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Ask HN: What projects are you working on now?

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Re: Ask HN: What projects are you working on now?

#51
- Setting up a small webservice that creates PDF files with sample data for workflow development. I need this for work as it's easier than working with real customer data. Hopefully others find it useful, too. Will make a ShowHN once it's finished.

- Remade a small landingpage for tshirt-designs with motives for my hometown/area. Used a software called "Bootstrap Studio" for that. I think I found it through HN. Really like it for static one-pagers. Looking into doing more with that.

- Rebuilding an old commercial espresso machine. The electronics were fried, you can't get them as spare parts, so I'm doing a full rebuild. New casing, new electronics but the old mechanical parts. Waiting for the last exchange parts, then I will finish the mechanical work and can look into the electronics.

- Learning French via Duolingo. Been keeping it up for almost 30 days now, Homeoffice made some time for two or three more "lessons" a day. I like it so far.

- Maybe I should start meditating, but I'm not sure where/how to start. I looked into some apps but I find them rather distracting. Maybe I just need to sit in my bed for 10 minutes with closed eyes and everything and just focus on my breath every morning. Any recommendations on how to get this started?

Re: Ask HN: What projects are you working on now?

#53

I'm trying to make Python's `pathlib.Path` something you can readily subclass and use for S3/FTP/whatever: https://discuss.python.org/t/make-pathlib-extensible/3428 Currently working my way thru a bunch of preparatory bugfixes: https://docs.google.com/spreadsheets/d/1TicFDMudKKA6CZcrscg1...

Oh, that's pretty cool! I remember trying to hack Path/Pure path to support compressed files (at least to some extent), but got stuck because of some closed slots.

Re: Ask HN: What projects are you working on now?

#54
Rewriting the NodeMCU-based chicken coop door in MicroPython (currently written in Lua). Also gotta rebuild/clean my anemometer and rewire the temp sensor for my homebrew weather station. Oh, and replacing the IRF510 on my Bitx40, since I blew it up.

Aside from that, I'm getting a lot of non-technical work done around the house, from painting to gardening.

Re: Ask HN: What projects are you working on now?

#55
post #6

Fitness. The prospect of spending months at home with all the gyms closed has made me think now's the time to actually take fitness seriously and train hard at home with bodyweight exercises and calisthenics. Also writing songs too.

One of my many projects is taking the motor from an old battery-powered mower a neighbor gave away using it as a generator and hooking it to the exercise bike and some batteries (actually the batteries from the mower, since they turned out to be fine). Want to watch TV, play a game, etc? Better get pedaling. :)

Re: Ask HN: What projects are you working on now?

#56
I am working on enhancing my pet project called bootman. It basically uses Redhat byteman to inject code at run-time in a Springboot application and exposed via swagger endpoint, taking care of differences due to java version specific quirks. https://github.com/rajasenapati/bootman

Re: Ask HN: What projects are you working on now?

#57

A portal/console for customers of saas products. Every time I launch a new idea, I hate wasting my time on writing some basic customer facing admin/console where customers can see their invoices, change payment method, access support tickets, make some configuration change. I am creating something more generic where I can just plug in firebase, zendesk, stripe, Braintree etc api Keys and all the base functionality is…

Would love to see something like this going live!

Re: Ask HN: What projects are you working on now?

#58
I'm working on BentoML, a python framework for ML model serving.

It makes it easy for data scientists to ship their trained machine learning models into prediction services for production use.

Key Features:

- Model packaging and dependency management

- Distribute your model as a docker image, CLI tool, PyPI package

- Adaptive Micro-batching in online API model server - this gives you an average 10-20x increase in throughput/overall performance compared to a regular flask API server implementation

- Model Management for teams

- Automated model deployment to AWS Lambda, AWS SageMaker and more

https://github.com/bentoml/BentoML

Re: Ask HN: What projects are you working on now?

#59
Space Engineers - I want to mod it. It's been released for 7 years now - Keen Software has been keeping it intact and adding features (VRage). I think of it as Minecraft but with a near-true physics engine.

There is terrain deformation according to the force exerted by the object crashing into it. Ships colliding will either destroy or crush blocks according to that force. A "grid" is considered a powered assimilation of blocks, which could function as static "station" or moving vehicle. Thrust is measured in Newtons, block locations are measured in Cartesian coordinates. Everything has precise mass (kilogram) and this effects collision damage. Someone made a mod where there are aerodynamics (atmospheric force on fast traveling bodies, though this is computationally expensive). There is already a large workshop of mods that other players have made.

I say "near-true" physics because gravity of planets only stretches out a few kilometers above the planet. After that there is "zero" gravity and you can turn engines off and stay in that spot forever. Ship speeds are capped at 100 m/s. These limitations are required for now because computers cannot keep up with that many calculations especially if grids are interacting and causing terrain deformation or casting functions often.

There are sim speed drops during large scale events, and that is a challenge that draws me in. Keen uses rendering tricks for view distance draw and object visibility according to user settings (reflecting the power of their PC), eventually I'd like to standardize things so that players could interact planet-side without trees disappearing and nullifying camouflage attempts.

The vanilla game requires you to find and extract ore (iron, magnesium, nickel, platinum, cobalt, silver, gold, uranium, more could be added if you wish). These elements can produce things that somewhat reflect their utility IRL, then they are refined using energy (solar, wind, battery, nuclear, hydrogen). Then produced into components that you weld into the block for its completion.

When you join an official server right now, you are confined to a max speed, as this is a safety measure to prevent the game from crashing. A server sets up conditions for players to build in their secret remote spot away from everyone else, though sometimes they will group into factions. There is seldom any interaction and NPC ships are randomly spawned in near the player, flying in a straight line - they have no deeper function and they are meant to be your salvage.

My big picture is that there should be no speed limit, but players locations give off visual signatures if they want to go fast all the time. Space implies distance, and distance implies travel, which implies a set amount of time. Controlling this time would be key to bringing players together much more often, and we will remove risk of their creations being destroyed (automated respawn, at some sort of liquidity cost, which players will be ultimately competing for by chasing objectives that the game already allows - mining and transporting mass).

I want there to be a real functioning economy, where dumping a load of ore on the market has real repercussions, like EVE Online. If you see the price of iron go down fast, you'll know this has happened. So a player gets a huge cash payout, even though they are selling far below market rates because they wants to "get rid" of bulk iron (which costs them energy and time, of either him or his bots). Because of this event, you as a market participant can buy that up and the reduced price, and have a cheaper source of iron that takes you less time (transport). AI agents will also respond to these events in varying degrees of effectiveness, in order to create competition that economically active players must consider. We want the higher level players to have production assets and ownership in the economy, whereas newcomers can choose to pirate, pillage, or mercenary contracts which rewards them with liquidity if they succeed, which results in them being able to buy equipment quickly and return to combat, but other players may be funding this behavior by selling the ships and weapons produced with ore and energy.

I said big picture because all of these things would come in time only after some sort of standardized transport system was put into place, which the game needs now (it currently uses a simple jump drive which makes you suddenly appear in a new spot) - if we allow extremely fast travel speeds there cannot be collisions otherwise the SIM speed will drop.

Since there are so many physics elements, this game feels like a canvas and I'd eventually want to implement concepts to suggest new technologies that actually may be up and coming in real life. Think of it as a sort of education platform in that regard, but when you don't want to learn, you can just go and realistically blow up space ships and compete on a leaderboard.

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