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March 09, 2026 at 04:00 PM
alirezarezvani/claude-skills
GitHub Trending[Other] 169 production-ready skills & plugins for Claude Code, OpenAI Codex, and OpenClaw β engineering, marketing, product, compliance, C-level advisory, and more. Install via /plugin marketplace.
Show HN: VS Code Agent Kanban: Task Management for the AI-Assisted Developer
Hacker News (score: 56)[Other] Show HN: VS Code Agent Kanban: Task Management for the AI-Assisted Developer Agent Kanban has 4 main features:<p>GitOps & team friendly kanban board integration inside VS Code Structured plan / todo / implement via @kanban commands Leverages your existing agent harness rather than trying to bundle a built in one .md task format provides a permanent (editable) source of truth including considerations, decisions and actions, that is resistant to context rot
Show HN: Husky hook that blocks Git push until you do your pushups
Show HN (score: 6)[Other] Show HN: Husky hook that blocks Git push until you do your pushups
Show HN: Mcp2cli β One CLI for every API, 96-99% fewer tokens than native MCP
Hacker News (score: 27)[CLI Tool] Show HN: Mcp2cli β One CLI for every API, 96-99% fewer tokens than native MCP Every MCP server injects its full tool schemas into context on every turn β 30 tools costs ~3,600 tokens/turn whether the model uses them or not. Over 25 turns with 120 tools, that's 362,000 tokens just for schemas.<p>mcp2cli turns any MCP server or OpenAPI spec into a CLI at runtime. The LLM discovers tools on demand:<p><pre><code> mcp2cli --mcp https://mcp.example.com/sse --list # ~16 tokens/tool mcp2cli --mcp https://mcp.example.com/sse create-task --help # ~120 tokens, once mcp2cli --mcp https://mcp.example.com/sse create-task --title "Fix bug" </code></pre> No codegen, no rebuild when the server changes. Works with any LLM β it's just a CLI the model shells out to. Also handles OpenAPI specs (JSON/YAML, local or remote) with the same interface.<p>Token savings are real, measured with cl100k_base: 96% for 30 tools over 15 turns, 99% for 120 tools over 25 turns.<p>It also ships as an installable skill for AI coding agents (Claude Code, Cursor, Codex): `npx skills add knowsuchagency/mcp2cli --skill mcp2cli`<p>Inspired by Kagan Yilmaz's CLI vs MCP analysis and CLIHub.<p><a href="https://github.com/knowsuchagency/mcp2cli" rel="nofollow">https://github.com/knowsuchagency/mcp2cli</a>
Show HN: OxiMedia β Pure Rust Reconstruction of FFmpeg and OpenCV
Show HN (score: 8)[Other] Show HN: OxiMedia β Pure Rust Reconstruction of FFmpeg and OpenCV Author here. OxiMedia is a clean-room reconstruction of FFmpeg and OpenCV in pure Rust. v0.1.0, 92 crates, ~1.36M lines.<p>Key decisions: `#![forbid(unsafe_code)]` workspace-wide, patent-free codecs only (AV1/VP9/Opus/FLAC -- no H.264/H.265/AAC ever), async on Tokio, zero C/Fortran deps in default features, native WASM target.<p>This is v0.1.0 -- APIs are stabilized but not yet battle-tested at scale. Performance benchmarks vs FFmpeg/rav1e/dav1d coming soon.<p>Feedback on API design welcome, especially the filter graph and transcoding pipeline.<p>GitHub: <a href="https://github.com/cool-japan/oximedia" rel="nofollow">https://github.com/cool-japan/oximedia</a>
Show HN: I built a real-time OSINT dashboard pulling 15 live global feeds
Hacker News (score: 22)[Other] Show HN: I built a real-time OSINT dashboard pulling 15 live global feeds Sup HN,<p>So I got tired of bouncing between Flightradar, MarineTraffic, and Twitter every time something kicked off globally, so I wrote a dashboard to aggregate it all locally. Itβs called Shadowbroker.<p>Iβll admit I leaned way too hard into the "movie hacker" aesthetic for the UI, but the actual pipeline underneath is real. It pulls commercial/military ADS-B, the AIS WebSocket stream (about 25,000+ ships), N2YO satellite telemetry, and GDELT conflict data into a single MapLibre instance.<p>Getting this to run without melting my browser was the hardest part. I'm running this on a laptop with an i5 and an RTX 3050, and initially, dumping 30k+ moving GeoJSON features onto the map just crashed everything. I ended up having to write pretty aggressive viewport culling, debounce the state updates, and compress the FastAPI payloads by like 90% just to make it usable.<p>My favorite part is the signal layerβit actually calculates live GPS jamming zones by aggregating the real-time navigation degradation (NAC-P) of commercial flights overhead.<p>Itβs Next.js and Python. I threw a quick-start script in the releases if you just want to spin it up, but the repo is open if you want to dig into the backend.<p>Let me know if my MapLibre implementation is terrible, I'm always looking for ways to optimize the rendering.
