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Products that do what Blue Noise – Interactive Explanation of Void and Cluster Algorithm does

After reading about the generation of blue noise here on HN a few times my goal was to implement my own variant of the the Cluster and Void algorithm in the most straight-foward way possible, while also visualizing each step. (JavaScript is required in order to step through the algorithm) Most other Blue Noise generator implementations are optimized for speed. Many explanations of the Cluster and Void algorithm I found online were overly complicated or focusing on details that do no help the initial understanding. My implementation is optimized for readability and understanding. I find it…

  1. 1

    Dynamic seamless noise, textures and patterns in Figma

    2022

  2. 2BA

    One day I was listening to a playlist and wished there could be some cool visuals to go along with it. Blotter is a proof of concept I hacked together that does a bit of audio recognition combined with a few generative AI models (both text and img) to create visuals that are relevant to the song. The video stream is generated in real time at 24fps - you can try it yourself by requesting visuals in the Twitch chat using the "!v" command! Right now it's mostly a fun hack project, but I am tinkering with new model architectures for higher fidelity video as well as an interactive tool so people…

    2023 · twitch.tv

  3. 3G4

    About six months ago, I started working on a project to fine-tune Whisper locally on my M2 Ultra Mac Studio with a limited compute budget. I got into it. The problem I had at the time was I had 15,000 hours of audio data in Google Cloud Storage, and there was no way I could fit all the audio onto my local machine, so I built a system to stream data from my GCS to my machine during training. Gemma 3n came out, so I added that. Kinda went nuts, tbh. Then I put it on the shelf. When Gemma 4 came out a few days ago, I dusted it off, cleaned it up, broke out the Gemma part from the Whisper…

    Apr 2026 · github.com

  4. 4VA

    I was fascinated reading through another recent HN submission about a highly efficient implementation of A* in Lisp, which got me thinking about how I could do something similar in Python. However, these kinds of pathfinding algorithms really need complex terrain/mazes with interesting obstructions to showcase what they can do and how they work. So, I started thinking about how I could generate cool and diverse random "mazes" (they aren't really mazes, but I'm not sure what the best term is). I got a bit carried away thinking of lots of different cool ways to generate these mazes, such…

    2024 · github.com

  5. 5RA
  6. 6AS

    I made a simple GraphRAG call nano-graphrag. The reason is I try to hack the official implementation released by Microsoft but that version is very hard to read/hack. This algorithm should not be implemented that annoying, I think. So I made a simpler one. It's about 800-900 lines of Python, and it's portable.

    2024 · github.com

  7. 7AT

    I've been building prototypes of new AI learning tools for months, but I recently learned that 3blue1brown open sourced his incredible math animation library, Manim, and that LLMs could generate code for it without any fine-tuning. So I made a tool that automatically generates animated math/science explanations in the style of 3blue1brown using Manim from any text prompt. Try it yourself at https://TMA.live (no signup required) or see the demo video here: https://x.com/i/status/1874948287759081608 The UX is pretty simple right now, you just write a…

    2025 · tma.live

  8. 8FR

    Morning HN. Random number generation feels is a somewhat underrepresented topic in the C++ realm. There is a lot of questionable info about it found online and even the standard library is quite behind the times in terms of it's algorithms. It suffers from trying to accommodate sometimes impractical standard requirements and has several ways of getting significantly bad statistical results. This leaves a lot easily achievable performance & quality on the table. So, being a mathematician who mostly works with stochastic models and wants these models to run fast and well, I embarked on a…

    2025 · github.com

  9. 9DC

    Heya. I created a flexible collision engine for broad detection in C that's also pretty fast. Personally that's my best, so I wanted to show it here. Although... still not as fast as DragonEnergy's one that supposedly handled millions of agents bouncing off each other every frame on an old i3, haha. I hope I get better at this! He set the bar pretty high for me. I was considering including some small function that tries finding the nearest entity, although I think it might be better to simply use query for that matter. Perhaps in the future I will get a good idea of how to do that more…

    2023 · github.com

  10. 10AT

    It is based on phase noise, consumes less than 60 LUT4s/FFs and achieves up to 7.99 bits of entropy per byte. Feel free to comment if you have any questions, ideas or thoughts :)

    2023 · github.com

  11. 11L

    I am working on this project, http://epsilonwiki.free.fr/lambdaway/, and would be happy to get your opinion back. Thanks a lot. Alain Marty

    2016

  12. 12IR

    This weekend's coding session was dedicated to recreating Jeffery Ventrella's "Particle Life". As you can imagine, I had a lot of fun with it. I recently saw this here on Hacker News and found it strange that I’d never come across it before. Source code: https://github.com/vnglst/particle-life The color palette is by Alex Cristache. https://twitter.com/AlexCristache/status/1791122643816431930

    2024 · particle-life.koenvangilst.nl

  13. 13PN

    This is a little script I wrote a while ago to help generate sprites for a game I was working on. You can use it to build a seemingly-infinite aperiodic noise texture that is actually composed of a relatively small number of tiles. For example, imagine a large grassy field or body of water in a 2D pixel art game, but without the obvious repeated patterns that arise from simple tiling. The use case is pretty niche (for example, in many cases you could just evaluate the perlin noise function directly in a shader) but I thought it was a cool idea regardless.

