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Ask HN: What are you working on? (May 2025)

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Re: Ask HN: What are you working on? (May 2025)

#291
Free worldwide reverse and forward geoloc. Based on DuckDB + Parquet files. I just got access to a big server for free by some kind folks to process the planet.osm data.

The idea is that instead of running Nominatim which is costly you can just query Parquet files over the network.

Instead of a cluster of PostgreSQL servers all I need is a bunch of static hosting holding the dataset that's around 1Tb.

Send me an email if this interest you, it's in my profile.

Re: Ask HN: What are you working on? (May 2025)

#292

We’re trying to make AI-first apps accessible to everyone. Here’s a simple app my toddler made to generate toy trains[0]. “Real users” are using it to build personal software tools like finance dashboards, content generators, and educational apps. Right now the functionality is great for many simple tools, but it’s notably lacking a first-class data layer (coming soon!). All of the AI-generated code runs in secure Mi…

> Here’s a simple app my toddler made to generate toy trains[0].

Can you explain what you mean by this? How did a 3-year-old (or younger) meaningfully contribute to the design of this app? Do they know how to read?

Re: Ask HN: What are you working on? (May 2025)

#293

https://easel.games A game engine that lets you code multiplayer games without coding the multiplayer! My idea was to put multiplayer into the fabric of the programming language itself. This allows the engine to automatically turn your game into a multiplayer game, without you needing to learn anything about networking or synchronization. I imagine there are lots of people who have the talent and creativity to create…

I'm not sure who this is for. On one hand multiplayer games are complicated to make, even with a dedicated framework, but on the other the tutorial wastes time explaining to me how to undo with ctrl+z and there's even a large infobubble on how to copy and paste text.

Re: Ask HN: What are you working on? (May 2025)

#294
TypeScript Coach (https://ts.coach)

While I love the official TypeScript handbook, it's not easy to play around with the code examples or approach it as a beginner. I started working on a complete TypeScript tutorial that also showcases some advanced use cases. All the code examples run in the browser, and there are some neat visualizations that clearly show what the type system has picked up.

I've been trying to fix some of the performance issues, finish writing all the content, and adding documentation before making the GitHub repository public - right now the page can hang when loading a long tutorial.

Re: Ask HN: What are you working on? (May 2025)

#295
Most recently, a tool for identifying NTP daemons and testing their capabilities: https://github.com/LevitatingBusinessMan/ntpscan

I am also working on a web frontend for rrdtool (for graphing collectd statistics): https://github.com/LevitatingBusinessMan/collectrack

And a wayland bar that is configured via a Ruby DSL: https://github.com/LevitatingBusinessMan/rubybar

Re: Ask HN: What are you working on? (May 2025)

#298
My workplace is a bird conservation non-profit with java code from 2006 and the website is many jsp files.

I've added a react SSR system. It has node subprocess code for rendering HTML from java via stdin/stdout. There's a Node/Vite proxy server that adds the fancy HMR you expect from SPA apps.

It supports multiple roots on a page, every SSR component has data-props and data-componentname, and the entry script just queries those attributes and hydrates everything.

The node renderer script is packaged as an EXE which is deployed in WEB-INF on the server.

It's fun to add the amazing React tooling to an old codebase. It also shows how you really, really, really do not need NextJS.

Re: Ask HN: What are you working on? (May 2025)

#299

https://easel.games A game engine that lets you code multiplayer games without coding the multiplayer! My idea was to put multiplayer into the fabric of the programming language itself. This allows the engine to automatically turn your game into a multiplayer game, without you needing to learn anything about networking or synchronization. I imagine there are lots of people who have the talent and creativity to create…

I'm not sure who this is for. On one hand multiplayer games are complicated to make, even with a dedicated framework, but on the other the tutorial wastes time explaining to me how to undo with ctrl+z and there's even a large infobubble on how to copy and paste text.

This is good feedback! I thought it’d be a great first programming language for people and so I think I have aimed the tutorial far too basic, probably even for them. Maybe that’s where I am losing people. I am going to edit it and see if that improves the retention.

Re: Ask HN: What are you working on? (May 2025)

#300

https://easel.games A game engine that lets you code multiplayer games without coding the multiplayer! My idea was to put multiplayer into the fabric of the programming language itself. This allows the engine to automatically turn your game into a multiplayer game, without you needing to learn anything about networking or synchronization. I imagine there are lots of people who have the talent and creativity to create…

Very cool! I'll play more around with this later but right off the site UX is great. Being able to hit 'launch editor' and have it load a project right up without requiring an account or anything is just beautiful.

Yes you only have to sign up if you are publishing a game permanently, which I figure is reasonable since that means you will be taking up space on my server forever. But people can make whole games a never sign in if that’s what they want!
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