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Ask HN: What are you working on (August 2024)?

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Re: Ask HN: What are you working on (August 2024)?

#851
I'm working on a command line billing/invoicing system. I couldn't deal with the ones I've tried (too heavy on UI, too difficult to automate stuff with).

So far I just use it for my company billing, but it's quite delightful for me: My process is to save the services we provided in CSV files (exported from time tracking in org-mode, but you could use any tool that supports exporting), then I run this over it and it creates PDF invoices, and stores all the data (which I query occasionally, e.g. for quarterly VAT payments).

Technologically it's weird, the invoice templates are written in LaTEX, and the code is in Common Lisp.

I don't think about turning it into a business, but I think I'll open source it once it's a bit less messy. For now, I just focus on implementing the features I need (about 1-2 per quarter now).

I kinda doubt it, but if anyone is interested in command line billing tools, I'd be excited to talk about it. Contact info is in my profile.

Re: Ask HN: What are you working on (August 2024)?

#852
post #851

I'm working on a command line billing/invoicing system. I couldn't deal with the ones I've tried (too heavy on UI, too difficult to automate stuff with). So far I just use it for my company billing, but it's quite delightful for me: My process is to save the services we provided in CSV files (exported from time tracking in org-mode, but you could use any tool that supports exporting), then I run this over it and it c…

This is super interesting to me as I have been focused on picking up Emacs and Common Lisp this year for my own freelance and startup workloads. Would you ping me or reply here if you do end up open sourcing this?

Re: Ask HN: What are you working on (August 2024)?

#853
I am working on a strategy game. I call it The Lost Age Of Abundance. A multi-player, real-time war-and-economics game. It is the kind of game that most developers would typically take a turn-based approach to, but I think turn-based games are mostly boring, so in this case it is real-time. My plan is that at least 100 players can play at once, but perhaps I might be able to get that up to 1,000.

There are some unusual things about the game. To win, you have to conquer all of the land. However, no player is ever knocked out of the game. If you lose all of your land, you can simply become a guerrilla leader and engage in guerrilla warfare, in the hopes of turning your situation around. Being a guerrilla leader is difficult, but if all of the guerrilla leaders form an alliance, they might have the strength to reduce the power of whoever is winning at that moment. Every player starts off as a Noble Lord but you can become a Priest or a Communist or an Anarchist. (The Anarchists have a unique way of winning, which does not involve conquest.)

I have been working, for months, on the economics, which are very complex and I think very interesting. All prices start off randomized (within certain bands) so there are no "good units" or "bad units" only those that are under priced or over priced. There is an economic cycle that runs once every 60 seconds. It takes all purchases and turns the money spent into inflation. Specifically, the percentage of total world GDP that was spent on a particular product is the inflation rate, so if all of the players collectively spent 2% of their income buying swords, so 2% of total world GDP was spent on swords, then the price of swords goes up 2% for that minute. In this way, with players buying what is under-priced and thus driving up prices, the prices are pushed to their rational levels. Also, the inflation rate tells you something important about what other players are doing. If you notice the price of horses is going up at an alarming rate, it means one (or more) of the players is spending heavily to build a large cavalry force. The economics are entirely deterministic, based on the activity of the players, there are no random events. There are no randomly generated earthquakes or floods or NPC invasions. Every change arises from the actions of the players.

I was originally going to give the game the historical setting of the Chinese Warring States period, but then I decided to go with more of a fantasy theme. But there is nothing overtly fantasy in the game, it's simply that there are many myths, which the peasants might genuinely believe, that explain how the Empire Of Abundance was transformed into the Ruined Lands. The peasants are looking for some leader who can restore the Lost Age Of Abundance. The peasants (NPCs) will switch their loyalty to whoever they think can win. Occasionally some peasant will become a True Believer, in which case their loyalty is fixed for the rest of the game. That means even if their chosen leader is defeated and becomes a guerrilla leader, the peasant will remain loyal to them, and secretly send them small amounts of money, to help them recover.

