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Showing 521–540 of 2469 tools from Hacker News

Last Updated
April 21, 2026 at 04:00 PM

[Other] Show HN: Skir – like Protocol Buffer but better Why I built Skir: <a href="https:&#x2F;&#x2F;medium.com&#x2F;@gepheum&#x2F;i-spent-15-years-with-protobuf-then-i-built-skir-9cf61cc65631" rel="nofollow">https:&#x2F;&#x2F;medium.com&#x2F;@gepheum&#x2F;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:&#x2F;&#x2F;skir.build" rel="nofollow">https:&#x2F;&#x2F;skir.build</a><p>GitHub: <a href="https:&#x2F;&#x2F;github.com&#x2F;gepheum&#x2F;skir" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;gepheum&#x2F;skir</a><p>Would love feedback especially from teams running mixed-language stacks.

Found: March 08, 2026 ID: 3678

[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&#x27;re finally sharing dirplayer-rs.<p>Repo: <a href="https:&#x2F;&#x2F;github.com&#x2F;igorlira&#x2F;dirplayer-rs" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;igorlira&#x2F;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:&#x2F;&#x2F;dirplayer.com&#x2F;habbo" rel="nofollow">https:&#x2F;&#x2F;dirplayer.com&#x2F;habbo</a><p>LEGO Junkbot: <a href="https:&#x2F;&#x2F;dirplayer.com&#x2F;junkbot" rel="nofollow">https:&#x2F;&#x2F;dirplayer.com&#x2F;junkbot</a><p>LEGO Worldbuilder: <a href="https:&#x2F;&#x2F;dirplayer.com&#x2F;worldbuilder" rel="nofollow">https:&#x2F;&#x2F;dirplayer.com&#x2F;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&#x27;s scripting language. It&#x27;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&#x27;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&#x27;s VM, the Rust architecture, whatever you&#x27;re curious about.<p>And genuinely: what old Shockwave game do you wish still worked? Drop it below and we&#x27;ll see if we can get it booting.

Found: March 08, 2026 ID: 3682

[Other] Beagle, a source code management system that stores AST trees

Found: March 08, 2026 ID: 3675

[CLI Tool] CLI RSS/Atom feed reader inspired by Taskwarrior, synced using Git

Found: March 08, 2026 ID: 3680

[Package Manager] If It Quacks Like a Package Manager

Found: March 08, 2026 ID: 3681

[Other] PeppyOS: A simpler alternative to ROS 2 (now with containers support)

Found: March 08, 2026 ID: 3720

[IDE/Editor] Julia Snail – An Emacs Development Environment for Julia Like Clojure's Cider

Found: March 08, 2026 ID: 3718

Invoker Commands API

Hacker News (score: 46)

[Other] Invoker Commands API

Found: March 08, 2026 ID: 3711

[Other] SWE-CI: Evaluating Agent Capabilities in Maintaining Codebases via CI

Found: March 08, 2026 ID: 3673

[Other] Sem – Semantic version control. Entity-level diffs on top of Git

Found: March 08, 2026 ID: 3674

[Other] MonoGame: A .NET framework for making cross-platform games

Found: March 08, 2026 ID: 3676

[Other] A New Version of Our Oracle Solaris Environment for Developers

Found: March 07, 2026 ID: 3704

A Decade of Docker Containers

Hacker News (score: 135)

[Other] A Decade of Docker Containers

Found: March 07, 2026 ID: 3665

[Other] Show HN: OpenGraviton – 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>• 1.58-bit ternary quantization ({-1, 0, +1}) for ~10x compression • dynamic sparsity with Top-K pruning and MoE routing • mmap-based layer streaming to load weights directly from NVMe SSDs • 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:&#x2F;&#x2F;opengraviton.github.io" rel="nofollow">https:&#x2F;&#x2F;opengraviton.github.io</a><p>GitHub: <a href="https:&#x2F;&#x2F;github.com&#x2F;opengraviton" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;opengraviton</a>

Found: March 07, 2026 ID: 3668

[Other] Show HN: Bulk Image Generator – 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&#x2F;structure.<p>Batch background removal (because once you generate 100 images, you usually need to clean them up).<p>Fast bulk download.<p>Why I’m sharing it here: I’m looking for feedback on the consistency of the output. I also want to know if there are specific &quot;batch&quot; workflows in your design or dev process that are still too manual.<p>I’ll be around to answer any questions about the implementation or future roadmap!

Found: March 07, 2026 ID: 3669

Claude Code deletes developers' production setup, including database

Found: March 07, 2026 ID: 3661

[Other] Show HN: Reviving a 20-year-old puzzle game Chromatron with Ghidra and AI Play: <a href="https:&#x2F;&#x2F;p.migdal.pl&#x2F;chromatron-oxide&#x2F;" rel="nofollow">https:&#x2F;&#x2F;p.migdal.pl&#x2F;chromatron-oxide&#x2F;</a> Repo: <a href="https:&#x2F;&#x2F;github.com&#x2F;stared&#x2F;chromatron-oxide&#x2F;" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;stared&#x2F;chromatron-oxide&#x2F;</a> (educational purpose only) The original: <a href="https:&#x2F;&#x2F;www.silverspaceship.com&#x2F;chromatron&#x2F;" rel="nofollow">https:&#x2F;&#x2F;www.silverspaceship.com&#x2F;chromatron&#x2F;</a><p>Full story in the blog post.

Found: March 07, 2026 ID: 3685

Show HN: µJS, a 5KB alternative to Htmx and Turbo with zero dependencies I built µJS because I wanted AJAX navigation without the verbosity of HTMX or the overhead of Turbo.<p>It intercepts links and form submissions, fetches pages via AJAX, and swaps fragments of the DOM. Single &lt;script&gt; tag, one call to `mu.init()`. No build step, no dependencies.<p>Key features: patch mode (update multiple fragments in one request), SSE support, DOM morphing via idiomorph, View Transitions, prefetch on hover, polling, and full HTTP verb support on any element.<p>At ~5KB gzipped, it&#x27;s smaller than HTMX (16KB) and Turbo (25KB), and works with any backend: PHP, Python, Go, Ruby, whatever.<p>Playground: <a href="https:&#x2F;&#x2F;mujs.org&#x2F;playground" rel="nofollow">https:&#x2F;&#x2F;mujs.org&#x2F;playground</a><p>Comparison with HTMX and Turbo: <a href="https:&#x2F;&#x2F;mujs.org&#x2F;comparison" rel="nofollow">https:&#x2F;&#x2F;mujs.org&#x2F;comparison</a><p>About the project creation, why and when: <a href="https:&#x2F;&#x2F;mujs.org&#x2F;about" rel="nofollow">https:&#x2F;&#x2F;mujs.org&#x2F;about</a><p>GitHub: <a href="https:&#x2F;&#x2F;github.com&#x2F;Digicreon&#x2F;muJS" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;Digicreon&#x2F;muJS</a><p>Happy to discuss the project.

Found: March 07, 2026 ID: 3660

Show HN: Git-lanes – Parallel isolation for AI coding agents using Git worktrees

Found: March 07, 2026 ID: 3664

Show HN: OculOS – Any desktop app as a JSON API via OS accessibility tree Single Rust binary (~3 MB) that reads the OS accessibility tree and gives every UI element a REST endpoint. Click buttons, type text, toggle checkboxes — all via JSON. Works as an MCP server too, so Claude&#x2F;Cursor&#x2F;Windsurf can control any desktop app out of the box.<p>Windows + Linux + macOS. MIT licensed.

Found: March 07, 2026 ID: 3663
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