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voodooEntity

Re:Ask HN: Which TV do you recommend for privacy? on Monday November 02, 2026 @06:46AM (#50335593)
I find the most important point just to be "and never connect it to the internet".

No matter which smart-tv you use, this is the one and only thing you have to do - just don't give it any way to exfiltrate any data. Use as suggested HDMI and your good to go. Extremely simple and safe. Can it still sniff and log data locally? Sure - but it will never leave your home.

Re:HackerTube: YouTube built from videos recommended by HN on Sunday November 01, 2026 @03:01AM (#50323536)
Gl with that.

Some time ago i build defcon.videos (down now) which basically was a similar project just full of videos from defcon conferences. Google came at me quite fast, because by their terms of service its forbidden to store a page like this if using API or automated grabbing of videos from the index (which i did logically not manually porting 100s of videos and metadata). They call in an alternate search index which is forbidden by them. Also they claim if you pull video data via their api your only to store it for limited time.

So best of luck to you

Re:Starcraft: Ashfall on Tuesday October 20, 2026 @02:44AM (#50162220)
You sir are a legend to me :D i already can tell i will spend to much time in this in the future xD sc 4 ever
When i wrote my own harness, i didn't rely on what other agents do, but rather sat down and considered how i can solve the issues that i have when using other agents. And tbh, for alot of problems there are rather "simple" fixes - each comes with a cost tho. For me it was accepting to run more inference than "standard" agents but in return solving alot of issues those agents have. And to me having a full autonomous agent that i can task and just come back hours later to a solution is much more worth than just an agent that i need to "prompt jokey" the whole day.

I think its important that people don't just look at whats implemented rn, but rather just try out new things , not just "adjust" the existing ones. Thats how we got better progress, not by trying to build the 1000s variant of context compression but rather reconsider how can context be build to not have this issue (simple example).

Well that was one of the reasons why i build my own agent/harness - to have actual full observability of what it is doing and why it is doing what it is doing.

Don't really understand why other agents to give those insights but well found my solution.

Re:Show HN: How Random Are You? on Wednesday October 14, 2026 @09:35AM (#50087574)
Haha thought the exact same
Re:Using any C++ library in Godot on Wednesday September 30, 2026 @10:34AM (#49909592)
It's not like i didn't consider that step :D but as mentioned in another response the game contains some rather complex configurator etc systems that i already completely baked with the godot system, also a simple map editor that works fine - so im not to motivated to also rewrite them all. Apart from that its a hobby project (one of many) so well maybe i reach that point and go full c++ but for now i dont think i will.
Re:Using any C++ library in Godot on Wednesday September 30, 2026 @01:27AM (#49904713)
Again combination of multiple points but for some part this is correct.

One side is that i started developing it with godot, and the game has well alot of menu stuff going on (without wanting to go to much into detail but you are to a certain degree able to configure units outside of a match into "blueprint" like system). This whole editor / management etc stuff got quite big and works really well.

Means, when i hit the gdscript limits, i did not want to port all of the existing stuff that already works perfectly fine with godot.

And ye since the c++ only runs math simulations but i still use the godot renderer (which so far seems to work out perfectly fine) i was okay with that mixed solution (for now).

Re:Using any C++ library in Godot on Tuesday September 29, 2026 @09:37AM (#49893048)
A combination of two factors that are rather specific to myself. One being that even tho its quite some time ago i have a bit of c++ experience, while i never tried to code C#. So when i got the idea to try to run the heavy simulation in an "extension" it was just a language i was a bit familiar with. Maybe C# would have been the "smarter" choice, i just never digged into it yet.

The other reason is that in my well closer circle i got quite some people that code c++ on a daily basis and i don't know (at least i think so) anyone doin C# actively, so i thought if i would get stuck i have people i can easily ask about my c++ problems.

So it wasn't a "i think c++ is better than c#" decision rather a what do i know and what resources i have available easily.

Re:Using any C++ library in Godot on Tuesday September 29, 2026 @06:18AM (#49890793)
Was playing arround recently building an RTS with godot until i just hit the ceilling of what i could handle with gdscript performance wise.

Than started to move alot of heavy logic to c++ simulation : tedious indeed but the results speak for themself.

Basically allows me to use godot for things like menus dialogues and similar stuff while running the true heavy work in a c++ simulation.

Re:Ask HN: What are you working on? (September 2026) on Monday September 14, 2026 @03:40AM (#49693278)
Im working on my own coding agent soon to be released.

While you might think "yey another coding agent" i went down some very different paths than other open source coding agents do right now. Ill not bore you with a ton of detailed breakdowns and rather list the main points that are relevant to understand why/how i build it.