If your peasants think you are doing a terrible job with the economy, they will emigrate to the lands of one of your enemies. You can seal the border, to stop the emigration, but the peasants treat this as tantamount to putting them in prison, so their morale will plunge. If their morale gets low enough, they will switch their loyalty away from you and to any nearby guerrilla leader.

There are 3 games in this game:

1. the military game

2. the economics game

3. the spy game

The military game and the economics game are entirely deterministic. At no point does the software "roll the dice". Combat is as deterministic as in the game of chess.

The spy game does use probability. If you torture a peasant then there is an 80% chance they will tell you the true. If you are wondering if one of your peasants has become a True Believer for one of your opponents, you can torture the peasant to get them to confess. There is an 80% chance that whatever they tell you is the truth.

I have almost zero graphics for this game, so I think it will only appeal to a limited set of people who are interested in a game with a very dynamic economics system. The point of view is basically that of a ruler sitting on their throne in their capitol -- they only hear the reports brought to them by messengers. They cannot see the economy, they can only read the reports and graphs given to them by their court scribes. Likewise, with battles. In that sense, the whole game is a bit abstract, but I hope it will appeal to some niche that wants something complex.

Re: Ask HN: What are you working on (August 2024)?

#854

Hey guys, at Dispensed are working on Vending as a Service. For $100 we ship a vending mechanism for you to put on your own custom vending box. We then provide online marketplace and payment services (Shopify for vending machines) so your customers can use their phones to buy products from your vending machines. Great alternative for products that don’t justify big $10k vending machines. http://about.dispensed.app

I'm not sure I understand what you're actually doing with this. I think that adding photos of the components you're shipping would make the page clearer.

Re: Ask HN: What are you working on (August 2024)?

#855

I'm working on readjusting after getting married. It was a big wedding, and for a whole web of reasons I'd rather not post on a public forum, I was responsible for a lot of the cat-herding leading up to the big day. Best day of my life, and my wife and I are overwhelmed with joy. Yet, now it's been a week and I'm still sitting here thinking "...wait, what the hell was I doing 6 months ago?"

congrats

Re: Ask HN: What are you working on (August 2024)?

#856
I'm slightly pivoting https://uxwizz.com, to focus more on the text-to-SQL feature to generate graphs/charts and export them. It's a lot easier to create custom dashboards like this, and it's also easier for me to implement the "UI" to create the embeddable charts using AI text-to-SQL instead of a visual SQL editor.

Re: Ask HN: What are you working on (August 2024)?

#857

My current project is TrendBowl ( https://www.trendbowl.app ) which summarises trending entities across multiple sources on the web, including Mastodon and Wikipedia. On a 24 hour basis you can see which terms are relevant in different languages and sites. It is implemented in Go, Python and JS, with support from Postgres, TimescaleDB and Kubernetes.

Why no Twitter/X? I believe they have an API that you can use, but they've locked down scraping pretty hard. The API should be cheap however, if you're only scraping trending once per day.

Re: Ask HN: What are you working on (August 2024)?

#858
Looking into better compression algorithms inspired by ML, LLM techniques under different constraints. For example if the receiver has a prior knowledge because future devices will have some foundational models that already understand higher level concepts like how a human looks or speaks, do we really need to send the entire recording or just the "words", "intonation" etc and reconstruct it on device.

Fabrice Bellard and other has done some work in this domain https://bellard.org/

Re: Ask HN: What are you working on (August 2024)?

#859
Not so much working as playing around with. I could tell you about work, with the risk of boring you to tears.

A custom Lisp and a web backend reference implementation/template in C#, as well as a frontend in React to dogfeed the backend.

https://github.com/codr7/sharpl https://github.com/codr7/hostr https://github.com/codr7/hostr-web

Re: Ask HN: What are you working on (August 2024)?

#860

I’m working on a collaborative ebook reading app. The idea is that you can create a reading group, invite people and then share comments and highlights and see each other’s reading progress. It’s something I’ve been wanting for a while, for example to read a book with a group of friends or with a work team, but there’s lots of other possibilities including author reading parties, proofing and education. Got the basic…

same for research papers ( I think there is/are some prototypes but no big communities perhaps)
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