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

https://openciv3.org/
529•klaussilveira•9h ago•146 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
859•xnx•15h ago•518 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
72•matheusalmeida•1d ago•13 comments

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

https://github.com/valdanylchuk/breezydemo
180•isitcontent•9h ago•21 comments

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

https://github.com/pydantic/monty
182•dmpetrov•10h ago•79 comments

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

https://vecti.com
294•vecti•11h ago•130 comments

Dark Alley Mathematics

https://blog.szczepan.org/blog/three-points/
69•quibono•4d ago•12 comments

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

https://github.com/microsoft/litebox
343•aktau•16h ago•168 comments

Sheldon Brown's Bicycle Technical Info

https://www.sheldonbrown.com/
338•ostacke•15h ago•90 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
434•todsacerdoti•17h ago•226 comments

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

https://eljojo.github.io/rememory/
237•eljojo•12h ago•147 comments

Delimited Continuations vs. Lwt for Threads

https://mirageos.org/blog/delimcc-vs-lwt
13•romes•4d ago•2 comments

An Update on Heroku

https://www.heroku.com/blog/an-update-on-heroku/
373•lstoll•16h ago•252 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
6•videotopia•3d ago•0 comments

PC Floppy Copy Protection: Vault Prolok

https://martypc.blogspot.com/2024/09/pc-floppy-copy-protection-vault-prolok.html
41•kmm•4d ago•3 comments

Show HN: ARM64 Android Dev Kit

https://github.com/denuoweb/ARM64-ADK
14•denuoweb•1d ago•2 comments

How to effectively write quality code with AI

https://heidenstedt.org/posts/2026/how-to-effectively-write-quality-code-with-ai/
220•i5heu•12h ago•162 comments

Why I Joined OpenAI

https://www.brendangregg.com/blog/2026-02-07/why-i-joined-openai.html
91•SerCe•5h ago•75 comments

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

https://github.com/phreda4/r3
62•phreda4•9h ago•11 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
162•limoce•3d ago•82 comments

Introducing the Developer Knowledge API and MCP Server

https://developers.googleblog.com/introducing-the-developer-knowledge-api-and-mcp-server/
38•gfortaine•7h ago•10 comments

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

https://infisical.com/blog/devops-to-solutions-engineering
127•vmatsiiako•14h ago•53 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...
18•gmays•4h ago•2 comments

Understanding Neural Network, Visually

https://visualrambling.space/neural-network/
261•surprisetalk•3d ago•35 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/
1029•cdrnsf•19h ago•428 comments

FORTH? Really!?

https://rescrv.net/w/2026/02/06/associative
55•rescrv•17h ago•18 comments

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

https://docs.smooth.sh/cli/overview
83•antves•1d ago•60 comments

WebView performance significantly slower than PWA

https://issues.chromium.org/issues/40817676
18•denysonique•6h ago•2 comments

Zlob.h 100% POSIX and glibc compatible globbing lib that is faste and better

https://github.com/dmtrKovalenko/zlob
5•neogoose•2h ago•1 comments

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

https://andrewjrod.substack.com/p/im-going-to-cure-my-girlfriends-brain
109•ray__•6h ago•54 comments
Open in hackernews

Bindless Oriented Graphics Programming

https://alextardif.com/BindlessProgramming.html
53•ibobev•1mo ago

Comments

petermcneeley•3w ago
In terms of textures you could already do pseudo-bindless using texture arrays. However there were quite a few limitations but I think the two bigs ones are that this was consider to be conceptually one resource and the textures had to be the same (format size etc). I recall some engines did this kind of bindless for particle effects.

That being said the non indexable feature feature that remains is the pipeline itself. Some engines have 10s of thousands of shaders.

Animats•3w ago
Bindless Vulkan is in some ways simpler than binding for each draw. But there are now more synchronization conditions.

That big table of descriptors is an unusual data object. It's normally mapped as writable from the CPU and readable from the GPU. The CPU side has to track which slots are in use. When the CPU is done with a texture slot, the GPU might not be done yet, so all deletes have to deferred until the end of the frame. This isn't inherently difficult but has to be designed in.

The usual curse of inefficient Vulkan is maxing out the main CPU thread long before the GPU is fully utilized. This is fixable. There can be multiple draw threads. Assets can be loaded into the GPU while drawing is in progress, using transfer queues and DMA. Except that for integrated memory GPUs, you don't have to copy from CPU to GPU at all. If you do all this, GPU utilization should reach 100% before CPU utilization does.

Except most of this stuff doesn't work on mobile or WebGPU yet. Portable code has way too many cases. Look at WGPU.

What you get by using Unity or Unreal Engine is that a big team already worked through all this overhead. Most of the open source renderers aren't there yet. Or weren't as of a year ago.

loup-vaillant•3w ago
> What you get by using Unity or Unreal Engine is that a big team already worked through all this overhead.

Obviously, given the low-level subject matter, this post wasn't aimed at turnkey engine users. In fact, people interested in this stuff are probably actively trying to be independent of those engines.

I will add that we probably need more people able to implement rendering engines. Having to chose between two corporate giants and suboptimal engines isn't ideal, neither for developers nor for players.

Animats•3w ago
In the Rust graphics community, we have My First Renderer about four times, and no good renderers. It's about a year of work to get to where you can load the standard glTF examples and render them. Those are all small static scenes. Then you hit the scaling, performance, and dynamic update issues, where it gets hard.

The effort level for a good renderer in Rust is not yet known, but it's above two developer years. I'd guess three to five. Currently, there are three failed efforts and one in progress with some EU funding.

For multi-platform (desktop, laptop, browser, phone) add another year or two. All those use Vulkan, but with slightly different subsets and constraints.

I'm a user of renderers, not a developer of one.

ahefner•3w ago
It's there in the name - "Rust graphics community" as opposed to simply "the graphics community". Language fetishization above the end goal - or, rather, the language fetish is the real goal.
Animats•3w ago
If you want heavy concurrency, to get some value out of all those CPUs on a desktop, you need all the help you can get from the language. Unity and Unreal pushed it through in C++, but both required huge efforts.
bitwize•3w ago
But it's Yet Another Reason, if you are looking to develop a game, to shitcan your dreams of writing it from scratch Jonathan Blow-style and just use one of the established engines.
jauntywundrkind•3w ago
Fingers crossed for webgpu bindless keeping on! https://hackmd.io/PCwnjLyVSqmLfTRSqH0viA?view
Panzerschrek•3w ago
GPU-driven rendering in video games still requires some data transfer from CPU - at least for transformations of game objects. In some cases it can create a bottleneck. That's why it should be considered to implement game logic on GPU and limit data transfer only by player input.

I once experimented with such approach. It generally works, but it's hard to do so - one need to use only a shading language for general game logic, debugging is practically non-existing.