1. Show HN: ImPlot3D – A 3D Plotting Library for Dear ImGui

Total comment counts : 12

Summary

Summary:

ImPlot3D is an extension of Dear ImGui, designed for easy and high-performance 3D plotting. It offers an API similar to ImPlot, making it user-friendly for those already familiar with it. Key features include:

  • Functionality: Allows for plotting lines, scatter points, surfaces, and meshes in 3D space with customizable options for markers, lines, and surfaces.
  • Usage: Begin with ImPlot3D::BeginPlot(), plot data with functions like PlotLine() or PlotSurface(), and end with ImPlot3D::EndPlot().
  • Integration: A demo file (implot3d_demo.cpp) provides examples and is updated with each release. It can be added to projects for reference.
  • Performance: Focuses on real-time, interactive visualizations, suitable for debugging, simulations, and data analysis.
  • Limitations: Uses 16-bit indexing by default, which might need upgrading to handle complex 3D visualizations effectively.
  • Customization: Supports modifications in plot styles, including colors, line thickness, and marker sizes.
  • Independence: Does not require ImPlot but needs Dear ImGui.
  • Output: Lacks built-in features for saving high-quality images; recommended for initial exploration rather than final publication-quality renders.

ImPlot3D is under the MIT License, providing a straightforward tool for developers needing 3D visualization capabilities in their applications.

Top 1 Comment Summary

The article discusses how Dear ImGui effectively utilizes the concept of reusable components despite lacking predefined extension points in its API. Components in Dear ImGui are essentially functions that combine basic widgets into more complex UI elements, sometimes directly using the ImDrawList for rendering. Integration of these components, similar to integrating Dear ImGui itself, involves simply adding a few source files to a project.

Top 2 Comment Summary

The article discusses a user’s difficulty with creating rotated labels in ImGui, expressing a wish for native support for this feature in the library.

2. The XOR Texture (2004)

Total comment counts : 30

Summary

error

Top 1 Comment Summary

The article discusses a small program the author wrote in x86 assembly language (using FASM) in 2019, which generates an image using a parity-based coloring technique. Instead of using the direct result of x ^ y for color determination, it used parity(x ^ y) to decide the color—either black or white based on whether the number of 1-bits in the result was even or odd. This resulted in an image that visually resembled a tiling pattern that does not repeat perfectly. The author mentions that the image was initially saved in XPM2 format, which required manual conversion to XPM3 to view, and offers to share the code if anyone is interested.

Top 2 Comment Summary

The article recounts the author’s experience in middle school when they discovered Lode’s Computer Graphics Tutorial. Initially familiar only with basic command-line interface (CLI) coding, the tutorial provided accessible examples that allowed the author to create graphical applications and recreate classic retro games like Pacman and Space Invaders. This discovery significantly influenced their career path in software development, with the author expressing gratitude towards Lode for the invaluable learning resource.

3. Ergo Chat – A modern IRC server written in Go

Total comment counts : 11

Summary

The article discusses Ergo, a modern IRC server (daemon/ircd) written in Go, which was formerly known as Oragono. Here are the key points:

  • Purpose and Principles: Ergo aims to be a modern, efficient IRC server with its core design principles rooted in its predecessor, Ergonomadic IRC daemon.

  • Testing and Usage: Users can connect to a testnet instance at testnet.ergo.chat to try out or test client code.

  • Installation and Deployment:

    • Downloads are available from GitHub, with instructions on how to run the server.
    • There are options for production setup, including obtaining TLS certificates, using Docker, and package management for different platforms.
    • Building from source is possible, with a recommendation to use the stable branch for production environments to avoid bugs and compatibility issues.
  • Configuration:

    • Configuration is managed via a YAML file (default.yaml by default), with detailed options for various settings like logs, database paths, etc.
    • Logging can be directed to stderr or a file, with the format inspired by InspIRCd.
  • Security:

    • Passwords for user authentication are stored using bcrypt encryption.
    • Users can register nicknames and channels, with features like SASL for automatic login to prevent nickname squatting.
  • Development:

    • Contributions to Ergo are encouraged, with guidelines provided in the DEVELOPING.md file.
    • Building requires an up-to-date Go distribution, and the project uses vendored dependencies.

