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

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

#301
I'm making a WebGPU renderer with WebGL fallbacks, with a path tracer for 'photo mode', specifically targeting agents writing web 3D things. I'm not especially far into it though. It doesn't use 3D models; there's a DSL for making things.

There's a demo app here that only works on desktop - https://fab.ooer.com/ (scroll down in the right hand menu to quality and change to 'trace' for photo mode)

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

#303
MillionShort - A long tail search engine that lets you remove up to the top 1 million most popular websites from results - https://millionshort.com

I posted Million Short 14 years ago to HN and the search engine has been largely the same since then. Now working on a pretty major overhaul: Launching our own decent sized independent index along with some (I think) cool & useful features.

The search requires a paid account currently although I plan to post a Show HN soon that won't require any account or payment.

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

#304
I've always wanted to make a video game, and over the past few months have been building one, Fairway Rogue. It's a procedurally generated, deck-building, mini-golf roguelite. It's been a lot of fun, and I've learned a lot.

I remember someone saying that when you build a game, you end up building tools to help you build the game. I never really got that, but now I do. I've spent quite a bit of time working on tools to help me balance the various game mechanics.

One weird learning, it was much easier to get it on the iOS app store, than the Google Play store. Google wants you to have a closed playtest with at least 12 players, for 14 days. I did that and they said the testers weren't engaged enough.

If you want to check it out on iOS https://apps.apple.com/us/app/fairway-rogue/id6783598189, I'm still trying to get it on Android

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

#305
I've spent the past few months working on little projects mostly coded via LLMs. Used it to build my own little AI agent in python attempting to keep it stdlib-only, and a little blog engine with MFA. Things I would never have previously been able to do as a sysadmin/infrastructure but not developer. The struggle I'm finding with it is how to go from good enough for me to good enough for production. After being stuck in QA/review hell trying to use LLMs to assess the code, I've started trying to unpick it myself. I can't help but feel that the time spent learning the vibe-coding approach wouldn't have been better spent just learning software development properly.

While that's been frustrating, most my fun has been on the non-tech side. To get a break from the computer last year, I ran the length of Japan (around 3,400 km). And now I've been helping my partner edit the videos and stick them on YouTube:

https://www.youtube.com/watch?v=50oQQThXWnc&list=PLVFWiVG-hZ...

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

#306

Earlier quoted context omitted.

Gonna try it. And also share it with my friend if it helps me. Interesting idea. Thanks.

Try it... I almost always get heavy eyes feeling (kinda soft burning like) on the 10 minutes one. Also would love some feedback!

I did a quick try. And would've liked a human saying the voice over than AI. Thought it broke the organic flow this app is trying to create. But it's morning here, so.. That is the only feedback I have as of now.

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

#309
I am working on vorfract, a Voronoi voxel world which uses Voronoi cells as voxels instead of the regular cubic ones.

It's an early version so many (if not most) things that would be in a game are still missing at the moment (though planned on paper).

One interesting thing is that because the Voronoi voxels are so malleable, things like round or hollow worlds are a pretty natural outcome.

In parallel to working on it, I've been mostly using it to build and improve my own voxel castle with a pointy roof, slanted walls, custom built stairs, tables, chairs and all those nice things.

In the last update I added a CRT filter and some pixelation options as I find that appealing. As for the future (maybe as the next thing?), I guess I'd probably like to add the ability to build less blocky things like round towers (or flower vases!), but that is still very much a work in progress.

The Web version (WebGL) is completely free (and will stay that way):

https://jazzprogramming.itch.io/vorfract

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