Ask HN: What are you working on? (November 2026)

david927 180 points 597 comments November 08, 2026
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What are you working on? What have you been curious about lately?

Discussion Highlights (20 comments)

hacky_engineer

I've been working on trying to be more helpful around the house, and trying to spend more time with my kids. I'm trying to give my partner a little bit of relief so that they can pursue their passions as well.

eimrine

How to make data storage on multiple storage devices unbreakable and consistent? The former means for me that back-ups should be automatical and serverless, the latter means that no matter how much of that HDD/SDD devices are connected, I want always to know all metadata of all files I have. I want this software under GPLv3 if to consider GPL still protects me from anything because permissive licenses are no better than WTFPL by any single case. My first idea is to require the user to have more than one disk for the system needs and the system should know all of the rest data devices user owns. My second idea is to treat different files as having different priority which impose multiple copies. My third idea is to make the software accessible, and the last idea is to make encrypting of all the devices easy and with no ties to any commertial entities. I would like to have a discussion about how to not lose anything digital.

jesse__

I've been working on a voxel game engine called Bonsai for ~10 years. Probably the most interesting thing about it at the moment is the editor. The world, and most things in it, are represented as collections of SDFs. More accurately, they're density fields, but, potato-tomato. One neat thing about representing the world as SDFs is they've been thoroughly researched and documented by a guy named Inigo Quilez, and they have a lot of nice mathematical properties. For example, you can do a smooth union of arbitrary SDFs to get nice rounded contours where shapes join. The world generator and editor operate almost entirely on the GPU. The terrain and editor pipeline is a three stage process. The first stage is user-configurable; users write an arbitrary 'shaping' shader in GLSL. The second stage is a fused stage; it does a convolution on the output of the first stage to compute a normal, runs a second user-configurable 'decoration' function, and finally applies edits. Edits are collections of SDFs that are 'compiled' from a graph structure on the CPU into a bytecode, and interpreted in the shader. The last stage runs another convolution to compute the final normal, then packs an occupancy bit, color, and normal down into a 32-bit representation, suitable for transfer back to the CPU. I expect I will expand this to include additional user-level bits for encoding biome type and GPU-driven spawning. The entire shader pipeline is one fused 'ubershader' .. everything is bound at startup and the shader is dispatched three times, incrementing a 'Stage' uniform on each dispatch. This strategy conceptually makes the driver overhead nearly zero, and the profile agrees. The final step in the process is giving the CPU a chance to spawn additional entities and structures after generation. This is not completely fleshed out, but the bones are there. The idea is that the results of the GPU work are passed back to the CPU, which can run arbitrary callbacks to spawn additional edits and entities. Once spawning is complete, the result is meshed using a fast binary meshing algorithm and uploaded to the GPU. I keep 16 bits of data per voxel from the GPU work, 1 bit of occupancy, and 15 bits of normal for collision response, which works out to half a megabyte per chunk. At the moment I only keep chunks which contain a piece of the world surface, and discard the rest. Surface chunks are dense, and may be compressed in the future, but keeping this amount of data scales to world sizes greater than 1B voxels cubed, which seems good enough for now. In terms of raw performance, GPUs are ridiculous. My 3080ti mobile gets somewhere on the order of 500B-1T perlin samples per second with a naive perlin implementation. Compared to FastNoise2, that's about 1000x more, which sounds wrong since my GPU only has 35x more capacity, but, that's what my initial profiling said. That number is the marketing number; the real throughput is significantly less due to multi-stage nature of the system, but, there's a lot of headroom for improvement. For example, dropping the backing textures from 32bit to 16bit roughly quadruples performance. Since we only really care about the surface where values are near zero, I believe using 8 or 16 bit is a viable option, though this claim will require a fair amount of study to validate. All in all, I'm pleased with how this is all working out. My original goal was to write a highly flexible system giving users both easy-to-use tools and granular control over the final output. I think I've done a fairly good job at that, and the fact it's also super fast is the cherry on top. I'll do some shameless self-promotion and leave some links here for anyone interested in looking at the engine, language code, or some pretty pictures. https://github.com/scallyw4g/bonsai https://github.com/scallyw4g/poof

allagin

I want to make app like action but for repairs, like electronics and cars. Client posts request and masters respond with their offers. What you think about that guys?