This summary encapsulates Ergo’s features, installation, configuration, and security practices, aimed at developers and users interested in deploying or contributing to an IRC server.

Top 1 Comment Summary

The article discusses the author’s experience using Ergo, an IRC server, for a friends and family chat group over the past year. The choice of Ergo was influenced by:

  • Ease of Hosting: Ergo requires very low resources to run.
  • Understandable Codebase: The author appreciates the protocol and codebase, which they can debug if necessary.
  • Modern Features: Ergo supports v3 chat history, always-on functionality, and multi-client support, making it feel modern despite being based on IRC. Users don’t even realize they’re using IRC due to these features.
  • WebSocket Support: This allows for easy implementation of a web client by serving static files, with the author using Gamja for this purpose.

The article highlights how these features combine to provide a contemporary chat experience while leveraging the simplicity and efficiency of IRC.

Top 2 Comment Summary

The article critiques the IRC (Internet Relay Chat) protocol, highlighting its unstructured message format which leads to parsing difficulties and inconsistencies across different implementations. Despite recognizing IRC’s historical context, the author believes that more structured formats like s-expressions could have been implemented even back in the day. The author expresses skepticism about IRCv3’s ability to resolve these issues and suggests that a new, simpler protocol for messaging apps might be necessary, drawing inspiration from modern protocols like NATS, which could serve as a starting point for such a development.

4. Lou’s Pseudo 3D Page (2013)

Total comment counts : 13

Summary

The article discusses the principles behind creating pseudo-3D road graphics in video games, particularly focusing on older gaming systems where real-time 3D graphics were not feasible due to hardware limitations. Here are the key points:

  • Why Pseudo 3D?: Despite the capability of modern systems to handle complex 3D polygons, pseudo-3D techniques are valued for their unique visual effects, like the surreal sense of speed and perspective warping, which give games an exciting feel.

  • Technical Overview:

    • The technique involves manipulating graphics on a line-by-line basis (raster effects), which was suited to older hardware’s capabilities for scrolling and color changes.
    • It explains how roads are simulated through perspective scrolling where closer lines move faster than those meant to be further away, creating a 3D effect without actual 3D calculations.
  • Mathematical Requirements:

    • Basic trigonometry is beneficial but not essential. With just algebra and geometry, one can still implement simpler versions of these effects.
    • For those wanting to minimize math, the article suggests focusing on certain sections like basic road creation and steering.
  • Programming Knowledge:

    • Understanding raster graphics basics like scanlines and pixel manipulation is helpful. The article uses pseudocode, making it accessible regardless of specific programming language knowledge.
  • Drawbacks and Flexibility:

    • While these techniques are fun and relatively easy to implement, they lack the depth of physics simulation found in more modern, polygon-based games.
    • The approach allows for creative freedom in game design, enabling large tracks and high speeds without the need for perfect spatial relationships.
  • Variations and Examples:

    • Not all older games used the same technique; some used projected sprites or varying degrees of actual 3D projection.
    • Examples from games like “Enduro” by Activision and “Road Rash” are analyzed, showing different applications of these techniques.

The article encourages exploration of these techniques, providing insights into their implementation, benefits, and limitations, and invites feedback and discussion on the topic.

Top 1 Comment Summary

The article discusses innovative graphic techniques used in early video game systems:

  1. SNES Mode 7 Scaling: The author expresses admiration for the Mode 7 graphics mode on the Super Nintendo Entertainment System, which allowed for impressive visual effects like scaling and rotation of backgrounds, making games appear more three-dimensional than they actually were.

  2. Racing the Beam: This technique, crucial for 80s game graphics, involved manipulating the TV’s electron beam as it drew each line of the screen. By changing colors at specific pixel counts, games like those on the Atari 2600 could achieve visual effects that seemed beyond the capabilities of the hardware. This method was used to manage sprite rendering, where up to 8 sprites could be displayed, with rules governing their overlap which sometimes resulted in sprite flickering.

The article links to Wikipedia for further reading on Mode 7 and Racing the Beam, and a YouTube video likely demonstrates these techniques in action. The author reflects on the nostalgia and technical ingenuity of these old gaming systems.

Top 2 Comment Summary

The article discusses an appreciation for a tutorial on ray casting, an old-school 3D graphics technique. The tutorial, linked in the article, is from 1996 by F. Permadi. The author finds it interesting because it relates to the visual effects seen in driving video games, where similar techniques might be used to simulate 3D environments through horizontal drawing akin to vertical slices in ray casting.

