frontpage.
newsnewestaskshowjobs

Open Source @Github

fp.

Claude Sonnet 5

https://www.anthropic.com/news/claude-sonnet-5
700•marinesebastian•3h ago•382 comments

Claude Code is steganographically marking requests

https://thereallo.dev/blog/claude-code-prompt-steganography
1134•kirushik•6h ago•294 comments

I ported Kubernetes to the browser

https://ngrok.com/blog/i-ported-kubernetes-to-the-browser
69•peterdemin•1h ago•15 comments

Claude Science

https://claude.com/product/claude-science
285•lebovic•4h ago•98 comments

Nano Banana 2 Lite

https://deepmind.google/models/gemini-image/flash-lite/
244•minimaxir•5h ago•94 comments

How does a pull-back car work? Illustrated teardown

https://mechanical-pencil.com/products/car
37•Muhammad523•1d ago•11 comments

Meta's brain-scanning system reads sentences non-invasively, code open source

https://ai.meta.com/blog/brain2qwerty-brain-ai-human-communication/?_fb_noscript=1
12•alok-g•20m ago•1 comments

I built a mmWave material classification radar (2025)

https://gauthier-lechevalier.com/radar
107•GL26•4h ago•30 comments

Stroustrup's Rule (2024)

https://buttondown.com/hillelwayne/archive/stroustrups-rule/
13•bmacho•3d ago•0 comments

Matrix URIs, a URL syntax from Tim Berners-Lee that never shipped (1996)

https://www.w3.org/DesignIssues/MatrixURIs.html
35•napolux•4d ago•22 comments

Building a custom octocopter from scratch with no prior hardware experience

https://karolina.mgdubiel.com/drone/
298•noleary•2d ago•66 comments

Knoppix

https://www.knopper.net/knoppix/index-en.html
214•hoangvmpc•8h ago•89 comments

Set up your own DoH (DNS over HTTPS) service

https://nochan.net/b/Internet-Crap/20260602-Set-Up-Your-Own-DoH-Service/
47•Bender•2d ago•20 comments

Memoirs of Extraordinary Popular Delusions and the Madness of Crowds (1852)

https://www.gutenberg.org/ebooks/24518
150•lstodd•9h ago•46 comments

Have you restarted your computer this week?

https://taonaw.com/2026/06/27/have-you-restarted-your-computer.html
70•surprisetalk•7h ago•154 comments

Waveloop: What Fable left me

https://neynt.ca/writing/waveloop/
39•personjerry•3d ago•11 comments

CERN bids farewell to the LHC and enters Long Shutdown 3

https://home.cern/cern-bids-farewell-to-the-lhc-and-enters-long-shutdown-3/
46•HelloUsername•1d ago•10 comments

Long Island's decommissioned nuclear power plant

https://nickcarr.com/scouting-a-decommissioned-nuclear-power-plant/
15•mkmk•6d ago•0 comments

Show HN: My 13-year-old built an ant colony tracker

https://formicarium.es
14•abelgvidal•5h ago•5 comments

Reading the internals of Postgres: Database cluster, databases, and tables

https://www.buraksen.dev/articles/internals-of-postgresql-db-cluster-and-tables
26•buraksen•1d ago•0 comments

I built a 10 inch mini rack from aluminium extrusions

https://louwrentius.com/i-build-a-10-inch-mini-rack-from-aluminium-extrusions.html
37•louwrentius•2d ago•15 comments

Amazon seller reveals glimpse of shadow bribery market

https://www.latimes.com/business/story/2026-06-30/shadow-bribery-market-inside-amazon-preys-on-de...
61•petethomas•3h ago•33 comments

Morbid: Debunking Modern Longevity Science

https://www.newyorker.com/magazine/2026/07/06/morbid-saul-justin-newman-book-review-eat-your-ice-...
23•nabbed•1h ago•13 comments

RF hacking my cloud-controlled ceiling fan

https://samwilkinson.io/posts/2026-06-24-rf-hacking-dreo
17•sammycdubs•6d ago•6 comments

A peek into Reddit's anti-spam internals

https://lyra.horse/blog/2026/06/reddit-spam-internals/
66•OuterVale•3d ago•13 comments

SedonaDB 0.4: GPU-accelerated spatial joins

https://sedona.apache.org/latest/blog/2026/06/26/sedonadb-04-gpu-accelerated-spatial-joins/
32•dr-jia-yu•4d ago•4 comments

