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Show HN: TinyClock – a tiny true 5-arch universal Mac OS X single-binary GUI app

1. Single universal binary, that can be natively executed on every hardware platform Mac OS X was made for (32/64 bit, PowerPC/x86/AppleSilicon).<p>2. Minimalistic gadget-style design. If launched as a tool, there is no menubar, no dock icon, no nothing, just the clock window.<p>3. Support for hidpi and dark mode for environments, that have them.<p>4. Window title bar for moving the window with a mouse, and a handle to resize it (latter for OS versions, that have it).<p>5. Can be easily ported to GNUStep and thus other OSes (sources under GPLv3).<p>6. Simple Makefile build system.

Show HN: TinyClock – a tiny true 5-arch universal Mac OS X single-binary GUI app

1. Single universal binary, that can be natively executed on every hardware platform Mac OS X was made for (32/64 bit, PowerPC/x86/AppleSilicon).<p>2. Minimalistic gadget-style design. If launched as a tool, there is no menubar, no dock icon, no nothing, just the clock window.<p>3. Support for hidpi and dark mode for environments, that have them.<p>4. Window title bar for moving the window with a mouse, and a handle to resize it (latter for OS versions, that have it).<p>5. Can be easily ported to GNUStep and thus other OSes (sources under GPLv3).<p>6. Simple Makefile build system.

Show HN: TinyClock – a tiny true 5-arch universal Mac OS X single-binary GUI app

1. Single universal binary, that can be natively executed on every hardware platform Mac OS X was made for (32/64 bit, PowerPC/x86/AppleSilicon).<p>2. Minimalistic gadget-style design. If launched as a tool, there is no menubar, no dock icon, no nothing, just the clock window.<p>3. Support for hidpi and dark mode for environments, that have them.<p>4. Window title bar for moving the window with a mouse, and a handle to resize it (latter for OS versions, that have it).<p>5. Can be easily ported to GNUStep and thus other OSes (sources under GPLv3).<p>6. Simple Makefile build system.

Show HN: TinyClock – a tiny true 5-arch universal Mac OS X single-binary GUI app

1. Single universal binary, that can be natively executed on every hardware platform Mac OS X was made for (32/64 bit, PowerPC/x86/AppleSilicon).<p>2. Minimalistic gadget-style design. If launched as a tool, there is no menubar, no dock icon, no nothing, just the clock window.<p>3. Support for hidpi and dark mode for environments, that have them.<p>4. Window title bar for moving the window with a mouse, and a handle to resize it (latter for OS versions, that have it).<p>5. Can be easily ported to GNUStep and thus other OSes (sources under GPLv3).<p>6. Simple Makefile build system.

Show HN: Quake 1 ported to the Apple Watch

I ported Quake 1 to the Apple Watch, building on top of existing ports for iOS and Mac.<p>Some features: * uses Quake SW renderer + blitting to WatchKit surface (~60 fps, 640x480, larger res can run on lower framerate, tested up until 1024x768) * touch + gyro + digital crown controls * new AVFoundation audio backend (quake to Watchkit audio buffer copy logic), as Watchkit does not support CoreAudio * high pass audio filter to remove clicking on Watch speaker for some of the low frequency quake .wav samples * some smaller modifications and code updates to glue Quake 1 c code to Objective C and Watchkit<p><a href="https://www.youtube.com/watch?v=cPC2o262TfQ" rel="nofollow">https://www.youtube.com/watch?v=cPC2o262TfQ</a>

Show HN: Quake 1 ported to the Apple Watch

I ported Quake 1 to the Apple Watch, building on top of existing ports for iOS and Mac.<p>Some features: * uses Quake SW renderer + blitting to WatchKit surface (~60 fps, 640x480, larger res can run on lower framerate, tested up until 1024x768) * touch + gyro + digital crown controls * new AVFoundation audio backend (quake to Watchkit audio buffer copy logic), as Watchkit does not support CoreAudio * high pass audio filter to remove clicking on Watch speaker for some of the low frequency quake .wav samples * some smaller modifications and code updates to glue Quake 1 c code to Objective C and Watchkit<p><a href="https://www.youtube.com/watch?v=cPC2o262TfQ" rel="nofollow">https://www.youtube.com/watch?v=cPC2o262TfQ</a>

