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Show HN: I created a language called AntiLang – breaking all the conventions

AntiLang is an interpreted programming language written in Go. The basic idea of this is to keep all the logical parts of a language same, but reverse the structure of it.<p>The idea for this project came when I was having a long midnight conversation with my friend and thought of writing such a weird language. The initial draft was far worse than the current implementation; we thought of reversing the brackets and the language would be read from bottom to top. I'm happy that I dropped that idea<p>Technical details: As the interpreter is written in Golang, I compiled it to WASM, and the whole interpreter is running in the browser. For the editor, I'm using Monaco, the same library that powers the text editor in VSCode. I learnt how to build it while reading "Write an Interpreter in Go" by Thorsten Ball.<p>The project is opensourced - <a href="https://github.com/SirusCodes/AntiLang">https://github.com/SirusCodes/AntiLang</a> - do give it a star if you like the project.

Show HN: I created a language called AntiLang – breaking all the conventions

AntiLang is an interpreted programming language written in Go. The basic idea of this is to keep all the logical parts of a language same, but reverse the structure of it.<p>The idea for this project came when I was having a long midnight conversation with my friend and thought of writing such a weird language. The initial draft was far worse than the current implementation; we thought of reversing the brackets and the language would be read from bottom to top. I'm happy that I dropped that idea<p>Technical details: As the interpreter is written in Golang, I compiled it to WASM, and the whole interpreter is running in the browser. For the editor, I'm using Monaco, the same library that powers the text editor in VSCode. I learnt how to build it while reading "Write an Interpreter in Go" by Thorsten Ball.<p>The project is opensourced - <a href="https://github.com/SirusCodes/AntiLang">https://github.com/SirusCodes/AntiLang</a> - do give it a star if you like the project.

Show HN: I created a language called AntiLang – breaking all the conventions

AntiLang is an interpreted programming language written in Go. The basic idea of this is to keep all the logical parts of a language same, but reverse the structure of it.<p>The idea for this project came when I was having a long midnight conversation with my friend and thought of writing such a weird language. The initial draft was far worse than the current implementation; we thought of reversing the brackets and the language would be read from bottom to top. I'm happy that I dropped that idea<p>Technical details: As the interpreter is written in Golang, I compiled it to WASM, and the whole interpreter is running in the browser. For the editor, I'm using Monaco, the same library that powers the text editor in VSCode. I learnt how to build it while reading "Write an Interpreter in Go" by Thorsten Ball.<p>The project is opensourced - <a href="https://github.com/SirusCodes/AntiLang">https://github.com/SirusCodes/AntiLang</a> - do give it a star if you like the project.

Show HN: Tach – Visualize and untangle your Python codebase

Hey everyone! We're Evan and Caelean, the authors of Tach.<p>Tach lets you visualize the architecture of your Python codebase, and gives you the tools to incrementally improve it. It uses module boundaries to give teams the benefits of microservices without the deployment complexity.<p>If your code has been getting tangled up as your team and codebase grows, Tach helps you move back in the right direction, incrementally and quickly. You can use Tach to incrementally adopt a "modular monolith" architecture [1], for better local reasoning and smoother feature development.<p>Since our last Show HN (<a href="https://news.ycombinator.com/item?id=41359181">https://news.ycombinator.com/item?id=41359181</a>) we've shipped support for layers, third party dependencies, visualizations, and more.<p>Tach is: * Open source (MIT) * completely free * fast (written in Rust) * in use by teams at NVIDIA, PostHog, and more.<p>One way Tach differs from existing systems that handle this problem (build systems, import linters, etc) is the ability to be incrementally adopted. Also, runtime speed.<p>If you struggle with dependencies, onboarding new engineers, or a massive codebase, Tach is for you! We built it with developers in mind - with clean integrations into Git, CI/CD, and IDEs, and the performance for it to be effective in any form factor.<p>[1] <a href="https://www.milanjovanovic.tech/blog/what-is-a-modular-monolith" rel="nofollow">https://www.milanjovanovic.tech/blog/what-is-a-modular-monol...</a>

