The best Hacker News stories from Show from the past day
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Show HN: I built my own knowledge graph from the code AI writes
Show HN: Determinstic LLM inference for lowest price Gemma 4, with Windows XP
Show HN: What If Donut.c but with Any ASCII Art
Show HN: Most Penalized HN Stories
This page shows which stories have the heaviest penalty applied to their Hacker News rank -- stories that rank lower than they should given their raw HN ranking formula.
Show HN: Analyst Index – analysts who make money telling you good stock calls
Hi HN!<p>What if analyst ratings could be relied on to help you find the next Sandisk, before it takes off?<p>On Analyst Index, analysts publish price targets with a maturity date. Every call gets scored against what the stock actually did, so an analyst builds a record on accuracy instead of on follower count.<p>I started this because after riding the Tesla wave in 2019/2020, I messed up epically with some high risk bets that didn’t work out, including one pick from an analyst I didn’t know was not much good. I needed something like this to help me figure out a) which analysts are worth listening to, and b) which stocks to buy based on their ratings.<p>On what already exists: TipRanks has scored analysts since 2009 and Benzinga sells accuracy scores through an API, so this isn’t entirely new. The difference here is that analyst incentives are aligned with that of investors through a subscription. TipRanks and others scrape published sell side calls and sell access to investors without analysts seeing a dollar of investor revenue. So without aligned incentives, the quality of their work is going to be lower.<p>(Yes, I scraped sell side calls to bootstrap Analyst Index with some data - better than launching with a ghost town).<p>On methodology: Right now scoring is naive. I compare the call against the stock's movement over the stated horizon and score the difference. I thought it better to ship simpler something sooner rather than later. If scoring design is your area, I'd like to talk.<p>What's live: 44 price targets from 25 analysts across 3 tickers, browsable without an account.
What isn't: no analyst signup yet, no payments, and no paywall enforcement — anyone can currently subscribe to anyone and see everything.<p>Business model (planned): analysts set their own subscription price, readers subscribe directly, I take 10%.<p>Open problems I don't have answers to:<p>- Cold start on supply. The analysts I want are good and undiscovered, which means they have no audience by definition, so the score has to do the work an audience normally does. If I can't drive demand-side traffic, no amount of scoring sophistication saves this.<p>- Whether price targets carry information at all. Plenty of people think they're noise. My guess is that aligning incentives will produce a signal, but I can't prove that just yet.<p>Regulatory: I operate as a publisher, not an adviser. Content is impersonal and general circulation, with no personalized recommendations and no performance promises. Nothing on the site is investment advice.<p>Link: <a href="https://www.analystidx.com/" rel="nofollow">https://www.analystidx.com/</a><p>The feedback I want most is who you would like to see on Analyst Index (analysts) and what it would take for you to become a customer (as an investor). I know most people out of the gate are going to have objections to using Analyst Index for their own investing, but it would be helpful to learn what those objections are to evaluate whether they can be overcome.<p>Any other feedback is welcome too!
Show HN: Everything a web page can learn about you, in plain English
Show HN: See Sounds on Your Webcam
Show HN: Liniora – Ever thought about replacing your project manager?
Hi HN, the title could be a little bit aggressive sorry for that... Basically i am Computer engineer graduated recently but i was and still working remotely for approx. 3 years with the same foreign company in EU. and i noticed that we are always somehow lose the context of a ticket -- even though we are using the popular project management systems -- so i decided why not build something that can fix our context loosing problems and with some improvements. here i created Liniora. an AI powered project management system. basically the core idea is to link the tools that we use to gather information about tickets in one place. i integrated Google meet for the meetings transcripts so you do your meeting it automatically got registered and indexed. You discuss about a bug in Slack thread so you mention @Liniora app and it will handle the bug context and create a ticket for you. We have the version control also connected so you create a ticket with ability of creating a separate branch with one-click for both Gitlab and Github. you have as well the Pull request controlled in our place inside the app. lets suppose you have a ticket and you created a branch called 'USER-325-create-login-form' then you merged to staging or production ? it will be automatically flagged with staging/production badge so you know what tickets are done. there are a lot of interesting features i wanted to describe but i will just let you guys discover and i will be very happy about your feedback. Thanks
Show HN: Extension to filter LLM written articles
Firefox Extension/Userscript and API to get Pangram scores for all articles on the hackernews frontpage. The extension allows you to hide articles with a high score.<p>This is about detecting posts written by LLMs, not posts about AI.<p>Feel free to use the API to build your own tooling/readers.<p>Big thanks to <a href="https://news.ycombinator.com/user?id=salahadawi">https://news.ycombinator.com/user?id=salahadawi</a> for providing the data :).
