frontpage.
newsnewestaskshowjobs

Open Source @Github

fp.

Qwen 3.8 27B

https://huggingface.co/Qwen/Qwen3.8-27B-FP8
700•erdaltoprak•6h ago•445 comments

Seven books I keep close because I love them

https://blog.plover.com/2026/08/02/
257•surprisetalk•6h ago•109 comments

Anthropic Risk August 2026 [pdf]

https://www-cdn.anthropic.com/f61d49fa5596956a5dec75fea0e973bf6a6a8378/Redacted%20Risk%20Report%2...
43•artninja1988•1h ago•34 comments

Study links coffee consumption to metabolic health and sex hormones

https://www.oulu.fi/en/news/study-links-coffee-consumption-metabolic-health-and-sex-hormones
16•_____k•41m ago•3 comments

RustDesk now supports true unattended remote access on Wayland

https://rustdesk.com/blog/unattended-remote-access-wayland/
164•rustdesk•5h ago•76 comments

Why does Opus 5 feel worse to work with?

https://mun-logadan.github.io/why-does-opus-5-feel-worse/
652•numeri•11h ago•605 comments

Google is making private AI practical with homomorphic encryption

https://blog.google/security/how-google-is-making-private-ai-practical-with-homomorphic-encryption/
189•u1hcw9nx•5h ago•125 comments

What You Gain by Building Your Own Game Engine

https://eliasfarhan.ch/gamedev/cpp/2026/08/14/srnative-01-why-a-custom-engine.html
17•kwakwa_cat•2h ago•13 comments

Introducing Toast 1

https://www.mixedbread.com/blog/toast-1
149•mplappert•6h ago•49 comments

Show HN: Ember – Redshift safe color palettes

https://github.com/carpdiem/ember
28•carpdiem•5d ago•4 comments

AI by Hand

https://www.byhand.ai/
121•sans_souse•5h ago•11 comments

Ultraviolet Bird Photography

https://uvbirds.com/
75•EndXA•1w ago•12 comments

Show HN: Mole – Deep research agent for your terminal

https://github.com/lajosdeme/mole
26•lajosdeme•2h ago•6 comments

I turned my RSS feeds into an e-ink newspaper to stop reading on my phone

https://heyjonny.dev/posts/rss-to-eink-newspaper/
105•speckx•7h ago•47 comments

New Lower and Upper Bounds for the Grothendieck Constant

https://arxiv.org/abs/2608.11158
13•surprisetalk•1h ago•2 comments

Every exterior shot in The Taking of Pelham 123

https://iafisher.com/2026/07/pelham-123
10•evakhoury•1h ago•2 comments

CEO who fired 900 people on Zoom just before Christmas wants his job back

https://www.cnn.com/2026/08/14/business/vishal-garg-better-ceo
59•pseudolus•1h ago•30 comments

Maximizing the value of your Claude Code sessions

https://claude.com/blog/maximizing-the-value-of-your-claude-code-sessions
95•twapi•5h ago•64 comments

Turbo Pascal on CP/M, MSX-DOS and MS-DOS – Pascal for Small Machines

http://pascal.hansotten.com/delphi/turbo-pascal-on-cpm-msx-dos-and-ms-dos/
47•rbanffy•2d ago•12 comments

ICTP Announces 2026 Dirac Medal Recipients (Physics)

https://www.ictp.it/news/2026/8/ictp-announces-2026-dirac-medal-recipients
4•rramadass•4d ago•1 comments

Show HN: LuaCAD – Parametric CAD Scripted in Lua

https://luacad.ad-si.com
53•adius•4h ago•13 comments

DeepSeek peak/off-peak pricing update

https://api-docs.deepseek.com/news/news260813/
234•fagnerbrack•11h ago•124 comments

Every Fucking Website (2020)

https://lxe.github.io/everywebsite/
662•doubletwoyou•6h ago•378 comments

Moving integer division to floating-point is trivial

http://marc-b-reynolds.github.io/math/2026/08/10/IntDivByFP.html
22•matt_d•3d ago•10 comments

Don't classify, hallucinate

https://softwaredoug.com/blog/2026/08/10/hypothetical-classifications
196•softwaredoug•4d ago•81 comments

GLM-5.3: Frontier coding with emergent cyber capabilities

https://z.ai/blog/glm-5.3
999•pella•16h ago•493 comments

Open WireGuard Endpoints

https://proxylity.com/articles/now-available-open-wireguard-endpoints-and-async-lambda.html
16•mlhpdx•2h ago•1 comments

Forbidden City Cabbage

https://www.cnn.com/2025/11/10/style/jadeite-cabbage-taiwan-forbidden-city-curio-hnk-intl
45•dude250711•2d ago•7 comments

The TEMU-Fication of Software, Digital Goods and Services

https://xn--gckvb8fzb.com/the-temu-fication-of-software-digital-goods-services/
118•surprisetalk•9h ago•83 comments

France's top court blocks social media ban for under-15s

https://www.reuters.com/world/frances-top-court-rules-social-media-ban-curtails-freedom-expressio...
185•BlueBerry2001•5h ago•130 comments
Open in hackernews

What You Gain by Building Your Own Game Engine

https://eliasfarhan.ch/gamedev/cpp/2026/08/14/srnative-01-why-a-custom-engine.html
17•kwakwa_cat•2h ago

Comments

adastra22•42m ago
That graph isn't 13% "make their own game engine." It is 13% as "other." There are a LOT of other game engines out there. Very, very few games roll their own.
dismalaf•35m ago
> Very, very few games roll their own

Except a ton of successful indie games, including some of the best of all time:

Minecraft, Braid, the Witness, Dwarf Fortress, Stardew Valley, Terraria, Fez, Animal Well, and probably a bunch I haven't heard of or forgot.