    2024 · github.com

  14. 14MF

    Wrote a program in FreeBASIC to try and find out how Genetic Algorithms work. It's a quick hack that I wrote to try some theories with because the Wikipedia Article on GAs reads like greek to me. So I built it from the general principles i knew at the time. The "genome" per individual is an array of 9000 integers but I used only monochrome pictures with either black or white; An individual also has a fitness score. There are 1000 individuals in the population and only two are selected to reproduce. So that makes 9 million (yes, MEELION as El Reg would write) data points and the scoring…

    2015

  15. 15AS

    I didn't realize Universe Sandbox ran on MacOS, and I was in the mood to play around a bit. Some functions it's got: - Random system generation - Sonification is super fun too - Habitability Simulation (Just for fun, don't cite this please) - Replacing, spawning, deleting objects I've had tons of fun building this, so I hope someone else can share the joy. It's free and runs in the browser. I'd love to hear any feedback. I think this is at a state where I might leave it as it is, but if people are interested in other features, maybe I'll keep working on it. I've kept saying I'll stop working…

    Dec 2025 · luna.watermelonson.com

  16. 16UT

    4 months ago, our announcement for our free, multi-node, petabyte-scale time-series database generated 200+ comments: https://news.ycombinator.com/item?id=23272992 Many commented on the Timescale License, our source-available license governing advanced features (eg multi-node). Most were positive, but some pointed out drawbacks (who says HN can't be productive!). That spurred an internal debate. Today we're happy to share an updated Timescale License with new rights, including the "right-to-repair" and "right-to-improve." And we’re doubling-down on our community, making all…

    2020

  17. 17GH

    http://ghn.cloudapp.net/ If you can, try right-clicking on an image. This page started off as a random collection of stuff I wanted to try out (spinning up an Azure linux VM included) where I gave myself "1 hour per feature" to learn new stuff. Shell scripts, command-line webkit-based png rendering, pcntl_fork, piwik... Fun stuff. I know, yet another view of HN, no biggie. I welcome all feedback and questions!

    2013

  18. 18MB

    Probability involves a lot of extra-mathematical concepts and funny transforms. I have always had a hard time internalizing it. When I heard a couple years ago that Lemurs are actually capable of abstract math, that gave me a bit of motivation to try to finally conceptualize probability in terms of whole numbers, counts, geometric shapes, basically easy-to-remember mathematical primitives. This book might be interesting to folks interested in predictive science, research, or just anyone who may have taken probability or statistics and might like a refresher on some of the edges of these…

    2022 · leanpub.com

  19. 19CW

    Hello HN, Lucas here. I’ve been working with BigQuery for ~5 years, mostly in large (petabyte-scale) environments. Over time we ended up spending a lot of money and engineering effort just trying to understand where costs were coming from, why and how to optimize them. At some point we decided to stop, leverage all our past experience and spend a full cycle building tooling focused on cost visibility and optimization. The main goal was to regain ownership of cost data and make it possible to understand our cost structure in under a minute, while aligning the views of engineering and FinOps…

    Jan 2026 · cloudclerk.ai

  20. 20AI

    My focus has been shifting towards the ML alignment space recently, and in particular the ability to translate large transformer models into human understandable circuits and algorithms. This problem potentially isn't solvable, but it is one that some groups have had success with after large amounts of effort. In attempting to address this issue, I've been developing Transpector. A tool scaling up and reducing the barrier to entry of techniques that these teams have been showing success with. Techniques aiming to understand the internal mechanics of the model. Currently this tool is focused…

    2023 · github.com

  21. 21WT

    I've been lurking on HN for years. You know the drill: interesting headline, 200+ comments, you dive in thinking "I'll just skim for 5 minutes"... and an hour later you're 36 chambers deep in a thread about memory allocation patterns in Postgres and you've completely forgotten what the original article was about. I don't just want a "summary" (which usually just shortens the noise). I want the meta-consensus: "What is the actual trade-off being debated? Who is winning the argument? Why does this matter?" So I built HNSignals. Think of it less like a "summarizer" and more like a Chief of…

    Jan 2026 · hnsignals.com

  22. 22HS

    Hi everyone! We (Christopher and Govind) have started a video tutorial series of 20-25 minute long episodes on how to make various common computer science data structures, such as vectors, linked lists, hashmaps, and so on. So far, we’ve done a two-part series on how to implement vectors. Links to parts one and two of the Vectors series: https://www.youtube.com/watch?v=vr0KzD_Owxc https://www.youtube.com/watch?v=t3kgbdhUIxU (Sorry about the low quality of the video in the first link, we accidentally recorded in 720p. The second part is in 1080p!) Although so far…

    2019

  23. 23SA

    Hi everyone, I’m a student with a strong interest in computer science and complexity theory. Recently, I worked on a manuscript attempting to prove that P ≠ NP. I know how this sounds — it’s one of the hardest and most debated problems in CS, and many have tried and failed. I don’t claim to have the final answer, but I believe the approach I used might at least offer some fresh perspective or provoke useful critique. The idea involves geometric separation between deterministic and nondeterministic computation, using high-dimensional lattice constructions and some physics-inspired intuition.…

    2025 · zenodo.org

  24. 24MN

    Any suggestion is welcome: https://github.com/gbonacini/nuclear_random_number_generator

    2022

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