The best Hacker News stories from Show from the past day
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Show HN: A JavaScript function that looks and behaves like a pipe operator
Show HN: Crystaldoc.info – Crystal Shards API Documentation Hosting
This is a website I developed in Crystal for hosting API documentation for Crystal shards (aka gems, crates, libraries, etc). It's built in Crystal itself and is using Postgres, Kemal, the built-in doc generation tooling, and Lexbor. I've been working on this for a number of months and I'm proud of where it's gotten. All feedback welcome!<p>Repo: <a href="https://github.com/nobodywasishere/crystaldoc.info">https://github.com/nobodywasishere/crystaldoc.info</a>
Show HN: DitchTheBell – Linux-based desktop notifier for RSS/Atom feeds
Ditch The Bell is a desktop notifier for RSS/Atom feeds that lets you closely configure features of the freedesktop notification specification to unlock the most customizable feed notification experience possible on Linux.<p>I developed this program because I wanted a single, centralized location to easily manage my desktop notifications for all of the various websites I want to get updates from. Before creating this application, I found existing solutions unsatisfactory due to the following reasons:<p>- Built-In Notification Services: Some websites offer built-in desktop notification services, but these often require an account, staying signed in, and running a browser service worker continuously on your PC.<p>- RSS Readers: While existing RSS readers with notification support provide a simple solution, these project balance numerous aspects of reader development. Notifications and their configurations are usually not the priority in these projects.<p>- Custom Scripting: Implementing custom scripts using general-purpose notification tools like notify-send or GObject-Introspection is viable but becomes a maintenance headache as more granular control is introduced.<p>These alternatives are sufficient for basic notifications but lack the lightweight nature and advanced configurability that power users desire. Ditch The Bell fills this gap, offering granular control over your RSS feed notifications without the limitations of the approaches mentioned above.<p>Check it out!: <a href="https://github.com/EscherMoore/DitchTheBell">https://github.com/EscherMoore/DitchTheBell</a>
Ollama for Linux – Run LLMs on Linux with GPU Acceleration
Hi HN,<p>Over the last few months I've been working with some folks on a tool named Ollama (<a href="https://github.com/jmorganca/ollama">https://github.com/jmorganca/ollama</a>) to run open-source LLMs like Llama 2, Code Llama and Falcon locally, starting with macOS.<p>The biggest ask since then has been "how can I run Ollama on Linux?" with GPU support out of the box. Setting up and configuring CUDA and then compiling and running llama.cpp (which is a fantastic library and runs under the hood) can be quite painful on different combinations of linux distributions and Nvidia GPUs. The goal for Ollama's linux version was to automate this process to make it easy to get up and running.<p>The is the first Linux release! There's still lots to do, but I wanted to share it here for to see what everyone thinks. Thanks for anyone who has given it a try and sent feedback!
Show HN: Magentic – Use LLMs as simple Python functions
This is a Python package that allows you to write function signatures to define LLM queries. This makes it easy to mix regular code with calls to LLMs, which enables you to use the LLM for its creativity and reasoning while also enforcing structure/logic as necessary. LLM output is parsed for you according to the return type annotation of the function, including complex return types such as streaming an array of structured objects.<p>I built this to show that we can think about using LLMs more fluidly than just chains and chats, i.e. more interchangeably with regular code, and to make it easy to do that.<p>Please let me know what you think! Contributions welcome.<p><a href="https://github.com/jackmpcollins/magentic">https://github.com/jackmpcollins/magentic</a>
Show HN: Magentic – Use LLMs as simple Python functions
This is a Python package that allows you to write function signatures to define LLM queries. This makes it easy to mix regular code with calls to LLMs, which enables you to use the LLM for its creativity and reasoning while also enforcing structure/logic as necessary. LLM output is parsed for you according to the return type annotation of the function, including complex return types such as streaming an array of structured objects.<p>I built this to show that we can think about using LLMs more fluidly than just chains and chats, i.e. more interchangeably with regular code, and to make it easy to do that.<p>Please let me know what you think! Contributions welcome.<p><a href="https://github.com/jackmpcollins/magentic">https://github.com/jackmpcollins/magentic</a>
Show HN: Magentic – Use LLMs as simple Python functions
This is a Python package that allows you to write function signatures to define LLM queries. This makes it easy to mix regular code with calls to LLMs, which enables you to use the LLM for its creativity and reasoning while also enforcing structure/logic as necessary. LLM output is parsed for you according to the return type annotation of the function, including complex return types such as streaming an array of structured objects.<p>I built this to show that we can think about using LLMs more fluidly than just chains and chats, i.e. more interchangeably with regular code, and to make it easy to do that.<p>Please let me know what you think! Contributions welcome.<p><a href="https://github.com/jackmpcollins/magentic">https://github.com/jackmpcollins/magentic</a>
Show HN: Unity like game editor running in pure WASM
