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Iroh 1.0

https://www.iroh.computer/blog/v1
581•chadfowler•3h ago•197 comments

TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

https://tinywind.io
256•tinywind•2h ago•52 comments

Ask HN: Has anyone replaced Claude/GPT with a local model for daily coding?

206•cloudking•4h ago•135 comments

Typst 0.15.0

https://typst.app/docs/changelog/0.15.0/
64•schu•1h ago•7 comments

My Homelab AI Dev Platform

https://rsgm.dev/post/ai-dev-platform/
119•rsgm•3h ago•32 comments

How TimescaleDB compresses time-series data

https://roszigit.com/en/blog/timescaledb-compression-hypercore
43•lkanwoqwp•1h ago•4 comments

Game Engine White Papers Commander Keen

https://forgottenbytes.net/commander_keen.html
30•mfiguiere•1h ago•3 comments

Making glass-to-metal seals for home­made vacuum tubes

https://maurycyz.com/projects/glass/1/
81•zdw•1d ago•25 comments

Launch HN: Drafted (YC P26) – Models for residential architecture

25•PrimalNick•2h ago•22 comments

Show HN: Fata – Spaced repetition to fight skill rot from AI coding

https://fata.dev
23•djoume•4d ago•10 comments

Hetzner Price Adjustment

https://docs.hetzner.com/general/infrastructure-and-availability/price-adjustment/#cloud-servers
147•tuhtah•5h ago•266 comments

Fox to buy Roku

https://www.wsj.com/business/deals/fox-roku-deal-f6e564f9
180•thm•6h ago•249 comments

Boot Naked Linux

https://nick.zoic.org/art/boot-naked-linux/
38•abnercoimbre•2h ago•15 comments

Copper transport drug restores memory and clears toxic Alzheimer's proteins

https://www.monash.edu/news/articles/copper-drug-restores-memory-and-clears-toxic-alzheimers-prot...
157•bookofjoe•4h ago•58 comments

The Alaska Server

https://serialport.org/blog/the-alaska-server/
5•speckx•23m ago•0 comments

CrankGPT

https://crankgpt.com
472•rishikeshs•5h ago•193 comments

Your ePub Is fine

https://andreklein.net/your-epub-is-fine-kobo-disagrees-blame-adobe/
842•sohkamyung•20h ago•286 comments

Apple Foundation Models

https://platform.claude.com/docs/en/cli-sdks-libraries/libraries/apple-foundation-models
422•MehrdadKhnzd•14h ago•196 comments

Show HN: machine0 – Persistent NixOS VMs You Control from the CLI

https://machine0.io
41•bwm•2h ago•11 comments

Can Europe train a frontier AI model on the compute it owns?

https://github.com/sammysltd/euromesh
63•smashini•5h ago•76 comments

Show HN: Exploiting Slack's video embeds to achieve E2EE communication

https://v1c.rocks/log/exploiting-slack-video/
20•victorio•3h ago•2 comments

Memory safety CVEs differ between Rust and C/C++

https://kobzol.github.io/rust/2026/06/15/how-memory-safety-cves-differ-between-rust-and-c-cpp.html
57•nicoburns•2h ago•45 comments

Openrouter Fusion API

https://openrouter.ai/openrouter/fusion
177•tdchaitanya•11h ago•68 comments

Teenagers Stayed Overnight at Their School and Found Hidden Ancient Roman Ruins

https://www.smithsonianmag.com/smart-news/these-italian-teenagers-stayed-overnight-at-their-schoo...
143•thunderbong•4d ago•71 comments

Around 200 Stanford students walk out as Google CEO takes stage

https://www.sfgate.com/tech/article/sundar-pichai-stanford-commencement-22304888.php
12•pera•26m ago•1 comments

Even more batteries included with Emacs

https://karthinks.com/software/even-more-batteries-included-with-emacs/
326•signa11•16h ago•117 comments

Improvement in advanced Alzheimer’s disease following high-dose psilocybin

https://www.frontiersin.org/journals/neuroscience/articles/10.3389/fnins.2026.1813281/full
157•cl3misch•12h ago•117 comments

Ported my C game to WASM, here's every bug that I hit

http://ernesernesto.github.io/writes/portingmatchmorphosistowasm/
85•birdculture•3d ago•69 comments

