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I Write Games in C (yes, C)

https://jonathanwhiting.com/writing/blog/games_in_c/
45•valyala•2h ago•19 comments

We Mourn Our Craft

https://nolanlawson.com/2026/02/07/we-mourn-our-craft/
228•ColinWright•1h ago•243 comments

SectorC: A C Compiler in 512 bytes

https://xorvoid.com/sectorc.html
31•valyala•2h ago•4 comments

Hoot: Scheme on WebAssembly

https://www.spritely.institute/hoot/
128•AlexeyBrin•8h ago•25 comments

Brookhaven Lab's RHIC Concludes 25-Year Run with Final Collisions

https://www.hpcwire.com/off-the-wire/brookhaven-labs-rhic-concludes-25-year-run-with-final-collis...
8•gnufx•1h ago•1 comments

The AI boom is causing shortages everywhere else

https://www.washingtonpost.com/technology/2026/02/07/ai-spending-economy-shortages/
131•1vuio0pswjnm7•8h ago•160 comments

Stories from 25 Years of Software Development

https://susam.net/twenty-five-years-of-computing.html
71•vinhnx•5h ago•9 comments

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

https://openciv3.org/
836•klaussilveira•22h ago•251 comments

U.S. Jobs Disappear at Fastest January Pace Since Great Recession

https://www.forbes.com/sites/mikestunson/2026/02/05/us-jobs-disappear-at-fastest-january-pace-sin...
179•alephnerd•2h ago•124 comments

Al Lowe on model trains, funny deaths and working with Disney

https://spillhistorie.no/2026/02/06/interview-with-sierra-veteran-al-lowe/
57•thelok•4h ago•8 comments

The Waymo World Model

https://waymo.com/blog/2026/02/the-waymo-world-model-a-new-frontier-for-autonomous-driving-simula...
1064•xnx•1d ago•613 comments

Reinforcement Learning from Human Feedback

https://rlhfbook.com/
85•onurkanbkrc•7h ago•5 comments

Start all of your commands with a comma (2009)

https://rhodesmill.org/brandon/2009/commands-with-comma/
493•theblazehen•3d ago•178 comments

Vocal Guide – belt sing without killing yourself

https://jesperordrup.github.io/vocal-guide/
215•jesperordrup•12h ago•77 comments

Show HN: I saw this cool navigation reveal, so I made a simple HTML+CSS version

https://github.com/Momciloo/fun-with-clip-path
14•momciloo•2h ago•0 comments

Coding agents have replaced every framework I used

https://blog.alaindichiappari.dev/p/software-engineering-is-back
231•alainrk•7h ago•365 comments

France's homegrown open source online office suite

https://github.com/suitenumerique
576•nar001•6h ago•261 comments

Selection Rather Than Prediction

https://voratiq.com/blog/selection-rather-than-prediction/
9•languid-photic•3d ago•1 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
41•rbanffy•4d ago•8 comments

72M Points of Interest

https://tech.marksblogg.com/overture-places-pois.html
30•marklit•5d ago•3 comments

History and Timeline of the Proco Rat Pedal (2021)

https://web.archive.org/web/20211030011207/https://thejhsshow.com/articles/history-and-timeline-o...
19•brudgers•5d ago•4 comments

Unseen Footage of Atari Battlezone Arcade Cabinet Production

https://arcadeblogger.com/2026/02/02/unseen-footage-of-atari-battlezone-cabinet-production/
114•videotopia•4d ago•35 comments

Where did all the starships go?

https://www.datawrapper.de/blog/science-fiction-decline
80•speckx•4d ago•91 comments

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

https://github.com/valdanylchuk/breezydemo
278•isitcontent•22h ago•38 comments

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

https://github.com/pydantic/monty
289•dmpetrov•23h ago•156 comments

Learning from context is harder than we thought

https://hy.tencent.com/research/100025?langVersion=en
201•limoce•4d ago•112 comments

Hackers (1995) Animated Experience

https://hackers-1995.vercel.app/
558•todsacerdoti•1d ago•272 comments

Making geo joins faster with H3 indexes

https://floedb.ai/blog/how-we-made-geo-joins-400-faster-with-h3-indexes
155•matheusalmeida•2d ago•48 comments

Microsoft Account bugs locked me out of Notepad – are Thin Clients ruining PCs?

https://www.windowscentral.com/microsoft/windows-11/windows-locked-me-out-of-notepad-is-the-thin-...
6•josephcsible•29m ago•1 comments

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

https://github.com/sandys/kappal
22•sandGorgon•2d ago•12 comments
Open in hackernews

Iterative image reconstruction using random cubic bézier strokes

https://tangled.org/luthenwald.tngl.sh/splined
97•luthenwald•3w ago

Comments

kvnhn•2w ago
I made a simple web UI[1] for generating images like this. It uses a Go library by Michael Fogleman[2] for all the heavy lifting—hat’s off to him.

For Bézier curves in particular, iteratively constraining the search around initial matches seems key to retaining detail (see the “rep” argument in Fogleman’s work), for example in the eyes of the Vermeer portrait in the OP.

