The best Hacker News stories from Show from the past day
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Show HN: Making AR experiences is still painful – had to make my own editor
Hey HN!<p>My co-founder and I have spent over a decade building mixed reality projects and have been growing more and more frustrated with the process. From the number of tools needed, to client sign-off, to the complex esoteric tech stacks. And especially how slow the iteration loop is when dealing with interactivity and UX.<p>Two years ago we decided to stop whining and fix the fundamental issues. Ordinary Objects [0] was built with our core needs for AR prototyping: a very tight iteration loop between editor and real device, real-time interactivity while editing and clear and concise flow management + mapping. There are many things that layered on to make all of that possible: making it multi-user from the ground up, handling assets without a fuss, and building up a new interaction language.<p>From a technical standpoint we wanted to be native on the all of the platforms that we support, and do that as quickly as possible. Two years ago the best tool to achieve that was Unity, and I believe that is still the case today. Everything else is inside our custom C# Redux implementation. Our multi-user needs are very different from games, and it helped a lot to learn from Figma's technical notes to implement our pseudo eventual consistency setup. Its been super nice to be multi-user from the get go, we've been able to explore much more functionality this way.<p>Once the core churn eases up a bit more we will be open sourcing this particular C# Redux setup. As it has nothing to do with any engine code.<p>The website has some quick examples of how the design tool works [0]. But if you want to view a more complete prototype here is something Gregor, my co-founder, put together recently [1]. We now also have an easy getting started playlist [2].<p>Over the past year we've been testing with closed groups, and have been excited by what everyone is making. Now we are ready to open it up for all of you to try! Give it a spin and let me know what you think! And happy to answer any questions here :)<p>[0]: <a href="https://ordinary.space" rel="nofollow">https://ordinary.space</a><p>[1]: <a href="https://www.linkedin.com/posts/onlinegregor_mixedreality-sportsinnovation-wearabletech-activity-7275472488883462144-dT7j" rel="nofollow">https://www.linkedin.com/posts/onlinegregor_mixedreality-spo...</a><p>[2]: <a href="https://www.youtube.com/watch?v=S_A9gShKENE&list=PLidKy8OpOyFMa5oynAjF1viiT7ynKYYbJ" rel="nofollow">https://www.youtube.com/watch?v=S_A9gShKENE&list=PLidKy8OpOy...</a>
Show HN: Making AR experiences is still painful – had to make my own editor
Hey HN!<p>My co-founder and I have spent over a decade building mixed reality projects and have been growing more and more frustrated with the process. From the number of tools needed, to client sign-off, to the complex esoteric tech stacks. And especially how slow the iteration loop is when dealing with interactivity and UX.<p>Two years ago we decided to stop whining and fix the fundamental issues. Ordinary Objects [0] was built with our core needs for AR prototyping: a very tight iteration loop between editor and real device, real-time interactivity while editing and clear and concise flow management + mapping. There are many things that layered on to make all of that possible: making it multi-user from the ground up, handling assets without a fuss, and building up a new interaction language.<p>From a technical standpoint we wanted to be native on the all of the platforms that we support, and do that as quickly as possible. Two years ago the best tool to achieve that was Unity, and I believe that is still the case today. Everything else is inside our custom C# Redux implementation. Our multi-user needs are very different from games, and it helped a lot to learn from Figma's technical notes to implement our pseudo eventual consistency setup. Its been super nice to be multi-user from the get go, we've been able to explore much more functionality this way.<p>Once the core churn eases up a bit more we will be open sourcing this particular C# Redux setup. As it has nothing to do with any engine code.<p>The website has some quick examples of how the design tool works [0]. But if you want to view a more complete prototype here is something Gregor, my co-founder, put together recently [1]. We now also have an easy getting started playlist [2].