Building a plugin system without runtime, storage, or shared JavaScript context

https://tolgee.io/blog/building-a-plugin-system-for-tolgee-without-a-runtime-storage-or-shared-js...
6•jancizmar•3d ago•1 comments

Dalus (YC W25) Is Hiring a Senior Software Engineer in Germany

https://www.ycombinator.com/companies/dalus/jobs/5IDmKJt-senior-software-frontend-engineer-german...
1•sebastianvoelkl•12h ago
Open in hackernews

TinyWind: A pixel pirate sailing game with real wind physics (380k+ kms sailed)

https://tinywind.io
250•tinywind•2h ago

Comments

tinywind•2h ago
The 2 game modes are free to play in browser. Come join our 245 active captains, I’d love any and all playtest feedback at this stage!
uberman•2h ago
Super fun. How do I 'fire" though given spacebar brings up the map? Is the mouse the only option? How do I see the controls as I see the "s" key does something with the sails?
nonamesleft•2h ago
https://tinywind.io/wiki/briefing

Shift fires.

tinywind•1h ago
Lmk if space to fire and shift for map makes more sense

I wanted it to feel natural for qwerty and arrow key controls, the space felt a little clunky with arrow keys.

bennyp101•1h ago
My first instinct was space to fire FWIW (Also its giving me Age of Empire feels here!)
bluefirebrand•1h ago
Shift doesn't make sense as a main key almost at all tbh.

Space to fire makes more sense than shift to fire

Edit: Shift is a modifier key. Hold shift to go from lowercase -> capitals. In FPS games shift is walking -> running. In RTS games shift is "select one of these units -> select all of these units"

I know your game doesn't have to follow these rules, you can do whatever you want. However it's worth thinking about what "language" each key on the keyboard is speaking when you want to use it.

tinywind•1h ago
This actually makes a lot of sense to me. Never thought about shift being a modifier key from a UX perspective, I’ll likely make space to fire and move map to M because of this thread. Thanks guys!
airstrike•1h ago
Tab and M for map, WASD and arrows for controls, space to fire seems like a good compromise
tinywind•1h ago
I’ll be making this change!

Though I’m worried it’s gonna be tougher for people to find the map and ship logs since space is a natural button to try and press early on

duozerk•
rcarmo•1h ago
Pretty amazing, congratulations!
imperialdrive•1h ago
Very cool, love it!
rsvidal•1h ago
This is lovely. Well done.
gaolei8888•1h ago
nice one
SubiculumCode•1h ago
Is it multiplayer or am I playing against bots?

I submitted this a few days ago, so glad to see it posted again. Fun game. Funner to think I am sinking people, not bots :)

tinywind•1h ago
Both game modes are against enemy bot ships right now

I’m working on a couple PvP modes so you can run naval battles with real captains very soon :)

Thanks so much for submitting this earlier, we got a great boost!

fallinditch•1h ago
Looks great! it's nice that you can immediately try it out
tinywind•1h ago
Ty so much! Dropping new captains directly on the waters was some very useful early feedback I received
simon145•53m ago
Totally agree!! It's great to be able to get engaged in the game instantly and not have to sign up right away.
thekevintang•1h ago
This is awesome!
hyperionultra•1h ago
Noice. What’s the stack?
Skidaddle•1h ago
Very cute aesthetic and reminiscent of Pirates!

I am lazy and would request a settings toggle to automatically adjust the sail angles for me for optimal speed given my bearing.

embwbam•1h ago
This brings back some memories! I used to play the Ancient Art of War at Sea on my dad's Mac Plus as a kid. Having never sailed, it was fun to learn about tacking while trying to broadside spanish galleons. Years later, I lied about my experience to convince a resort to let me check out a tiny catamaran. I made it back to shore!

One recommendation: make the boats not turn quite so fast. It allows you to outmaneuver other vessels by planning ahead or gaining speed ahead of time.