Show HN: Tach – Visualize and untangle your Python codebase

Hey everyone! We're Evan and Caelean, the authors of Tach.<p>Tach lets you visualize the architecture of your Python codebase, and gives you the tools to incrementally improve it. It uses module boundaries to give teams the benefits of microservices without the deployment complexity.<p>If your code has been getting tangled up as your team and codebase grows, Tach helps you move back in the right direction, incrementally and quickly. You can use Tach to incrementally adopt a "modular monolith" architecture [1], for better local reasoning and smoother feature development.<p>Since our last Show HN (<a href="https://news.ycombinator.com/item?id=41359181">https://news.ycombinator.com/item?id=41359181</a>) we've shipped support for layers, third party dependencies, visualizations, and more.<p>Tach is: * Open source (MIT) * completely free * fast (written in Rust) * in use by teams at NVIDIA, PostHog, and more.<p>One way Tach differs from existing systems that handle this problem (build systems, import linters, etc) is the ability to be incrementally adopted. Also, runtime speed.<p>If you struggle with dependencies, onboarding new engineers, or a massive codebase, Tach is for you! We built it with developers in mind - with clean integrations into Git, CI/CD, and IDEs, and the performance for it to be effective in any form factor.<p>[1] <a href="https://www.milanjovanovic.tech/blog/what-is-a-modular-monolith" rel="nofollow">https://www.milanjovanovic.tech/blog/what-is-a-modular-monol...</a>

Show HN: Tach – Visualize and untangle your Python codebase

Hey everyone! We're Evan and Caelean, the authors of Tach.<p>Tach lets you visualize the architecture of your Python codebase, and gives you the tools to incrementally improve it. It uses module boundaries to give teams the benefits of microservices without the deployment complexity.<p>If your code has been getting tangled up as your team and codebase grows, Tach helps you move back in the right direction, incrementally and quickly. You can use Tach to incrementally adopt a "modular monolith" architecture [1], for better local reasoning and smoother feature development.<p>Since our last Show HN (<a href="https://news.ycombinator.com/item?id=41359181">https://news.ycombinator.com/item?id=41359181</a>) we've shipped support for layers, third party dependencies, visualizations, and more.<p>Tach is: * Open source (MIT) * completely free * fast (written in Rust) * in use by teams at NVIDIA, PostHog, and more.<p>One way Tach differs from existing systems that handle this problem (build systems, import linters, etc) is the ability to be incrementally adopted. Also, runtime speed.<p>If you struggle with dependencies, onboarding new engineers, or a massive codebase, Tach is for you! We built it with developers in mind - with clean integrations into Git, CI/CD, and IDEs, and the performance for it to be effective in any form factor.<p>[1] <a href="https://www.milanjovanovic.tech/blog/what-is-a-modular-monolith" rel="nofollow">https://www.milanjovanovic.tech/blog/what-is-a-modular-monol...</a>

Show HN: Tach – Visualize and untangle your Python codebase

Hey everyone! We're Evan and Caelean, the authors of Tach.<p>Tach lets you visualize the architecture of your Python codebase, and gives you the tools to incrementally improve it. It uses module boundaries to give teams the benefits of microservices without the deployment complexity.<p>If your code has been getting tangled up as your team and codebase grows, Tach helps you move back in the right direction, incrementally and quickly. You can use Tach to incrementally adopt a "modular monolith" architecture [1], for better local reasoning and smoother feature development.<p>Since our last Show HN (<a href="https://news.ycombinator.com/item?id=41359181">https://news.ycombinator.com/item?id=41359181</a>) we've shipped support for layers, third party dependencies, visualizations, and more.<p>Tach is: * Open source (MIT) * completely free * fast (written in Rust) * in use by teams at NVIDIA, PostHog, and more.<p>One way Tach differs from existing systems that handle this problem (build systems, import linters, etc) is the ability to be incrementally adopted. Also, runtime speed.<p>If you struggle with dependencies, onboarding new engineers, or a massive codebase, Tach is for you! We built it with developers in mind - with clean integrations into Git, CI/CD, and IDEs, and the performance for it to be effective in any form factor.<p>[1] <a href="https://www.milanjovanovic.tech/blog/what-is-a-modular-monolith" rel="nofollow">https://www.milanjovanovic.tech/blog/what-is-a-modular-monol...</a>

