Ask HN: What Are You Working On? (Nov 2025)
461–470 of 1001 posts
Re: Ask HN: What Are You Working On? (Nov 2025)
#462I want to extend it with a simple overview of most recent profitable wallets to look for new "metas" that i could profit on. This project may or may not end as open source eventually, but i currently keep it private.
Re: Ask HN: What Are You Working On? (Nov 2025)
#463Still working on this and some things will definitely change, but IMO the system prompt is already solid, so that the response isn't unnecessarily scary on one hand, but not too general on the other
Re: Ask HN: What Are You Working On? (Nov 2025)
#464I've done this with C++ in the past, but ran into substantial friction with the CMake toolchain, specifically w.r.t:
- cross-platform compilation with large dependencies (vcpkg ports)
- running multiple compiler chains in the same build step
That second point is necessary if, for example, there's some AOT asset processing work that uses a native tool, and you're building for web. Expressing that some targets should use the emscripten toolchain while others should use the native toolchain, and interleaving between them, was a mess. TBF, I haven't done that with cargo or build.rs yet and it may prove to be equally frustrating.
Other features:
- undo/redo using a stack of swappable states
- serialization to disk (native) and LocalStorage (web) with some integration tests in progress but I am not satisfied with the correctness of my implementation: I want to *guarantee* that all information is preserved round-trip, but I also want a Patek watch.
- OBJ, GLTF, GLB models are loaded as "blueprint scenes" which are distinct from the "world scene." I made this distinction at the type-level because "scenes" are groups of entities that use newtype IDs (`LightId(u64)`, `MeshId(u64)` etc.) as primary and foreign keys to refer to each other, and I wanted to make it impossible for an entity in scene A to hold an ID for an entity in scene B. Instantiating a blueprint requires creating new IDs for every object.
- W.I.P. Alpha rendering, depth sorting, overhauling the material system to support multiple shaders (tough) that may be compiled after the engine itself (even tougher, a lot of runtime dynamic state and schema validation stuff), physics, scripting - oh yeah!
- Scripting using JS on both web (runs in browser itself) and desktop (uses a packaged JS runtime `Boa`) but Boa doesn't perform well on desktop in debug mode so I'm exploring other options.
Re: Ask HN: What Are You Working On? (Nov 2025)
#465Working on an app that helps me (and other people) do household management on autopilot. It helps me manage things, food, expiration dates, shopping, chores, and I get notified periodically to review my lists. I waste way less food and I actually do my chores instead of procrastinating. https://okthings.app
Re: Ask HN: What Are You Working On? (Nov 2025)
#466Re: Ask HN: What Are You Working On? (Nov 2025)
#467Speed is not an optional feature on the web. The site above is written in Firefly, uses hydration, and scores 100% on PageSpeed Insights.
The language is largely complete, and we're now working on DX: Got a language server, a devserver, and some essential libraries.
Re: Ask HN: What Are You Working On? (Nov 2025)
#468Anyone can post an idea for something they wish existed — an app, a game, a tool, or anything else — and share it. When more people back an idea, it gains momentum and starts getting built, either by AI or by community makers. The goal is to turn crowd energy into real progress.
Re: Ask HN: What Are You Working On? (Nov 2025)
#469we invited 10 of the best indie devs from around the world to live & build alongside us for a month at a beautiful villa. for free. (we have sponsors like OpenRouter, Cognition, n8n, and CodeRabbit!)
we're 10 days into our first batch – would love feedback :)
Re: Ask HN: What Are You Working On? (Nov 2025)
#470No AI, you just buy my time.
I’m also looking to do a couple freebies if anyone wants to anonymise their CV and let me use it for a promo example.