5. Silver amulet is the oldest evidence of Christianity north of the Alps

Total comment counts : 17

Summary

Archaeologists discovered a silver amulet, known as the “Frankfurt Silver Inscription,” in a 3rd-century Roman grave near Frankfurt, Germany. This artifact, dating from 230-270 CE, is the earliest known evidence of Christianity north of the Alps. Found in the ancient city of Nida’s cemetery, the amulet was buried with a man and contained an 18-line Latin text with Christian content, including references to St. Titus and invocations of Jesus Christ. The text, deciphered through advanced technology due to its fragile condition, highlights a rare example of purely Christian religious practice in a time when religious syncretism was common. This find pushes back the timeline of Christian presence in the region by nearly 50 years, offering new insights into the spread of Christianity in Roman Germania. The discovery was a collaborative effort involving multiple institutions and underscores the cultural and religious dynamics of Nida during the Roman Empire.

Top 1 Comment Summary

The article discusses the excitement over the ability to track the spread of Christianity with precision, noting a 50-year update in the earliest recorded arrival time as particularly interesting. The author mentions starting to listen to a podcast titled “The History of the Early Church” but found it more focused on theology for a Christian audience rather than on historical facts for those interested in history. They are open to recommendations for books or other resources that might cater more to history enthusiasts.

Top 2 Comment Summary

The article discusses the fascinating process of digitally unrolling ancient, fragile scrolls, which feels like science fiction technology. It also notes that the content of these scrolls, a translated blessing, seems surprisingly modern, highlighting the continuity of human expression and concerns over time.

6. We Built the Saturn V (2017)

Total comment counts : 12

Summary

The article discusses the development of the Saturn V rocket, instrumental in NASA’s Apollo moon missions. Here are the key points:

  • Origin and Design: The Saturn V was designed with five F-1 rocket engines, the most powerful engines ever built, due to military needs for large satellite launches and President Kennedy’s 1961 challenge to land a man on the moon. Initially, a four-engine version, the Saturn IV, was considered but the five-engine “V” variant was chosen.

  • Development Team: Led by Wernher von Braun, a large team of engineers, technicians, and support staff worked tirelessly, often sacrificing personal time and sleep. The rocket’s stages were built across the U.S. and assembled in Florida at the Vehicle Assembly Building, the largest single-story building at the time.

  • Cost and Success: Each Saturn V rocket cost over $100 million (equivalent to about $750 million today). Despite the complexity and cost, the first flight of the Saturn V was successful, and no rocket failed during the Apollo missions.

  • Personal Reflections: Excerpts from oral histories and interviews reveal the awe and dedication of those involved. Glynn Lunney, an Apollo Flight Director, expressed being overwhelmed by Kennedy’s vision, while Lee Solid from Rocketdyne, which supplied most of the engines, highlighted the youthfulness and enthusiasm of the workforce, and the inherent risks involved in testing such massive hardware.

  • Legacy: The Saturn V remains a symbol of one of America’s greatest technological achievements, representing the pinnacle of human space exploration in the 20th century.

Top 1 Comment Summary

The article discusses the high cost of the Saturn V rockets used during the Apollo missions, noting that each rocket cost over $100 million at the time, which equates to about $750 million in today’s dollars. It speculates on the potential cost reductions and efficiency improvements if the production of Saturn V rockets had continued with iterative enhancements. The author suggests that through mass production and advancements in technology like miniaturized avionics, the Saturn V could have become much more cost-effective and capable, even though it was designed as an expendable launch vehicle.

Top 2 Comment Summary

The article highlights the remarkable success of the Saturn V rocket, which was developed in response to President Kennedy’s challenge to land humans on the Moon. Notably, the first Saturn V launch, occurring just five years after Kennedy’s announcement and 50 years ago from the article’s date, was flawlessly executed. This achievement is emphasized as particularly impressive given the immense technological leap required, the complexity of the mission to land on and return from the Moon, and the short timeframe in which these advancements were made, especially considering the initial difficulties the U.S. was facing with achieving stable orbits.