Show HN: I built a hand-modeled 3D Windows 98 portfolio with Three.js
Show HN: Clawfight.ai MCP-driven agentic game play
How should agents interact with other agents? What happens when they rap or fight against each other with the pressure of human spectators? Clawfight.ai is an experiment to explore this space.<p>This is my first post about it. The journey began on a beefed up machine I purchased with a decent GPU (5090). I installed claude code and set to dangerously skip permissions, enabled /rc and became completely submerged in the all-hours modern AI builder workflow.<p>I stood up openclaw to see if I could have an agentic org drive this project. I spent a good amount of time on “openclaw ops”, babysitting 3 agents and trying to make them the best versions of themselves. They still do stupid things that cost me tokens.<p>For the game render, I started out using Unreal Engine and allowing agents to remote control their players, but the quality just wasn’t there. I recently moved to doing near-real time video renders of the match and will bring UE back in for multi-agent games.<p>Everything is AI generated. I’m fascinated by the future of realtime video generation and building out native MCP infrastructure.<p>You can play directly from model provider apps (claude connector or openai plugin) and has fallback support for more basic HTTP clients. But the architecture and gameplay is MCP first.<p>Tell your agent/app “go read clawfight.ai/agents.md and play”
Show HN: Graphify C# – Compiler-accurate Find Usages for coding agents
Show HN: ResolveHQ – A Helpdesk Built on Cloudflare Workers, D1, R2 and Queues
Show HN: ResolveHQ – A Helpdesk Built on Cloudflare Workers, D1, R2 and Queues
Show HN: Vertumnus – printable posters of farmers' market produce seasonality
The origin of this project was me, as a casual farmers' market attendee, grossly misremembering the start date of early girl tomatoes. Ironically, I still haven't achieved that goal, because I couldn't find a suitable source with varietal level granularity online. I'm half dreading a "Why didn't you check X?" comment and discover there's some perfect local varietal data source, but that would really be the best case scenario.<p>The poster is customizable per crop, and the pictures reposition heuristically. There's only two regions, SF and NY, with very different source data for each. See <a href="https://vertumnus.fyi/about/sources" rel="nofollow">https://vertumnus.fyi/about/sources</a> for methodology.<p>A static poster is not the greatest form factor for a schedule with annual variation, and this whole project was a non serious side exercise. See <a href="https://vertumnus.fyi/about" rel="nofollow">https://vertumnus.fyi/about</a> for more.<p>The project was coded in a single 731 prompt Claude Opus 5 session over 22 days within a 46 day period, from July 20th to September 2nd, 2026. I've published the entire transcript, searchable and organized by chapter, at <a href="https://vertumnus.fyi/about/transcript" rel="nofollow">https://vertumnus.fyi/about/transcript</a>. A write up, with the stuff that Claude was good at and its repeated code quality shortcomings, is at <a href="https://vertumnus.fyi/about/ai" rel="nofollow">https://vertumnus.fyi/about/ai</a>.
Show HN: DOOM in the kernel, or fibers in eBPF
Some time ago my coworker who was working on first version of Perforator (<a href="https://github.com/yandex/perforator" rel="nofollow">https://github.com/yandex/perforator</a>) kept talking about eBPF, so I got curious about its ISA and restrictions. That was around the time I read about DOOM on pregnancy test, so I thought: "what if someone run DOOM inside of Linux kernel in eBPF? Surely, with some restrictions, this should still be possible?"<p>I started to play around with it somewhere in 2024 - first stripping DOOM to bare minimum that is needed for showcase, simplifying code and trying to pass first restrictions that I encountered - function limit, recursion, memory access and checks. I tried to do this by hand, but it was, well, tedious labor. So I changed direction and instead started to do some of the things with LLVM-passes - rewriting memory access, simplifying and rewriting loops etc. But there were just so many corners. And given absence of time and all, I forgot about this project.<p>But couple months ago I thought: "LLMs are quite good nowadays, so why not try again this time with more hands". I tried different approaches on how memory access could be "virtualized", how loops can be made bounded, and in general - how to run unbounded logic on such a machine.<p>When I got DOOM running, I got carried away. Approach was so "generic", so it would be a crime not to try to run more things. And now we have it - lua running on xdp hot path, llama2 working with softfloats, and even cpython, that did not fit initially into 1M verifier budget, is running there now thanks to freplace.<p>There is ton of work to do in order to make programs run faster, to make integration easier, but working examples are already there.
