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Tuesday, May 26, 2026
Show HN: WYSIWYG markdown editor for any GitHub repo https://ift.tt/JDHcmaX
Show HN: WYSIWYG markdown editor for any GitHub repo replace any github.com url with dunkdown.com https://ift.tt/Vvz5Lde https://dunkdown.com May 26, 2026 at 08:47PM
Monday, May 25, 2026
Show HN: Write your BPF programs in Go, not C https://ift.tt/njBJQhD
Show HN: Write your BPF programs in Go, not C https://ift.tt/98lOnt5 May 21, 2026 at 11:25PM
Show HN: I made Pokémon but with real animals in the real world https://ift.tt/ZCE5nAw
Show HN: I made Pokémon but with real animals in the real world Firstly, apologies, it's not free. It would be difficult to support this for free, it's a paid game. I will now share the technical details, which will probably be most of interest for HN readers. I previously made a carbon footprint tracking app where you photo objects and it tells you the carbon footprint by using an LLM to estimate the data on the fly, e.g. 32kg CO2e / kg of beef, in the UK. At some point, I realised that it is possible to make a Pokémon-style game, but capturing real animals in the real world. This is now possible because:
- image recognition is cheap, i.e. identifying animals, and the models (gpt-4o) can detect a (surprisingly) large number of animals and output their exact species.
- LLMs can output a species' full taxonomy, pretty reliably. And, more importantly, they can generate game data quickly, on the fly. It would unfeasible to generate the game sprites (images) for every species (millions, worldwide) and their full evolution chain, e.g. caterpillar, chrysalis, butterfly, ahead of time. I realised it's possible to do this in real time. General game flow:
- photo animal
- send to gpt-4o
- return species
- send species to LLM, create evolution chain, plus attributes, types and moves.
- in parallel, create sprites. All data is cached. The aim of the game is to build up your team and compete with other players to take over gyms. The game is based in the real world, I had to come up with a way to have health centres and shops. These must both have decent coverage, globally. The solution is health centres are places of worship, e.g. churches, mosques, temples etc and shops are real world grocery stores. Every country as far as I can tell has places of worship, with good distribution, which was surprising. Gyms are located in every park worldwide. Challenges: How to get players outside:
- I use openstreetmap for the game map, but I overlay my game design on top of it.
- To physically make players go out into nature: I use openstreetmap area types to only allow capturing animals when your GPS location is in natural areas, e.g. woodland, parks etc. The aim of the game is to get you out into nature and appreciating animals.
- Level system: The solution I came up with is to set the animal levels based on the proximity to built-up areas, e.g. Every ~500 meters you go away from built-up areas, the animal level bands increase by 5 levels.
- It would be expensive to render the entire physical world in my game map, so I instead render the map on the fly, deterministically. I also fetch animal calls in real time so that when they enter battle you hear a pigeon cooing, for example, which is pretty cool. I also fetch the animals conservation status, i.e. how endangered is it, and give you more reward (leaves, in-game currency) for capturing rarer animals. I "launched" the game about a month ago, but have not really been publicising it as I've been working on various updates and improvements, but now I am sharing it more openly. It's got about 20 players so far, from around the world, and around 500 unique animal species have already been encountered. Challenges have been keeping the costs low. Servers cost about $200 / month, text-gen is basically free as I get free tokens from OpenAI for sharing data, it's not privacy-related, and image-gen costs about $0.04 per sprite (2 per animal). My background: not a programmer, originally a mechanical engineer and then business development manager, then started learning programming and building apps with AI in the last few years. Feel free to ask me any technical details, happy to share. https://ift.tt/kPSNmTA May 26, 2026 at 02:48AM
Show HN: Cursed Browser – a VLM reads the HTML and hallucinates the page https://ift.tt/24tGusS
Show HN: Cursed Browser – a VLM reads the HTML and hallucinates the page https://ift.tt/vVpG5dT May 26, 2026 at 12:53AM
Show HN: NanoApps: Run custom homebrew apps on iPod nano 7th generation https://ift.tt/WJO47Kq
Show HN: NanoApps: Run custom homebrew apps on iPod nano 7th generation NanoApps is an early developer preview for hobbyists and tinkerers who want to build and run custom apps for iPod nano 7th generation. Contributions are very welcome. https://twitter.com/freemyipod/status/2058920520708468974 May 25, 2026 at 09:46PM
Sunday, May 24, 2026
Show HN: Replacing a 3.4MB video with 40kb of GSAP https://ift.tt/RUKeVS7
Show HN: Replacing a 3.4MB video with 40kb of GSAP https://ift.tt/kw6rSvG May 25, 2026 at 03:59AM
Show HN: Baby's First Cards – real photo flash cards for toddlers https://ift.tt/dJvAPbh
Show HN: Baby's First Cards – real photo flash cards for toddlers App maker here. I built this because most flash card apps use cartoonish illustrations that don't help babies recognize real objects.