7. Chip Cities Rise in Japan’s Fields of Dreams

Total comment counts : 8

Summary

The article provides instructions for a website user to proceed by verifying they are not a robot, ensuring their browser supports JavaScript and cookies, and not blocking them. It also directs users to review the site’s Terms of Service and Cookie Policy for more details, and offers contact information for support with a reference ID for further inquiries related to the message.

Top 1 Comment Summary

The article discusses the commuting dynamics between smaller towns and larger cities in Japan, focusing on the locations of TSMC (Taiwan Semiconductor Manufacturing Company) facilities. Chitose, with a population of 98,000, is just a 45-minute train ride from Sapporo, a city with 2 million people, making it a feasible living and commuting option similar to the commute from Chicago to Downers Grove. This proximity could appeal to families with parents working at TSMC in Chitose. In contrast, the TSMC facility in Kumamoto, which is two hours away from Fukuoka, presents a less convenient commute, yet it functions primarily with Taiwanese expatriates, indicating that despite the distance, operations are manageable.

Top 2 Comment Summary

The article expresses optimism about a situation, likely related to the strategic placement of semiconductor manufacturing plants (fabs) being geographically distant from each other. This setup reduces the risk of both facilities being affected by the same disaster or attack, highlighting a consideration for security and resilience in their location strategy.

8. Oldest human genomes reveal how a small group burst out of Africa

Total comment counts : 8

Summary

The article you’ve provided consists of only a technical request for the user to enable JavaScript and disable any ad blockers. There isn’t any content to summarize beyond this technical directive.

Top 1 Comment Summary

The article from archive.ph discusses the trend of “quiet quitting” among Generation Z, where instead of leaving their jobs, young workers are choosing to do the minimum required work, essentially disengaging from going above and beyond. Here are the key points:

  • Definition: Quiet quitting refers to employees doing only what they are paid for, without any extra effort or overtime. It’s not about quitting jobs but rather quitting the hustle culture.

  • Reasons for Quiet Quitting:

    • Burnout: Many young workers feel overworked, particularly after the experiences during the global health crisis where boundaries between work and home blurred.
    • Lack of Appreciation: There’s a perception that extra effort goes unnoticed or unrewarded.
    • Desire for Work-Life Balance: Younger generations prioritize personal life and mental health over work, influenced by social media and a cultural shift towards valuing well-being.
  • Impact on Employers:

    • This trend challenges traditional corporate expectations of employee loyalty and productivity, prompting companies to reconsider how they engage and motivate their workforce.
  • Cultural Shift: There’s a noted shift where Gen Z values flexibility, recognition, and alignment with personal values in their jobs more than previous generations. They are less willing to sacrifice their well-being for corporate success.

  • Economic and Social Context: The article mentions that despite the Great Resignation, the labor market’s tightness might be contributing to this behavior as employees feel more secure in their positions due to high demand for labor.

  • Examples: Anecdotes include young workers openly discussing not answering emails outside work hours, taking full lunch breaks, and focusing on personal development outside of work.

In summary, “quiet quitting” reflects a broader cultural shift among younger workers towards redefining work-life balance, prioritizing mental health, and engaging only to the extent they are compensated, signaling a challenge to conventional work ethics and expectations.

Top 2 Comment Summary

The article discusses significant findings regarding human migration out of Africa. It starts by highlighting a claim that could shift our understanding of human spread across the globe, suggesting that if non-Africans migrated out of Africa around 47,000 years ago, then older archaeological sites in places like China and Australia might represent earlier human populations that did not contribute genetically to modern populations. However, the article concludes on a more cautious note, mentioning that without DNA evidence from ancient Asian fossils, as noted by paleogeneticist He Yu, the full story of human migration and settlement in Asia remains unclear. The piece underscores that this historical puzzle still lacks crucial evidence for a complete understanding.

9. Optimizing Ruby’s JSON, Part 1

Total comment counts : 12

Summary

The article discusses the author’s experience after becoming the maintainer of the json gem for Ruby. Here are the key points:

  1. Performance Improvements: The author implemented several straightforward optimizations to make the json gem the fastest JSON parser and generator for Ruby in most benchmarks. These changes were not about deep technical knowledge but simple profiling-driven enhancements.

  2. Motivation: Initially, the motivation wasn’t solely performance but rather a response to the popularity of oj, another JSON library for Ruby, which the author found problematic despite its speed.