Zluda 6 release (run unmodified CUDA applications on non-Nvidia GPUs)

https://vosen.github.io/ZLUDA/blog/zluda-update-q1q2-2026/
133•Tiberium•11h ago•12 comments

1.38 Millimeter Microcontroller

https://www.ti.com/product/MSPM0C1104
129•kristianpaul•4d ago•86 comments

Local Reasoning for Global Properties

https://tratt.net/laurie/blog/2026/local_reasoning_for_global_properties.html
3•mpweiher•48m ago•0 comments

The best thing that's ever happened for multiplayer games?

https://mas-bandwidth.com/the-best-thing-thats-ever-happened-for-multiplayer-games/
15•gafferongames•1h ago•38 comments
Open in hackernews

The best thing that's ever happened for multiplayer games?

https://mas-bandwidth.com/the-best-thing-thats-ever-happened-for-multiplayer-games/
15•gafferongames•1h ago

Comments

zuzululu•1h ago
dont know if I can trust amazon anymore.
dieselgate•58m ago
Do know that you cannot trust Amazon.
fivetenpen•53m ago
Its free, until it’s not
iammjm•47m ago
Would this also mean lower latency between two locations? One interesting case for me would be lowering latency in StarCraft: Brood War, which is cursed by having 90% of its player base in South Korea, with the rest of us foreigners spread all over the world.
gafferongames•46m ago
The speed of light is not just a good idea, it's the law!
frollogaston•46m ago
"This is because my space game sends a lot of bandwidth. 10-20 megabits per-second per-client"

What is this game doing that uses so much bandwidth? Pretty sure most games use something like 2mbps.

gafferongames•39m ago
Higher player counts and more detailed worlds? It's 2026 and we regularly watch 4k video streams @ 25mbps. Seems like games should be able to get away with sending this amount of bandwidth too for a higher fidelity experience.
JohnMakin•36m ago
You don't really ever stream games in normal situations in the same manner though. The content is mostly rendered client side, why does the server need so much bandwidth?
gafferongames•34m ago
If a normal game sends 2mbps, then 20mbps would be 10 times as many objects.
frollogaston•17m ago
That's what I'm asking, seems like this isn't a normal game, but what specifically about it makes the bandwidth requirement so high? I know RTSes send inputs instead of state, but that has its own drawbacks.
thunderfork•15m ago
If you're using stream compression, 20mbps would likely be a lot more than 10 times as many objects (and you shouldn't be serializing the whole state every update, and... yadda yadda)

You can fit a lot of game in 2mbit/s with a little bit of work.

Stevvo•44m ago
There is nothing "democratizing" about hosting your game's servers on AWS.

Your game can have zero hosting cost if you just let players host their own servers. Let people play the game they paid for, forever, instead of locking them in to playing on an AWS server then killing the game in a couple of years when it's not profitable anymore.

dwroberts•10m ago
Although I agree it’s more like subsidising than democratising (and the price will just go back up eventually), the “just let players host it” is overly simplistic.

There are tons of reasons to not do that - for example, companies and games that have not embraced modding do not want to be competing with modified/unofficial versions of their own games’ servers (as well as the cheating issue that can bring with it)

gafferongames•8m ago
Companies like https://nitrado.com host community servers cheaply and support mods. Sort of a nice half-way in between truly player hosted servers (where somebody could quit mid-game, or even cheat the game), and dedicated servers run only by the devs.
gafferongames•10m ago
Hosting in AWS (or anywhere else) doesn't preclude you from doing the right thing and releasing your server binary or even source code after you shut your game down. For example, Knockout City by Velan Studios did exactly this.

https://knockoutcity.com/private-server-edition

robviren•7m ago
Give me self host code any day. This feels like the bait and switch AWS likes to pull. Would rather rely on the server in my dresser drawer than AWS for as much as I possibly can.
simianwords•4m ago
this is painting a caricaturist view of AWS. they have been more or less stable with their prices and features. Their prices have mostly gone down ime. I have so far seen zero bait and switches and mostly things working as usual.
gafferongames•6m ago
> You can fit a lot of game in 2mbit/s with a little bit of work.

And you can fit exactly 10X the game in 20mbps with the same amount of work, plus some AF_XDP magic.

mvdtnz•11m ago
Even 2mbps would be on the extremely high side. I doubt many mainstream games, if any, use this kind of bandwidth. Excluding games that stream video of course.

