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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

2026-07-29 原文 →
AI 资讯

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

2026-07-29 原文 →
AI 资讯

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

2026-07-29 原文 →