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AMD Ryzen AI Halo – $4k AI Dev Kit

https://www.lttlabs.com/articles/2026/07/06/amd-ryzen-ai-halo
150•LabsLucas•3h ago•123 comments

Aluminum foil (2021)

https://dernocua.github.io/notes/aluminum-foil.html
174•firephox•4h ago•72 comments

Kani: A Model Checker for Rust

https://arxiv.org/abs/2607.01504
49•Jimmc414•2h ago•1 comments

Road to Elm 1.0

https://elm-lang.org/news/faster-builds
244•wolfadex•6h ago•102 comments

Egypt Is Building a New Nile

https://www.theb1m.com/video/egypt-is-building-a-new-nile
50•geox•2d ago•4 comments

Real-time map of Great Britain's rail network

https://www.map.signalbox.io
332•scrlk•8h ago•124 comments

Show HN: Pulpie – Models for Cleaning the Web

https://usefeyn.com/blog/pulpie-pareto-optimal-models-for-cleaning-the-web/
36•snyy•2h ago•6 comments

Stealth robotics startup (YC S26) is hiring principal engineers (Palo Alto)

1•david-venegas•1h ago

Fable 5 On Vending-Bench: Misbehaving, With Plausible Deniability

https://andonlabs.com/blog/fable5-vending-bench
130•optimalsolver•5h ago•82 comments

Resetting Xbox

https://news.xbox.com/en-us/2026/07/06/resetting-xbox/
188•dijksterhuis•4h ago•137 comments

I Like Small Keyboards

https://samsm.ch/small-keyboards/
19•surprisetalk•5d ago•13 comments

1k Words: A Writing Contest

https://writingclub.world/1picture1000words
54•surprisetalk•2h ago•21 comments

Clojure 1.13 adds support for checked keys

https://clojure.org/news/2026/07/02/clojure-1-13-alpha1
131•FelipeCortez•3d ago•25 comments

CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

https://github.com/karola3vax/CS2FOW
36•LorenDB•3h ago•10 comments

The AI Superforecasters Are Here

https://www.astralcodexten.com/p/the-ai-superforecasters-are-here
32•surprisetalk•2h ago•23 comments

The Supreme Court Just Lit a Fuse Under Flock's License Plate Camera Empire

https://www.yahoo.com/news/politics/articles/supreme-court-just-lit-fuse-130900307.html
48•bilsbie•1h ago•25 comments

Big Tech Has Suddenly Flipped on the AI Jobs Wipeout Scenario

https://www.wsj.com/tech/ai/ai-workers-tech-ceos-job-losses-afc71e15
29•Brajeshwar•1h ago•10 comments

Introduction to Genomics for Engineers

https://learngenomics.dev/docs/biological-foundations/cells-genomes-dna-chromosomes/
180•yreg•4d ago•26 comments

When 2+2=5

https://arstechnica.com/security/2026/06/ai-browsers-can-be-lulled-into-a-dream-world-where-guard...
57•noashavit•3d ago•26 comments

Should DayQuil Be Legal?

https://www.theargumentmag.com/p/should-dayquil-be-legal
81•paulpauper•2h ago•109 comments

OfficeCLI: Office suite for AI agents to read and edit Microsoft Office files

https://github.com/iOfficeAI/OfficeCLI
25•maxloh•1h ago•2 comments

Show HN: I Built LangGraph for Swift

https://github.com/christopherkarani/Swarm
18•christkarani•3h ago•3 comments

What Emily Bender meant by "stochastic parrots"

https://spectrum.ieee.org/stochastic-parrot
124•digital55•3h ago•148 comments

Building relationships with customers through support didn't turn out as hoped

https://www.uncommonapps.nyc/p/castro-podcasts-things-i-got-wrong-support
289•dabluck•16h ago•172 comments

Apricot Computers: An underrated British brand

https://dfarq.homeip.net/apricot-computers-an-underrated-british-brand/
63•giuliomagnifico•5d ago•19 comments

Why low-latency Java still requires discipline?

https://chronicle.software/insights/blogs/why-low-latency-java-still-requires-discipline
67•theanonymousone•5h ago•35 comments

Nintendo announces new product revisions in Europe with replaceable batteries

https://www.nintendo.com/en-gb/Support/Nintendo-Switch-2/Information-about-upcoming-battery-relat...
221•akyuu•5h ago•150 comments

DOJ Closing Abbott Labs Case Spurs Wider Corporate Crime Retreat

https://news.bloomberglaw.com/us-law-week/doj-closing-abbott-labs-case-spurs-wider-corporate-crim...
98•petethomas•3h ago•24 comments

