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Ask HN: What are you working on? (September 2026)

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Re: Ask HN: What are you working on? (September 2026)

#891
Working on real-world computer vision demos with a focus on fitness.

So far, they are based on ViTPose+ Large pose estimation in the context of different sports.

My demos include:

- Comparing dancers' sync performing the same choreography and computing a sync score

- Visualizing a runner's ankle path while running, as well as the average knee shape upon foot strike

- Counting chin-ups reps and measuring each rep duration

The code is open-source on GitHub:

https://github.com/jeremyipark/vision-demos

Re: Ask HN: What are you working on? (September 2026)

#892

Started a few different things: 1. A robotics information and news website. Any feedback is appreciated. https://robotica.dev/ 2. Applied DBSP theory to Postgres https://github.com/getravi/pg_dbsp and DuckDB https://github.com/getravi/duckDBSP . The idea is to have incrementally maintained materialized views.

I've been looking for a site like robotica.dev that pulls together news and events from multiple sources. The funding page is awesome and unexpected, a really useful mini-crunchbase for robotics.

Thank you. Crunchbase is definitely one of the inspirations.

Re: Ask HN: What are you working on? (September 2026)

#894
I’ve been working on Editora, a keyboard-driven text editor for programmers: https://editora-project.dev/

It has LSP support, debugging, Git and GitHub integration, multiple cursors, customizable keymaps, and live previews for things like Markdown, PDFs, and diagrams (and lot's of bugs! too). It runs on macOS, Windows, and Linux, with no accounts or telemetry.

It’s a hobby project I work on in my spare time, and it’s still very beta. No big announcement or anything, I just thought I’d share it here.

If anyone tries it, I’d be interested to hear what you think.

Re: Ask HN: What are you working on? (September 2026)

#895
I have released the first version of VentureRanker.

Its basically a tool I made to make my own own business research easier, then decided to formalize it after a friend showed interest. What is it? its a way to evaluate a business idea from multiple angles and perspectives - similar to what a VC would do, only via a simple wizard that asks you to score the business from different angles. The next version will let one or more AIs answer the wizard so you can compare your evaluation with theirs.

Two scores come out the other end, kept deliberately separate — how good the opportunity actually is, and how good a fit it is for you specifically.

https://ventureranker.com

Re: Ask HN: What are you working on? (September 2026)

#896

https://easel.games A programming language which lets you code multiplayer games like singleplayer games. Every program written in Easel is guaranteed deterministic and snapshottable, which is how it can automatically make your game multiplayer automatically using rollback netcode. My hope is that teenagers who makes games in Scratch might like to make games in Easel because it means they can make games they can play…

What I don't understand about your idea is that netcode as far as I understand is way more complex than you make it seem. The netcode for something like a MOBA or MMORPG is drastically different than the netcode for a much simpler turn-based game. They have elaborate synchronization mechanisms to make the illusion not break-down in various ways due to latency. And then even for simple turn-based games, there has to b…

Yes, I spent quite a few years building and iterating on some quite elaborate mechanisms to handle latency too: https://easel.games/docs/learn/multiplayer/rollback-netcode - it’s taken a lot of continual playtesting to discover and address many issues.

The multiplayer architecture is rollback netcode, which I think is great because it performs client-side prediction by running your full game simulation step forward on the full game state and not some subset or stripped-down version of the simulation or state. It’s the most accurate client-side prediction model you can have.

Then it achieves eventual state synchronisation by rolling back and rerunning your code when there is a prediction error. It performs automatic rubberbanding to smooth over the error corrections. All the bodies get rubberbanded, so as long as you attach your sprites to bodies (which is what you would normally do), the rubberbanding is automatic.

Rollback netcode is underutilised because it’s difficult to implement on other game engines. It requires your entire codebase and all your dependencies to be deterministic and snapshotable, and so if you’re using another engine like Unity or Godot, it won’t meet these requirements because it wasn’t designed for this. Products like Photon Quantum for Unity get around this by reimplementing all the systems like physics, RNGs and even just ArrayLists in their own deterministic manner. But you have to follow all these rules about writing your code in a multiplayer safe way and there are all these traps to avoid.

Putting the rollback netcode into the programming language means it always works 100% of the time and you can’t make a mistake, which means even a beginner programmer on their first day can make a multiplayer game. That was my ultimate goal and I think it is true that if someone who is an experienced programmer wants to hand-code a specialised rollback netcode implementation for their game then they might be able to do a better job on their game. But the defaults are really good when the rollback netcode is in the language itself and I’ve had teenagers make multiplayer games that they play with their whole class and they’ve all had a lot of fun, and that’s the main thing.

Re: Ask HN: What are you working on? (September 2026)

#897

projects per year in "Ask HN: What are you working on?" year projects avg/month ---- -------- --------- 2008 123 10.2 2009 104 8.7 2010 666 55.5 2011 86 7.2 2012 46 3.8 2013 389 32.4 2014 146 12.2 2015 104 8.7 2016 471 39.2 2017 456 38.0 2018 242 20.2 2019 246 20.5 2020 882 73.5 2021 837 69.8 2022 363 30.2 2023 425 35.4 2024 2122 176.8 2025 6220 518.3 2026 6093 677.0 (Jan-Sep) Top five topics per year (% of that year…

What's interesting (and kind of sad) here is that while AI drastically increased product count, more than 50% are now composed of dev tools and AI Some kind of golden shovels situation. I wish there were more games, personal apps, and open hardware – more fun stuff that became affordable due to AI

It's the same as before, dev tools ranking higher up. For better or worse, developers like to spend time on meta-development.

Re: Ask HN: What are you working on? (September 2026)

#898
https://github.com/lightless-labs/pessimal: I got bitten a few times too many by my headless VM running out of disk space, so I had Claude build a minimal OTel agent sending metrics to an OTel collector (Signoz for now), and an iOS / macOS app to query it at regular intervals.

Works nicely with my existing Signoz, costs nothing extra, but I’ve yet to test it against Honeycomb and Clickstack. Apps are in private TestFlight for now.

https://github.com/Lightless-Labs/willikins: a tool to deterministically provision new projects’ git repository, secrets vault / config, build pipelines, etc, based on the project’s needs (cli tool, web service, mobile app,…).

It’s getting tiring to wire all those by hand or with cobbled together script. And I don’t trust agents to give them read and write access to all the resources they’d need to do it. Very much in progress, but it already forced me to clean up some config. I guess it’s like a bad Ansible, for project set up?

I’m also experimenting with a team / project / task-scoped blackboard (https://martinfowler.com/articles/exploring-gen-ai/an-accide...) tool for agents, to be used by multiple users’ agents (eg different devs working on different sides of the same fix or feature), and a self-hosted Q&A forum for agents intended to serve as an authoritative self-grooming source of truth on technical, domain, and business matters for a team or org’s agents.

Re: Ask HN: What are you working on? (September 2026)

#899
I've been working on a general repository linter. The idea is to declaratively define a set of rules/conventions for your repo, (for things that language-specific linters don't cover), covering things from directory structure, required files, file staleness/freshness, file size, rules for binary files, rules around use of invisible Unicode, etc. - which can be checked deterministically. Many/most large repos have a set of hand-authored scripts for doing these kinds of checks, the tool I'm building basically packages these in a fast, reusable and extensible tool, with some niceties added.

https://alint.org/

https://alint.org/blog/why-alint/

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