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Show HN: Steve Jobs died 15 years ago today. I built an interactive tribute

Show HN: Minigraf – An embedded, bi-temporal graph database in Rust

A successor project to my previous attempt at building a temporal graph database (<a href="https://news.ycombinator.com/item?id=23455516">https://news.ycombinator.com/item?id=23455516</a>). This one builds on its predecessor's concept, but drops the dependency on another database to provide the storage, transaction and query engines. Minigraf is self-contained, packaged as a library crate, embeds into your application, and supports full bi-temporality.

Show HN: Build with Python – a beginner course where your code draws

Hi HN, I built this because I watched my daughter struggle at learning Python. I made something that runs only in the browser with visuals rather than relying on CLI/terminal output. No need to worry about python installation, package versions, venv etc.<p>The lab runs with Pyodide in a web worker, and the program output is a picture by the side of the code block. A user would experiment with the code, and see the immediate changes in the visual output.<p>The course has 13 modules, with the first 6 foundation modules free, module 7-13 with free readings but guide labs for a one-time price of $49.<p>Please give it a try at <a href="https://scimigo.com/en/learn/build-with-python" rel="nofollow">https://scimigo.com/en/learn/build-with-python</a> Send me feedback on the UX and on the exercise design, especially if you teach kids to program.<p>I am also working on a C++ version for beginners (also with browser, no gcc or command lines). stay tuned.

Show HN: Nightwatch – a Mac menu-bar app that tells you when tonight is clear

Here in the north of England clear nights are at a premium, and it's never guaranteed that you'll be able to see anything but cloud. That's why I developed Nightwatch, so that I could be notified when one of those precious few nights where I could see into the heavens was available. Finding out whether tonight was worth setting up meant reading forecast charts every evening, usually to learn that it was not. Nightwatch does that reading for me.<p>It sits in the Mac's menu bar and refreshes the forecast every 30 minutes. An hour before sunset it sends one notification, and only if there is an unbroken run of clear sky in astronomical darkness long enough to image in. Otherwise it says nothing: no news means "clouds".<p>I hope this is useful for other hobbyist stargazers too!<p>When I was a child I wanted desperately to be an astronaut or a dinosaur. I'm now old enough to be the latter and was born in a country where the former was never an option. I've had a fascination with the stars since a a friend of my father gifted me a telescope, and have faded memories of sharing time with my father staring at the stars. My father passed away a few years back and the memory of those nights came back, along with the want to share the same experience with my kids and grandchild.<p>The app uses two forecasts: Apple's WeatherKit is the main source and Open-Meteo is a second opinion. When they disagree, the alert says so instead of averaging them.<p>Thin high cloud counts for half. Stacking many short frames works through a veil of cirrus, so treating it as full cloud threw away usable nights.<p>It works on your own horizon: hills come from terrain data, and you set the houses and trees in each direction, so they are accounted for when it says what is up.<p>It works out, a year ahead, when the Moon will pass in front of a planet, a bright star or the Pleiades as seen from your site.<p>You don't need an account. What leaves the Mac is the coordinates of the place being forecast, sent to the forecast and sky-survey services listed in PRIVACY.md.<p>Limits: Mac only, and the aurora alerts are UK only. The worldwide light-pollution data is new this week. I have checked it against Britain's finer grid and a handful of cities, so I would especially like to hear from people elsewhere whether the darkness it suggests for your site looks right.

