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Show HN: Build for any cloud with the same code

We have been working on Multy, an open-source[1] tool that enables developers to deploy and switch to any cloud - AWS, Azure and GCP for now.<p>We realized that, even when using Terraform, writing infrastructure code is very different for each cloud provider. This means changing clouds or deploying the same infrastructure in multiple clouds requires rewriting the same thing multiple times. And even though most core resources have the same functionality, developers need to learn a new provider and all its nuances when choosing a new cloud. This is why we built Multy.<p>Multy is currently available as a Terraform provider. You can write cloud-agnostic code and then just choose which cloud you want to deploy to. Multy will then call the cloud provider APIs on your behalf. For example, the following Terraform code deploys a virtual network in AWS and can be easily changed to deploy to Azure or GCP:<p>``` resource "multy_virtual_network" "vn" {<p><pre><code> cloud = "aws" // or azure, or gcp name = "multy_vn" cidr_block = "10.0.0.0/16" location = "eu_west_1"</code></pre> } ```<p>Our goal is to expose any configuration that is common across all clouds, but there’s always specific features that are not available in all of them. For example, if you want a very specific AWS CPU for your Virtual Machine or use a region that is only available in GCP. To enable this, we implemented overrides [2] - a way to configure the underlying infrastructure for cloud-specific purposes. You can also mix other Terraform code that uses the cloud-specific providers with Multy. While this makes you somewhat locked in, having your 80% or 90% of your infrastructure cloud-agnostic is still very powerful.<p>You can see more complex examples in our documentation - <a href="https://docs.multy.dev/examples/" rel="nofollow">https://docs.multy.dev/examples/</a>.<p>We’re still in early days and looking for feedback from other developers on our approach. Let us know what you think!<p>[1] <a href="https://github.com/multycloud/multy" rel="nofollow">https://github.com/multycloud/multy</a><p>[2] <a href="https://docs.multy.dev/overrides" rel="nofollow">https://docs.multy.dev/overrides</a>

Show HN: Build for any cloud with the same code

We have been working on Multy, an open-source[1] tool that enables developers to deploy and switch to any cloud - AWS, Azure and GCP for now.<p>We realized that, even when using Terraform, writing infrastructure code is very different for each cloud provider. This means changing clouds or deploying the same infrastructure in multiple clouds requires rewriting the same thing multiple times. And even though most core resources have the same functionality, developers need to learn a new provider and all its nuances when choosing a new cloud. This is why we built Multy.<p>Multy is currently available as a Terraform provider. You can write cloud-agnostic code and then just choose which cloud you want to deploy to. Multy will then call the cloud provider APIs on your behalf. For example, the following Terraform code deploys a virtual network in AWS and can be easily changed to deploy to Azure or GCP:<p>``` resource "multy_virtual_network" "vn" {<p><pre><code> cloud = "aws" // or azure, or gcp name = "multy_vn" cidr_block = "10.0.0.0/16" location = "eu_west_1"</code></pre> } ```<p>Our goal is to expose any configuration that is common across all clouds, but there’s always specific features that are not available in all of them. For example, if you want a very specific AWS CPU for your Virtual Machine or use a region that is only available in GCP. To enable this, we implemented overrides [2] - a way to configure the underlying infrastructure for cloud-specific purposes. You can also mix other Terraform code that uses the cloud-specific providers with Multy. While this makes you somewhat locked in, having your 80% or 90% of your infrastructure cloud-agnostic is still very powerful.<p>You can see more complex examples in our documentation - <a href="https://docs.multy.dev/examples/" rel="nofollow">https://docs.multy.dev/examples/</a>.<p>We’re still in early days and looking for feedback from other developers on our approach. Let us know what you think!<p>[1] <a href="https://github.com/multycloud/multy" rel="nofollow">https://github.com/multycloud/multy</a><p>[2] <a href="https://docs.multy.dev/overrides" rel="nofollow">https://docs.multy.dev/overrides</a>