Show HN: Tach – Visualize and untangle your Python codebase

Hey everyone! We're Evan and Caelean, the authors of Tach.<p>Tach lets you visualize the architecture of your Python codebase, and gives you the tools to incrementally improve it. It uses module boundaries to give teams the benefits of microservices without the deployment complexity.<p>If your code has been getting tangled up as your team and codebase grows, Tach helps you move back in the right direction, incrementally and quickly. You can use Tach to incrementally adopt a "modular monolith" architecture [1], for better local reasoning and smoother feature development.<p>Since our last Show HN (<a href="https://news.ycombinator.com/item?id=41359181">https://news.ycombinator.com/item?id=41359181</a>) we've shipped support for layers, third party dependencies, visualizations, and more.<p>Tach is: * Open source (MIT) * completely free * fast (written in Rust) * in use by teams at NVIDIA, PostHog, and more.<p>One way Tach differs from existing systems that handle this problem (build systems, import linters, etc) is the ability to be incrementally adopted. Also, runtime speed.<p>If you struggle with dependencies, onboarding new engineers, or a massive codebase, Tach is for you! We built it with developers in mind - with clean integrations into Git, CI/CD, and IDEs, and the performance for it to be effective in any form factor.<p>[1] <a href="https://www.milanjovanovic.tech/blog/what-is-a-modular-monolith" rel="nofollow">https://www.milanjovanovic.tech/blog/what-is-a-modular-monol...</a>

Show HN: A Database Written in Golang

Recently created a minimal persistent relational database in Go. Main focus was on implementing & understanding working the of database, storage management & transaction handling. Use of B+ Tree for storage engine(support for indexing), managing a Free List (for reusing nodes), Support for transactions, Concurrent Reads. Still have many things to add & fix like query processing being one of the main & fixing some bugs<p>Repo link - <a href="https://github.com/Sahilb315/AtomixDB">https://github.com/Sahilb315/AtomixDB</a><p>Would love to hear your thoughts

Show HN: A Database Written in Golang

Recently created a minimal persistent relational database in Go. Main focus was on implementing & understanding working the of database, storage management & transaction handling. Use of B+ Tree for storage engine(support for indexing), managing a Free List (for reusing nodes), Support for transactions, Concurrent Reads. Still have many things to add & fix like query processing being one of the main & fixing some bugs<p>Repo link - <a href="https://github.com/Sahilb315/AtomixDB">https://github.com/Sahilb315/AtomixDB</a><p>Would love to hear your thoughts

Show HN: I got laid off from Meta and created a minor hit on Steam

I was at FB/Meta from late 2013 to early 2023, mostly working in the compiler/runtime spaces. I got hit in the spring 2023 layoff wave. I immediately started making games in my newfound free time (a lifelong interest, and I even worked in AA(A?) back ca. ~2000), and in October 2023 I stumbled upon the idea of a roguelike pachinko/plinko game inspired by Luck Be A Landlord. Things snowballed quickly, I started talking to publishers, then worked like crazy through all of 2024, almost the hardest I've ever worked in my career, and launched the game in December 2024. It's sold ~200,000 units in its first 10 weeks on Steam. So it's no Balatro, but I'd still say it did very well :) AMA?<p>(my game is Ballionaire: <a href="https://store.steampowered.com/news/app/2667120/view/526461473225965590" rel="nofollow">https://store.steampowered.com/news/app/2667120/view/5264614...</a>)

Show HN: I got laid off from Meta and created a minor hit on Steam

I was at FB/Meta from late 2013 to early 2023, mostly working in the compiler/runtime spaces. I got hit in the spring 2023 layoff wave. I immediately started making games in my newfound free time (a lifelong interest, and I even worked in AA(A?) back ca. ~2000), and in October 2023 I stumbled upon the idea of a roguelike pachinko/plinko game inspired by Luck Be A Landlord. Things snowballed quickly, I started talking to publishers, then worked like crazy through all of 2024, almost the hardest I've ever worked in my career, and launched the game in December 2024. It's sold ~200,000 units in its first 10 weeks on Steam. So it's no Balatro, but I'd still say it did very well :) AMA?<p>(my game is Ballionaire: <a href="https://store.steampowered.com/news/app/2667120/view/526461473225965590" rel="nofollow">https://store.steampowered.com/news/app/2667120/view/5264614...</a>)