  3. Issues with oj:

    • Monkeypatching: oj often replaces core JSON functionality, which can lead to issues like security vulnerabilities (e.g., ignoring the script_safe option leading to potential XSS attacks).
    • Subtle Behavioral Differences: When used in conjunction with Rails or other frameworks, oj can introduce inconsistencies in how objects are serialized.
    • Stability Concerns: At scale, oj was a significant source of crashes and required numerous patches due to its interaction with Ruby’s VM, particularly its garbage collector.
  4. Decision to Remove oj: The author decided to remove oj from Shopify’s codebase due to these issues, highlighting the subtle differences between oj and the standard json gem when oj was used to mimic JSON functionality.

  5. General Advice: The article subtly advises developers to be cautious with libraries that heavily modify or patch core functionality, as these can lead to unforeseen problems, particularly when used in complex production environments.

The author’s journey with the json gem showcases a broader lesson on the trade-offs between performance enhancements and the stability and maintainability of software components.

Top 1 Comment Summary

The article discusses the performance impact of using Jbuilder in Ruby on Rails for rendering JSON. It highlights that Jbuilder can significantly slow down the rendering process, especially when many partials are involved.

Top 2 Comment Summary

The provided text is not an article but rather a brief note indicating that Part 2 of an article on optimizing Ruby JSON is available, with a link to the full article. Therefore, there isn’t enough content to summarize. The link provided would lead to the continuation or second part of a discussion on optimizing JSON handling in Ruby.

10. OpenAUTH: Universal, standards-based auth provider

Total comment counts : 15

Summary

The article discusses OpenAuth, an open-source, self-hostable centralized authentication server:

  • Purpose: OpenAuth is designed to authenticate various applications (web apps, mobile apps, admin tools) running on a user’s own infrastructure, unlike typical SaaS auth solutions like Auth0 or Clerk.

  • Standards Compliance: It mostly follows OAuth 2.0 specifications, allowing any OAuth-compatible service to use it for access and refresh tokens.

  • Authentication Methods: Supports multiple identity providers (like Google, GitHub) and built-in methods such as email/password or pin code.

  • User Management: OpenAuth does not handle user management directly due to the complexity and variability in database systems. Instead, it provides callbacks for user lookup or creation logic.

  • Data Storage: Uses a simple key-value store for minimal data storage needs like refresh tokens and password hashes, compatible with systems like Cloudflare KV and DynamoDB.

  • UI Customization: Comes with a themeable UI for quick setup, which can be customized or completely replaced by users.

  • Integration with SST: Created by the maintainers of SST (Serverless Stack), making deployment to AWS or Cloudflare straightforward.

Overall, OpenAuth provides a flexible, self-hosted solution for authentication that integrates well with existing infrastructure, focusing on ease of use and compliance with industry standards while leaving user management to the application itself.

Top 1 Comment Summary

The article discusses the practical challenges of maintaining OpenAuth systems, particularly in a B2B context:

  • OpenAuth and Data Storage: Although OpenAuth aims to be stateless, it still requires minimal data storage for items like refresh tokens and password hashes, which can be managed with simple key-value (KV) stores like Cloudflare KV or DynamoDB.

  • Real-World Experience: The author criticizes the theoretical approach to OpenAuth setup, pointing out that real-world B2B scenarios often require direct access to stored data. This need arises when troubleshooting issues that logs alone cannot resolve, especially when dealing with clients who might be using the system incorrectly or facing unexpected errors.

  • Personal Anecdote: The author shares personal experiences, indicating that despite the design intentions, they have frequently needed to inspect the actual data in storage to diagnose and resolve customer issues, particularly in high-stakes situations where contracts are at risk.

Top 2 Comment Summary

The article discusses a new system or service, possibly a user authentication or identity management tool, which operates similarly to Passport but on a separate server. Here are the key points:

  • Separate Server: Unlike some systems where authentication services are integrated, this one runs independently.
  • OAuth2: Apps interact with this service using OAuth2, a protocol for authorization.
  • Functionality:
    • It appears focused on authentication (verifying identity).
    • It’s unclear from the example video if it also handles authorization (controlling access rights).
  • Implementation: There’s a question about whether apps need to implement OAuth libraries directly or if simpler methods like cookies or redirects could be used for interaction with this service.