Show HN: Graphene – Data analysis toolkit for your coding agent

My friend and I have worked at a number of BI companies and thought: Can’t a coding agent do most of this now?<p>Almost. They just need a context/semantic layer to ensure query correctness and some kind of artifact for publishing findings and visualizations.<p>We built an open source project called Graphene that provides these tools:<p>- Semantic layer that’s more token-efficient than YAML, more deterministic than Markdown (eg, composable, callable metric macros), with a query API that’s well in-distribution (SQL). - MDX-like files for dashboards (Markdown with inlined SQL + HTML components for viz with support for CSS and Javascript) - Connects to popular data warehouses or local DuckDB<p>Your coding agent will build really in-depth reports and can ofc leverage any other skills or context that you've made available to it. We dogfood it inside a monorepo with our website, app source code, planning docs, etc so the agent has access to a ton of context. It’s also nice that the agent can add instrumentation, adjust pipelines and transformations, and add dashboards all in one PR.<p>If you want to try it out, just point your coding agent at <a href="https://github.com/graphene-data/graphene/blob/main/docs/setup.md" rel="nofollow">https://github.com/graphene-data/graphene/blob/main/docs/set...</a> and ask it to set up Graphene.<p>If you don’t have data to play with, you can clone our example project:<p>1. `git clone <<a href="https://github.com/graphene-data/example-flights.git`" rel="nofollow">https://github.com/graphene-data/example-flights.git`</a>> 2. `cd example-flights && npm install`<p>Would love any/all feedback!

Show HN: Thoreau BASIC – What if BASIC hadn't gone out of fashion?

Thoreau BASIC started as a joke. I wanted a BASIC where I could type something ridiculous like:<p><pre><code> DIM A%(12000000000) </code></pre> …and have it actually work. Then I kept adding things. The result is Thoreau BASIC, a free x64 BASIC interpreter inspired by GW-BASIC, running both as a normal Windows program and directly on bare-metal UEFI without an operating system.<p>Version 3.2 has become considerably more ambitious than the little interpreter I originally intended to write. The language still deliberately looks and feels like old Microsoft BASIC. Line numbers, GOTO, GOSUB, PRINT, PSET, LINE, CIRCLE, DRAW, etc. are all there. But underneath that rather innocent-looking surface is now quite a lot of machinery.<p>Some of the current features:<p><pre><code> native x64 JIT compilation, with automatic fallback to the interpreter PARFOR for multithreaded numeric loops SSE2 / AVX2 acceleration where available 64-bit addressing and very large arrays native complex, quaternion and other hypercomplex numbers arbitrary-resolution 24-bit graphics sprites, bitmap operations, polygon filling and mouse input TCP/IP networking on Windows and UEFI an integrated profiler, debugger, tracing and program-analysis tools CREATEEXE to turn a BASIC program into a standalone Windows executable CREATEEFI to turn the same program into a directly bootable UEFI application </code></pre> The sound system has also grown rather out of proportion. Thoreau BASIC can now handle up to 32 live instrument channels plus 64 sound effect channels and 256 voices, with real-time pan and brightness control. NOTE and SOUNDKEY can be used more like playable synthesis primitives rather than just old-school BASIC beeps.<p>3.2 also expands the less glamorous but surprisingly useful parts of the environment. There is better file browsing and selection with GETFILES and SELECTBOX, longer case-preserving paths, recovery/file-flush facilities, and considerably more detailed SYSTEMINFO$ diagnostics. The latter is useful for seeing things such as available CPU capabilities and the execution environment while debugging performance differences between machines.<p>One thing I've spent a lot of time on recently is making the BASIC programs themselves fast enough that they stop feeling like demonstrations of an interpreter. For example, the current Mandelbrot demo is a real-time interactive fractal explorer. Mouse movement pans the fractal, left-click zooms in and right-click zooms out, while the BASIC program continuously redraws and displays the frame rate.<p>There are also 3D and procedural demos, sprite programs, networking examples, hypercomplex fractals and games. An important design constraint throughout the project has been that Windows and UEFI should execute essentially the same BASIC language. A program shouldn't suddenly become a different species just because there is no operating system underneath it.<p>And yes, I am fully aware of the absurdity of combining GOTO 100 with AVX2, multithreading, TCP/IP and quaternion arithmetic. That is increasingly the point. I'm interested in the question: What would BASIC look like if it had never gone out of fashion? Thoreau BASIC 3.2 is my current answer.<p>I'd be especially interested in feedback from people who remember GW-BASIC/QBasic, compiler/interpreter people, and anyone sufficiently unreasonable to enjoy the idea of booting a modern x64 PC directly into a BASIC interpreter/JIT compiler.

