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redbridgerock

Hey guys, I work on Hyperlane and wrote this article.

The benchmark is open source for anyone to try and it measures whatever editors are on the machine rather than being wired to ours, with a fresh profile every launch.

The speed difference is quite small, but we are hoping to make further cuts and optimizations to get it closer to native speeds in the future.

Show HN: Hyperlane – A IDE and ADE merging agent worktrees with native tooling

https://hyperlaneide.com

Hi HN, my co-founder and I run Akkento, a small self-funded team building Hyperlane, an independent IDE built on the VS Code source (Code OSS), made for merging worktree-based agent development with actual IDE features.Agent orchestrators give you a worktree based workflow where several agents run in parallel, but they are not IDEs (they are not meant to be), so the moment an agent finishes you...

( Read More... | no comments | on HN )
Re:First Robotic Satellite Servicer Launched on Monday July 27, 2026 @11:06AM (#49070729)
Woah dual robot arms with tools on it! I have past experience using a CNC machine and I to this day remember how laborious it was to edit g-code and try to fine tune it. I cannot imagine the amount of work it would take to do that for something in space and on a robot arm. That is awesome.
Re:98.css on Friday July 24, 2026 @02:02AM (#49031709)
You have brought back so many memories of mine through this one website. Thank you
Oo this is interesting, blocking it on the network level is nice
Re:The Unity CLI: manage Unity from your terminal on Thursday July 23, 2026 @02:12PM (#49025827)
True that there has been many companies with their own implementations but I feel like a native implementation done by unity will have a huge effect. There is just so many indie devs using it, when the unity team starts adopting it more like how they have started with this cli, I think the use of AI in game development will skyrocket