[1]: https://github.com/kevin-hanselman/primitive-web-ui

[2]: https://github.com/fogleman/primitive

behnamoh•2w ago
The project references Geometrize: https://github.com/Tw1ddle/geometrize and I find both insanely cool!
vessenes•2w ago
Those are sort of like 2D splats - if only they'd thought to make it all differentiable!
Sharlin•2w ago
Back in the 00s a friend and I played with the idea of using genetic programming and random line segments to approximate images (ie. maintain a population of candidates, take the best n percent, "breed" them to create the next generation, add some "mutations", repeat). This implementation seems to use a basic hill-climbing algorithm to reach a local optimum – something like simulated annealing might improve both quality and speed of convergence.
bArray•2w ago
I wrote something similar years ago, which would instead convert an image into a mesh of polygons. The idea was to have a vector low-size SVG that could be used as an image placeholder or background for web pages.

I think I lost the code, but it was initially a genetic algorithm that randomly placed overlapping polygons, but the later improved method had connected polygons that shared points - which was far more computationally cheaper.

Another method I explored was to compose a representative image via a two-colour binarised bitmap, which provided a pixelated version of the image as a placeholder.

The core idea is that you drop the image as a small Data URI straight into the page, and then fetch the high-detail version later. From the user's perspective, they are getting a very usable web page early on, even on poor connections.

seg_lol•2w ago
For historic reference, back in 2008, Roger https://www.rogeralsing.com/2008/12/07/genetic-programming-e... kicked this off by attempting to reproduce the Mona Lisa using evolved polygons.

https://news.ycombinator.com/item?id=389727

atulvi•2w ago
I tried something like this years ago but using genetic algorithms https://a.tulv.in/genetic-art.html
9021007•2w ago
Nice to see Tangled used out there in the wild :)
mattdesl•2w ago
Nice work, the outputs look ethereal and quite beautiful. For some related work using genetic algorithms and evolution strategies, see[1].

Sketch synthesis is an area I'm pretty interested in lately; I'm currently exploring similar things with CLIP to guide fitness, natural evolution strategy to optimize the rendered results, and using an implicit neural representation to represent pen plotter paths (rather than a series of explicit curves/strokes).[2]

[1] https://es-clip.github.io/

[2] https://x.com/mattdesl/status/2011434166022476109

dirkc•2w ago
Nice, I did something similar for a university project, but my results weren't great. Although that has been almost 20 years ago. It's been a while since I've seen mention of "genetic algorithms".
anematode•2w ago
Awesome stuff :) The results are really impressive.

GPU acceleration is a really good idea; my CPU implementation of a similar idea with triangles (https://github.com/anematode/triangle-stacking) was compute constrained for smaller images (which was fixable with good SIMD optimizations) but became bandwidth constrained for very large images that don't fit in L2. I think a port to OpenCL would have been a good idea.

jeremyscanvic•2w ago
Really cool! Any specific reason for the choice of Oklab instead of say HSL/HSV?
ronsor•2w ago
Oklab is a great color space that does what you expect[0] much better than HSL/HSV.

[0] https://bottosson.github.io/posts/oklab/. The better a color space matches human perception, the easier it is to certain processing operations, such as converting to grayscale while preserving the perceived brightness.

jeremyscanvic•2w ago
Thanks!
odyssey7•2w ago
See also: Differentiable Vector Graphics Rasterization

https://people.csail.mit.edu/tzumao/diffvg/

akoboldfrying•2w ago
I think you'll find that most of the retained curves are short, because these are the ones that are able to provide local detail. Maybe you could improve the detail level by choosing the 4 control points to be nearby most of the time?

I made a similar thing a few years ago using randomly placed translucent circles of random sizes and fixed opacity level (about 20% as I recall). Initially the circles had unknown colours; after placing them all, for each of the R, G and B channels, I used a linear programming solver to solve exactly for the intensities in that channel that would minimise an overall error (I had to use the L1 distance, since the more usual squared error couldn't be expressed in the solver). This produced some quite nice images, that were also fun to animate :)

HelloNurse•2w ago
It might make sense to reduce curve size adaptively. Suppose the first control point of each candidate curve is randomly distributed anywhere in the image (weighted by error at each pixel might be more efficient than a uniform distribution), the other three control points are randomly distributed according to a Gaussian distribution with variance σ and average the previous control point, and the actual curve is clipped against the image rectangle. Then after N consecutive candidate curves are rejected we could reduce σ in order to try smaller curves.
bazzargh•2w ago
I was doing something related for genuary recently, but with different constraints - I wanted to make a photgraph look painted in a fauvist style, with visible brushstrokes (and a vivid, unrealistic colour scheme). When you're overlaying many, many strokes like that you end up hiding the errors but also hiding the digital brushtrokes; with very few strokes, placement becomes important.

Instead of just stroking with the average colour, I chose to only connect points that were similar in colour (because of the fauvist thing, I was mainly interested in hue; the paints are all intense). By doing this, I was trying to be edge preserving, without explicitly calculation, eg of the Sobel operator.

It kinda worked in that the edges came out clearly; the resulting painting was messy tho; the thick brushstrokes and the colours are intentional, but the brushstrokes going in random directions is not https://media.hachyderm.io/media_attachments/files/115/894/8... compare to an actual fauvist work, https://en.wikipedia.org/wiki/Robert_Delaunay#/media/File:Ro... which still has the 'dithered' look to the face but the strokes are deliberately aligned, I'd fix that if I try again. (Delaunay also uses small strokes for detail, a thing I wasn't going to try in a throwaway program)

An earlier attempt at generating pencil sketches from photos - again, keeping the number of strokes small, and using parallel strokes for hatching - worked much better https://media.hachyderm.io/media_attachments/files/112/767/4... (it's just sobel to find edges and a bit of sampling with a filter to decide where to shade)