Show HN: Thoreau BASIC – What if BASIC hadn't gone out of fashion?

Thoreau BASIC started as a joke. I wanted a BASIC where I could type something ridiculous like:<p><pre><code> DIM A%(12000000000) </code></pre> …and have it actually work. Then I kept adding things. The result is Thoreau BASIC, a free x64 BASIC interpreter inspired by GW-BASIC, running both as a normal Windows program and directly on bare-metal UEFI without an operating system.<p>Version 3.2 has become considerably more ambitious than the little interpreter I originally intended to write. The language still deliberately looks and feels like old Microsoft BASIC. Line numbers, GOTO, GOSUB, PRINT, PSET, LINE, CIRCLE, DRAW, etc. are all there. But underneath that rather innocent-looking surface is now quite a lot of machinery.<p>Some of the current features:<p><pre><code> native x64 JIT compilation, with automatic fallback to the interpreter PARFOR for multithreaded numeric loops SSE2 / AVX2 acceleration where available 64-bit addressing and very large arrays native complex, quaternion and other hypercomplex numbers arbitrary-resolution 24-bit graphics sprites, bitmap operations, polygon filling and mouse input TCP/IP networking on Windows and UEFI an integrated profiler, debugger, tracing and program-analysis tools CREATEEXE to turn a BASIC program into a standalone Windows executable CREATEEFI to turn the same program into a directly bootable UEFI application </code></pre> The sound system has also grown rather out of proportion. Thoreau BASIC can now handle up to 32 live instrument channels plus 64 sound effect channels and 256 voices, with real-time pan and brightness control. NOTE and SOUNDKEY can be used more like playable synthesis primitives rather than just old-school BASIC beeps.<p>3.2 also expands the less glamorous but surprisingly useful parts of the environment. There is better file browsing and selection with GETFILES and SELECTBOX, longer case-preserving paths, recovery/file-flush facilities, and considerably more detailed SYSTEMINFO$ diagnostics. The latter is useful for seeing things such as available CPU capabilities and the execution environment while debugging performance differences between machines.<p>One thing I've spent a lot of time on recently is making the BASIC programs themselves fast enough that they stop feeling like demonstrations of an interpreter. For example, the current Mandelbrot demo is a real-time interactive fractal explorer. Mouse movement pans the fractal, left-click zooms in and right-click zooms out, while the BASIC program continuously redraws and displays the frame rate.<p>There are also 3D and procedural demos, sprite programs, networking examples, hypercomplex fractals and games. An important design constraint throughout the project has been that Windows and UEFI should execute essentially the same BASIC language. A program shouldn't suddenly become a different species just because there is no operating system underneath it.<p>And yes, I am fully aware of the absurdity of combining GOTO 100 with AVX2, multithreading, TCP/IP and quaternion arithmetic. That is increasingly the point. I'm interested in the question: What would BASIC look like if it had never gone out of fashion? Thoreau BASIC 3.2 is my current answer.<p>I'd be especially interested in feedback from people who remember GW-BASIC/QBasic, compiler/interpreter people, and anyone sufficiently unreasonable to enjoy the idea of booting a modern x64 PC directly into a BASIC interpreter/JIT compiler.

Show HN: Glashütte Trash Clock – A 30-minute pendulum clock made from trash

This is a functional 30-minute pendulum clock entirely from discarded materials—cardboard, zip ties, tape, a yardstick, and a paperclip escapement, built in the German Eldorado of precision watchmaking: Glashütte.<p>It also acts as a reference clock for GTC, a new satirical universal time standard.

Show HN: Glashütte Trash Clock – A 30-minute pendulum clock made from trash

This is a functional 30-minute pendulum clock entirely from discarded materials—cardboard, zip ties, tape, a yardstick, and a paperclip escapement, built in the German Eldorado of precision watchmaking: Glashütte.<p>It also acts as a reference clock for GTC, a new satirical universal time standard.

