Working on two projects right now: - LegalJoe: AI-powered contract reviews for startups, at the "tech demo" phase right now: https://www.legaljoe.ai/ - ClipMommy: A macOS tool to help (professionals who record a lot of videos | influencers) organize their raw video clips. Simply drag a folder of "disorganized" videos onto ClipMommy, and ClipMommy organizes the videos into folders / subfolders, adding tags, based upon…
Ask HN: What Are You Working On? (June 2025)
681–690 of 1001 posts
Re: Ask HN: What Are You Working On? (June 2025)
#682Elevator pitch is: A simple searchable directory of various procedurally generated toys. Think Boids, Game of life, Maze generation, terrain generation, etc. written in Ts/Js. Anyone can contribute and will get their page for their implementation of a given ProcGen.
This is optimized for
1. Hobbyists wanting to make a ProcGen and have it be publicly available
2. Game Dev's & Academics looking for inspiration
3. Students / Amateurs looking for a project to add to their portfolio. It's specifically aimed at making the barrier of entry for your first "out-in-the-world project" as low as possible.
Long term vision will include bounties i.e. "I'm looking for a terrain generation algo that makes one main island surrounded by 6-12 smaller islands, some connected by a bridge, and every island should have an organic coast line with coves & bays and stuff".
There will be a voting system so clean, polished, well documented implementations of a given algorithm float to the top, (i.e. Game of Life) might get procgenzoo.com/CellularAutomata/GameOfLife.
The plan is to keep this free forever, and hoping donations cover hosting fees.
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I'm also working on BackPackReact. Which is an inventory management game where the placement of various components inside yourback will create & consume resources to power your jorney to the next trading post. I.e. Fire/{HeatSource} and Ice/{ColdSource} on either side of Thermoelectric Generator will generate Power, which enables your vehicle to keep moving.
But it's a balancing game, the more space you use for your machinery, the less space you have for inventory for your cargo. You want the most efficient "engine" but also enough supplies to handle any unexpected events.
Is it better to build a nuclear reactor? Or just fill up on wheat and rent & feed a horse to pull you to the town, so you can sell all excess wheat you didn't use? Should you spend money to gather intel on the trading price of Iron is at your destination city? Or pick up a contract to build an electric grid at the new settlement, which will require many trips but yield one large payout?
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Would love feedback on either of these ideas :) & if you would contribute to or play either.
Re: Ask HN: What Are You Working On? (June 2025)
#683Find every competitor to your saas/product/service/business in minutes! Beats the pants of Gemini/Calude/OpenAI deep research for this very particular use-case.
Specialized deep research agent for discovering competitors and understanding your market.
Re: Ask HN: What Are You Working On? (June 2025)
#684Re: Ask HN: What Are You Working On? (June 2025)
#685Crowd source where to find Club-Mate shops.
Re: Ask HN: What Are You Working On? (June 2025)
#686It supports multiple languages, currencies, European VAT deductions, and more.
I built this tool for myself so it’s kinda like a personal software. Hopefully, others will find it useful too :)
Check it out: https://easyinvoicepdf.com/en/app
Re: Ask HN: What Are You Working On? (June 2025)
#687Entering year three of a complete rewrite. It’s kind of ridiculous but as I’m still enjoying the process of trying to built/craft a performant and flexible file upload web component I just keep going.
V4 is live on https://filepond.com, plan to release v5 before the end of summer.
Re: Ask HN: What Are You Working On? (June 2025)
#688Re: Ask HN: What Are You Working On? (June 2025)
#689Re: Ask HN: What Are You Working On? (June 2025)
#690I started by trying to reimplement the METAFONT language, adding support for real-time rendering with OpenGL. Eventually, I decided to introduce some incompatible changes, creating a new language. But it still retains a syntax and internal logic very similar to METAFONT.
This new language also supports animation, and since it is part of a larger project (a game engine), it can be used not only for font rendering but also to generate textures and sprites for games.
The language is successfully compiling to WebAssembly, and I’m currently working on a web page with tutorials, documentation and examples where you can modify the code and instantly see the results. Since this is a literate programming project, there is also an English and Portuguese version of the code. But the english version still needs considerable polishing.