Show HN: Lobster.js β Extended Markdown with layout blocks and footnotes
Show HN (score: 5)[Other] Show HN: Lobster.js β Extended Markdown with layout blocks and footnotes Hi HN!<p>I built lobster.js which is an extended Markdown parser that renders directly in the browser β no build tool, no framework, no configuration.<p>The entire setup is a single script tag:<p><pre><code> <script type="module"> import { loadMarkdown } from "https://hacknock.github.io/lobsterjs/lobster.js"; loadMarkdown("./content.md", document.getElementById("content")); </script> </code></pre> It's particularly useful for GitHub Pages sites where you want Markdown-driven content without pulling in Jekyll or Hugo.<p>---<p>What makes it different from marked.js or markdown-it:<p>Standard parsers convert Markdown to HTML β that's it. lobster.js adds layout primitives to the Markdown syntax itself:<p>- :::warp id defines a named content block; [~id] places it inside a silent table cell. This is how you build multi-column layouts entirely in Markdown, without touching HTML. - :::details Title renders a native <details>/<summary> collapsible block. - :::header / :::footer define semantic page regions. - Silent tables (~ | ... |) create borderless layout grids. - Cell merging: horizontal (\|) and vertical (\---) spans. - Image sizing: .<p>---<p>CSS-first design:<p>Every rendered element gets a predictable lbs-* class name (e.g. lbs-heading-1, lbs-table-silent). No default stylesheet is bundled β you bring your own CSS and have full control over appearance.<p>---<p>The showcase site is itself built with lobster.js. The sidebar is nav.md, and each page is a separate Markdown file loaded dynamically via ?page= query parameters β no JS router, no framework.<p>Markdown is the one format that humans and LLMs both write fluently. If you want a structured static site without a build pipeline, lobster.js lets that Markdown become a full web page β layout and all.<p>GitHub: <a href="https://github.com/Hacknock/lobsterjs" rel="nofollow">https://github.com/Hacknock/lobsterjs</a> Showcase: <a href="https://hacknock.github.io/lobsterjs-showcase/" rel="nofollow">https://hacknock.github.io/lobsterjs-showcase/</a>
Show HN: Skir β like Protocol Buffer but better
Hacker News (score: 24)[Other] Show HN: Skir β like Protocol Buffer but better Why I built Skir: <a href="https://medium.com/@gepheum/i-spent-15-years-with-protobuf-then-i-built-skir-9cf61cc65631" rel="nofollow">https://medium.com/@gepheum/i-spent-15-years-with-protobuf-t...</a><p>Quick start: npx skir init<p>All the config lives in one YML file.<p>Website: <a href="https://skir.build" rel="nofollow">https://skir.build</a><p>GitHub: <a href="https://github.com/gepheum/skir" rel="nofollow">https://github.com/gepheum/skir</a><p>Would love feedback especially from teams running mixed-language stacks.
[Other] Show HN: Reverse-engineering Shockwave to save early 2000s web games (Rust/WASM) Hi HN,<p>When browsers killed NPAPI plugin support, thousands of early 2000s web games were effectively lost to time. Macromedia Shockwave, in particular, was a closed-source, highly complex, and largely undocumented beast.<p>So a few friends and I spent the last two years doing something arguably unhinged: rebuilding the entire Director engine from scratch. Today, we're finally sharing dirplayer-rs.<p>Repo: <a href="https://github.com/igorlira/dirplayer-rs" rel="nofollow">https://github.com/igorlira/dirplayer-rs</a><p>We intentionally stayed quiet on this until we had undeniable proof that it was actually possible. With our latest v0.4.1 release, we have full hardware-accelerated graphics. Complex games are booting natively in the browser and are fully playable.<p>A few childhood favorites, actually playable right now:<p>Habbo Hotel: <a href="https://dirplayer.com/habbo" rel="nofollow">https://dirplayer.com/habbo</a><p>LEGO Junkbot: <a href="https://dirplayer.com/junkbot" rel="nofollow">https://dirplayer.com/junkbot</a><p>LEGO Worldbuilder: <a href="https://dirplayer.com/worldbuilder" rel="nofollow">https://dirplayer.com/worldbuilder</a><p>We chose Rust and WebAssembly because we wanted a native, plugin-free way to play these games without relying on ancient executables. Parsing decades-old, untrusted binary blobs and undocumented bytecode is a memory safety nightmare, making Rust an easy choice. It also gives us predictable performance with zero GC pauses, keeping frame rates smooth.<p>The biggest headache by far has been Lingo, Director's scripting language. It's massive. It heavily supports 3D graphics, embedded Flash content, and the worst part: Xtras. Xtras were external distributable plugins compiled from native C code. Figuring out how to make those play nice in a modern WASM environment has been a serious challenge.<p>We did, however, successfully implement the Multiuser Xtra so games can create socket connections (which is how Habbo is working!). We still have a long way to go to support full 3D and the massive ecosystem of third-party Xtras, but the foundation is solid.<p>None of this happened in isolation. We built on years of prior work from the Shockwave reverse-engineering community: folks who have been poking at Director's internals for years, and their prior projects, tools, and research made this possible.<p>Happy to get into the weeds in the comments: the RE process, decompiling ancient binaries, the weird quirks of Director's VM, the Rust architecture, whatever you're curious about.<p>And genuinely: what old Shockwave game do you wish still worked? Drop it below and we'll see if we can get it booting.