Show HN: AI search for every photo and every frame of video on macOS

Show HN: AI search for every photo and every frame of video on macOS

Show HN: Our space game has a built-in RISC-V emulator that runs Linux

(Edit: original URL was <a href="https://againstallodds.games/" rel="nofollow">https://againstallodds.games/</a>, but we've switched it to <a href="https://againstallodds.games/blog/2026/10/03/our-risc-v-emulator-pasriscv/" rel="nofollow">https://againstallodds.games/blog/2026/10/03/our-risc-v-emul...</a> in response to user requests for explanation.)<p>We're a tiny indie studio, all with a background in the demoscene and for about 3 years now we're developing a space planet terraforming game called SEEDS - Echoes Beneath the Sands.<p>Our protagonist Naxiah is stranded on a small, desolated planet. You're working for an intergalactic distributor of seeds and terraforming equipment, to kickstart new planets in far away galaxies. You must deliver seeds and utilities to an unchartered region, but on your way, you crash on a small planet. Luckily, you have some equipment with you in the ship, so you're able to spawn a base and survive. But for how long? And is the planet really deserted..? :) Well, of course not, there are aliens and other space creatures. And of course, there's ROBO RB-23, which accompanies your adventure.<p>The game is written in Object Pascal and uses our own game engine PasVulkan, our own physics engine, as well as our own RISC-V 64-bit emulator PasRISCV. We love to build stuff, a lot of these things are FOSS.<p>The emulator is quite complete (even with RVV, but that's way too slow emulated to be useful) and runs a stock kernel (6.18.3 as of today). We're using Alpine Linux for our base distribution. All our in-game programs to interact with the planet are native RISC-V Linux programs.<p>We also have our own (free and open source) scripting language POCA (class and prototyped based, JS/Lua inspired, which makes it quite easy for us to script things like HUD, animal behaviour, our story flow graph, etc.<p>We have most of the wiring ready for players to be able to program and reshape and populate the whole planet in automation, although it's not our primary concept for the game (building stuff by hand, making the planet beautiful is also fun). As it's a normal Linux system, you'll be able to use Ruby, Python, or even Rust, C, C++, and Go to change and automate your world.<p>We're also thinking of making a bunch of small games which you can play inside the game, in the base on a computer, on an arcade machine, or in the spaceship. And of course, it also runs DOOM. We already prototyped a small 2D space shooter and a small arcade game, both playable within the game. We also feature a table with hologram games to be played, e.g. chess and a certain block game. We also plan to make this hologram game engine available from the computer, which means, you'll even be able to program own hologram style games.<p>We generally want to make the in-game computer more hackable in future, so that people can create and share their own little games.<p>Currently, it's only a sandbox game (with beginnings of automation), to build stuff with our pre-made items. You can also assemble these to other, ready-made and shareable bigger items. This is the foundation for us to further develop survival and complete our story mode.<p>Our game is still under active development, and we finally got our Steam page ready. We have tons of other things planned, but right now, it's more about polishing and quality for the Early Access.<p>You can watch some videos and screenshots on our website. And we'd love to read your thoughts about his. It has been quite a ride, so far..