Show HN: I got laid off from Meta and created a minor hit on Steam

I was at FB/Meta from late 2013 to early 2023, mostly working in the compiler/runtime spaces. I got hit in the spring 2023 layoff wave. I immediately started making games in my newfound free time (a lifelong interest, and I even worked in AA(A?) back ca. ~2000), and in October 2023 I stumbled upon the idea of a roguelike pachinko/plinko game inspired by Luck Be A Landlord. Things snowballed quickly, I started talking to publishers, then worked like crazy through all of 2024, almost the hardest I've ever worked in my career, and launched the game in December 2024. It's sold ~200,000 units in its first 10 weeks on Steam. So it's no Balatro, but I'd still say it did very well :) AMA?<p>(my game is Ballionaire: <a href="https://store.steampowered.com/news/app/2667120/view/526461473225965590" rel="nofollow">https://store.steampowered.com/news/app/2667120/view/5264614...</a>)

Show HN: I got laid off from Meta and created a minor hit on Steam

I was at FB/Meta from late 2013 to early 2023, mostly working in the compiler/runtime spaces. I got hit in the spring 2023 layoff wave. I immediately started making games in my newfound free time (a lifelong interest, and I even worked in AA(A?) back ca. ~2000), and in October 2023 I stumbled upon the idea of a roguelike pachinko/plinko game inspired by Luck Be A Landlord. Things snowballed quickly, I started talking to publishers, then worked like crazy through all of 2024, almost the hardest I've ever worked in my career, and launched the game in December 2024. It's sold ~200,000 units in its first 10 weeks on Steam. So it's no Balatro, but I'd still say it did very well :) AMA?<p>(my game is Ballionaire: <a href="https://store.steampowered.com/news/app/2667120/view/526461473225965590" rel="nofollow">https://store.steampowered.com/news/app/2667120/view/5264614...</a>)

Show HN: I got laid off from Meta and created a minor hit on Steam

I was at FB/Meta from late 2013 to early 2023, mostly working in the compiler/runtime spaces. I got hit in the spring 2023 layoff wave. I immediately started making games in my newfound free time (a lifelong interest, and I even worked in AA(A?) back ca. ~2000), and in October 2023 I stumbled upon the idea of a roguelike pachinko/plinko game inspired by Luck Be A Landlord. Things snowballed quickly, I started talking to publishers, then worked like crazy through all of 2024, almost the hardest I've ever worked in my career, and launched the game in December 2024. It's sold ~200,000 units in its first 10 weeks on Steam. So it's no Balatro, but I'd still say it did very well :) AMA?<p>(my game is Ballionaire: <a href="https://store.steampowered.com/news/app/2667120/view/526461473225965590" rel="nofollow">https://store.steampowered.com/news/app/2667120/view/5264614...</a>)

Show HN: Breakout with a roguelite/vampire survivor twist

Hi HN ! This is an open source project I've been working on for a while. It's actually the third breakout-like game I've built. I really like the simplicity of the concept, having just one input (the puck horizontal position) and a simple gameplay that gives a low skill floor.<p>My girlfriend and I played a lot of the excellent LBreakoutHD, an open source breakout game that follows the traditional formula of having multiple lives, scoring points by breaking bricks and catching the good upgrades that spawn randomly and fall down, while avoiding bad upgrades.<p>She liked this game because it is non-violent, and doesn't make her sick like the first person 3D games. There are some issues though, it gets boring to break the last bricks, it's a bit unfair or slow sometimes, and the run length is too long with 30 something levels to clear for a high score.<p>I wanted to make a clone that would be fix those issues. I first tried to introduce more strategy by making the upgrades visible from the start, instead of them appearing randomly. You'd then strategize what to break first to earn more points. That first version is playable (<a href="https://breakout-v1.lecaro.me/" rel="nofollow">https://breakout-v1.lecaro.me/</a>) but a bit too complex.<p>I then wanted to simplify the gameplay, but make the game multiplayer in split screen (<a href="https://breakout-v2.lecaro.me/" rel="nofollow">https://breakout-v2.lecaro.me/</a>). Instead of bonus and malus, each brick drops some coins, and you need to catch them with the puck. This worked pretty well. You can play with the keyboard (A/D and LEFT/RIGHT keys) or mouse or both. The bomb explosions will blow coins around, including the coins of other players, and if you lose your ball, then a gap opens between your screen and the guy next to you, to give him a chance to lend you his ball. You can play using your phone as a controller by scanning the QR code, but make sure everyone is on the same Wi-Fi and that the the firewalls are down.<p>For my last version (<a href="https://breakout.lecaro.me/" rel="nofollow">https://breakout.lecaro.me/</a>) is focused on the game feel and juice. It is about breaking bricks and catching coins, like the v2, but you can now pick upgrades at the end of each level. Your score unlocks more upgrades and levels that are added to the pool for the next runs. There are currently 31 upgrades and 91 levels to unlock.<p>Please have a try and tell me what you think. The game should run well on Firefox, safari and chrome on mobile and pc. It is available in F-Droid and on the play store, The source code is on GitLab. All links are in the game menu.