Also most AAA studios and a lot of AA studios.

Most game engines were also born out of a game. Source, Unreal, IDTech all were games first, then the engine was extracted.

satvikpendem•26m ago
Isn't this survivorship bias? How many were successful in contrast that just used an off the shelf engine?

Regarding Source, Unreal, etc, that was back in the day when making an engine was much easier than today, due to lower player and graphics demands, which they then iterated on.

dismalaf•14m ago
> How many were successful in contrast that just used an off the shelf engine?

Yeah there's successful games that used an off the shelf engine but saying very few roll there own is plainly wrong when a bunch have. And that's without mentioning the whole flash era...

adastra22•22m ago
There is a valuable point in what you are saying, but I don't think it is as strong as you are making it. Game engines do have a certain 'style' that is recognizable, especially if you use default settings and cookie cutter stuff from the asset store. The most successful indie games often have their own unique aesthetic, and rolling their own game engine, while not strictly necessary, does make that uniqueness the default outcome rather than something you have to strive hard to achieve.

But most indie games do not roll their own engine. Even this widely shared post aiming to show off games with custom engines, ends up listing a ton of games with notes like "OGRE-based" or "MonoGame-based." I'm sorry, but that's not a custom engine. That's an atypical engine choice (OGRE or MonoGame) with tweaks. Maybe I'm being a pedant, but I think the difference matters.

https://gist.github.com/raysan5/909dc6cf33ed40223eb0dfe625c0...

Unfortunately I don't think there are good numbers on how many truly original / custom / no-engine games are out there, in absolute or market terms. 13% is the ceiling, but I wouldn't be surprised if it was much smaller (e.g. <5%).

dismalaf•18m ago
> "OGRE-based" or "MonoGame-based."

You compared a full-on 3D renderer to something that's basically the same as SDL or Raylib. Ogre could be considered a game engine but XNA/Monogame definitely isn't (nor is SDL or Raylib).

> But most indie games do not roll their own engine.

Most indie games are slop that are barely more than a template with pre-purchased assets and sell zero copies. There's no point talking about most of something when 99% gets thrown straight into the garbage.

> The most successful indie games often have their own unique aesthetic, and rolling their own game engine, while not strictly necessary, does make that uniqueness the default outcome rather than something you have to strive hard to achieve.

Yup and that's the point. Code is art as much as art is art. Sure, you can get a basic game made in a couple hours with Godot, but what's the value or uniqueness when anyone can do the same?

hansvm
ColdStream•13m ago
It really depends on your needs I guess. Not to undermine them in any fashion but If you just need some generic features and get something out quick, a pre-built engine can take a lot of the head ache out of it. I'm thinking stuff like last years 'Skate Story', built by one guy over a few years and it looks great, all done in Unity. If they were building their own engine it probably would still be another few years back and probably for not much gain.

But then things like Fez as you mentioned, back in 2012 when it came out, it would have been a real struggle to put together with off the shelf engines. I could see it being much easier now but still a product of its time.

One studio I am endlessly impressed with is Enhance games. Tetris Effect (UE4),Rez Infinite (UE4), Humanity (Unity) and Lumines Arise (Unity). When you fire them up, you would be really hard pressed to know what engine they are running as they have made the end results so unique that the base engines traits are almost completely gone. That is a real talent.

But if you have some unique tech that just needs to see the light of day or a work p=flow that just doesn't fit what everyone else is providing, go with your own engine. There will never be a one size fits all.

dismalaf•3m ago
> It really depends on your needs I guess. Not to undermine them in any fashion but If you just need some generic features and get something out quick, a pre-built engine can take a lot of the head ache out of it. I'm thinking stuff like last years 'Skate Story', built by one guy over a few years and it looks great, all done in Unity. If they were building their own engine it probably would still be another few years back and probably for not much gain.

I'm not necessarily making any judgement about what someone should do. Rolling your own engine for a story based game is probably a bad use of time. But the idea that few successful indies have rolled their own is false.

I agree - if you're just doing something that needs some assets placed, some interactions, rendering, some physics, use an off the shelf engine. But the idea that it's impossible or not worthwhile to roll your own is repeated too much.

rsalus•5m ago
Well, to be pedantic, Stardew Valley + others used MonoGame which is technically a framework but realistically does a huge amount of the work needed to develop a game engine.
tancop•5m ago
Where do you put modular engine/framework hybrids like Bevy? It owns the game loop so it's technically an engine but you can swap out just about every part of it, even rendering and window management. Tiny Glade only used the core ECS with every other part being custom.
•
14m ago
> most are slop

Is there any chance they meant most "real" indie games? If they did, does the observation about chances of rolling one's own engine change?

adastra22•5m ago
How is MonoGame not a game engine? It handles graphics, input, main loop, etc. You can write simple games in a few hundred lines of code, just loading and game logic. Perhaps we're taking past each other.