Premise:

-The agent is meant to run against selfhosted environments first like Ollama etc with a focus on non cloud sized models, it should work properly on something like a 27b model already

-The agent with full intention trades execution time vs reasoning and result quality

So what does it do different:

1. The agent, instead of trying to let the model solve a whole task in 3-5 inferences, rather breaks down the "thinking process" in smaller chunks, basically decomposing the task into smaller tasks. While this is not a completely new concept, the agent will break it down to really simple single step variants which even for a smaller model can properly be solved. This involves not just file editings but all points along the way from interpreting user message to planing a task to defining acceptance criteria etc.

2. The agent is build in a way that it, apart from some fixed steps such as detect user intent at the beginning and synthesize response at the end, it will by itself decide what is the next proper step to execute/do based on the context i provide. While doing so the agent also revalidates its current execution and if it spots that, given the information i collected since it planned and started running, the current plan is not detailed enough or is missing out due to something he didnt "know" when he was planing, the agent will dynamicly mutate the coming plan stats, as in restructure/decompose/etc in order to have a properly layed out route to fulfill the task.

3. The agent has a rather complex system of how his context is composed which is combined by things like the chat history, previous step results, a backlog of what "single steps" it has done (updated file x , read range from file y etc) and in that it is strongly reason driven, so it will for most of the things it does also provide a small reason explaination for why it did that. Than the agent also has a working memory that contains facts and decisions it made along execution. There is more but thats just some thingsd to mention. The whole memory system and context is rather complex (tho not complicated). When i release it ill properly break down how all this works in the docs.

4. The agent provides full observability in the ui. At every point of execution you can basically in detail see whats in memory, whats the current composed context, whats the plan and what plan steps depend on what previous steps, you can look at artefacts it build and also you have basically a complete audit log of all single "actions" it has executed and can look into their details.

5. The agent allows to while in an execution send steering messages, meaning the message will be, using relevant current contextual information about its execution, send as inference with a prompt askind the agent to interpret on if its relevant, and how does it impact the current execution/plan. It than can decide either just do alter what it currently does, or even do a plan mutation in order to accomodate the users steering information.

6. The agent within its capabilities has a lot of error correction/self reflection logic. From dynamicly fixing json including a fallback to let LLM fix a response json, upon to if executions fail to much it will itself do a hypothesis on why this is happening, formulate a critique and with that reevaluate if it wants to try the steps again with the additional information, or if it wants to mutate the plan to accomodate the just spotted problems.

Theres quite some more i could list but i guess thats enaugh for now. The big trade off as mentioned earlier is execution time. In comparsion to cloud native agents, which will do giant editings and reasonings in just a hand full of inferences, my agent uses a ton of inferences. The big difference is that this allows (a) the agent to more precisly focus on specific tasks rather than overloading it with to much at once and (b) alot better spot problems/mistakes itself and adjust its execution plan to accomodate those without the user having to reprompt the agent 10 times until something is actually correctly solved.

Apart from the pure coding capability, the very same actions that allow for higher quality reasoning and coding at the same time allow the agent also be a good analysis and discussion partner.

So : what is it than used for if inferences and executions can take very long? Well for me its in terms of coding capabilities a hands off agent. Its meant to be informed once at the beginning with relevant details, and than should be fully capable (as long its in the capabilities for sure) to fulfill the task without the user having to permanently keep an eye open. I want to free time for myself and not change my time from coding to prompting.

Ill wrap it up here and say : the Agents name is "Loa" and i probably will post it on hackernews as soon i got a relatively stable beta to release. Im close to being fine with a beta release but i want to test some more runs before i publish.

Re:Stop Making TUIs on Saturday August 22, 2026 @05:57AM (#49398190)
Tbh in a time where more and more applications are shipped as vibecoded electron based bloated bug-collections that are slow and take stupid amounts of resources i'd rather have even more TUI's than less.....
No os² feel like this list should have gotten more entries and love before publishing
Funny, i did this myself some months ago - its actually not that tricky to run a llm in your browser. Tho, the problem is that the models fitting in there are well relativly "tiny" in my opinion.

Cool idea tho to make it as accessible (:

Re:Ask HN: What are you working on? (August 2026) on Sunday August 09, 2026 @03:36PM (#49234903)
I have started working on a 1 Person RTS project (crazy right? i know :D)

Basically a 2d rts, fully orthogonal view, plays in space with spaceship combat.

You start with a deployable base, kinda like the old C&C, which you can place around a minable planet. Than from this you can place further structures arround that planet including the typicals, mining (2 types) of resources, researching stuff, and building ships.

