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Show HN: The Zelda timeline to catch up before the Ocarina of Time remake

https://legendofhyrule.com/
56•jsomau•3h ago•19 comments

Show HN: Sphinx – A hook that quizzes you on your AI's code before shipping

https://sphinx-six-theta.vercel.app/
207•critiquebrowser•11h ago•66 comments

Show HN: Gecit, share a Windows PC's keyboard and mouse with a Mac over QUIC

https://kasparovabi.github.io/gecit/
2•kasparovabi•58m ago•0 comments

Show HN: DocuMemory – Persistent memory and context for AI coding tools

https://www.documemory.dev/
2•veryslowcode•1h ago•0 comments

Show HN: High-quality duck audio synthesizer

https://celphase.github.io/duck-pond/
158•celphase•1d ago•37 comments

Show HN: CallSitter – bot that answers my calls and wastes scammers' time

https://github.com/szerintedmi/callsitter
5•szert•3h ago•8 comments

Show HN: Esp32sim – Run ESP32 firmware in the browser

https://github.com/mikroverk/esp32sim
186•joakimeriksson•1d ago•37 comments

Show HN:MockForge – Lightweight, zero-dependency Python API and Webhook

https://github.com/alessio1999xx-debug/pyforge-task-Mockforge
4•AlessioDev•2h ago•0 comments

Show HN: Parin – A 2D game engine between raylib and Godot, written in Dlang

https://github.com/Kapendev/parin
67•Kapendev•2d ago•16 comments

Show HN: A forest's wildlife, synthesized live in Rust, playable in the browser

https://zaghaghi.github.io/spore-and-skog-dev-log/
5•zaghaghi•4h ago•0 comments

Show HN: Things to Do API

https://thingstodoapi.com/
53•invalidmonk•1d ago•25 comments

Show HN: Llmspeed – feel how fast a local LLM runs before you buy the hardware

https://llmspeed.dev/
313•albinstman•1d ago•86 comments

Show HN: Fast, secure JSON Formatter with side-by-side JSON diffing

https://instantjsonformatter.com
7•UmangPawar•8h ago•2 comments

Show HN: Gemini 4 Argon plays StarCraft

https://starskirmish.com/bench/v0-2/
248•__cayenne__•2d ago•110 comments

Show HN: Benchmarking LLM ability to code in an adversarial language

https://bench.killswitch-lang.org/
3•dom96•6h ago•1 comments

Show HN: Wonderhop – A daily game: guess what most people say, or what none do

https://wonderhop.io/en/
117•mtlduo•4d ago•94 comments

Show HN: 500 clocks in one 6.3 MB HTML file by Opus 5.5

https://tkgally.github.io/500-clocks/
58•tkgally•12h ago•21 comments

Show HN: JSynth – Visual Programming Editor for Julia

https://github.com/ozanbora/JSynth
3•ozanbora•9h ago•2 comments

Show HN: Flipflop – Iroh-powered persistent tunnels for filesharing

https://github.com/andunieee/flipflop
146•andunie•3d ago•71 comments

Show HN: rStation – A shared research lab for your AI agents

https://rstation.ai/
58•stephenchung•2d ago•19 comments

Show HN: Pay-per-Crawl – make AI crawlers pay per page in USDC, for 10 stacks

https://forgemesh.io/blog/pay-per-crawl-every-stack
8•agenticbotbot•22h ago•3 comments

Show HN: Fakeipedia – Wikipedia for worlds that don't exist

https://fakeipedia.org
42•darajava•1d ago•24 comments

Show HN: Petal, open-source CoScreen/ScreenHero finally free

https://petal.live/
226•thedracle•3d ago•41 comments

Show HN: Stoke Money – Personal finance app built around a cash flow forecast

https://stoke.money
32•_wesley•1d ago•20 comments

Show HN: Unfenced – Land for sale that borders public land

https://unfenced.land/
316•otherwatersflow•3d ago•200 comments

Show HN: Cosplay as a tech lead, using gVisor to sandbox agents

https://github.com/SoftwareRenderer/MIKE
2•SftwareRenderer•14h ago•3 comments

Show HN: MCPX – MCP server directory scanning for tool poisoning, leaked keys

https://www.mcpx.digital/
2•chaostheorx•15h ago•0 comments

Show HN: Proa – A Rust web framework with fast SSR and multi-target rendering

https://proa.so/
107•burnrate•3d ago•35 comments

Show HN: OneDeploy – Managed open-source apps with nightly backups and TLS

https://onedeploy.co
28•relatedcode•2d ago•11 comments

Show HN: MoroccoAPI: An open source API for Moroccan public data

https://moroccoapi.dev/
3•benizizamohamed•16h ago•2 comments
Open in hackernews

Show HN: MMORPG prototype inspired by World of Warcraft

https://github.com/nickyvanurk/everwilds
28•nickyvanurk•1y ago

Comments

ricardobayes•1y ago
Still to this day I have not seen an MMORPG that has as smooth movement and camera system as WoW.
okdood64•1y ago
Camera movement in FFXIV is fine. Character movement was a bit clunky but still very usable.
kristoff200512•1y ago
Yes, I think so too! I'm not sure why, but even though technology has advanced so much compared to before, there still isn't an online game that can surpass it.
nickyvanurk•1y ago
To replicate that feel is pretty much the point of this project.
MacNCheese23•1y ago
Do i see this correctly, TCP-based Websocket with JSON messages that are parsed?

That is very much removed from any MMORPG type of communication.

One of the hardest parts of a client/server MMO architecture is the network layer, which uses a lossless/retry/fault-prove UDP-based protocol. Everything else sits on top. Luckily, there are tons of sample libraries by now, I suggest peeking at the leaked SW Online sony code which includes the source for their implementation.

jaoane•1y ago
World of Warcraft uses TCP, which is the correct choice because the current state is the sum of all previous updates. So why not let the kernel handle the hairy parts?
setr•1y ago
>because the current state is the sum of all previous states

I don't think that's true, except for the server? From the client's perspective, the current state is whatever the hell the server thinks is the sum of all previous state. So you generally don't need lossless message passing; you just need to be able to resync periodically, and trying to resend on lost messages is probably a waste of time if you can sync straight to current state

If the client/server were deterministically simulated -- thus every event must be fully represented on both sides to be in sync -- then sure, but I'm fairly positive no MMO does that

jaoane•1y ago
That’s not how it works in World of Warcraft though. The server only sends the client the absolute state of the world on login. Then it’s all relative updates. Like: unit X lost 13 hit points. The client derives the current state from that. So UDP is inappropriate because you need things to be ordered.
MJGrzymek•1y ago
I get net::ERR_CERT_COMMON_NAME_INVALID on everwilds.io (chrome android)