Show HN: Our space game has a built-in RISC-V emulator that runs Linux

(Edit: original URL was <a href="https://againstallodds.games/" rel="nofollow">https://againstallodds.games/</a>, but we've switched it to <a href="https://againstallodds.games/blog/2026/10/03/our-risc-v-emulator-pasriscv/" rel="nofollow">https://againstallodds.games/blog/2026/10/03/our-risc-v-emul...</a> in response to user requests for explanation.)<p>We're a tiny indie studio, all with a background in the demoscene and for about 3 years now we're developing a space planet terraforming game called SEEDS - Echoes Beneath the Sands.<p>Our protagonist Naxiah is stranded on a small, desolated planet. You're working for an intergalactic distributor of seeds and terraforming equipment, to kickstart new planets in far away galaxies. You must deliver seeds and utilities to an unchartered region, but on your way, you crash on a small planet. Luckily, you have some equipment with you in the ship, so you're able to spawn a base and survive. But for how long? And is the planet really deserted..? :) Well, of course not, there are aliens and other space creatures. And of course, there's ROBO RB-23, which accompanies your adventure.<p>The game is written in Object Pascal and uses our own game engine PasVulkan, our own physics engine, as well as our own RISC-V 64-bit emulator PasRISCV. We love to build stuff, a lot of these things are FOSS.<p>The emulator is quite complete (even with RVV, but that's way too slow emulated to be useful) and runs a stock kernel (6.18.3 as of today). We're using Alpine Linux for our base distribution. All our in-game programs to interact with the planet are native RISC-V Linux programs.<p>We also have our own (free and open source) scripting language POCA (class and prototyped based, JS/Lua inspired, which makes it quite easy for us to script things like HUD, animal behaviour, our story flow graph, etc.<p>We have most of the wiring ready for players to be able to program and reshape and populate the whole planet in automation, although it's not our primary concept for the game (building stuff by hand, making the planet beautiful is also fun). As it's a normal Linux system, you'll be able to use Ruby, Python, or even Rust, C, C++, and Go to change and automate your world.<p>We're also thinking of making a bunch of small games which you can play inside the game, in the base on a computer, on an arcade machine, or in the spaceship. And of course, it also runs DOOM. We already prototyped a small 2D space shooter and a small arcade game, both playable within the game. We also feature a table with hologram games to be played, e.g. chess and a certain block game. We also plan to make this hologram game engine available from the computer, which means, you'll even be able to program own hologram style games.<p>We generally want to make the in-game computer more hackable in future, so that people can create and share their own little games.<p>Currently, it's only a sandbox game (with beginnings of automation), to build stuff with our pre-made items. You can also assemble these to other, ready-made and shareable bigger items. This is the foundation for us to further develop survival and complete our story mode.<p>Our game is still under active development, and we finally got our Steam page ready. We have tons of other things planned, but right now, it's more about polishing and quality for the Early Access.<p>You can watch some videos and screenshots on our website. And we'd love to read your thoughts about his. It has been quite a ride, so far..

Show HN: Our space game has a built-in RISC-V emulator that runs Linux

(Edit: original URL was <a href="https://againstallodds.games/" rel="nofollow">https://againstallodds.games/</a>, but we've switched it to <a href="https://againstallodds.games/blog/2026/10/03/our-risc-v-emulator-pasriscv/" rel="nofollow">https://againstallodds.games/blog/2026/10/03/our-risc-v-emul...</a> in response to user requests for explanation.)<p>We're a tiny indie studio, all with a background in the demoscene and for about 3 years now we're developing a space planet terraforming game called SEEDS - Echoes Beneath the Sands.<p>Our protagonist Naxiah is stranded on a small, desolated planet. You're working for an intergalactic distributor of seeds and terraforming equipment, to kickstart new planets in far away galaxies. You must deliver seeds and utilities to an unchartered region, but on your way, you crash on a small planet. Luckily, you have some equipment with you in the ship, so you're able to spawn a base and survive. But for how long? And is the planet really deserted..? :) Well, of course not, there are aliens and other space creatures. And of course, there's ROBO RB-23, which accompanies your adventure.<p>The game is written in Object Pascal and uses our own game engine PasVulkan, our own physics engine, as well as our own RISC-V 64-bit emulator PasRISCV. We love to build stuff, a lot of these things are FOSS.<p>The emulator is quite complete (even with RVV, but that's way too slow emulated to be useful) and runs a stock kernel (6.18.3 as of today). We're using Alpine Linux for our base distribution. All our in-game programs to interact with the planet are native RISC-V Linux programs.<p>We also have our own (free and open source) scripting language POCA (class and prototyped based, JS/Lua inspired, which makes it quite easy for us to script things like HUD, animal behaviour, our story flow graph, etc.<p>We have most of the wiring ready for players to be able to program and reshape and populate the whole planet in automation, although it's not our primary concept for the game (building stuff by hand, making the planet beautiful is also fun). As it's a normal Linux system, you'll be able to use Ruby, Python, or even Rust, C, C++, and Go to change and automate your world.<p>We're also thinking of making a bunch of small games which you can play inside the game, in the base on a computer, on an arcade machine, or in the spaceship. And of course, it also runs DOOM. We already prototyped a small 2D space shooter and a small arcade game, both playable within the game. We also feature a table with hologram games to be played, e.g. chess and a certain block game. We also plan to make this hologram game engine available from the computer, which means, you'll even be able to program own hologram style games.<p>We generally want to make the in-game computer more hackable in future, so that people can create and share their own little games.<p>Currently, it's only a sandbox game (with beginnings of automation), to build stuff with our pre-made items. You can also assemble these to other, ready-made and shareable bigger items. This is the foundation for us to further develop survival and complete our story mode.<p>Our game is still under active development, and we finally got our Steam page ready. We have tons of other things planned, but right now, it's more about polishing and quality for the Early Access.<p>You can watch some videos and screenshots on our website. And we'd love to read your thoughts about his. It has been quite a ride, so far..