<p>Over the past year we've been testing with closed groups, and have been excited by what everyone is making. Now we are ready to open it up for all of you to try! Give it a spin and let me know what you think! And happy to answer any questions here :)<p>[0]: <a href="https://ordinary.space" rel="nofollow">https://ordinary.space</a><p>[1]: <a href="https://www.linkedin.com/posts/onlinegregor_mixedreality-sportsinnovation-wearabletech-activity-7275472488883462144-dT7j" rel="nofollow">https://www.linkedin.com/posts/onlinegregor_mixedreality-spo...</a><p>[2]: <a href="https://www.youtube.com/watch?v=S_A9gShKENE&list=PLidKy8OpOyFMa5oynAjF1viiT7ynKYYbJ" rel="nofollow">https://www.youtube.com/watch?v=S_A9gShKENE&list=PLidKy8OpOy...</a>
Show HN: Making AR experiences is still painful – had to make my own editor
Hey HN!<p>My co-founder and I have spent over a decade building mixed reality projects and have been growing more and more frustrated with the process. From the number of tools needed, to client sign-off, to the complex esoteric tech stacks. And especially how slow the iteration loop is when dealing with interactivity and UX.<p>Two years ago we decided to stop whining and fix the fundamental issues. Ordinary Objects [0] was built with our core needs for AR prototyping: a very tight iteration loop between editor and real device, real-time interactivity while editing and clear and concise flow management + mapping. There are many things that layered on to make all of that possible: making it multi-user from the ground up, handling assets without a fuss, and building up a new interaction language.<p>From a technical standpoint we wanted to be native on the all of the platforms that we support, and do that as quickly as possible. Two years ago the best tool to achieve that was Unity, and I believe that is still the case today. Everything else is inside our custom C# Redux implementation. Our multi-user needs are very different from games, and it helped a lot to learn from Figma's technical notes to implement our pseudo eventual consistency setup. Its been super nice to be multi-user from the get go, we've been able to explore much more functionality this way.<p>Once the core churn eases up a bit more we will be open sourcing this particular C# Redux setup. As it has nothing to do with any engine code.<p>The website has some quick examples of how the design tool works [0]. But if you want to view a more complete prototype here is something Gregor, my co-founder, put together recently [1]. We now also have an easy getting started playlist [2].<p>Over the past year we've been testing with closed groups, and have been excited by what everyone is making. Now we are ready to open it up for all of you to try! Give it a spin and let me know what you think! And happy to answer any questions here :)<p>[0]: <a href="https://ordinary.space" rel="nofollow">https://ordinary.space</a><p>[1]: <a href="https://www.linkedin.com/posts/onlinegregor_mixedreality-sportsinnovation-wearabletech-activity-7275472488883462144-dT7j" rel="nofollow">https://www.linkedin.com/posts/onlinegregor_mixedreality-spo...</a><p>[2]: <a href="https://www.youtube.com/watch?v=S_A9gShKENE&list=PLidKy8OpOyFMa5oynAjF1viiT7ynKYYbJ" rel="nofollow">https://www.youtube.com/watch?v=S_A9gShKENE&list=PLidKy8OpOy...</a>
Show HN: Making AR experiences is still painful – had to make my own editor
Hey HN!<p>My co-founder and I have spent over a decade building mixed reality projects and have been growing more and more frustrated with the process. From the number of tools needed, to client sign-off, to the complex esoteric tech stacks. And especially how slow the iteration loop is when dealing with interactivity and UX.<p>Two years ago we decided to stop whining and fix the fundamental issues. Ordinary Objects [0] was built with our core needs for AR prototyping: a very tight iteration loop between editor and real device, real-time interactivity while editing and clear and concise flow management + mapping. There are many things that layered on to make all of that possible: making it multi-user from the ground up, handling assets without a fuss, and building up a new interaction language.<p>From a technical standpoint we wanted to be native on the all of the platforms that we support, and do that as quickly as possible. Two years ago the best tool to achieve that was Unity, and I believe that is still the case today. Everything else is inside our custom C# Redux implementation. Our multi-user needs are very different from games, and it helped a lot to learn from Figma's technical notes to implement our pseudo eventual consistency setup. Its been super nice to be multi-user from the get go, we've been able to explore much more functionality this way.