A 6v6 game of Forged Alliance (12 players each moving hundreds of units around, many with simulated projectile weapons) uses 0.3mbps.

bluefirebrand•3m ago
I was going to say this too.

Games don't need to send much data to sync game state across clients

axus•2m ago
At the absolute worst, a room full of 32-players in Quake 3: Arena would be sending 120 kilobits per second to each player. Fortnite peaks at ~400 kbps during the initial 100-player drop and goes down from there.

I understand that those are big budget games, but there is a lot of room for improvement in 10000 kbps.

thunderfork•29m ago
Game data and video data have very different constraints. Depends on the nature of the game, of course, but with jitter and all that, video can just run a buffer and manage network conditions (more) trivially, but a game needs things to be a lot tighter to avoid gameplay-impacting desync
gafferongames•5m ago
It's true plus you cannot just send a snapshot of 100 kilobytes or so from server to client with 1500 byte MTU with regular IPv4 packet fragmentation and reassembly due to packet loss amplification effects.
xnx•18m ago
Is there any reason that transmitted data would be much larger than player inputs (e.g. keystrokes and mouse movement)?
kridsdale1•12m ago
Typically you send state, not inputs. To prevent cheating.
LoganDark•6m ago
Huh? If the server trusts the client to send state then the client could potentially send invalid or unfair state. If the client merely sends inputs then it can't just decide to manipulate the state that way.
seba_dos1•5m ago
It's sending inputs that makes preventing cheating easier.
frollogaston•59s ago
Some genres of games (like RTS) typically do send inputs instead of state. Cheating is indeed possible.
gafferongames•11m ago
Some games are networked deterministically, so that you can send only the inputs, and the game plays out exactly the same way (down to a checksum matching for all game state in memory across all players).

For example many RTSs are networked this way. They can have thousands or tens of thousands of units, but send only inputs. The classic article on this being 1500 archers on a 28k modem: https://zoo.cs.yale.edu/classes/cs538/readings/papers/terran...

The problem is that as player counts increase, the chance that any one player is late delivering inputs to the server (or to other players, if peer-to-peer) approaches 100%.

A deterministic simulation cannot stay deterministic, unless it has the correct inputs for all players, so the game has to pause and wait for inputs for all players before stepping the authoritative game state forward.

This is why high player count games like MMOs are not usually networked deterministically.

frollogaston•5m ago
Haha of course it's Age of Empires. The lag was insane because out of 8 players, there'd always be that one guy. AoE2 also had bugs with determinism, causing games to sometimes end because one person went out of sync. Even the HD remake had those issues. The even later DE remake seems to have fixed it, but it still depends on this really finicky math library that doesn't work exactly right in Wine/Proton.
LoganDark•3m ago
Oh hey! I sometimes play a game called Cosmoteer that has deterministic lockstep multiplayer. That means in multiplayer every game has to synchronize on the exact same tick, receive all inputs from all other players and apply them on their exact same ticks, etc. The entire session is bottlenecked by the slowest player's machine. But it's very cool.

If any player desynchronizes, their state has to be erased and then completely re-sent from scratch so that they can start processing inputs correctly again.

thunderfork•24m ago
Yeah, this strikes me as strange. If you're sending that much data constantly, you're either syncing too much stuff too often, or you're not using compression when you should be (shout-out to Oodle)

Something that this article doesn't mention that's going to be a big constraint: each of your clients parsing 20mbps of updates is going to have a performance impact on those clients.

At the end of the day, you can only "democratize" while you have players, and performance constraints on end users aren't getting any looser

gafferongames•19m ago
Maybe you can just be doing all the standard compression tricks, but still have a 10-20 times larger world? If so, why not?
thunderfork•12m ago
Client performance characteristics? Speaking very broadly... I can't imagine a game that'd need that much data unless it involved a lot of streaming assets (audio, video, etc) or really, really naive netcode.
gafferongames•8m ago
> I can't imagine a game that'd need that much data

I can :)

mvdtnz•4m ago
Maybe instead of leaving smartass comments like this you can explain this to the overwhelming majority of people in this thread who think it's bananas.
mvdtnz•13m ago
It's a ludicrous amount of bandwidth even for a 1,000 player game, and a strong indicator that this developer is doing something very wrong.
avaer•5m ago
It's like someone saying their project repo has 10-20GB of source.

(btw game server network data is usually trivially and insanely compressible, far more than text)