Show HN: Build for any cloud with the same code

We have been working on Multy, an open-source[1] tool that enables developers to deploy and switch to any cloud - AWS, Azure and GCP for now.<p>We realized that, even when using Terraform, writing infrastructure code is very different for each cloud provider. This means changing clouds or deploying the same infrastructure in multiple clouds requires rewriting the same thing multiple times. And even though most core resources have the same functionality, developers need to learn a new provider and all its nuances when choosing a new cloud. This is why we built Multy.<p>Multy is currently available as a Terraform provider. You can write cloud-agnostic code and then just choose which cloud you want to deploy to. Multy will then call the cloud provider APIs on your behalf. For example, the following Terraform code deploys a virtual network in AWS and can be easily changed to deploy to Azure or GCP:<p>``` resource "multy_virtual_network" "vn" {<p><pre><code> cloud = "aws" // or azure, or gcp name = "multy_vn" cidr_block = "10.0.0.0/16" location = "eu_west_1"</code></pre> } ```<p>Our goal is to expose any configuration that is common across all clouds, but there’s always specific features that are not available in all of them. For example, if you want a very specific AWS CPU for your Virtual Machine or use a region that is only available in GCP. To enable this, we implemented overrides [2] - a way to configure the underlying infrastructure for cloud-specific purposes. You can also mix other Terraform code that uses the cloud-specific providers with Multy. While this makes you somewhat locked in, having your 80% or 90% of your infrastructure cloud-agnostic is still very powerful.<p>You can see more complex examples in our documentation - <a href="https://docs.multy.dev/examples/" rel="nofollow">https://docs.multy.dev/examples/</a>.<p>We’re still in early days and looking for feedback from other developers on our approach. Let us know what you think!<p>[1] <a href="https://github.com/multycloud/multy" rel="nofollow">https://github.com/multycloud/multy</a><p>[2] <a href="https://docs.multy.dev/overrides" rel="nofollow">https://docs.multy.dev/overrides</a>

Show HN: Build for any cloud with the same code

We have been working on Multy, an open-source[1] tool that enables developers to deploy and switch to any cloud - AWS, Azure and GCP for now.<p>We realized that, even when using Terraform, writing infrastructure code is very different for each cloud provider. This means changing clouds or deploying the same infrastructure in multiple clouds requires rewriting the same thing multiple times. And even though most core resources have the same functionality, developers need to learn a new provider and all its nuances when choosing a new cloud. This is why we built Multy.<p>Multy is currently available as a Terraform provider. You can write cloud-agnostic code and then just choose which cloud you want to deploy to. Multy will then call the cloud provider APIs on your behalf. For example, the following Terraform code deploys a virtual network in AWS and can be easily changed to deploy to Azure or GCP:<p>``` resource "multy_virtual_network" "vn" {<p><pre><code> cloud = "aws" // or azure, or gcp name = "multy_vn" cidr_block = "10.0.0.0/16" location = "eu_west_1"</code></pre> } ```<p>Our goal is to expose any configuration that is common across all clouds, but there’s always specific features that are not available in all of them. For example, if you want a very specific AWS CPU for your Virtual Machine or use a region that is only available in GCP. To enable this, we implemented overrides [2] - a way to configure the underlying infrastructure for cloud-specific purposes. You can also mix other Terraform code that uses the cloud-specific providers with Multy. While this makes you somewhat locked in, having your 80% or 90% of your infrastructure cloud-agnostic is still very powerful.<p>You can see more complex examples in our documentation - <a href="https://docs.multy.dev/examples/" rel="nofollow">https://docs.multy.dev/examples/</a>.<p>We’re still in early days and looking for feedback from other developers on our approach. Let us know what you think!<p>[1] <a href="https://github.com/multycloud/multy" rel="nofollow">https://github.com/multycloud/multy</a><p>[2] <a href="https://docs.multy.dev/overrides" rel="nofollow">https://docs.multy.dev/overrides</a>

Show HN: SaveSlack – create searchable knowledgebase from your Slack community

Show HN: SaveSlack – create searchable knowledgebase from your Slack community

Show HN: Automatically fill PDF templates per API

Show HN: Automatically fill PDF templates per API

Show HN: Automatically fill PDF templates per API

Show HN: Dungeons and Business Cards

Show HN: Dungeons and Business Cards

Show HN: Dungeons and Business Cards

Micro-SaaS Alternatives to BigTech/VC

Hi HN<p>I started this crowdsourced list to find small internet products made by solo developers (or tiny teams) that can be used as alternatives to BigTech/VC-funded startups.<p>E.g. you can use Tally (by two devs, $14K MRR) instead of Typeform ($190M funding, 600+ employees)<p>or Plausible (by two devs, $83K MRR) instead of Google Analytics.<p>I added a link to a form where you can send me suggestions to alternatives, happy to add to the site!<p>Thanks, Rauno

Micro-SaaS Alternatives to BigTech/VC

Hi HN<p>I started this crowdsourced list to find small internet products made by solo developers (or tiny teams) that can be used as alternatives to BigTech/VC-funded startups.<p>E.g. you can use Tally (by two devs, $14K MRR) instead of Typeform ($190M funding, 600+ employees)<p>or Plausible (by two devs, $83K MRR) instead of Google Analytics.<p>I added a link to a form where you can send me suggestions to alternatives, happy to add to the site!<p>Thanks, Rauno