The 2 things i focus the most on in this game on are

1. Responsiveness. Im a strong fan of starcraft 2 (and brood war) and have spend tons of time playing sc2. I love this super responsive controles and its the only thing i will settle for in terms of controles

2. I love the game starsector (yes no rts) for the way its ships are designed. You have a base hull that has some stats like hp / speed / etc - than this thing has basically mountpoints where you can fit weapons into. I always loved this system. So what i build is a game where you can (outside of battle) define your desired ship blueprints combined of a hull, weapons and "inbuilds" (as in upgrades). You can than just build those ships ingame.

So ye made quite progress so far , not sure tho what will be the first mode i focus on once i get a playable (as in demo) state.

Btw using godot engine as base, but some logic is running as c++ gd extensions (rts is heavy calcs , gdscript is just not fast enaugh (or im just not a gamdev ¯\_(ツ)_/¯)

Here a screenshot of the ship blueprint editor for those who are curious - https://i.postimg.cc/bq5JB9J7/editorexample.jpg

Ye you should be really careful on that one. If just somebody with a bad mood reports you, even if you have absolutely good intentions, it can cost you and if its just in spendings in a lawyer to proof that your fine....
Well its not like i didn't consider it, but it heavily relies on stuff that i have written and that is well only used by me till this day. So arguably, publishing it this way it would still have like "points" which make it extremely related to only me.

Also asked the lawyer in consulted about it... i would be a heavy gamble

Yes and no. I have seen (not wanne name them now to not bring them into a bad context) several tools coming from germany which are well in questionable contexts but due to basically beein advertised as full LLM/AI driven its somehow not on anyones radar. So that is kinda a thing.

But sure location itself also plays a role no question.

No im referring to the legal terms of germany, the country im residing at. Our laws regarding "hacking" are arguable the strictest and worst.

The problem is that they are formulated in a way that it is super easy to have your software being possible "dual use" and that a judge has to decide if its fine or not. Making it worse it also states your "intention" which well is impossible to proof - if the judge says he doesn't believe your intentions are only good, you can literally get massively sued.

So ye i could move to another country and than publish it - apart from that i can let it rot on my hdd (which is prolly what will happen).

Edit: Additionally mentioned, it is not just the publishing in germany, even the facilitating already which is why i don't even have an article about it (any more).

The following rant is not against the owner/project - but...

What an irony. I cant publish a attack surface mapping / pentesting tool i wrote which runs fully deterministic and really controlable due to "dual use" legal problems - but llm driven tools hit public space......

sorry for the rant....

Thank you ! I just had the absolute same experience and was about to write a similar comment - take my upvote instead !
Re:A font that humans can read but AI cannot on Saturday July 11, 2026 @06:25AM (#48870644)
One side i really like it - i also love to play around with funny ideas - but have to say if i would read more than like 2 sentences with that font i'd throw up xD
Some people say im rather pessimistic - but i still kinda hoped that the EU will not go down this path.

That said - i was obviously wrong.

I don't really know what else to say than : this breaks a fundamental foundation of privacy. Sure i was never 100% aligned with EU level decisions (neither with my residing country one's) but that's just... wrong on so many levels... how can i even still argue to people that EU and democracy are good if this is what its heading for?

Usually i try to explain stuff with common grounds, the bigger picture or whatever is fitting. You can't have everyone happy on every decision.

But at this point im lost of arguments. They just betrayed every citizen from my pov.

So whats my point of this comment? Maybe i need to vent in an environment where i think people might get how bad this actually is, since people IRL around me don't seem to remotly understand the impact....

Just out of curiosity - Whats the plan against well "missuse" in terms of depicting "forbidden/problematic" symbols/Words/....?

This is one of the major issues that made the reddit variant a rather big nightmare for mods.

While i can follow your path, maybe because i see the same, i sadly have seen in groups of friends how this can go sideways very fast. If you report things, some companies gone treat you as a criminal/offensive actor and even go legal actions against you even you just tellem here you got this vuln.

Sure you than can do it anonymous and so on but point is : its not like every actor that gets notified will react thankful to it. Some even just ignore it.

chapeau for this project - and thanks for sharing it with the world!
Re:Hallucinate – Massively Multiplayer Online Rave on Thursday May 28, 2026 @05:59AM (#48306819)
Damn :D even tho i prolly just gonne use it this single team, it kinda made my day :) very cool thing - just a collaborative experience to enjoy !
Well i wouldnt recommend to use btc for the payment to be honest. But ye offshore servers have been a thing for a long time.

Tho i wanted to open source the tool (spend ~10 years developing it) and thats just not an option.

Don't wanne self advertise here , but for the sake of better understanding if you want to know the details you can read them here: https://blog.laughingman.dev/article/Ishikawa_10_years_of_bu...

Word.....

This laws, while i wanne say have a good intention, just do the opposite...

I myself, residing in germany, developed a recon/vuln/scanning tool that im legally forbidden to publish cuz of the laws you just mentioned.

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