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Show HN: Beakdown – a game inspired by Joust/Skirmish
I used to play Joust with my little brother on the BBC Micro many moons ago and have fond memories of it. So when I was experimenting with Claude Opus 5 it was a nice inspiration for this game. Did a little research and found there aren't many games out there that just work in a browser without ads, loading screens or account sign-ups. So I've put this directly on the landing page with no noise in the way - it works on any browser on any device and loads instantly. If it doesn't work at all, ple
Uv 0.12.0
What's Wrong with American Studies?
It was surprisingly hard to break CloudNativePG replication
Starting from Scale in the Design of the AT Protocol
No, You Are Not Living in a Computer Simulation
What if useful AI is a fantasy?
Analysis of Opus 5's 'Contrition'
Ozlo’s Sleepbuds 2 build on Bose’s sleep earbud legacy
Ozlo’s first major update to its sleep earbuds introduces longer battery life, improved connectivity, enhanced audio, and new sleep features as the startup continues the product line once abandoned by Bose.
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Show HN: Writekin – fine-tune a local LLM on your own writing, on your Mac
Hey Hacker News! I built Writekin over the past week because I was tired of AI writing that didn't sound like me, even though I had just used AI to clean it up, rather than wholesale write it. The usual fixes I found online for this were: - Some sort of SKILL.md, or - A system prompt full of rules to strip the generic AI tells (e.g. no em-dashes, none of the stock phrases, varying the sentence length, etc). While those cleaned up the surface a bit, Pangram still came back as ~100% AI written, wh
PostgreSQL Autovacuum Internals and Benchmark
GitHub Introduces Default "Cooldown" Policy for Dependabot Version Updates
Instead of immediately opening pull requests when newer dependency versions are released, Dependabot now waits three days before suggesting upgrades, thus increasing the likelihood that malicious releases are identified and removed before they can be integrated. By Sergio De Simone
Warner Bros. Deal Collapse Would Cost the Ellisons $9.8B
Pay for Software That Respects You
Sorry, Sam and Elon, we have not reached the Singularity
Deflock Casa Grande
Simulating TCP loss and congestion in browser using Go/WASM
Building a Parking Puzzle in Unity: A Systems Breakdown of the Park Match Mechanic
Parking and matching puzzles look almost insultingly simple from the outside. A few cars, a cramped lot, tap or drag to move them out. But if you've actually tried to build one that feels tight — no janky collision resolution, no ambiguous "why didn't that move register" moments, no lag once the board gets crowded — you know there's a real systems design problem hiding underneath what looks like a weekend project. I recently went through the architecture of a parking/matching hybrid template built in Unity and wanted to break down the core systems the way I'd want them explained if I were reskinning or extending one myself. This isn't a marketing post — it's a walkthrough of the actual mechanics: how vehicle movement and collision resolution work, how the match/clear pipeline is structured, how level data is separated from movement logic so hundreds of levels don't require touching code, and how monetization hooks slot into natural break points without polluting gameplay scripts. If you want to see the finished product this breakdown is loosely based on, there's a working template here: Park Match Unity Game Template . Everything below applies whether you're building something similar from scratch or extending an existing base. Why Parking Puzzles Are Harder Than They Look The core loop — tap or drag a vehicle, it exits along a valid path, the lot clears one piece at a time — is trivial to describe and genuinely fiddly to implement well. Four problems show up almost immediately once you move past a static mockup: Valid-move detection : how do you know, at any given moment, which vehicles can actually move given their orientation and the current board state? Path resolution : once a vehicle starts moving, how does it navigate around other vehicles and obstacles without clipping through them or getting stuck mid-animation? Match/clear logic : when does a vehicle actually "clear" the board — on reaching an exit, on matching color/type with another vehicle, or both — an