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Products that do what A real-time ballistic solver for moving targets under drag (C++) does

Hi HN, I’m sharing a small open-source project I’ve been working on: a native C++ ballistic solver that computes launch angles to intercept moving targets in real time, under gravity and air drag. Instead of relying on vacuum assumptions, closed-form equations, or lookup tables, the solver formulates the intercept as a nonlinear problem and solves it numerically using time integration and iterative methods. The motivation came from game and simulation scenarios where simpler approaches tend to break down: - moving targets - strongly curved trajectories due to drag - real-time constraints The…

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    2019 · alexanderperrin.com.au

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    A few months ago (82 days to be exact!) I posted a link on HN to my game, Meatshields. A bunch of you commented and played my game and gave me some wonderful feedback. Over the last few months I've been playing with many of you and implementing the best of everybody's suggestions. So, thank you, HN for all your help! I feel this is an extreme overhaul I couldn't have done without your input. Since then, I have: Dramatically improved our hosting platform (So it HOPEFULLY won't go down this time (oops.)), Added two new units, Rebalanced all existing units, Added many more maps, Improved the…

    2017

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    I played a lot of Valorant and got mad, so I made an aim trainer that analyzes your raw crosshair movement to explore your raw motor and perceptual weaknesses instead of scoring scenarios. It also chooses sens and difficulty as part of the tasks, and makes playlists that are optimal difficulty for you to learn and progress faster!

    Jul 2026 · openaim.pramit.gg

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    https://github.com/PlumeCat/tack Hi HN! Tack is a scripting language I've been working on sporadically for the past year or so, and intensely for the past few weeks. It originated out of a desire for something that was like Lua, but with a more familiar syntax, and without some of the other surprises in Lua such as the 1-indexed tables. It's also been a great learning project, and a very satisfying challenge! While the current version is early beta at best, I hope to continue working on it and maybe see some adoption. Despite the relative lack of optimization, I'm very…

    2023 · github.com

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    Real-time 2D gravity sandbox with causal propagation (finite c), GW-strain heatmaps, and a virtual LIGO probe. Numba JIT, CPU-only. - alessandro-pioli/AstroCausal_Engine

    3d ago · github.com

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    Hi HN! This has been a fun little side project. You simply click to shoot arrows at falling circles (and the arrows of other players!) Hopefully, I make other social & simple games over time. I had to struggle with all the usually problems of game synchronization. It was a fun way to explore phoenix & elixir. You'll notice the signature claude code purple gradient. I'll be honest, I couldn't have built it without AI! If you really like it you can vote with your wallet and toss me $1.99. Or not!!

    Dec 2025 · wingspan.games

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    Hi all! I've been doing spacecraft system engineering since grad school and got to keep doing it after school at Care Weather. I tried several approaches for keeping hundreds of napkin math equations and connected simulations up-to-date, but none of them were both reliable and easy to use. To solve that, I made Oneil, a design specification language with clean syntax for specifying and evaluating math describing a complex system. Oneil has been really helpful as we design one satellite iteration after another for ground testing and spaceflight. I'm really interested in hearing feedback and…

    2024 · github.com

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    We're integrating with the awesome project Matter.js (http://brm.io/matter-js/) as a Physics engine for our HTML5 animation app. Here's a quick demo video showing it specifically in action: https://www.youtube.com/watch?v=LHI-hNjiors In developing, I'd often spend hours playing with it making complex rube goldberg setups and pinball machines :).

    2015 · tumult.com

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    Hi HN! This is my first game — something I’ve always wanted to do. It’s a small browser game built with Phaser 3, React, and the phaser template (https://github.com/phaserjs/template-react-ts/). I made it in 2 days (like 8 hours in total real time) using gemini-cli. About 90% of the code was generated with AI, but I learned a lot by making fine tweaks. It only works on PC since it’s a typical WASD + R (reload) shooter. I’d love feedback on: - Gameplay (is it fun, too hard?) - Ideas for new features Thanks in advance! ps: I used cubes as a prototype, but now I kind of…

    2025 · cubic-zombies.pages.dev

  15. 15AW

    I’ve spent the last few days prototyping a browser-based game engine stack designed for instant-load, "Roblox-for-Teens" style deployment. The goal is to lower the floor for AA indie devs who want high-fidelity physics and instant web distribution without the overhead of Unity or a heavy Godot export. The Stack Engine: A headless WASM/WebGPU implementation. I’m currently using custom flags and selective streaming to bypass standard browser memory and execution limits. Physics: I’ve ported Jolt (Guerrilla Games) but modified the solver to mimic the original Blam! engine (Bungie/Halo…