kstenerud

I'm building a self-hosted media server for video, like Plex or Jellyfin. I'll be opening the beta in about a month. Features: - No paywalls, bandwidth limiting, or crippled behavior. No login required. - Single go binary, deployed via Docker. - Reaches your home server from anywhere with no port forwarding, no VPN and no paywall, even behind carrier-grade NAT. No Tailscale required. - Cast to another device. You can use any logged in device as a playback screen. - Watch together, with voice support: Play synced video with friends, and also chat voice. You can also mix this with casting to another device. - Dialogue boost and loudness levelling for every film. - Real adaptive quality, tuned for a home's upload. - Hardware transcoding, full quality in every supported browser. - A library that explains itself: what the scanner saw, why each title matched, guesses marked for you to check, and a disk that's gone missing shown as missing instead of its titles silently vanishing. - Your data stays yours: The database is a rebuildable index, metadata corrections can be written back as NFO files that Kodi and Jellyfin read, and an automatic backup keeps what can't be re-derived (watch state, preferences, shares). Security is a primary concern: With the ever increasing pace of hacks and CVEs and AI-assisted intrusion, you simply can't be too careful anymore. - The core (which talks to the network, handles the API, users and the database) never opens a media file or runs FFmpeg. - A separate media node does every file read and every transcode. It has no network access and talks to the core only over Unix sockets. - FFmpeg runs under Landlock and seccomp with no path to the file and no socket. All it can do is read and write streams. - Small dependency tree on an allowlist, pure Go with no cgo, secrets sealed at rest and never logged. - The library can be mounted read-only, so even a full compromise can't encrypt or delete your media. - Cryptographically signed chain for servers and releases. https://orpheum-app.com/

PUSH_AX

I wanted to try and build something in a completely saturated market, so I’ve built a handful of movie themed daily games into a hub. https://smashcut.games

shivang2607

I am building Cloud based context compiler and intelligent codebase visualizer for Developers and AI Agents, for easy PR review, onboarding and easy architectural understanding https://github.com/devlensio/devlensOSS

kvh00

I keep saving blogs and articles but almost never revisit them. So I’m building an Android app designed to help me actually read what I save. You only get one saved article per day. Finish today’s read to unlock the next one. You can also save Twitter, Reddit, etc. posts separately and revisit them anytime. Right now I’m mainly validating whether people would actually want something like this. If there’s enough interest, I’ll run a small closed beta for Android. Join the waitlist for beta access: https://forms.gle/XWXmK8HUSmAtfms29

alopia

I "accidentally" created one of the fastest modern JavaScript frameworks out there: https://signy.dev/ ...according to my own benchmarks (yeah, I know how that sounds). Next, I'm planning to submit it to independent third party benchmarks, hoping to find out whether my results are accurate... or not :) I've also just finished a CSS framework: https://iriscss.com/ Now I'm working on a new backend programming language that runs on the Erlang BEAM, along with a few web applications built using this tech stack.

At1C

AT1C Protocol AI Agents require Human consent. Don't trust us Verify the Receipt. https://www.npmjs.com/package/@at1c/sdk

genekrapivin

I am building Esara – the AI hiring platform for candidate sourcing and explainable evaluation. We’ve just incorporated in Berlin together with two great co-founding colleagues. Honestly never felt more excited. Though it is a B2B tool, check it out: https://esara.ai

brynnb

I'm wrapping up my 2+ years of work on a browser-based version of EverQuest that plays itself: https://idlequest.net/ Also have some other cool browser-based 3d game projects listed here: https://brynnbateman.com/ including an online version of Shenmue: https://newyokosuka.com/ Storyline isn't available yet, but about 75% done with it

monster_truck

Still plugging away on Slopjective-C 3.0 https://github.com/doublemover/Slopjective-C/pull/8278 and many other things

drinkcocacola

My main project is trying not to lose my mind, given all the things I can now create thanks to AI. Jokes aside (although I'm not entirely joking about my mental health), my main project is https://auradistill.com : First-principles thinking for your AI agents. It's not just about giving your personal AI agents "memory". It's about encoding memories in a way that can handle ambiguity and contradictions. That project alone has got me completely hooked on building for and with LLMs. I've got other projects too, but this is probably the one I've poured the most time and energy into.

zenincognito

https://hatamoto.dev - a complete replacement to Wordpress and its most used plugins built into the system. One go binary, no node , no compilation, Postgres and sandboxes plugins. Built in AI analytics

hnarayanan

https://github.com/hnarayanan/hello-guix - A GNU Guix installer for Apple Silicon Macs. :)

bodhi_mind

I’m making a digital real watercolor kit. I’m a software developer and watercolor painter so my goal is to use real world painting techniques and have the results feel and look real. Modeling the physics of paper, brush bristles, pigments, water, color mixing, drying in real time using gpu. Built in rust using wgpu. Currently looking for iPad beta testers if anyone is interested (supports Apple Pencil or finger). https://puddlewatercolor.com

NotAnOtter

Mostly trying to think about what career to pivot to, since SWE wages are going to get crushed in the next 5-10 years.

wallneradam

I'm working on a TradingView Pine Script compatible Python framework: https://pynecore.org . And a Pine Script compiler for it + a full IDE for Pine Script with syntax highlight, language server, full featured debugger, charting, data downloads: https://pynesys.io . It is 99.771% bit exact on the top 1000 Pine Scripts and 100% trade match. I'm doing it solo.

hexapus

I'm rebuilding a benchtop CNC milling machine.

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