<p>Once the core churn eases up a bit more we will be open sourcing this particular C# Redux setup. As it has nothing to do with any engine code.<p>The website has some quick examples of how the design tool works [0]. But if you want to view a more complete prototype here is something Gregor, my co-founder, put together recently [1]. We now also have an easy getting started playlist [2].<p>Over the past year we've been testing with closed groups, and have been excited by what everyone is making. Now we are ready to open it up for all of you to try! Give it a spin and let me know what you think! And happy to answer any questions here :)<p>[0]: <a href="https://ordinary.space" rel="nofollow">https://ordinary.space</a><p>[1]: <a href="https://www.linkedin.com/posts/onlinegregor_mixedreality-sportsinnovation-wearabletech-activity-7275472488883462144-dT7j" rel="nofollow">https://www.linkedin.com/posts/onlinegregor_mixedreality-spo...</a><p>[2]: <a href="https://www.youtube.com/watch?v=S_A9gShKENE&list=PLidKy8OpOyFMa5oynAjF1viiT7ynKYYbJ" rel="nofollow">https://www.youtube.com/watch?v=S_A9gShKENE&list=PLidKy8OpOy...</a>
Show HN: I Made an iOS Podcast Player with Racket
Show HN: I Made an iOS Podcast Player with Racket
Show HN: I Made an iOS Podcast Player with Racket
Show HN: Bagels – TUI expense tracker
Hi! I'm Jax and I've been building this cool little terminal app for myself to track my expenses and budgets!<p>Other than challenging myself to learn Python, I built this mainly around the habit of budget tracking at the end of the day. (I tried tracking on-the-go, but the balance was always out of sync.) All data is stored in a single sqlite file, so you can export and process them all you want!<p>The app is built using the textual API for Python! Awesome framework which feels like I'm doing webdev haha.<p>You can check out some screenshots on gh: <a href="https://github.com/EnhancedJax/Bagels">https://github.com/EnhancedJax/Bagels</a><p>Thanks!
Show HN: Bagels – TUI expense tracker
Hi! I'm Jax and I've been building this cool little terminal app for myself to track my expenses and budgets!<p>Other than challenging myself to learn Python, I built this mainly around the habit of budget tracking at the end of the day. (I tried tracking on-the-go, but the balance was always out of sync.) All data is stored in a single sqlite file, so you can export and process them all you want!<p>The app is built using the textual API for Python! Awesome framework which feels like I'm doing webdev haha.<p>You can check out some screenshots on gh: <a href="https://github.com/EnhancedJax/Bagels">https://github.com/EnhancedJax/Bagels</a><p>Thanks!
Show HN: A new native app for 20 year old OS X
A few of us here are probably familiar with the original Xbox modding scene and the iconic xbins FTP server. Recently, I came across an amazing tool called Pandora by Team Resurgent [0], which got me thinking about how incredible something like this would have been 20 years ago. Just to clarify, I had no involvement in creating Pandora—I’m just inspired by their work.<p>For those who aren’t familiar, getting access to xbins involves a rather dated process. You need to connect to a channel on an EFnet IRC server, message a bot for temporary credentials, then plug those credentials into your FTP client to access xbins. Pandora (and my app) simplifies this entire workflow into a single click.<p>Inspired by Pandora, I decided to build my own take on what this dream tool might have looked like back in the day. I wrote a native Mac app on original hardware—an Intel iMac (20-inch, 2007)—running a 20-year-old operating system, Mac OS X 10.4 Tiger.<p>This was my first foray into native Mac app development, though I’ve done some iOS development in the past. The result is Uppercut [1], and the source is available on GitHub [2].<p>For the development process, I used Claude to help with a lot of the coding, especially since I was constrained to Xcode 2.5 and the pre-“Objective-C 2.0” features available at the time. I had to be very specific in prompting Claude to avoid newer features that didn’t exist back then. Since the majority of Objective-C code out there comes from the era of iOS development (which relied heavily on Objective-C 2.0 until the arrival of Swift), this was a unique and challenging exercise in retro development.<p>[0] - <a href="https://github.com/Team-Resurgent/Pandora">https://github.com/Team-Resurgent/Pandora</a><p>[1] - <a href="https://uppercut.chadbibler.com" rel="nofollow">https://uppercut.chadbibler.com</a><p>[2] - <a href="https://github.com/chadkeck/Uppercut">https://github.com/chadkeck/Uppercut</a>