A generically typed pipe function in TypeScript

A generically typed pipe function in TypeScript

Show HN: Figure is a daily logic puzzle game

Hello, HN! Figure is a little side project I’ve been working on. Someone described it as Bejeweled meets Wordle.<p>I built the puzzle interface and website in Next.js and React, which was a first for me and overall a great learning experience. The daily puzzle data is queued up in a PostgreSQL table. Another table stores anonymous solve stats. Once a day, a cron job hits a serverless API that promotes the next puzzle as “live” and prompts Next.js to update the prebaked static site with the new data. The game state is managed with Redux and your stats are persisted to localStorage. Framer Motion for animations. Styling is mostly Tailwind CSS. I use Figma for design and Logic Pro to make the sounds.<p>I get a lot of questions about how the puzzles are generated. It’s not super sexy. I generate random grids of tiles and then run them through a brute force solver (sounds rough but the puzzles don’t feel anything). Every few days, I play through puzzles that look promising based on the solution space and pick some good ones to go into the queue. The rest are sent back to the void (again, painless).<p>I’ve spent a little bit of time tinkering with a procedural generator, but so far the random ones are better. The downsides of the random approach are (1) the curation effort required, and (2) the high variability in puzzle difficulty. I have a feeling there’s a whole body of math and CS knowledge where Figure is an example of something that I don’t know the name for (imposter syndrome intensifies).<p>As for the future of Figure, I feel strongly about keeping it free of ads, login walls, in-app purchases, or anything else that infringes on enjoyment or privacy. I’d also like to make sure Figure is accessible to everyone. English isn’t exactly required to play, but translations for the UI and website would be nice. I’ve tried to build Figure to be friendly to people who have color vision deficiency and people who rely on screen readers and keyboard navigation, but I have no idea if it’s actually any fun in these cases.<p>Here are some miscellaneous thoughts…<p>1. It’s been surprisingly satisfying to build a web game with a modern frontend stack. I’ve noticed a lot of grumbling on HN over the years from OG web developers who yearn for the days of semantic HTML, a sprinkling of CSS, and vanilla JS. I was in that boat too and have grumbled plenty about the breakneck pace of frontend evolution. One of my goals with this project was to pick some popular frameworks and give them an honest try. I’m now a believer, but there’s still no way I can keep up with all the progress.<p>2. I found Tailwind awkward at first, but after a while I realized I was using Figma a lot less and just designing in code with utility classes, which is great for focus and flow. Having lived through the Web 2.0 standards revolution, it was hard to let go of some deeply rooted opinions about semantic purity, but overall I’m sold.<p>3. I really love side projects. At most jobs, you’re pushed toward specialization. Side projects allow you to build out a generalist skillset, which makes you better at your core job function and better at collaborating with others. It’s also liberating to explore and pivot around without time pressure. Figure started out as a 3D fidget toy in Unity where you fling projectiles at floating objects…<p>4. I made this game on my trusty 2013 MacBook Pro, which has been almost completely sufficient (ahem Docker ಠ_ಠ). I’ll probably get an M2 Air soon, but I’m reluctant to say goodbye to the best computer I’ve ever owned.<p>5. I’m very grateful for the people who build and maintain open source projects. It’s also delightful how many paid services offer generous free tiers to let developers play around: Figma, GitHub, Vercel, Supabase, and Pipedream, just to name a few that I’m currently using actively. If you work on FOSS and/or these excellent platforms, thank you.<p>Anyway, hope you like it. Happy to answer any questions.