Show HN: Breakout with a roguelite/vampire survivor twist

Hi HN ! This is an open source project I've been working on for a while. It's actually the third breakout-like game I've built. I really like the simplicity of the concept, having just one input (the puck horizontal position) and a simple gameplay that gives a low skill floor.<p>My girlfriend and I played a lot of the excellent LBreakoutHD, an open source breakout game that follows the traditional formula of having multiple lives, scoring points by breaking bricks and catching the good upgrades that spawn randomly and fall down, while avoiding bad upgrades.<p>She liked this game because it is non-violent, and doesn't make her sick like the first person 3D games. There are some issues though, it gets boring to break the last bricks, it's a bit unfair or slow sometimes, and the run length is too long with 30 something levels to clear for a high score.<p>I wanted to make a clone that would be fix those issues. I first tried to introduce more strategy by making the upgrades visible from the start, instead of them appearing randomly. You'd then strategize what to break first to earn more points. That first version is playable (<a href="https://breakout-v1.lecaro.me/" rel="nofollow">https://breakout-v1.lecaro.me/</a>) but a bit too complex.<p>I then wanted to simplify the gameplay, but make the game multiplayer in split screen (<a href="https://breakout-v2.lecaro.me/" rel="nofollow">https://breakout-v2.lecaro.me/</a>). Instead of bonus and malus, each brick drops some coins, and you need to catch them with the puck. This worked pretty well. You can play with the keyboard (A/D and LEFT/RIGHT keys) or mouse or both. The bomb explosions will blow coins around, including the coins of other players, and if you lose your ball, then a gap opens between your screen and the guy next to you, to give him a chance to lend you his ball. You can play using your phone as a controller by scanning the QR code, but make sure everyone is on the same Wi-Fi and that the the firewalls are down.<p>For my last version (<a href="https://breakout.lecaro.me/" rel="nofollow">https://breakout.lecaro.me/</a>) is focused on the game feel and juice. It is about breaking bricks and catching coins, like the v2, but you can now pick upgrades at the end of each level. Your score unlocks more upgrades and levels that are added to the pool for the next runs. There are currently 31 upgrades and 91 levels to unlock.<p>Please have a try and tell me what you think. The game should run well on Firefox, safari and chrome on mobile and pc. It is available in F-Droid and on the play store, The source code is on GitLab. All links are in the game menu.

Show HN: GoatDB – A lightweight, offline-first, realtime NoDB for Deno and React

Hey HN,<p>We've been experimenting with a real-time, version-controlled NoDB for Deno & React called GoatDB. The idea is to remove backend complexity while keeping apps fast, offline-resilient, and easy to self-host.<p>Runs on the client – No backend required, incremental queries keep things efficient. Self-hosted & lightweight – Deploy a single executable, no server stack needed. Offline-first & resilient – Clients work independently & can restore state after server outages. Edge-native & fast – Real-time sync happens locally with minimal overhead.<p>Why We Built It: We needed something that’s simpler than Firebase, lighter than SQLite, and easier to self-host. GoatDB is great for realtime collaboration, offline, prototyping, single-tenant apps, or ultra-low-cost multi-tenant setups—without backend hassles.<p>Would love feedback from HN:<p>* Are there specific features or improvements that would make it more useful?<p>* How do you handle similar problems today, and what’s missing in existing solutions?<p>If you're interested in experimenting or contributing, the repo is here: GitHub Repo: <a href="https://github.com/goatplatform/todo">https://github.com/goatplatform/todo</a><p>Looking forward to your thoughts!

Show HN: MyCoder, an open source Claude-Code alternative

Show HN: My new wiki for Silicon Graphics stuff

I also run IRIXNet. I'm here to share my newest SGI-related project.

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