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Show HN: Look Ma, No Linux: Shell, App Installer, Vi, Cc on ESP32-S3 / BreezyBox

https://github.com/valdanylchuk/breezydemo
156•isitcontent•7h ago•16 comments

Show HN: I spent 4 years building a UI design tool with only the features I use

https://vecti.com
259•vecti•9h ago•122 comments

Show HN: If you lose your memory, how to regain access to your computer?

https://eljojo.github.io/rememory/
202•eljojo•10h ago•133 comments

Show HN: R3forth, a ColorForth-inspired language with a tiny VM

https://github.com/phreda4/r3
52•phreda4•6h ago•9 comments

Show HN: Smooth CLI – Token-efficient browser for AI agents

https://docs.smooth.sh/cli/overview
78•antves•1d ago•59 comments

Show HN: Slack CLI for Agents

https://github.com/stablyai/agent-slack
41•nwparker•1d ago•11 comments

Show HN: Artifact Keeper – Open-Source Artifactory/Nexus Alternative in Rust

https://github.com/artifact-keeper
147•bsgeraci•1d ago•61 comments

Show HN: Gigacode – Use OpenCode's UI with Claude Code/Codex/Amp

https://github.com/rivet-dev/sandbox-agent/tree/main/gigacode
12•NathanFlurry•15h ago•5 comments

Show HN: Horizons – OSS agent execution engine

https://github.com/synth-laboratories/Horizons
23•JoshPurtell•1d ago•5 comments

Show HN: FastLog: 1.4 GB/s text file analyzer with AVX2 SIMD

https://github.com/AGDNoob/FastLog
3•AGDNoob•3h ago•1 comments

Show HN: Falcon's Eye (isometric NetHack) running in the browser via WebAssembly

https://rahuljaguste.github.io/Nethack_Falcons_Eye/
4•rahuljaguste•6h ago•1 comments

Show HN: I built a directory of $1M+ in free credits for startups

https://startupperks.directory
4•osmansiddique•4h ago•0 comments

Show HN: Daily-updated database of malicious browser extensions

https://github.com/toborrm9/malicious_extension_sentry
13•toborrm9•12h ago•5 comments

Show HN: A Kubernetes Operator to Validate Jupyter Notebooks in MLOps

https://github.com/tosin2013/jupyter-notebook-validator-operator
2•takinosh•4h ago•0 comments

Show HN: BioTradingArena – Benchmark for LLMs to predict biotech stock movements

https://www.biotradingarena.com/hn
23•dchu17•11h ago•11 comments

Show HN: 33rpm – A vinyl screensaver for macOS that syncs to your music

https://33rpm.noonpacific.com/
3•kaniksu•6h ago•0 comments

Show HN: Micropolis/SimCity Clone in Emacs Lisp

https://github.com/vkazanov/elcity
171•vkazanov•1d ago•48 comments

Show HN: Chiptune Tracker

https://chiptunes.netlify.app
3•iamdan•6h ago•1 comments

Show HN: A password system with no database, no sync, and nothing to breach

https://bastion-enclave.vercel.app
10•KevinChasse•12h ago•9 comments

Show HN: Local task classifier and dispatcher on RTX 3080

https://github.com/resilientworkflowsentinel/resilient-workflow-sentinel
25•Shubham_Amb•1d ago•2 comments

Show HN: GitClaw – An AI assistant that runs in GitHub Actions

https://github.com/SawyerHood/gitclaw
8•sawyerjhood•12h ago•0 comments

Show HN: An open-source system to fight wildfires with explosive-dispersed gel

https://github.com/SpOpsi/Project-Baver
2•solarV26•10h ago•0 comments

Show HN: Agentism – Agentic Religion for Clawbots

https://www.agentism.church
2•uncanny_guzus•10h ago•0 comments

Show HN: Disavow Generator – Open-source tool to defend against negative SEO

https://github.com/BansheeTech/Disavow-Generator
5•SurceBeats•16h ago•1 comments

Show HN: Craftplan – I built my wife a production management tool for her bakery

https://github.com/puemos/craftplan
567•deofoo•5d ago•166 comments

Show HN: BPU – Reliable ESP32 Serial Streaming with Cobs and CRC

https://github.com/choihimchan/bpu-stream-engine
2•octablock•12h ago•0 comments

Show HN: Total Recall – write-gated memory for Claude Code

https://github.com/davegoldblatt/total-recall
10•davegoldblatt•1d ago•6 comments

Show HN: Hibana – An Affine MPST Runtime for Rust

https://hibanaworks.dev
3•o8vm•13h ago•0 comments

Show HN: Beam – Terminal Organizer for macOS

https://getbeam.dev/
2•faalbane•13h ago•2 comments

Show HN: Ghidra MCP Server – 110 tools for AI-assisted reverse engineering

https://github.com/bethington/ghidra-mcp
294•xerzes•2d ago•66 comments
Open in hackernews

Show HN: Horizon Engine – C++20 3D FPS Game Engine with ECS and Modern Renderer

https://github.com/jackthepunished/horizon-engine
5•bhdr26k•3w ago
Hi HN,

I’m working on an experimental 3D FPS game engine in C++20, aiming to deeply understand engine internals from first principles rather than just using existing frameworks.

Currently I'm strictly following LearnOpenGL docs.

This project focuses on: Entity-Component-System (ECS) architecture for high performance. OpenGL 4.1 rendering with a PBR pipeline, material system, HDR, SSAO, and shadow mapping. Modular systems: input, physics (Jolt), audio (miniaudio), assets, hot reload. A sample FPS game & debug editor built into the repo.

Repo: https://github.com/jackthepunished/horizon-engine

This isn’t intended to be a commercial rival to any commercial game engines.

it’s a learning and exploration project: understanding why certain engine decisions are made, and how to build low-level engine systems from scratch.

I’m especially looking for feedback on: Architecture choices (ECS design, render loop, module separation) Your thoughts on modern C++ engine patterns

What you’d build vs stub early in a homemade engine

Tips from experienced graphics/engine developers Criticism and suggestions are very welcome — it’s early days and meant to evolve. Thanks for checking it out!

Comments

bhdr26k•3w ago
A bit more context on the project and where it’s at right now:

This is a learning-first engine,

The focus so far has been on core architecture: ECS design, render loop, system boundaries, and data flow.

Renderer is OpenGL 4.1, mainly for portability and debuggability; not aiming for cutting-edge features yet.

Physics uses Jolt, audio via miniaudio, with a simple asset pipeline and hot-reload experiments.

Current limitations / things I’m unsure about: ECS ergonomics vs raw performance trade-offs Renderer abstraction depth (how far to generalize without over-engineering) Build times and compile-time vs runtime cost in modern C++ What systems are worth fully building vs stubbing early (animation, scripting, editor tooling)

If you’ve built engines, renderers, or large C++ systems before, I’d especially love: Architecture critiques “I regret doing X early” lessons Suggestions on what to simplify or throw away now Happy to answer any technical questions — thanks for taking the time to look.