Show HN: Godot and Rust based multiplexer (terminal panes and more)
I wanted to share my side-project: gPTY. Started off as an idea to combine Godot and Rust in a project (two stacks I wanted to use more to learn more). The base inspiration was tmux - simply allow spawning multiple PTYs and then let the user grid/tile them how they see fit.<p>But since we have the Godot game engine at our disposal, we can do some more interesting things, like add an FPS counter, and then subsequently also let people set their preferred FPS (the idea being the potential lower power draw if someone's running it on a laptop on battery power vs someone running it on a desktop with high/native FPS). In its current state, with me using Oh-my-Pi a lot, it's evolving into a terminal workspace that can be used for orchestrating autonomous AI agents by way of dogfooding (or you know, just run herdr inside of gPTY - it's the better orchestrator and just good software - I found it after starting this project, and now I'm finding myself using it a lot).<p>Also, we're not limited to just terminals. Since we have Godot, we have basically a 2D (and potentially a 3D) canvas to play with. We can already full-screen the app for "zen" mode, no taskbar, no distractions. TUI die-hards can have their media or other apps entirely in terminal panes.<p>There has been some ground-work on getting Markdowns displayed properly done and I want to work on some kind of Wiki framework for local knowledge-management next, then create more types of panes (think native audio/video on a media pane, that sits alongside your terminal pane), and some simple 2D games (like snake) to prototype. More details are on the ROADMAP.<p>What's not easy (and probably won't happen) is a browser. Having done a couple of (small) projects using Electron already, the temptation to ditch Godot/Rust (learning curve) did come up (and also the ecosystem, the ease with which I could pull components and use web technologies - development velocity would definitely be higher there). But on the flipside, given all of the available LLM and AI support that we are privileged to have today, I figured the velocity should be comparable depending on how much I leaned on those. And lean I did.<p>Godot/Rust seemed the better call to me and my intent anyway - going with the 'it's not just the end but the journey that matters' philosophy. So yes, there has been heavy use of LLMs & AI to generate a lot of the code. But I do review and steer actively, not relying solely on vibes, and there's a few bits here & there that have been human authored.<p>There are definitely a lot of polish and QoL items that need to land to make the end user experience better, but in the meantime, let me know your thoughts and/or concerns!<p>Repository: <a href="https://github.com/godot-pty/gpty" rel="nofollow">https://github.com/godot-pty/gpty</a><p>Docs/Blog: <a href="https://godot-pty.github.io/gpty/" rel="nofollow">https://godot-pty.github.io/gpty/</a>
Show HN: Godot and Rust based multiplexer (terminal panes and more)
I wanted to share my side-project: gPTY. Started off as an idea to combine Godot and Rust in a project (two stacks I wanted to use more to learn more). The base inspiration was tmux - simply allow spawning multiple PTYs and then let the user grid/tile them how they see fit.<p>But since we have the Godot game engine at our disposal, we can do some more interesting things, like add an FPS counter, and then subsequently also let people set their preferred FPS (the idea being the potential lower power draw if someone's running it on a laptop on battery power vs someone running it on a desktop with high/native FPS). In its current state, with me using Oh-my-Pi a lot, it's evolving into a terminal workspace that can be used for orchestrating autonomous AI agents by way of dogfooding (or you know, just run herdr inside of gPTY - it's the better orchestrator and just good software - I found it after starting this project, and now I'm finding myself using it a lot).<p>Also, we're not limited to just terminals. Since we have Godot, we have basically a 2D (and potentially a 3D) canvas to play with. We can already full-screen the app for "zen" mode, no taskbar, no distractions. TUI die-hards can have their media or other apps entirely in terminal panes.<p>There has been some ground-work on getting Markdowns displayed properly done and I want to work on some kind of Wiki framework for local knowledge-management next, then create more types of panes (think native audio/video on a media pane, that sits alongside your terminal pane), and some simple 2D games (like snake) to prototype. More details are on the ROADMAP.