Show HN: Quake 1 ported to the Apple Watch

I ported Quake 1 to the Apple Watch, building on top of existing ports for iOS and Mac.<p>Some features: * uses Quake SW renderer + blitting to WatchKit surface (~60 fps, 640x480, larger res can run on lower framerate, tested up until 1024x768) * touch + gyro + digital crown controls * new AVFoundation audio backend (quake to Watchkit audio buffer copy logic), as Watchkit does not support CoreAudio * high pass audio filter to remove clicking on Watch speaker for some of the low frequency quake .wav samples * some smaller modifications and code updates to glue Quake 1 c code to Objective C and Watchkit<p><a href="https://www.youtube.com/watch?v=cPC2o262TfQ" rel="nofollow">https://www.youtube.com/watch?v=cPC2o262TfQ</a>

Show HN: Quake 1 ported to the Apple Watch

I ported Quake 1 to the Apple Watch, building on top of existing ports for iOS and Mac.<p>Some features: * uses Quake SW renderer + blitting to WatchKit surface (~60 fps, 640x480, larger res can run on lower framerate, tested up until 1024x768) * touch + gyro + digital crown controls * new AVFoundation audio backend (quake to Watchkit audio buffer copy logic), as Watchkit does not support CoreAudio * high pass audio filter to remove clicking on Watch speaker for some of the low frequency quake .wav samples * some smaller modifications and code updates to glue Quake 1 c code to Objective C and Watchkit<p><a href="https://www.youtube.com/watch?v=cPC2o262TfQ" rel="nofollow">https://www.youtube.com/watch?v=cPC2o262TfQ</a>

Show HN: Quake 1 ported to the Apple Watch

I ported Quake 1 to the Apple Watch, building on top of existing ports for iOS and Mac.<p>Some features: * uses Quake SW renderer + blitting to WatchKit surface (~60 fps, 640x480, larger res can run on lower framerate, tested up until 1024x768) * touch + gyro + digital crown controls * new AVFoundation audio backend (quake to Watchkit audio buffer copy logic), as Watchkit does not support CoreAudio * high pass audio filter to remove clicking on Watch speaker for some of the low frequency quake .wav samples * some smaller modifications and code updates to glue Quake 1 c code to Objective C and Watchkit<p><a href="https://www.youtube.com/watch?v=cPC2o262TfQ" rel="nofollow">https://www.youtube.com/watch?v=cPC2o262TfQ</a>

Show HN: Nitric – Node.js framework for building portable cloud apps

Show HN: Nitric – Node.js framework for building portable cloud apps

Show HN: VoxelChain – An Experimental Voxel Engine

VoxelChain is an experimental tool to create voxel worlds in the browser. The lighting is fully ray traced in real-time and there is powerful cellular-automata based programming system, which allows to create complex digital circuits and model the behaviour of voxels (behaviour such as falling sand or water).<p>Technology wise, I'm using WebGL2 for the rendering and the simulation is coded in C89 and gets compiled to WebAssembly (with multi-threading) using Clang. The simulation is basically a custom cellular automaton and is fully parallelized. Once WebGPU is released, I'm planning to run the simulation on the GPU, instead of the CPU, which will give a massive speed up.<p>I've been working on this project full-time for over a year now, and finally came to the point of realising a public version of it to play with. There is already some really cool stuff that the community has built, and it's super fun to see how everything evolves!<p>Let me know what you think and feel free to ask any questions :>

Show HN: VoxelChain – An Experimental Voxel Engine

VoxelChain is an experimental tool to create voxel worlds in the browser. The lighting is fully ray traced in real-time and there is powerful cellular-automata based programming system, which allows to create complex digital circuits and model the behaviour of voxels (behaviour such as falling sand or water).<p>Technology wise, I'm using WebGL2 for the rendering and the simulation is coded in C89 and gets compiled to WebAssembly (with multi-threading) using Clang. The simulation is basically a custom cellular automaton and is fully parallelized. Once WebGPU is released, I'm planning to run the simulation on the GPU, instead of the CPU, which will give a massive speed up.<p>I've been working on this project full-time for over a year now, and finally came to the point of realising a public version of it to play with. There is already some really cool stuff that the community has built, and it's super fun to see how everything evolves!<p>Let me know what you think and feel free to ask any questions :>

Show HN: VoxelChain – An Experimental Voxel Engine

VoxelChain is an experimental tool to create voxel worlds in the browser. The lighting is fully ray traced in real-time and there is powerful cellular-automata based programming system, which allows to create complex digital circuits and model the behaviour of voxels (behaviour such as falling sand or water).<p>Technology wise, I'm using WebGL2 for the rendering and the simulation is coded in C89 and gets compiled to WebAssembly (with multi-threading) using Clang. The simulation is basically a custom cellular automaton and is fully parallelized. Once WebGPU is released, I'm planning to run the simulation on the GPU, instead of the CPU, which will give a massive speed up.<p>I've been working on this project full-time for over a year now, and finally came to the point of realising a public version of it to play with. There is already some really cool stuff that the community has built, and it's super fun to see how everything evolves!<p>Let me know what you think and feel free to ask any questions :>