In the wake of all the Unity nonsense, just wanted to toss the Raverie engine into this mix :)<p>We’re building off a previous engine that we worked on for DigiPen Institute of Technology called the Zero Engine with a similar component based design architecture to Unity. Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate and run at the same time, which became super useful for creating UI overlays using only game objects, running multiple simulations, etc. The lighting and rendering engine is scriptable, and the default deferred rendering implementation is based on the Unreal physically based rendering (PBR) approach. The physics engine was built from the ground up to handle both 2D and 3D physics together. The scripting language was also built in house to be a type safe language that binds to C++ objects and facilitates auto-complete (try it in editor!)<p>This particular fork by Raverie builds both the engine and editor to WebAssembly using only clang without Emscripten. We love Emscripten and in fact borrowed a tiny bit of exception code that we’d love to see up-streamed into LLVM, however we wanted to create a pure WASM binary without Emscripten bindings. We also love WASI too though we already had our own in memory virtual file system, hence we don’t use the WASI imports. All WASM imports and exports needed to run the engine are defined here:
<a href="https://github.com/raverie-us/raverie-engine/blob/main/Code/Foundation/Platform/PlatformCommunication.hpp">https://github.com/raverie-us/raverie-engine/blob/main/Code/...</a><p>The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage.<p>Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad.<p><a href="https://github.com/raverie-us/raverie-engine">https://github.com/raverie-us/raverie-engine</a>
Show HN: Unity like game editor running in pure WASM
In the wake of all the Unity nonsense, just wanted to toss the Raverie engine into this mix :)<p>We’re building off a previous engine that we worked on for DigiPen Institute of Technology called the Zero Engine with a similar component based design architecture to Unity. Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate and run at the same time, which became super useful for creating UI overlays using only game objects, running multiple simulations, etc. The lighting and rendering engine is scriptable, and the default deferred rendering implementation is based on the Unreal physically based rendering (PBR) approach. The physics engine was built from the ground up to handle both 2D and 3D physics together. The scripting language was also built in house to be a type safe language that binds to C++ objects and facilitates auto-complete (try it in editor!)<p>This particular fork by Raverie builds both the engine and editor to WebAssembly using only clang without Emscripten. We love Emscripten and in fact borrowed a tiny bit of exception code that we’d love to see up-streamed into LLVM, however we wanted to create a pure WASM binary without Emscripten bindings. We also love WASI too though we already had our own in memory virtual file system, hence we don’t use the WASI imports. All WASM imports and exports needed to run the engine are defined here:
<a href="https://github.com/raverie-us/raverie-engine/blob/main/Code/Foundation/Platform/PlatformCommunication.hpp">https://github.com/raverie-us/raverie-engine/blob/main/Code/...</a><p>The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage.<p>Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad.<p><a href="https://github.com/raverie-us/raverie-engine">https://github.com/raverie-us/raverie-engine</a>
Show HN: Unity like game editor running in pure WASM
In the wake of all the Unity nonsense, just wanted to toss the Raverie engine into this mix :)<p>We’re building off a previous engine that we worked on for DigiPen Institute of Technology called the Zero Engine with a similar component based design architecture to Unity. Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate and run at the same time, which became super useful for creating UI overlays using only game objects, running multiple simulations, etc. The lighting and rendering engine is scriptable, and the default deferred rendering implementation is based on the Unreal physically based rendering (PBR) approach. The physics engine was built from the ground up to handle both 2D and 3D physics together. The scripting language was also built in house to be a type safe language that binds to C++ objects and facilitates auto-complete (try it in editor!)<p>This particular fork by Raverie builds both the engine and editor to WebAssembly using only clang without Emscripten. We love Emscripten and in fact borrowed a tiny bit of exception code that we’d love to see up-streamed into LLVM, however we wanted to create a pure WASM binary without Emscripten bindings. We also love WASI too though we already had our own in memory virtual file system, hence we don’t use the WASI imports. All WASM imports and exports needed to run the engine are defined here:
<a href="https://github.com/raverie-us/raverie-engine/blob/main/Code/Foundation/Platform/PlatformCommunication.hpp">https://github.com/raverie-us/raverie-engine/blob/main/Code/...</a><p>The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage.<p>Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad.<p><a href="https://github.com/raverie-us/raverie-engine">https://github.com/raverie-us/raverie-engine</a>
Show HN: Unity like game editor running in pure WASM
