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Ask HN: What Are You Working On? (July 2026)

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Re: Ask HN: What Are You Working On? (July 2026)

#412
I'm continuing to work on Personal Finances Python [1], a book that teaches software developers how to track their finances using the Python ecosystem, Double Entry Bookkeeping, and a bunch of plain-text files.

Apart from that, I recently started getting interested in the AT protocol ecosystem, so I built a directory [2] for discovering ATProto alternatives to mainstream/centralized products.

[1]: https://personalfinancespython.com

[2]: https://atprotoalternatives.com

Re: Ask HN: What Are You Working On? (July 2026)

#415
This month I continue working on to refine my coding agent harness https://github.com/vinhnx/VTCode. Recently, I've added back Anthropic Claude Fable 5 and OpenAI GPT 5.6 models family (Sol, Luna, Terra). Fortunately, I've had support from the open source community and VT Code has advanced. I hope you give it a try.

Re: Ask HN: What Are You Working On? (July 2026)

#416
https://digs.fm - like Goodreads, but for music.

As someone who's constantly on the look for new music to discover and being very deliberate about the things I'm listening, I needed a better way to organize the albums I want to listen to, listened and liked. And also I would like to see the discoveries of other folks who I know I like.

Original Show HN thread: https://news.ycombinator.com/item?id=32551862

Re: Ask HN: What Are You Working On? (July 2026)

#417
Hi HN, still making progress on Circuitscript, a Python-inspired language for describing electronic schematics: https://circuitscript.net/. You can try it in the browser via the Bench IDE: https://bench.circuitscript.net/

The biggest addition in the past month is initial support for ngspice netlist export — you can now take a Circuitscript design and export it to a SPICE netlist for ngspice simulation. This is a step toward closing the loop between describing a circuit and verifying its behavior, all from the same source file.

I have also added bus support, which makes wide parallel connections like data/interface (I2C, SPI, etc.) lines much less tedious to connect up.

Recently I produced and tested a 161-LED charlieplexed array in Circuitscript, using nested for-loops to generate the array instead of copy-pasting every LED and connection by hand. I plan to write a blog post soon to document this design.

As always, the motivation is to describe schematics as code rather than by clicking around graphical CAD tools (KiCad, Allegro, Altium, etc.). I want to spend time on the design itself, with code expressing the intentions clearly and reviewable in text.

Feedback welcome, especially from anyone frustrated with graphical schematic tools! If you have a KiCad design you'd like to convert to Circuitscript, please reach out to me. I'm looking to test the limits of the language and happy to help with the conversion.

Re: Ask HN: What Are You Working On? (July 2026)

#419
I'm working on a collection of networked games, around the central theme of a lockstep deterministic network model with 'delay frames' (between acting directly on user input and progressing actual shared network state).

You can try this here: https://locksteparcade.com/Client

Games included in the arcade, currently:

- Neon Swarm, a take on the classic lemmings game, with multiplayer versus and coop modes

- Serpents, a snake game (where you eat food, grow a tail and need to avoid this growing tail), with inertial movement and multiplayer

- Spirits, an homage to N++, where you work together to get someone to the exit, while avoiding enemies, figuring out how to open doors, and so on

- Pilots, a multiplayer asteroids battle with homing missiles

Each game solves the network delay problem (the problem of providing immediate feedback to user input and hiding the fact that actual changes to shared state are delayed) differently, and it has been very interesting to work through a bunch of different approaches to this.

If anyone else here is working on multiplayer network games, I'm very interested in setting up a regular "play each other's games" session.

The idea is that regularly playing with other game developers will help develop a kind of 'scene' (where you get a group of people together who make work in public but really aimed at each other, pushing and unblocking one another to become bolder and better at an accelerating rate, as described here: https://www.henrikkarlsson.xyz/p/scene-creation-engines ).

If you are interested, let me know!

Re: Ask HN: What Are You Working On? (July 2026)

#420
I've been migrating marginalia search off docker-compose and onto systemd.

Between NUMA-concerns and the need to use multiple public IPs, I'm coaxed into a pretty exotic setup no matter what I choose to go with. Was pretty finnicky to set up, but it seems to work pretty well all said and done. Systemd is certainly feeling less floaty than docker (and even moreso kubernetes, which was never an option).

I also shaved like 10ms off response times since I no longer need an additional reverse proxy to deal with docker's networking magic, and can point nginx straight to the network namespaced services' IPs.

This in service of sequestering all wide domains (as in having tens of thousands of subdomains) to their separate crawler and index partition, as their (per top-domain) rate limits are part of why crawls take so long for the main crawler. Couldn't do that on docker because its ipvlan management is so jank you need spare IPs to reliably restart services.

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