Show HN: Figure is a daily logic puzzle game

Hello, HN! Figure is a little side project I’ve been working on. Someone described it as Bejeweled meets Wordle.<p>I built the puzzle interface and website in Next.js and React, which was a first for me and overall a great learning experience. The daily puzzle data is queued up in a PostgreSQL table. Another table stores anonymous solve stats. Once a day, a cron job hits a serverless API that promotes the next puzzle as “live” and prompts Next.js to update the prebaked static site with the new data. The game state is managed with Redux and your stats are persisted to localStorage. Framer Motion for animations. Styling is mostly Tailwind CSS. I use Figma for design and Logic Pro to make the sounds.<p>I get a lot of questions about how the puzzles are generated. It’s not super sexy. I generate random grids of tiles and then run them through a brute force solver (sounds rough but the puzzles don’t feel anything). Every few days, I play through puzzles that look promising based on the solution space and pick some good ones to go into the queue. The rest are sent back to the void (again, painless).<p>I’ve spent a little bit of time tinkering with a procedural generator, but so far the random ones are better. The downsides of the random approach are (1) the curation effort required, and (2) the high variability in puzzle difficulty. I have a feeling there’s a whole body of math and CS knowledge where Figure is an example of something that I don’t know the name for (imposter syndrome intensifies).<p>As for the future of Figure, I feel strongly about keeping it free of ads, login walls, in-app purchases, or anything else that infringes on enjoyment or privacy. I’d also like to make sure Figure is accessible to everyone. English isn’t exactly required to play, but translations for the UI and website would be nice. I’ve tried to build Figure to be friendly to people who have color vision deficiency and people who rely on screen readers and keyboard navigation, but I have no idea if it’s actually any fun in these cases.<p>Here are some miscellaneous thoughts…<p>1. It’s been surprisingly satisfying to build a web game with a modern frontend stack. I’ve noticed a lot of grumbling on HN over the years from OG web developers who yearn for the days of semantic HTML, a sprinkling of CSS, and vanilla JS. I was in that boat too and have grumbled plenty about the breakneck pace of frontend evolution. One of my goals with this project was to pick some popular frameworks and give them an honest try. I’m now a believer, but there’s still no way I can keep up with all the progress.<p>2. I found Tailwind awkward at first, but after a while I realized I was using Figma a lot less and just designing in code with utility classes, which is great for focus and flow. Having lived through the Web 2.0 standards revolution, it was hard to let go of some deeply rooted opinions about semantic purity, but overall I’m sold.<p>3. I really love side projects. At most jobs, you’re pushed toward specialization. Side projects allow you to build out a generalist skillset, which makes you better at your core job function and better at collaborating with others. It’s also liberating to explore and pivot around without time pressure. Figure started out as a 3D fidget toy in Unity where you fling projectiles at floating objects…<p>4. I made this game on my trusty 2013 MacBook Pro, which has been almost completely sufficient (ahem Docker ಠ_ಠ). I’ll probably get an M2 Air soon, but I’m reluctant to say goodbye to the best computer I’ve ever owned.<p>5. I’m very grateful for the people who build and maintain open source projects. It’s also delightful how many paid services offer generous free tiers to let developers play around: Figma, GitHub, Vercel, Supabase, and Pipedream, just to name a few that I’m currently using actively. If you work on FOSS and/or these excellent platforms, thank you.<p>Anyway, hope you like it. Happy to answer any questions.

Show HN: Figure is a daily logic puzzle game

Hello, HN! Figure is a little side project I’ve been working on. Someone described it as Bejeweled meets Wordle.<p>I built the puzzle interface and website in Next.js and React, which was a first for me and overall a great learning experience. The daily puzzle data is queued up in a PostgreSQL table. Another table stores anonymous solve stats. Once a day, a cron job hits a serverless API that promotes the next puzzle as “live” and prompts Next.js to update the prebaked static site with the new data. The game state is managed with Redux and your stats are persisted to localStorage. Framer Motion for animations. Styling is mostly Tailwind CSS. I use Figma for design and Logic Pro to make the sounds.<p>I get a lot of questions about how the puzzles are generated. It’s not super sexy. I generate random grids of tiles and then run them through a brute force solver (sounds rough but the puzzles don’t feel anything). Every few days, I play through puzzles that look promising based on the solution space and pick some good ones to go into the queue. The rest are sent back to the void (again, painless).<p>I’ve spent a little bit of time tinkering with a procedural generator, but so far the random ones are better. The downsides of the random approach are (1) the curation effort required, and (2) the high variability in puzzle difficulty. I have a feeling there’s a whole body of math and CS knowledge where Figure is an example of something that I don’t know the name for (imposter syndrome intensifies).<p>As for the future of Figure, I feel strongly about keeping it free of ads, login walls, in-app purchases, or anything else that infringes on enjoyment or privacy. I’d also like to make sure Figure is accessible to everyone. English isn’t exactly required to play, but translations for the UI and website would be nice. I’ve tried to build Figure to be friendly to people who have color vision deficiency and people who rely on screen readers and keyboard navigation, but I have no idea if it’s actually any fun in these cases.<p>Here are some miscellaneous thoughts…<p>1. It’s been surprisingly satisfying to build a web game with a modern frontend stack. I’ve noticed a lot of grumbling on HN over the years from OG web developers who yearn for the days of semantic HTML, a sprinkling of CSS, and vanilla JS. I was in that boat too and have grumbled plenty about the breakneck pace of frontend evolution. One of my goals with this project was to pick some popular frameworks and give them an honest try. I’m now a believer, but there’s still no way I can keep up with all the progress.<p>2. I found Tailwind awkward at first, but after a while I realized I was using Figma a lot less and just designing in code with utility classes, which is great for focus and flow. Having lived through the Web 2.0 standards revolution, it was hard to let go of some deeply rooted opinions about semantic purity, but overall I’m sold.<p>3. I really love side projects. At most jobs, you’re pushed toward specialization. Side projects allow you to build out a generalist skillset, which makes you better at your core job function and better at collaborating with others. It’s also liberating to explore and pivot around without time pressure. Figure started out as a 3D fidget toy in Unity where you fling projectiles at floating objects…<p>4. I made this game on my trusty 2013 MacBook Pro, which has been almost completely sufficient (ahem Docker ಠ_ಠ). I’ll probably get an M2 Air soon, but I’m reluctant to say goodbye to the best computer I’ve ever owned.<p>5. I’m very grateful for the people who build and maintain open source projects. It’s also delightful how many paid services offer generous free tiers to let developers play around: Figma, GitHub, Vercel, Supabase, and Pipedream, just to name a few that I’m currently using actively. If you work on FOSS and/or these excellent platforms, thank you.<p>Anyway, hope you like it. Happy to answer any questions.