Beagle, a source code management system that stores AST trees
Hacker News (score: 11)[Other] Beagle, a source code management system that stores AST trees
CLI RSS/Atom feed reader inspired by Taskwarrior, synced using Git
Hacker News (score: 52)[CLI Tool] CLI RSS/Atom feed reader inspired by Taskwarrior, synced using Git
teng-lin/notebooklm-py
GitHub Trending[API/SDK] Unofficial Python API for Google NotebookLM
If It Quacks Like a Package Manager
Hacker News (score: 43)[Package Manager] If It Quacks Like a Package Manager
SWE-CI: Evaluating Agent Capabilities in Maintaining Codebases via CI
Hacker News (score: 59)[Other] SWE-CI: Evaluating Agent Capabilities in Maintaining Codebases via CI
Sem β Semantic version control. Entity-level diffs on top of Git
Hacker News (score: 29)[Other] Sem β Semantic version control. Entity-level diffs on top of Git
MonoGame: A .NET framework for making cross-platform games
Hacker News (score: 95)[Other] MonoGame: A .NET framework for making cross-platform games
A Decade of Docker Containers
Hacker News (score: 135)[Other] A Decade of Docker Containers
Show HN: OpenGraviton β Run 500B+ parameter models on a consumer Mac Mini
Show HN (score: 5)[Other] Show HN: OpenGraviton β Run 500B+ parameter models on a consumer Mac Mini Hi HN,<p>I built OpenGraviton, an open-source AI inference engine designed to push the limits of running extremely large models on consumer hardware.<p>The system combines several techniques to drastically reduce memory and compute requirements:<p>β’ 1.58-bit ternary quantization ({-1, 0, +1}) for ~10x compression β’ dynamic sparsity with Top-K pruning and MoE routing β’ mmap-based layer streaming to load weights directly from NVMe SSDs β’ speculative decoding to improve generation throughput<p>These allow models far larger than system RAM to run locally.<p>In early benchmarks, OpenGraviton reduced TinyLlama-1.1B from ~2.05GB (FP16) to ~0.24GB using ternary quantization. Synthetic stress tests at the 140B scale show that models which would normally require ~280GB FP16 can fit within ~35GB when packed with the ternary format.<p>The project is optimized for Apple Silicon and currently uses custom Metal + C++ tensor unpacking.<p>Benchmarks, architecture, and details: <a href="https://opengraviton.github.io" rel="nofollow">https://opengraviton.github.io</a><p>GitHub: <a href="https://github.com/opengraviton" rel="nofollow">https://github.com/opengraviton</a>
agentjido/jido
GitHub Trendingπ€ Autonomous agent framework for Elixir. Built for distributed, autonomous behavior and dynamic workflows.
[Other] Show HN: Bulk Image Generator β Create AI variations and remove bg in batch Hello HN,<p>I built Bulk Image Generator because I was frustrated with how slow it is to iterate on visual assets. Tools like Midjourney are great for single images, but when you need 50+ variations of a product shot or a game asset based on a specific reference, the manual process is a pain.<p>What it does:<p>Upload one reference image and generate 100+ AI variations while maintaining style/structure.<p>Batch background removal (because once you generate 100 images, you usually need to clean them up).<p>Fast bulk download.<p>Why Iβm sharing it here: Iβm looking for feedback on the consistency of the output. I also want to know if there are specific "batch" workflows in your design or dev process that are still too manual.<p>Iβll be around to answer any questions about the implementation or future roadmap!