<p>What's not easy (and probably won't happen) is a browser. Having done a couple of (small) projects using Electron already, the temptation to ditch Godot/Rust (learning curve) did come up (and also the ecosystem, the ease with which I could pull components and use web technologies - development velocity would definitely be higher there). But on the flipside, given all of the available LLM and AI support that we are privileged to have today, I figured the velocity should be comparable depending on how much I leaned on those. And lean I did.<p>Godot/Rust seemed the better call to me and my intent anyway - going with the 'it's not just the end but the journey that matters' philosophy. So yes, there has been heavy use of LLMs & AI to generate a lot of the code. But I do review and steer actively, not relying solely on vibes, and there's a few bits here & there that have been human authored.<p>There are definitely a lot of polish and QoL items that need to land to make the end user experience better, but in the meantime, let me know your thoughts and/or concerns!<p>Repository: <a href="https://github.com/godot-pty/gpty" rel="nofollow">https://github.com/godot-pty/gpty</a><p>Docs/Blog: <a href="https://godot-pty.github.io/gpty/" rel="nofollow">https://godot-pty.github.io/gpty/</a>
Show HN: Godot and Rust based multiplexer (terminal panes and more)
I wanted to share my side-project: gPTY. Started off as an idea to combine Godot and Rust in a project (two stacks I wanted to use more to learn more). The base inspiration was tmux - simply allow spawning multiple PTYs and then let the user grid/tile them how they see fit.<p>But since we have the Godot game engine at our disposal, we can do some more interesting things, like add an FPS counter, and then subsequently also let people set their preferred FPS (the idea being the potential lower power draw if someone's running it on a laptop on battery power vs someone running it on a desktop with high/native FPS). In its current state, with me using Oh-my-Pi a lot, it's evolving into a terminal workspace that can be used for orchestrating autonomous AI agents by way of dogfooding (or you know, just run herdr inside of gPTY - it's the better orchestrator and just good software - I found it after starting this project, and now I'm finding myself using it a lot).<p>Also, we're not limited to just terminals. Since we have Godot, we have basically a 2D (and potentially a 3D) canvas to play with. We can already full-screen the app for "zen" mode, no taskbar, no distractions. TUI die-hards can have their media or other apps entirely in terminal panes.<p>There has been some ground-work on getting Markdowns displayed properly done and I want to work on some kind of Wiki framework for local knowledge-management next, then create more types of panes (think native audio/video on a media pane, that sits alongside your terminal pane), and some simple 2D games (like snake) to prototype. More details are on the ROADMAP.<p>What's not easy (and probably won't happen) is a browser. Having done a couple of (small) projects using Electron already, the temptation to ditch Godot/Rust (learning curve) did come up (and also the ecosystem, the ease with which I could pull components and use web technologies - development velocity would definitely be higher there). But on the flipside, given all of the available LLM and AI support that we are privileged to have today, I figured the velocity should be comparable depending on how much I leaned on those. And lean I did.<p>Godot/Rust seemed the better call to me and my intent anyway - going with the 'it's not just the end but the journey that matters' philosophy. So yes, there has been heavy use of LLMs & AI to generate a lot of the code. But I do review and steer actively, not relying solely on vibes, and there's a few bits here & there that have been human authored.<p>There are definitely a lot of polish and QoL items that need to land to make the end user experience better, but in the meantime, let me know your thoughts and/or concerns!<p>Repository: <a href="https://github.com/godot-pty/gpty" rel="nofollow">https://github.com/godot-pty/gpty</a><p>Docs/Blog: <a href="https://godot-pty.github.io/gpty/" rel="nofollow">https://godot-pty.github.io/gpty/</a>
Show HN: Toast, a beautiful by default in terminal IDE