This app lets you take photos of real things around the house or pick from curated real photo sets. Key features: • Take your own photos as flash cards • Record your own voice for each card • Pre-loaded kits with high-quality real photos and real animal sounds • Bilingual (English and Chinese) mode • Fully offline, no ads, no data collection • One-time purchase, no subscription Happy to answer questions or discuss the development process! https://ift.tt/gca3KJj May 24, 2026 at 08:13PM
Show HN: Audiomass – a free, open-source multitrack audio editor for the web https://ift.tt/wfq5Isz
Show HN: Audiomass – a free, open-source multitrack audio editor for the web https://ift.tt/yxpbAmu May 24, 2026 at 10:25PM
Saturday, May 23, 2026
Show HN: Running BitNet b1.58 inside DRAM by breaking DDR4 timing rules https://ift.tt/rWYKQvC
Show HN: Running BitNet b1.58 inside DRAM by breaking DDR4 timing rules I have been working on running BitNet b1.58 inside DRAM by intentionally breaking DDR4 timing rules. Also made a visual explainer: https://pcdeni.github.io/CaSA/explainer/
This is tested and works inside commercial off the shelf memory with custom memory controller in the FPGA. The underlying effect is well characterized in academic papers (cmu safari, simra, dram bender, etc). In the process of getting this to work I also made previously undocumented discovery about DDR behaviour: https://pcdeni.github.io/CaSA/explainer/xor-spread.html
Overall it is a bit slow, since data (in full rows) needs to be moved even when what is actually needed is only the count of the '1' bits (popcount). To make it competitive memory die changes would be needed, but not as drastic as merging compute and memory into one silicon. This would then avoid the memory wall issue the industry is currently facing. May 24, 2026 at 01:54AM
Show HN: Vibe-coded Steam, but in the browser https://ift.tt/osntxpA
Show HN: Vibe-coded Steam, but in the browser Hi HN! Lifelong avid gamer here, hugely passionate about WASM and WebGPU. I firmly believe that these technologies will enable console and PC quality titles to be accessible through a browser, and with this, we'll need a new discoverability layer. Looking online, platforms like CrazyGames and Poki cater to a casual/hypercasual demographic, and I couldn't find anything out there that was for me, a core gamer that typically uses Steam and consoles. So I vibe coded my own! It features WASM ports of classic games, as well as some indie Unity titles. The goal is to host mainly WebGPU titles moving forward, and to serve as a way for smaller developers to get discovered outside of crowded channels like Steam. Here's a few features from the platform I wanted to highlight: • Controller support
• A console-like UI/UX
• Community forums (much work to do here)
• Basic achievements
• Store pages, modeled after Steam
• Social features
• Asset chunking to enable faster load times I'd love to get feedback on the portal, to make it even better. Thanks! https://gameghost.manus.space/ May 24, 2026 at 02:54AM
Show HN: A satirical idle game about running an AI startup https://ift.tt/1DnZPFU
Show HN: A satirical idle game about running an AI startup I made an idle/clicker about running an AI startup. You start with a cat-vs-dog classifier and try to make it to AGI, but the NYT sues you for training data, Yann tweets that scaling is dead, and your fired ML engineer leaks the Slack. https://ift.tt/nbYdySj May 24, 2026 at 01:54AM
Show HN: I built a RAG and knowledge graph agent that runs locally https://ift.tt/nVdFvft
Show HN: I built a RAG and knowledge graph agent that runs locally Claw-Coder is an AI agent that runs locally on your laptop and has access to powerful tools instead of configuring claude or codex to use a local model just use claw-coder.
