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

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

#912
https://peppy.bot a robotics framework to replace ROS 2, currently working on automatic nodes resolution so pulling a working software for your robot is as easy as doing an `apt get install my_robot`.

The goal is to enable devs from all fields (embedded devs/AI engineers/vibe coders) to work on their own stack without ever having to worry about the other parts of the robot stack.

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

#913
Possibly the most insane browser game of all time? Big if true.

I will launch on hackernews soon-ish.

But the game mechanic itself is novel, and the infrastructure is novel.

To develop the game, I built my own custom game engine from scratch using html canvas for rendering. Zero libraries. If you see some of my other submissions, I’ve built a “game engine” in C too - a raycaster, but it was just a proof of concept.

Been “working” on this game + engine for 5-6 years now, this is my tenth and final attempt at building it. Eventually settled on building it in the browser.

I’m very excited to launch soon.

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

#914
I’m working on Dispatch (https://github.com/jhartwell/dispatch) a Clojure(Script) library to handle cli arguments parsing with a command/subcommand style. Still am working on the best way to handle options and I have a bunch of changes in mind that I want in before publishing to clojars

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

#915
I'm working on a simulation-esque mountain biking game in my spare time. I'm making it in Godot and am writing the simulation core in rust. I'm a regular full-stack dev in the daytime, so it's been slow going learning gamedev and working on an ambitious project. Though with how good AI tools are nowadays, I am able to make some progress.

The dream is a game where I have a controllable, real feeling bike, POV gameplay with an action cam feel, simulated dirt, and real feeling Squamish level rolls and freeride features.

I've mostly been trying to get the bike controller to feel right, as it's the most important part. Modeling the inputs (and what to input) in a way that gives the player control has proven to be quite difficult so far. I've got a decent feeling steering controller. I've found so far the best combo to be one stick controlling the rider's hips, and another controlling the lean of the bike. This gives bike body separation, realistic feeling turning, and the ability to flick the rear end in certain scenarios. To have a realistic controller there's no way to let the player control steering, since counter steering is too quick an input and isn't intuitive at all, so the steering controller has to determine the handlebar direction to make that happen and keep the bike stable.

I've been trying to model manuals and hops next, and this is even more difficult. As an avid rider myself, my best days out riding is when I'm controlling the bike like a lever with force through the bottom bracket. Everything comes from this and feels the same when riding well - pumping, jumping, manuals, hops. I've tried multiple control sets, and also different methods of making this happen programmatically with no luck yet. However, before I was applying forces through a multi body CoM tied in code to the bike rigid body. Now I'm trying using a separate player rigid body and I'm hoping this will fix my issues. I think this should give me more separation between the rider and body physics wise, and automatically give me forces against the player when braking, and in compressions.

Then I've still got much more to go to just have the concept evaluated! I want to write a dirt simulation. I found a recent papers on coupling rigid bodies to the MPM technique. I'm hoping to use this to make real feeling dirt as well. The dynamic nature of riding and the terrain is such an important part.

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

#917
I got sick of answering the same property management questions over and over again for my rental properties, and am finally building a modern, fully-fledged property management system, AveryIQ - https://averyiq.com

Appfolio, TurboTenant, Innago, etc. are just an extra chore, they don't actually help you do the work. AveryIQ is an extension of your communication channels - it handles everything from email, SMS, and voice calls. The idea is that you could go on vacation for a month and a moderately-sized long term rental portfolio could run itself. You get texted once a week for the important decisions (work order vendor bid approvals, lease signatures, etc.)

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

#918
I'm building Deptheos (https://github.com/ryanmitts/deptheos), a photography/macro focus stacking program.

It works on MacOS, built with Swift and Metal. My goal is to make a super fast, and free, focus stacking program. I provided a notarized MacOS DMG for the initial release, but if built yourself, it will run on an M4/M5 series iPad Pro as well.

The core ability I wanted was to support RAW files as inputs, with DNG files as outputs. This is done using either LibRaw, or Adobe DNG Converter (runtime options).

I have been really into macro photography the last couple years, and have been slowly working on trying to build my own program to handle the focus stacking.

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