Show HN: Open-source APM with support for tracing, metrics, and logs

Uptrace is an all-in-one tool that supports distributed tracing, metrics, and logs. It uses OpenTelelemetry observability framework to collect data and ClickHouse database to store it.<p>You can ingest data using OpenTelemetry Protocol (OTLP), Vector Logs, and Zipkin API. You can also use OpenTelemetry Collector to collect Prometheus metrics or receive data from Jaeger, X Ray, Apache, PostgreSQL, MySQL and many more.<p>The latest Uptrace release introduces support for OpenTelemetry Metrics which includes:<p>- User interface to build table-based and grid-based dashboards.<p>- Pre-built dashboard templates for Golang, Redis, PostgreSQL, MySQL, and host metrics.<p>- Metrics monitoring aka alerting rules inspired by Prometheus.<p>- Notifications via email/Slack/PagerDuty using AlertManager integration.<p>There are 2 quick ways to try Uptrace:<p>- Using the Docker container - <a href="https://github.com/uptrace/uptrace/tree/master/example/docker" rel="nofollow">https://github.com/uptrace/uptrace/tree/master/example/docke...</a><p>- Using the public demo - <a href="https://app.uptrace.dev/play" rel="nofollow">https://app.uptrace.dev/play</a><p>I will be happy to answer your questions in the comments.

Show HN: Open-source APM with support for tracing, metrics, and logs

Uptrace is an all-in-one tool that supports distributed tracing, metrics, and logs. It uses OpenTelelemetry observability framework to collect data and ClickHouse database to store it.<p>You can ingest data using OpenTelemetry Protocol (OTLP), Vector Logs, and Zipkin API. You can also use OpenTelemetry Collector to collect Prometheus metrics or receive data from Jaeger, X Ray, Apache, PostgreSQL, MySQL and many more.<p>The latest Uptrace release introduces support for OpenTelemetry Metrics which includes:<p>- User interface to build table-based and grid-based dashboards.<p>- Pre-built dashboard templates for Golang, Redis, PostgreSQL, MySQL, and host metrics.<p>- Metrics monitoring aka alerting rules inspired by Prometheus.<p>- Notifications via email/Slack/PagerDuty using AlertManager integration.<p>There are 2 quick ways to try Uptrace:<p>- Using the Docker container - <a href="https://github.com/uptrace/uptrace/tree/master/example/docker" rel="nofollow">https://github.com/uptrace/uptrace/tree/master/example/docke...</a><p>- Using the public demo - <a href="https://app.uptrace.dev/play" rel="nofollow">https://app.uptrace.dev/play</a><p>I will be happy to answer your questions in the comments.

Show HN: Open-source APM with support for tracing, metrics, and logs

Uptrace is an all-in-one tool that supports distributed tracing, metrics, and logs. It uses OpenTelelemetry observability framework to collect data and ClickHouse database to store it.<p>You can ingest data using OpenTelemetry Protocol (OTLP), Vector Logs, and Zipkin API. You can also use OpenTelemetry Collector to collect Prometheus metrics or receive data from Jaeger, X Ray, Apache, PostgreSQL, MySQL and many more.<p>The latest Uptrace release introduces support for OpenTelemetry Metrics which includes:<p>- User interface to build table-based and grid-based dashboards.<p>- Pre-built dashboard templates for Golang, Redis, PostgreSQL, MySQL, and host metrics.<p>- Metrics monitoring aka alerting rules inspired by Prometheus.<p>- Notifications via email/Slack/PagerDuty using AlertManager integration.<p>There are 2 quick ways to try Uptrace:<p>- Using the Docker container - <a href="https://github.com/uptrace/uptrace/tree/master/example/docker" rel="nofollow">https://github.com/uptrace/uptrace/tree/master/example/docke...</a><p>- Using the public demo - <a href="https://app.uptrace.dev/play" rel="nofollow">https://app.uptrace.dev/play</a><p>I will be happy to answer your questions in the comments.

Infinite Stable Diffusion Videos

Infinite Stable Diffusion Videos

Show HN: Chitchatter – P2P chat app that is serverless, decentralized, ephemeral

For anyone who is interested to learn more about Chitchatter, please check out the project README: <a href="https://github.com/jeremyckahn/chitchatter#readme" rel="nofollow">https://github.com/jeremyckahn/chitchatter#readme</a><p>Chitchatter is very much an early MVP, so I'd like to get your feedback. Thanks for looking!

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