be much more improved, and I could even get more performance out of e.g. CoreCLR by using the specific knowledge of the engine (which you cannot find in the standard) which also the MS C# compiler uses. But that was not my goal. Both engine got the same CIL code and I just measured how fast it run on both engines on the same machine.
calebh•1h ago
Will the move to CoreCLR give any speed ups in practice if the release build is complied with IL2CPP anyway? On all the games that I've worked on, IL2CPP is one of the first things that we've enabled, and the performance difference between the editor and release version is very noticeable.
Rohansi•1h ago
Editor is slower than Mono release builds. You'll need to compare Mono release vs. IL2CPP release to see the actual difference.
Rohansi•1h ago
The article doesn't cover it but the GC being used by Unity also performs very poorly vs. .NET, and even vs. standalone Mono, because it is using the Boehm GC. Last I heard Unity has no plans to switch IL2CPP to a better GC [1].

It'll be interesting to see how the CoreCLR editor performs. With that big of a speed difference the it might be possible for games to run better in the editor than a standalone Mono/IL2CPP build.

[1] https://discussions.unity.com/t/coreclr-and-net-modernizatio...

Rochus•1h ago
> because it is using the Boehm GC

For what reason? Mono has a pretty good precise GC since many years.

Rohansi•1h ago
Yes, SGen should be a lot better, but Unity cannot use it because they hold and pass raw pointers around everywhere. That's fine for Boehm but not possible with SGen. They're working on fixing this already but not sure why they aren't planning a move to a better GC.
llmslave2•1h ago
Re. the editor speedup, it should outright eliminate the "domain reload" thingy that happens because all of the C# needs to be unloaded and reloaded in response to a change.
Rohansi•1h ago
Pretty sure that will still be there? It'll be different because CoreCLR doesn't really have AppDomains but it will still need to unload old assemblies and reload them all again. That's the only reliable way to reset everything into a clean state.
llmslave2•1h ago
But only the assemblies that changed right? Or would it still be all of them?
Inityx•1h ago
Very obvious AI writing
llmslave2•1h ago
You think? Seems human to me...
sieep•1h ago
I recently started learning Godot and learning that they use .NET for the C# runtime is a nice touch. I write a lot of code that targets .NET in my day job, so having to learn the unity way of doing things would be frustrating.
boguscoder•54m ago
Good article but seems strange that author benchmarked debug builds first, that’s a huge “no-no” in any perf tweaking and it’s clear that authors knows this well
iliketrains•41m ago
From my experience, performance gains seen in Debug builds in Unity/C#/Mono nearly always translate in gains in Release mode. I know that this is not always true, but in this context that's my experience.

Setting up release benchmarks is much more complex and we develop the game in Debug mode, so it is very natural to get the first results there, and if promising, validate them in Release.

Also, since our team works in Debug mode, even gains that only speed things up in Debug mode are valuable for us, but I haven't encountered a case where I would see 20%+ perf gain in Debug mode that would not translate to Release mode.

1a527dd5•41m ago
> In 2018, Unity engineers discussed that they are working on porting the engine to .NET CoreCLR

Hard task, no doubt. Unity needs to throw everything at this problem. C# in general has gotten insanely fast by default. It's very much worth taking the time to upgrade/update.

Whilst we don't compare in size and api surface, it took us a few months to get off 472 and onto dotnet6. But once we were on dotnet6, moving to the LTS after that was relatively painless; usually a few hours of work.

reactordev•15m ago
Unity has a unity problem.

While it’s easy to get in and make something (it’s got all the bells and whistles) it also suffers from the monolith problem (too many features, old code, tech debt).

The asset store is gold but their tech feels less refined. It’s leaps and bounds where it was when it started but it still has this empty feel to it without heavy script modifications.

There is the problem. The scripting ending designed around mono doesn’t translate as well to CoreCLR and using the same Behavior interface gets a little more complicated.

There are times (even with my own engine) that one must let go of the old and begin a new. Dx7->dx9, dx9->opengl, opengl->vulkan, vulkan->webgpu.