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

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951–960 of 1001 posts

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

#951
I have been exploring reverse engineering using LLMs and Ghidra. A particular interest is in trying to understand how complexity can affect the process. I’m still learning but it’s been a fun way to explore LLMs. Here are my results using opencode https://alexander-hanel.github.io/StressingLLMs/opencode.htm...

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

#952

Yaak [1] is a local-first desktop API client (Postman alternative) and I've been building MCP workflows around growth lately. I already have one for product that takes in a bunch of sources (feedback, PRs, my own tasks, etc) and makes it trivial for an agent to guide me through the day's tasks. Now I'm doing the same thing for growth by taking in web/social triggers, web analytics, and other signals to spin up market…

I love Yaak! my favorite HTTP client!

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

#953

https://github.com/t0rsion/leone Working on my local LLM runtime Leone. It has a CPU path that verifies the CUDA kernels.

why not just compare against a Pytorch reference instead of comparing the kernels to a separate scalar Rust implementation?

(is it for perf reasons because bottleneck becomes verification? Though in that case perhaps it's better to just run a Pytorch reference on the GPUs, which should be good enough. Though, perhaps if you could get this current design to the point where `overlap(CPU, GPU cuda) < GPU cuda + GPU reference` that would be pretty awesome.

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

#954
I'm working on an old-school "multiplayer" FPS with clowns and demons fighting it out. It's single player or invite co-op for friends. Multiplayer is simulated with virtual players so the server is always full. There are clans, chat, trash talking, all that, but all simulated (aside from co-op friends of course).

I used to love Team Fortress Classic, Counter Strike, Call of Duty, etc. back in the day. I don't play multiplayer anymore being in my mid-fifties with worse reflexes and no desire to be continually one-shotted by 24/7 players. This game is my answer to that and I'm having a blast so far making it and playing it.

It'll launch on Steam when finished, hopefully early 2027.

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

#957

I've been working on a voxel game engine called Bonsai for ~10 years. Probably the most interesting thing about it at the moment is the editor. The world, and most things in it, are represented as collections of SDFs. More accurately, they're density fields, but, potato-tomato. Bonsai has undergone a large rewrite over the last couple years that's nearing completion. A world edit is defined as a bunch of SDF paramete…

Looks cool.

What would you say its defining features are? What makes it different than Minecraft? Seems like its probably more performant.

Whats the license situation. I see your own license which sounds maximally permissive but written by you. Is that just how it works? I can do whatever I want with that license? It doesnt need to be a “real” license?

Maybe your bonsai logo should come from your voxel engine instead of pixel art?

Idk why but my first thought was somehow that i misunderstood “voxel engine” when i saw the pixel art.

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

#959

I had claude faithfully rewrite SimTower so I could play it in the browser: https://kvetch.io/conciliatower I wanted to re-play SimTower but found it too difficult to get running through emulation. Instead, I worked for 6 months with Claude Code on a complete rewrite, replicating all the functionality from a Ghidra decompilation of the binary, an AI-generated summary of the original source code and my memory of the g…

Did you fix any of the underlying numeric limits in the original game?

There's a hard cap to 127 instances of commercial spaces. 128 onward won't get any visitors. Too many office workers will overwhelm your limited commercial spaces and thus leave the tower for lunch, over-taxing your elevators.

And yes - elevators are hard!

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