Eternal Software Initiative Based on Subleq One-Instruction-Set Computer

https://github.com/adriancable/eternal
7•lioeters•2h ago•1 comments

Amazon will stop accepting new customers for Mechanical Turk

https://techcrunch.com/2026/07/05/amazon-will-stop-accepting-new-customers-for-mechanical-turk/
119•bookofjoe•5h ago•37 comments
Open in hackernews

CS2 Fog Of War: Server-sided anti-wallhack occlusion culling for CS2 servers

https://github.com/karola3vax/CS2FOW
35•LorenDB•3h ago

Comments

landr0id•49m ago
I wonder how often wall hacks are actually used in high-level competitive play by cheaters vs ESP. ESP seems like the better route to avoid manual review flagging suspicious activity. Audible cues (which this currently does not mitigate, and I'm not sure it can) are things that can genuinely separate players by skill and you'd think someone running such a cheat just has very good hearing.

>CS2FOW uses static baked map geometry. Dynamic occluders such as doors, breakables, props, smokes, particles, and projectiles are intentionally out of scope for now.

Market window on Mirage just became more powerful on these servers :)

Very cool project nonetheless.

dvt•17m ago
This has been done before in both 1.6 as well as Source. I helped with some of these implementations back in the late-2000s when I was playing professionally and I even tried to kickstart an anti-cheat hardware solution about a decade ago[1].. spent way too much time working on some of these problems. The main issue with occlusion was slightly increased latency, visual jitter because of interpolation (especially around corners), and a few other more technical problems[2]. It's good enough for public servers, but not tenable in serious competition.

Cheating has always been a problem in FPSs, and it likely won't go away. That's why premier competitions have always been on LAN.

[1] https://www.pcgamer.com/introducing-gameref-the-anti-cheat-h...

[2] Hard to fully obfuscate audio sources, hard to obfuscate hitboxes since you still need them for collision checking (e.g. if a grenade bounces off an enemy player behind a wall), and this is on top of the engine itself sometimes requiring actual entities, so you're stuck with these dummy entities in memory, and so on.

davedx•9m ago
Why on earth don't the producers of the game implement this? It sounds trivial to do?
xeonmc•16m ago

    > Does it cause pop-in when peeking?
    The goal is early reveal, not exact last-millisecond reveal.
    CS2FOW predicts using movement and ping, reveals enemies slightly before exact visibility, and keeps revealed enemies visible briefly. This intentionally leaks a small near-corner window to avoid late pop-in.

This fails to address the main point of the "pop-in" issue relevant to fog of war systems, which is that it is the victim of the peek that gets the worst pop-in effect, the peeker much less so. The aagressive peeker gets the benefit of the early-prediction from the server since they're the initiator of the movement, whereas the victim only begins to receive the information after the peeker has already gotten two network roundtrips worth of early prediction.
webstrand•14m ago
Interesting, could it be mitigated by the server doing its own prediction and defogging the peeker early? Or is lag prediction in CS2 not entirely client-sided.
xeonmc•4m ago
It's more that momentum-based defogging means that the peeker has control over how to manipulate the server's prediction, whereas the victim who is already disadvantaged by network latency now gets an additional penalty of the movement initiation being not telegraphed.

To solve this, the fog of war would need to use purely positional near-edge tolerances, which defeats the entire purpose of fog of war to begin with, which is the pre-aiming reaction time advantage of tracking the peeker through walls by having a farther distance away from the cover than the peeker.

bakies•12m ago
Why wouldn't you just send the positions to both clients in the same tick? Seems trivial to solve.
szmarczak•13m ago
This is good. However, it still sends info about the players ~200ms ahead which still makes you lose.
dvt•9m ago
"Same tick" is a misnomer for a few reasons. First of all, games use UDP, which is basically a "fire and forget" protocol (which means packets get dropped routinely). Second of all, realtime games use some interpolation/prediction to make up for latency (and aforementioned dropped packets).

So it's sort of a "relativistic" temporal system, not a standard "oh now you're at t=1, now you're at t=2" kind of timeline.

Sayrus•6m ago
Peeker's advantage is not directly related to fog of war. The peeker is moving so before the movement is even sent to the server, the client's camera began moving. As such, the peeker will have at least a tick, usually more before that new position is available to the opponent.

"Fixing" this would make movement sluggish: any movement would need to be validated by the server. Meaning delay between pressing keys and actual movement.