Show HN: A new native app for 20 year old OS X
A few of us here are probably familiar with the original Xbox modding scene and the iconic xbins FTP server. Recently, I came across an amazing tool called Pandora by Team Resurgent [0], which got me thinking about how incredible something like this would have been 20 years ago. Just to clarify, I had no involvement in creating Pandora—I’m just inspired by their work.<p>For those who aren’t familiar, getting access to xbins involves a rather dated process. You need to connect to a channel on an EFnet IRC server, message a bot for temporary credentials, then plug those credentials into your FTP client to access xbins. Pandora (and my app) simplifies this entire workflow into a single click.<p>Inspired by Pandora, I decided to build my own take on what this dream tool might have looked like back in the day. I wrote a native Mac app on original hardware—an Intel iMac (20-inch, 2007)—running a 20-year-old operating system, Mac OS X 10.4 Tiger.<p>This was my first foray into native Mac app development, though I’ve done some iOS development in the past. The result is Uppercut [1], and the source is available on GitHub [2].<p>For the development process, I used Claude to help with a lot of the coding, especially since I was constrained to Xcode 2.5 and the pre-“Objective-C 2.0” features available at the time. I had to be very specific in prompting Claude to avoid newer features that didn’t exist back then. Since the majority of Objective-C code out there comes from the era of iOS development (which relied heavily on Objective-C 2.0 until the arrival of Swift), this was a unique and challenging exercise in retro development.<p>[0] - <a href="https://github.com/Team-Resurgent/Pandora">https://github.com/Team-Resurgent/Pandora</a><p>[1] - <a href="https://uppercut.chadbibler.com" rel="nofollow">https://uppercut.chadbibler.com</a><p>[2] - <a href="https://github.com/chadkeck/Uppercut">https://github.com/chadkeck/Uppercut</a>
Show HN: A new native app for 20 year old OS X
A few of us here are probably familiar with the original Xbox modding scene and the iconic xbins FTP server. Recently, I came across an amazing tool called Pandora by Team Resurgent [0], which got me thinking about how incredible something like this would have been 20 years ago. Just to clarify, I had no involvement in creating Pandora—I’m just inspired by their work.<p>For those who aren’t familiar, getting access to xbins involves a rather dated process. You need to connect to a channel on an EFnet IRC server, message a bot for temporary credentials, then plug those credentials into your FTP client to access xbins. Pandora (and my app) simplifies this entire workflow into a single click.<p>Inspired by Pandora, I decided to build my own take on what this dream tool might have looked like back in the day. I wrote a native Mac app on original hardware—an Intel iMac (20-inch, 2007)—running a 20-year-old operating system, Mac OS X 10.4 Tiger.<p>This was my first foray into native Mac app development, though I’ve done some iOS development in the past. The result is Uppercut [1], and the source is available on GitHub [2].<p>For the development process, I used Claude to help with a lot of the coding, especially since I was constrained to Xcode 2.5 and the pre-“Objective-C 2.0” features available at the time. I had to be very specific in prompting Claude to avoid newer features that didn’t exist back then. Since the majority of Objective-C code out there comes from the era of iOS development (which relied heavily on Objective-C 2.0 until the arrival of Swift), this was a unique and challenging exercise in retro development.<p>[0] - <a href="https://github.com/Team-Resurgent/Pandora">https://github.com/Team-Resurgent/Pandora</a><p>[1] - <a href="https://uppercut.chadbibler.com" rel="nofollow">https://uppercut.chadbibler.com</a><p>[2] - <a href="https://github.com/chadkeck/Uppercut">https://github.com/chadkeck/Uppercut</a>
Show HN: 3D printing giant things with a Python jigsaw generator
Show HN: 3D printing giant things with a Python jigsaw generator
Show HN: 3D printing giant things with a Python jigsaw generator
Show HN: 3D printing giant things with a Python jigsaw generator
Show HN: DeepSeek My User Agent
Show HN: DeepSeek My User Agent
Show HN: DeepSeek My User Agent
Show HN: DeepSeek My User Agent