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Ask HN: तुम कर क्या रहे हो? (सितंबर 2026)

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Ask HN: तुम कर क्या रहे हो? (सितंबर 2026)91 अंक द्वारा david927 8 घंटे पहले | छिपाना | इतिहास | पसंदीदा | 196 टिप्पणियां तुम कर क्या रहे हो? हाल ही में तुम क्या curiosity में थे? मदद अभी शुरू किया:1) मेरे kernel में bad apple (OS)2) भाषा मॉडल + inference engine from scratch3) sketchdaily.net, लेकिन आप अपने own pinterest board of references दें बजाय preselected ones they have मुझे अपनी job छोड़ने के बाद से बहुत free time मिला है।0) money-money-money: एक sub 15Kb server-less household budgeting tool [0]। क्यों? इसे extremely compressible बनाया गया है, ताकि आप अपने household budget को edit कर सकें और अपने partner के साथ short-links या QR codes के माध्यम से back and forth share कर सकें। आइडिया है आप अपने budget एडिट करें, link send करें दूसरी party को, वे बिना server के loop में view या edit कर सकें और back send कर सकें। [0]1) slices: An alternative AI-first ADHD-friendly architecture experiment जहां everything you code एक "slice" है एक shared event pool के साथ। Slices केवल shared event pool के माध्यम से अन्य slices के साथ communicate कर सकते हैं। Inspired by small-talk, vertical-slice architecture, and ADHD. I used slices to build a self-modifying IDE too. [1] [2]2) text compression experiments: मैं text compression के pursuit में Hutter prize के लिए experimenting कर रहा हूँ। आइडिया है English Wikipedia की entirety को text में compress करना, जबकि अभी भी इसे reproduce कर सकूं। [3]3) tiniest maze solving neural network: एक write-up work in progress on a maze solver I built with heavy LLM help, managed to get a 14 byte neural network solving 96% of unseen mazes. [4] [5][0] - https://con-dog.github.io/money-money-money[1] - https://github.com/con-dog/slices-demo[2] - https://con-dog.github.io/slices-demo/[3] - http://prize.hutter1.net[4] - https://github.com/con-dog/tiny-neural-network[5] - https://minimio.ai/I've been working on a voxel game engine called Bonsai for ~10 years. Probably the most interesting thing about it at the moment is the editor.

The world, and most things in it, are represented as collections of SDFs. More accurately, they're density fields, but, potato-tomato. Bonsai has undergone a large rewrite over the last couple years that's nearing completion.

A world edit is defined as a bunch of SDF parameters which get projected/rasterized into the voxel grid by a shader on the GPU. One neat thing about SDFs is they've been thoroughly researched and documented by a guy named Inigo Quilez, and they have a lot of nice mathematical properties. For example, you can do a smooth union of arbitrary SDFs to get nice rounded contours where shapes join.

I've written every system from scratch, all the way from the memory allocators and font rasterizer to the collision detector and simulation loop. I even wrote a metaprogramming language as a replacement for C++ templates, which is a whole other story. IIRC the only external dependency is the C runtime library for starting the process and my very occasional use of variadic functions arguments.

For a long time, an explicit non-goal of the project was to ship a game. It sounded insane to me to write an entire 3D engine and then ship a game. As it turns out, I've gotten it to the point where I can actually make a game.

I've got a start on the game systems in a closed-source repo, and hope to have a steam page for it by the end of the year. I'll do some shameless self-promotion and leave some links here for anyone interested in looking at the engine, language code, or some pretty pictures.https://github.com/scallyw4g/bonsaihttps://github.com/scallyw4g/poof I'm building an open-source way to fill U.S. immigration forms without fighting clunky PDFs Github: https://github.com/athos2113/fillvisa-os Demo: https://fillvisa.com/demo/US Immigration still relies on outdated XFA PDFs - you can't fill them on your browser. Most immigrants end up printing the form and fill it manually.

So, I converted the PDF forms into smart we...