Why was claw-coder created? Answer: To solve the problem of privacy and security. When you use an agent that is configured with a cloud model like codex, cursor, Claude etc. You are not just getting the agent but you are giving up your codebase to train an llm which is a bit concerning and this reduces trust in the technology called AI but now another problem comes in performance when you switch to a local model that is not made for that workflow you lose performance, speed, and it becomes really a tradeoff so that's where claw-coder comes in it not only runs on your machine but all the code, rag, knowledge graph etc info is kept local making the privacy problem solved but now what about performance. Performance: Local llms are not built to do the cool things cloud models do because the model sizes are not even capable of building real apps like the 8b models, 13b, even 1b so the solution I came up with was to give these small models access to tools and features that make it actually work well in coding performance. So what does claw-coder have access to: A knowledge graph: A knowledge graph is an interconnected network of real-world entities—such as people, places, concepts, or events—and the relationships between them. It organizes information into a readable web of meaning rather than static lists, allowing both humans and AI to understand context. So how does this help an AI, it gives the AI the ability to tell relationships between code in your codebase, a cloned unknown repo and so forth this increases performance of local llms by far in coding tasks and reasoning abilities. Rag: We have ever had of RAG at some point but there is a catch the context window of local llms can't bear large codebases and repos so RAG isn't optional by storing vectors in a vector store you enable the AI to actually know what the code means and what each piece does to the other letting you load millions of lines into the vector store without blowing up the context window. Tools: So we have discussed the tiny but powerful ways to improve local llm performance but an agent to be an agent it needs to take action this is where exposing tools to the local llm helps so what tools have been implemented into claw-coder. 1. search_tool This enables the ai agent to actually search up to date info so that it doesnt hallucinate on info it doesn't know which is common in local llms. 2. Docker execution This agent has a special folder called workspace where it does its work without destroying your desktop but this is not enough to protect your desktop from being destroyed by cheap code so this is where docker comes in I have implemented docker containers of various languages where the agent can validate its own code this is powerful because all llms not only local ones generate code they can't even confirm works because they are just powerful predictors so enabling it to run its code can surprisingly increase the usefulness of the generated code because it now knows it works or not even for html and css the ai agent has been given a helpful vision llm to actually explain what rendered in the browser. This is the surprising power of giving an llm a docker execution tool. We have looked at a lot of how claw-coder is different enabling local llms to actually do real work. But how do you actually try it out yourself: Claw-coder is closed source because it is going through heavy testing but that doesnt kill transparency and since we are testing it doesn't stop people from trying it on real codebase and giving feedback to get started use: brew tap gabriel-c70/claw then brew install claw-coder May 23, 2026 at 11:06PM
Friday, May 22, 2026
Show HN: Mechs.lol – a free, web-based autoshooter game https://ift.tt/5wCVx6a
Show HN: Mechs.lol – a free, web-based autoshooter game One unexpected benefit of LLMs is I can work on projects I otherwise wouldn't have taken on. I made a web-based autoshooter (with multiplayer support) heavily using AI / LLMs. This is something I'd consider "alpha" quality so don't expect a super polished experience but it's hopefully fun https://mechs.lol May 23, 2026 at 12:04AM
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