    Jan 2026

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    I built LunarBasic because I wanted a modern recreation of BlitzBasic from back in the day. I wanted it to have good step debugging features, and I wanted it to compile down to a native binary with no external dependencies. I do know there's an open source BlitzBasic out there but I wanted something simpler and more concise. It does have a "pro" feature set, but for the foreseeable future, anyone joining up will have the pro version in perpetuity (eg I'm not trying to sell anything here). It's early (v0.8.0). Would love feedback on the language design and compiler output, especially from…

    13d ago · lunarbasic.com

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    Earlier this year, I took a month to reexamine my coding habits and rethink some past design choices. I hope to rewrite and improve my FOSS libraries this year, and I needed answers to a few questions first. Perhaps some of these questions will resonate with others in the community, too. - Are coroutines viable for high-performance work? - Should I use SIMD intrinsics for clarity or drop to assembly for easier library distribution? - Has hardware caught up with vectorized scatter/gather in AVX-512 & SVE? - How do secure enclaves & pointer tagging differ on Intel, Arm, & AMD? - What's…

    2025 · github.com

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    I built this mostly because I love the intersection of game AI, high-performance computing, and poker. I’d love for anyone interested in game theory or CUDA optimization to tear it apart, test the accuracy, and give me feedback. Happy to answer any questions about the algorithms, the transition from CPU to GPU, or poker AI in general!

    Jul 2026 · bupticybee.github.io

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    We wanted to test if a smaller model like GPT-4.1-mini could beat its bigger brother 4.1 at the game Tic-Tac-Toe using only context engineering. We put them in a 100-game tournament. For the smaller model, we gave it a few examples of winning moves from past games right before it made its own move. The results were clear. Without the examples, the smaller model struggled against GPT-4.1. With the examples, its effectiveness increased by nearly 200%, and it consistently won. It's a simple demonstration, but it shows that a smaller, faster model with good, timely examples can outperform a more…

    2025 · github.com

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    I built a tiny physics solver LLM that performs surprisingly well on easy-to-medium difficulty physics problems. Most LLMs today still struggle with physics QA (as PhyBench recently highlighted), so I wanted to see how far I could push a small model with careful data and minimal compute. Model: Qwen3-1.7B Supervised Finetuning: ~1500 curated examples spanning kinematics, EM, acoustics, and more RL Fine-tuning: GRPO, 1-shot RLVR style (single example, 70 steps) Total cost: ~$5 on H100 It started with a cold-start SFT (~3 epochs, loss to 0.3), then I ran RL with accuracy reward that climbed…

    2025 · huggingface.co

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    I made a lightweight web game about compute CAPEX tradeoffs: https://darios-dilemma.up.railway.app/ No signup, runs on mobile/desktop. Loop per round: 1. choose compute capacity 2. forecast demand 3. allocate capacity between training and inference 4. random demand shock resolves outcome You can end profitable, cash constrained, or bankrupt depending on allocation + forecast error. Goal was to make the decision surface intuitive in 2–3 minutes per run. It’s a toy model and deliberately omits many real world factors. Note: this is based on what I learned after listening to…

    Feb 2026 · darios-dilemma.up.railway.app

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    Hi! I'm Alan, and I built a website that turns images into flowing particle animations. This javascript / WebGL tool creates particle animations out of any image in real-time within the browser, with particles that dynamically respond to edge detection and flow fields. It uses Sobel edge detection, a Perlin noise flow field, and webGL / GLSL for better performance. The tool is completely free and open source (MIT license). Github repo: https://github.com/collidingScopes/particular-drift Let me know of any feedback or suggestions for improvement.

    2025 · particular-drift.netlify.app

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    In the past 4 years, we developed a platform generating 3D visuals and deploying AR Try-on experiences into large footwear and retail companies. We focused on high-fidelity meshes and textures since the point was giving shoppers a realistic visual. Then robotics companies started to approach us and they asked for thousands of 3D assets that they can use in creating different simulation environments. This is crucial for them so they can achieve better sim-to-real transfer with domain randomization (train a humanoid in a million different kitchens so a real one is not a surprise when it is…

    Apr 2026 · app.rigyd.com

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