Show HN: Pi pod – Run your pi coding agent in sandboxes on your own server

pi pod runs sessions of the pi coding agent in isolated sandboxes ("pods") on a server you run, in composable environments.<p>----<p>Since moving my company towards AI-native work, I have been really frustrated by the state of "agentic engineering" environments. Products by the labs (claude code, codex) lock you into a single provider for your tokens. Agnostic solutions (factory, devin, arguably cursor) make you pay per-token costs. None of these products allow you to fully customize the harness, and of course they all run on someone else's infrastructure.<p>I've been an early and fervent user of pi, which I think is fantastically simple and beautiful software. I have felt it needs an environment for it to work across platforms with fully functional composability for teams.<p>This is very much a work in progress, but for my team this has been a much needed solution and has helped us tremendously. I hope you will give it a try and let me know how you would like it to improve.

Show HN: Pi pod – Run your pi coding agent in sandboxes on your own server

pi pod runs sessions of the pi coding agent in isolated sandboxes ("pods") on a server you run, in composable environments.<p>----<p>Since moving my company towards AI-native work, I have been really frustrated by the state of "agentic engineering" environments. Products by the labs (claude code, codex) lock you into a single provider for your tokens. Agnostic solutions (factory, devin, arguably cursor) make you pay per-token costs. None of these products allow you to fully customize the harness, and of course they all run on someone else's infrastructure.<p>I've been an early and fervent user of pi, which I think is fantastically simple and beautiful software. I have felt it needs an environment for it to work across platforms with fully functional composability for teams.<p>This is very much a work in progress, but for my team this has been a much needed solution and has helped us tremendously. I hope you will give it a try and let me know how you would like it to improve.

Show HN: Pi pod – Run your pi coding agent in sandboxes on your own server

pi pod runs sessions of the pi coding agent in isolated sandboxes ("pods") on a server you run, in composable environments.<p>----<p>Since moving my company towards AI-native work, I have been really frustrated by the state of "agentic engineering" environments. Products by the labs (claude code, codex) lock you into a single provider for your tokens. Agnostic solutions (factory, devin, arguably cursor) make you pay per-token costs. None of these products allow you to fully customize the harness, and of course they all run on someone else's infrastructure.<p>I've been an early and fervent user of pi, which I think is fantastically simple and beautiful software. I have felt it needs an environment for it to work across platforms with fully functional composability for teams.<p>This is very much a work in progress, but for my team this has been a much needed solution and has helped us tremendously. I hope you will give it a try and let me know how you would like it to improve.