I still don't know much about sailing, but I have a lot of kitesurfing experience. Do boats really travel that slowly downwind? I assume that crosswind is faster, but downwind should still move at the speed of the wind.

tinywind•1h ago
I need to check out that game, I’ve sunk countless hours into the 2004 Sid Meiers games. Also lying to sail a catamaran successfully back to shore is such a pirate thing to do :) you’re ready for TinyWind

Noted on the ship turn speeds, I’ve been playing around with larger ships having slower turn radii but I do want the naval combat to have more of a planning element (setup upwind, strafe run and fire, etc)

Let me look into the boat speeds in different wind conditions. I know beam reach/crosswind is faster than parachuting downwind but maybe my downwind speed is too slow now

jupr•1h ago
This game is super fun. Thanks.
dgently7•1h ago
the control layout is a bit awkward on mobile. i find myself wanting to adjust both heading and trim continuously, but both controls are on the right so i cant use both thumbs. then the buttons to fire/ board are fiddly. tbh almost gave up then tried with keyboard and saw how it was supposed to go.
kqr•26m ago
In the settings menu you can move the rudder wheel to the left. I don't know why that's not the default.
JumpCrisscross•1h ago
Really cool! What did you use for the physics engine?
kfse•1h ago
The boat seems to go faster with the sails on the wrong side (back winded), that doesn't make a ton of physical sense to me
synalx•37m ago
I interpreted this as a visual bug with the sprites.

As a sailor, I love seeing ads or other random imagery of sailboats that's clearly photoshopped, with sails in nonsensical orientations or completely backwards with things like flags or hair blowing in the wind.

dole•1h ago
Be interesting to see enemies take friendly fire, and possibly suppress fire if the shot on the player isn't clear?
macrocosmos•1h ago
I don’t seem to be able to stop the boat by sailing straight into the wind.
maitland•1h ago
heave to
poppingtonic•1h ago
Some zig zag motions are required to maintain velocity and the combat is fun. I like it!
deadbabe•1h ago
Would be nice if cannons didn’t fire in directions that had no clear enemies.
ltononro•1h ago
controls could be easier :D
ryandrake•58m ago
Very cute and fun looking game, but I found it very difficult. Enemies have perfect aim, and I can't hit anything. Healing the ship takes too long, too. Do you have a difficulty slider/setting? Maybe I missed it. It feels like I'm playing on the hardest mode.
alexaholic•56m ago
Excellent!
taffydavid•55m ago
I love it!
xboxnolifes•50m ago
If you put sail adjust ments of the opposite side of the screen from the helm on mobile, its be easier to both at once.
_flux•42m ago
Should there be sound? I think sounds would be essential for this.

Running on Linux Firefox.

kordlessagain•36m ago
I used Hyperia (my terminal project) to let Antigravity take control. I think it's cheating now because it has infinite ammo.

Oh my, it wired up its own autopilot and is wrecking havoc now.

amarant•20m ago
This is awesome! To offer some constructive feedback: the wind direction could be clearer. More particles flowing across the waters! Especially when the direction is changing. Looking up at the wind teller is unintuitive, even for this old sailor who understands where it comes from. I also didn't always feel like it mattered which direction I angled my sails, only how much I angled them. Like I could angle them for a port wind when in reality I had a starboard wind, and I'd sail just fine.

In the other hand that made it easier, and it was already hard enough lol! I bet it's easier on desktop though...

Edit: you should add a race/regatta mode!

tim-star•16m ago
great game! well done.
juleiie•12m ago
Should be multiplayer like worms io of old

Seriously it would be something sea worthy. Huge success viral probably

1h ago
The whole thing should ideally have a quick modal with hotkeys when you first open it (and a small button to bring it up again if needed).
ffsm8•59m ago
Modals are the worst ux in games.

If it's only a few buttons anyway you can just show them somewhere as hints while the user isn't giving input or until they used then.

Eg just show a "m for Map\nspace to fire" until the user used each, hiding them each when the m/space is used respectively for that session (session storage so it shows up again if the user comes back later)

nklp•1h ago
Shift has the problem of bringing up windows sticky keys dialog box if you tap it too fast. Spacebar was my instinct for fire key as well. For map it would be 'M'.

Whichever you choose, please consider displaying the controls inside the game, at least during the setup screen, don't make the user search for controls in the wiki. :)

Also the hp bar below the minimap is a bit weird, would expect it the same as enemy ships above my ship, so i can see if i'm winning or losing a cannon exchange like in a rts game. Or at least someplace more convenient to quickly glance at nearer the center of the screen.

Very fun game by the way, well done! Scratches the nostalgia itch of 'Corsairs Gold' for me.

pegasus•1h ago
Space to fire would be my preference as well.
WarmWash•49m ago
Space for fire, I kept hitting it reflexively.
bonestamp2•38m ago
Space was definitely what I pressed first to fire. Then enter. Then shift. Later I realized the menu has the key bindings in it.