In the wake of all the Unity nonsense, just wanted to toss the Raverie engine into this mix :)<p>We’re building off a previous engine that we worked on for DigiPen Institute of Technology called the Zero Engine with a similar component based design architecture to Unity. Our engine had a unique feature called Spaces: separate worlds/levels that you can instantiate and run at the same time, which became super useful for creating UI overlays using only game objects, running multiple simulations, etc. The lighting and rendering engine is scriptable, and the default deferred rendering implementation is based on the Unreal physically based rendering (PBR) approach. The physics engine was built from the ground up to handle both 2D and 3D physics together. The scripting language was also built in house to be a type safe language that binds to C++ objects and facilitates auto-complete (try it in editor!)<p>This particular fork by Raverie builds both the engine and editor to WebAssembly using only clang without Emscripten. We love Emscripten and in fact borrowed a tiny bit of exception code that we’d love to see up-streamed into LLVM, however we wanted to create a pure WASM binary without Emscripten bindings. We also love WASI too though we already had our own in memory virtual file system, hence we don’t use the WASI imports. All WASM imports and exports needed to run the engine are defined here:
<a href="https://github.com/raverie-us/raverie-engine/blob/main/Code/Foundation/Platform/PlatformCommunication.hpp">https://github.com/raverie-us/raverie-engine/blob/main/Code/...</a><p>The abstraction means that in the future, porting to other platforms that can support a WASM runtime should be trivial. It’s our dream to be able to export a build of your game to any platform, all from inside the browser. Our near term road-map includes getting the sound engine integrated with WebAudio, getting the script debugger working (currently freezes), porting our networking engine to WebRTC and WebSockets, and getting saving/loading from a database instead of browser local storage.<p>Our end goal is to use this engine to create an online Flash-like hub for games that people can share and remix, akin to Scratch or Tinkercad.<p><a href="https://github.com/raverie-us/raverie-engine">https://github.com/raverie-us/raverie-engine</a>
Show HN: Bigcapital - A open-source alternative to QuickBooks
Show HN: Bigcapital - A open-source alternative to QuickBooks
KitForStartups – The Open Source SvelteKit SaaS Boilerplate
This is a project I’ve been working on for a couple of weeks now, and I feel it’s now in a state I can share it with the community here on Discord.<p>It all started when I saw Marc Lou launched ShipFast (a paid Next.js startup boilerplate). I wanted to build something similar for SvelteKit. I was planning to make it a paid product, but ended up open sourcing it.<p>You can see KitForStartups as a toolkit you can use to prototype and ship faster your MVPs, web applications, etc.<p>It comes with support for many databases (SQLite w/Turso, MySQL and Postgres), authentication (email + password, OAuth with Google and GitHub), email sending with Resend (local emails are configured to be sent with MailHog for faster debugging), toast notifications with Melt UI, etc…<p>I’m still actively working on the project and on things like support for Supabase, magic link authentication, MailGun, a CLI, etc…<p>Give a look at the repo here <a href="https://github.com/okupter/kitforstartups">https://github.com/okupter/kitforstartups</a>, and please feel free to open an issue or PR is there’s something you’d like to see included.
Show HN: Minum – A minimal Java web framework
I am happy to announce my minimalist zero-dependency web framework, Minum, is out of beta.<p><a href="http://github.com/byronka/minum">http://github.com/byronka/minum</a><p>You will be hard-pressed to find another modern project as obsessively minimalistic. Other frameworks will claim simplicity and minimalism and then, casually, mention they are built on a multitude of libraries. This follows self-imposed constraints, predicated on a belief that smaller and lighter is long-term better.<p>Caveat emptor: This is a project by and for developers who know and like programming (rather than, let us say, configuring). It is written in Java, and presumes familiarity with the HTTP/HTML paradigm.<p>Driving paradigms of this project:<p>* ease of use
* maintainability / sustainability
* simplicity
* performance
* good documentation
* good testing<p>It requires Java 21, for its virtual threads (Project Loom)
Show HN: Minum – A minimal Java web framework
I am happy to announce my minimalist zero-dependency web framework, Minum, is out of beta.<p><a href="http://github.com/byronka/minum">http://github.com/byronka/minum</a><p>You will be hard-pressed to find another modern project as obsessively minimalistic. Other frameworks will claim simplicity and minimalism and then, casually, mention they are built on a multitude of libraries. This follows self-imposed constraints, predicated on a belief that smaller and lighter is long-term better.<p>Caveat emptor: This is a project by and for developers who know and like programming (rather than, let us say, configuring). It is written in Java, and presumes familiarity with the HTTP/HTML paradigm.<p>Driving paradigms of this project:<p>* ease of use
* maintainability / sustainability
* simplicity
* performance
* good documentation
* good testing<p>It requires Java 21, for its virtual threads (Project Loom)
Show HN: Minum – A minimal Java web framework
I am happy to announce my minimalist zero-dependency web framework, Minum, is out of beta.<p><a href="http://github.com/byronka/minum">http://github.com/byronka/minum</a><p>You will be hard-pressed to find another modern project as obsessively minimalistic. Other frameworks will claim simplicity and minimalism and then, casually, mention they are built on a multitude of libraries. This follows self-imposed constraints, predicated on a belief that smaller and lighter is long-term better.<p>Caveat emptor: This is a project by and for developers who know and like programming (rather than, let us say, configuring). It is written in Java, and presumes familiarity with the HTTP/HTML paradigm.<p>Driving paradigms of this project:<p>* ease of use
* maintainability / sustainability
* simplicity
* performance
* good documentation
* good testing<p>It requires Java 21, for its virtual threads (Project Loom)
Show HN: E-Ink Day Schedule
Show HN: E-Ink Day Schedule
Show HN: E-Ink Day Schedule