Alternatives
Products that do what Pathetic – Java pathfinding: 10k concurrent paths in ~7ms does
It started with drones. My co-founder and I were building a Minecraft plugin where drones had to navigate through unloaded chunks - terrain that doesn't even exist in memory yet. No existing library had any concept of it, which led to drones being stuck in non-existence. Sloppy at first, tightly coupled to Minecraft's API, we built our own. But somewhere along the way we realized: the problem wasn't Minecraft. It was how Java pathfinding is built in general - object-heavy, GC-hostile, and single-threaded by assumption. So I split the project. The core became its own thing: pure Java 8+ for…
- 1RA
2013 · redstone.io
- 2

- 3SH
2012 · blog.minefold.com
- 4MA
2015 · github.com
- 5RW
2017 · github.com
- 6AP
2020 · github.com
- 7CK
2019 · youtu.be
- 8PA
Jun 2026 · github.com
- 9WA
I've been working on a browser-based programming game where you write bots to explore procedurally generated dungeons in any WebAssembly-compatible language. It's like a minimalist roguelike where your character's brain is a program you write. There are pre-made libraries for C, Rust, Zig, Go, and AssemblyScript. The game mechanics are intentionally simple for now, but the challenge comes from building up your bot's understanding of the world from limited local information. Your code needs to handle mapping, pathfinding, and strategy while dealing with monsters and potentially hostile other…
2025 · shaneliesegang.com
- 10MJ
I’ve been working on MicroState, a city builder prototype written entirely in vanilla JavaScript using the HTML5 2D Canvas API. My goal was to see how far I could get with a 2.5D isometric style simulation with vanilla JavaScript built very simply and drawn entirely with procedural generation for maps, tiles, roads, trees, buildings, etc. The most interesting element is probably the terrain model, which allows for fairly arbitrary terrain. Although some of the generated graphics like trees are cached as sprites, buildings- which are much more intensive to draw - are not cached yet, and many…
Jan 2026 · microstate.neocities.org
- 11CI
Author: Danison Nuñez Project: Coderive Project Type: Programming Language Highlight: Formula-based Execution ## Coderive - Iterating Through 1 Quintillion in a Loop *Subtitle: How a phone interpreter achieves what supercomputers cannot* The Impossible Loop: ```java // In any other language, this would be computational suicide for i in [0 to 1Qi] { // 1,000,000,000,000,000,000 iterations arr[i] = i * i } ``` Traditional Reality: · Python: MemoryError at array creation · Java/C++: Theoretical 31 years (with 8 exabytes of RAM) · NumPy/TensorFlow: Immediate crash ·…
Dec 2025 · github.com
- 12LS
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
- 13BM
2015 · github.com
- 14H1
Hello HN :) For the last seven months, I've been working on building a highly performant Minecraft event server to break the PvP world record set by EVE Online (8825 players). We will have a proof-of-concept event in December and likely break the world record in January. Many of the largest streamers & YouTubers are interested, so we do not believe getting players will be challenging. I would love to talk if you think you could help us with the goal of getting this record :)
2024 · github.com
- 15AM
2022 · github.com
- 16IM
Hi HN, I’m one of the devs behind StarDesk, a P2P-first remote desktop we’ve been building for ~1 year. We started this partly out of frustration: some popular RDP tools haven’t seen meaningful updates in a long time, and long-standing issues are often left unaddressed. As devs, we really dislike software that stagnates once it “works well enough”. StarDesk is our attempt to do it differently. What we focus on: -P2P by default (relay as fallback) -Low RTT + low jitter > chasing max bitrate -Encoder / input path tuned for real-time interaction -Modern E2EE (TLS/DTLS) UX-wise, setup…
Jan 2026 · stardesk.net
- 17BU
2024 · browsercraft.cheerpj.com
- 18MI
2021 · twitter.com
- 19AC
Hello HN! After I got a great response on my first game, I wanted to share the second game I ever made. It's an infinite jumping game, but there are bombs to watch out for! It can be played both on desktop and mobile. It can be installed as a PWA too. If you enjoyed, please leave a star on the GitHub repository: https://github.com/shajidhasan/dotventure Thanks for taking a look. Years ago, whenever I wanted to build games, I'd always stop because I felt I needed to create original game assets but could never get it done. After making this game, I've realized that you…
2024 · dotventure.vercel.app
- 20KA
An early version was shown before, and now it works even better. Enjoy!
Oct 2025 · github.com
- 21CB
I built a small benchmark to test CLI coding agents on blind bug detection. A challenger agent injects bugs and writes ground truth (`bugs.json`). A different reviewer agent audits the repo without seeing ground truth, and an LLM matcher scores bug-to-finding assignments. Current run: 50 repos, 150 challenges, 450 reviews, 2,603 injected bugs. Weighted detection: Claude 58.05%, Codex 37.84%, Gemini 27.81%. LLM-judge benchmarks are easy to get wrong, so I’d really appreciate critical feedback on benchmark fairness, scoring/matching methodology, and obvious failure modes I’m missing. Full…
Feb 2026 · github.com
- 22IM
This weekend I built a Minecraft bot for a server I play on. It uses the Agent SDK for the main loop and a bunch of custom MCP tools. Some highlights: * The bot is an active participant in the in-game chat, enabling all players to interact with it. * Tools for interacting with containers, crafting, trading with villagers and various other things. * Memory system which the agent uses to keep track of in-game events, interactions with players etc. * Screenshot tool which lets Claude use its vision modality to look around (not very useful, but fun). * Tooling for interacting with plugins…
Jan 2026 · github.com
- 23MT
2011 · biomesplus.blogspot.com
- 24RR
About a month ago, I shared the Day 1 prototype of this project (https://news.ycombinator.com/item?id=46448670). It has since evolved into a somewhat more polished "Slot-Machine Deckbuilder." I also recently moved the project from qq-pwn.com to alt-qq.com. I did this mid-development specifically to see if I could migrate a live player base and session states without losing people. The Design Challenge: The core of the game is a "One-Armed Bandit" dungeon crawler. The challenge is balancing the "house always wins" nature of slots with the player agency required for a good…
Jan 2026 · alt-qq.com
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