Show HN: Offrun – manage every coding agent from one workspace

Run Claude Code, Codex, AGY, and Grok Build side by side. See who is working, who needs you, and what every account has left.

Aleph Alpha Kolibri: How the sovereign German LLM works

<a href="https://aleph-alpha.com/en/blog/kolibri-has-landed-a-sovereign-open-weight-model/" rel="nofollow">https://aleph-alpha.com/en/blog/kolibri-has-landed-a-soverei...</a>

Show HN: Breadcrumb, record everything on your mac + context manager for AI

Hi HN, I'm Justin.<p>Breadcrumb records everything you do on your Mac (screen + meetings + AI transcripts + what you and your AI decided) and turns it into memory your AI can search. It's local and encrypted.<p>You can also teach it rules by talking to it and it makes sure the right rules turn up in the right context. Works with Claude Code / Codex / Cursor / opencode.<p>All of this is exposed to your AI as 30+ MCP tools (here's the definitions): <a href="https://innerloop.works/breadcrumb/mcp" rel="nofollow">https://innerloop.works/breadcrumb/mcp</a><p>I started it in June because I wanted to understand what was going on with my AI dev work. Then it just kept growing as I jammed on it 10 hours a day for 3 months.<p>I started by recording every screen so I could jump back to a moment and see what I'd been doing with the AI. Then I added MCP so the AI could search it. Then time tracking. Then meetings with transcripts and timestamped screenshots.<p>After that I started feeding the data back in. At first it was just a few relevant memories in the prompt. Then I started adding rules and rules modules.<p>Then I started recording the AI transcripts and all the other stuff the AI did (subagents, tools etc). I wanted a complete record so I could go back and see what the AI did and why.<p>I found the more data the AI had the more useful it became. One example. I got off a zoom call with the team at the day job and said:<p>"Review the meeting I just had, find all the bugs we discussed, and create JIRA tickets with screenshots."<p>It read the transcript. Found every bug we mentioned, pulled the screens from the screen timeline, spun up my local server, diagnosed each bug, reviewed the code, created 14 tickets in JIRA with diagnosis and likely fixes, attached 12 screenshots as evidence, and created a nice Slack message to send to my colleagues.<p>I never built a workflow for any of that. Claude had the meeting record, Breadcrumb tools, and rules I'd accumulated. It basically chained the steps together itself.<p>My favorite thing about the system is observability of my own work as an AI developer. I can trace a bug all the way back to the first thing I said (or the first thing the AI did) that caused it. Then I can add a rule so it doesn't happen again.<p>Anyway, my working system is simply Claude Desktop + Breadcrumb + Markdown. I find I don't need anything else.<p>It's local software for one person. Local models for transcription and diarization. Data encrypted with SQLCipher and a passphrase. You can exclude any apps, websites, words and phrases.<p>Breadcrumb itself only makes one network call which is a daily update check. (but of course your AI will use it and that is local or cloud depending on what you use).<p>It runs cool about 12% of one core on average (M series mac has 8+). You can set it to just save OCR text or to save screenshots. If just OCR it's about 12mb day (a lot of telemetry, indexing etc). If you record screenshots on meetings it's about 120mb/hour (1 every 2 secs). It can also record screenshots of everything that's heavy at about 160mb/day. It does local classification/naming with ollama with Gemma 3 4B (2.5 GB).<p>It's 100% free. There's no account you can just download and start using it. I'll monetize it via E2EE cloud sync and team sync. It's open beta. Just one developer working on it. Requires 16GB+ M Series Mac.<p>Thanks for reading!<p><a href="https://innerloop.works/breadcrumb" rel="nofollow">https://innerloop.works/breadcrumb</a> (homepage)<p><a href="https://innerloop.works/breadcrumb/download" rel="nofollow">https://innerloop.works/breadcrumb/download</a> (direct download)<p><a href="https://innerloop.works/breadcrumb/mcp" rel="nofollow">https://innerloop.works/breadcrumb/mcp</a> (mcp definition)

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