Show HN: Figure is a daily logic puzzle game

Hello, HN! Figure is a little side project I’ve been working on. Someone described it as Bejeweled meets Wordle.<p>I built the puzzle interface and website in Next.js and React, which was a first for me and overall a great learning experience. The daily puzzle data is queued up in a PostgreSQL table. Another table stores anonymous solve stats. Once a day, a cron job hits a serverless API that promotes the next puzzle as “live” and prompts Next.js to update the prebaked static site with the new data. The game state is managed with Redux and your stats are persisted to localStorage. Framer Motion for animations. Styling is mostly Tailwind CSS. I use Figma for design and Logic Pro to make the sounds.<p>I get a lot of questions about how the puzzles are generated. It’s not super sexy. I generate random grids of tiles and then run them through a brute force solver (sounds rough but the puzzles don’t feel anything). Every few days, I play through puzzles that look promising based on the solution space and pick some good ones to go into the queue. The rest are sent back to the void (again, painless).<p>I’ve spent a little bit of time tinkering with a procedural generator, but so far the random ones are better. The downsides of the random approach are (1) the curation effort required, and (2) the high variability in puzzle difficulty. I have a feeling there’s a whole body of math and CS knowledge where Figure is an example of something that I don’t know the name for (imposter syndrome intensifies).<p>As for the future of Figure, I feel strongly about keeping it free of ads, login walls, in-app purchases, or anything else that infringes on enjoyment or privacy. I’d also like to make sure Figure is accessible to everyone. English isn’t exactly required to play, but translations for the UI and website would be nice. I’ve tried to build Figure to be friendly to people who have color vision deficiency and people who rely on screen readers and keyboard navigation, but I have no idea if it’s actually any fun in these cases.<p>Here are some miscellaneous thoughts…<p>1. It’s been surprisingly satisfying to build a web game with a modern frontend stack. I’ve noticed a lot of grumbling on HN over the years from OG web developers who yearn for the days of semantic HTML, a sprinkling of CSS, and vanilla JS. I was in that boat too and have grumbled plenty about the breakneck pace of frontend evolution. One of my goals with this project was to pick some popular frameworks and give them an honest try. I’m now a believer, but there’s still no way I can keep up with all the progress.<p>2. I found Tailwind awkward at first, but after a while I realized I was using Figma a lot less and just designing in code with utility classes, which is great for focus and flow. Having lived through the Web 2.0 standards revolution, it was hard to let go of some deeply rooted opinions about semantic purity, but overall I’m sold.<p>3. I really love side projects. At most jobs, you’re pushed toward specialization. Side projects allow you to build out a generalist skillset, which makes you better at your core job function and better at collaborating with others. It’s also liberating to explore and pivot around without time pressure. Figure started out as a 3D fidget toy in Unity where you fling projectiles at floating objects…<p>4. I made this game on my trusty 2013 MacBook Pro, which has been almost completely sufficient (ahem Docker ಠ_ಠ). I’ll probably get an M2 Air soon, but I’m reluctant to say goodbye to the best computer I’ve ever owned.<p>5. I’m very grateful for the people who build and maintain open source projects. It’s also delightful how many paid services offer generous free tiers to let developers play around: Figma, GitHub, Vercel, Supabase, and Pipedream, just to name a few that I’m currently using actively. If you work on FOSS and/or these excellent platforms, thank you.<p>Anyway, hope you like it. Happy to answer any questions.

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