Tuesday, February 24, 2026

Show HN: Open-Weight Image-Video VAE (Better Reconstruction ≠ Better Generation) https://ift.tt/bFNOw8B

Show HN: Open-Weight Image-Video VAE (Better Reconstruction ≠ Better Generation) https://ift.tt/vJnzrSH February 24, 2026 at 10:59PM

Show HN: Chaos Monkey but for Audio Video Testing (WebRTC and UDP) https://ift.tt/1xiGIsj

Show HN: Chaos Monkey but for Audio Video Testing (WebRTC and UDP) It takes an input video and converts it into H.264/Opus RTP streams that you can blast at your video call systems (WebRTC, SFUs, etc.). It also injects network chaos like packet loss, jitter, and bitrate throttling to see how things break It scales from 1 to n participants, depending on the compute and memory of the host system Best part? It’s packaged with Nix, so it builds the same everywhere (Linux, macOS, ARM, x86). No dependency hell It supports both UDP (with a relay chain for Kubernetes) and WebRTC (with containerized TURN servers). Chaos spikes can be distributed evenly, randomly, or front/back-loaded for different test scenarios. To change this, just edit the values in a single config file https://ift.tt/MNteC4q February 23, 2026 at 12:53PM

Monday, February 23, 2026

Show HN: I vibe-coded a custom WebGPU engine for my MMO https://ift.tt/y48hEzM

Show HN: I vibe-coded a custom WebGPU engine for my MMO It took me about a week to vibe code this 3D game engine with Opus 4.6 that I intend to use as a replacement for Three.js and React Three Fiber in my browser MMORPG, Mana Blade. I was not expecting to be able to reach that point so easily, but pretty much every feature took somewhere between 30 minutes and 1 hour - 1 to 3 prompts on average. It is vibe-coded in the sense that I haven't looked at the code, but I am very careful with my prompts and constantly have Claude reviewing the codebase, looking for performance and code quality improvements. It can reach 2000 draw calls on recent integrated GPUs, such as modern phones or MacBooks, where Three.js usually starts dropping frames at 300-600 draw calls. I love Three.js, but I wanted to build something more minimal that does exactly what I need with better performance. I started with a C/WASM core but ended up sticking with JS because the performance difference wasn't significant enough for the number of entities in my game (never more than 500 entities). All in all, it was a fascinating experience, and I learned a lot about engines, even without typing a single line of code. It's pretty wild that we can now quite easily build in-house engines alongside our games as solo developers. https://ift.tt/ziIckJH February 23, 2026 at 10:30PM

Show HN: Unlock the best engineering knowledge in papers for your coding agent https://ift.tt/OgZXV5c

Show HN: Unlock the best engineering knowledge in papers for your coding agent https://ift.tt/gPlTa2c February 23, 2026 at 09:33PM

Sunday, February 22, 2026

Show HN: Mujoco React https://ift.tt/j3yftRb

Show HN: Mujoco React MuJoCo physics simulation in the browser using React. This is made possible by DeepMind's mujoco-wasm (mujoco-js), which compiles MuJoCo to WebAssembly. We wrap it with React Three Fiber so you can load any MuJoCo model, step physics, and write controllers as React components, all running client-side in the browser https://ift.tt/JOoVQl6 February 22, 2026 at 10:29PM

Saturday, February 21, 2026

Show HN: DevBind – I made a Rust tool for zero-config local HTTPS and DNS https://ift.tt/HYfqwP5

Show HN: DevBind – I made a Rust tool for zero-config local HTTPS and DNS Hey HN, I got tired of messing with /etc/hosts and browser SSL warnings every time I started a new project. So I wrote DevBind. It's a small reverse proxy in Rust. It basically does two things: 1. Runs a tiny DNS server so anything.test just works instantly (no more manual hosts file edits). 2. Sits on port 443 and auto-signs SSL certs on the fly so you get the nice green lock in Chrome/Firefox. It's been built mostly for Linux (it hooks into systemd-resolved), but I've added some experimental bits for Mac/Win too. Still a work in progress, but I've been using it for my own dev work and it's saved me a ton of time. Would love to know if it breaks for you or if there's a better way to handle the networking bits! https://ift.tt/ni7cqL9 February 22, 2026 at 12:19AM

Show HN: Winslop – De-Slop Windows https://ift.tt/XWoYZED

Show HN: Winslop – De-Slop Windows https://ift.tt/E84fUxd February 21, 2026 at 11:56PM