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Products that do what YAOS – A 1-click deploy, real-time sync engine for Obsidian does

Hey HN, I'm a heavy Obsidian user. I recently got tired of the two usual sync tradeoffs: 1. File-based sync (iCloud/Dropbox/Syncthing) that leaves you waiting for changes to propagate, or hands you a "conflicted copy." 2. Self-hosted setups (like CouchDB) that need touching VMs and dockerized databases to sync markdown. So I built YAOS: a local-first, real-time sync engine for Obsidian. Self-hosting OSS should have better UX. You can deploy the backend to your own Cloudflare account in one click. It fits comfortably in Cloudflare's free tier (costing $0/month for normal…

  1. 1HI

    This is based on an approach I made for a very high performance message and video multiplexing server. The project died, but I'm glad I get to share the a basic version with some http test code now. I admit this is the second time I've tried to show this off here today; I posted earlier but it got lost when no-one was watching :(

    2011 · github.com

  2. 2OS
  3. 3CM

    Here's something I realized: the most AI-native knowledge base isn't a SaaS product with an API. It's a folder of markdown files on your disk. Obsidian stores everything as plain .md files. That means Claude Code (or any AI tool) can grep, read, write, and traverse your entire knowledge base with zero setup. No API keys. No OAuth. No middleware. Just local file I/O. The only missing piece was sync. I wanted my vault on iPhone (iCloud), on Mac (local), and on GitHub (backup + version history) — without paying $4/mo for Obsidian Sync. cc-md is ~400 lines of bash. iCloud handles Apple…

    Feb 2026 · github.com

  4. 4OP

    Hi HN, I built this simple command-line tool to solve a specific pain point in Obsidian plugin development. As a new plugin developer, I didn't like the idea of manually copying files from my development directory to the Obsidian vault every time I made changes. Obsidian Plugin Sync automates this process with a single command. It: - Detects plugin ID from manifest.json - Optionally builds your plugin before syncing - Copies the necessary files to your Obsidian vault - Provides a watch mode for continuous syncing during development The tool has zero dependencies beyond Python for basic…

    2025 · github.com

  5. 5AO
  6. 6IM

    Try it at: ssh krnl.duetbrowser.com No sign up, totally free - no download. Let me know what you think. Prior art exists (brow.sh) but I wasn't satisfied with their graphical take. I wanted the raw, old skool terminal days of the early internet - BBS, and old green phosphor library comptuers - but running the modern web, with all the bells and jingle jangle whistles (JavaScript, etc). No funding, no VC, just 100% raw terminal fun. Not sure how long the demo will last, but try it out.

    Jul 2026

  7. 7AW

    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

  8. 8OP
  9. 9IM

    I spent the past few weeks making an open source cloud code editing environment with an AI copilot and multiplayer collaboration! It's fully self-hostable in 5-10 minutes. There's a lot of minor improvements to be made, and some are already listed in the Github issues. Let me know what you think and feel free to try it out.

    2024 · github.com

  10. 10AM

    Hi everyone! I'm one of the developers behind this project. I wrote it with my two brothers, Daniel and Ricardo. For years the three of us have been curious about how multiplayer games work, which is why we decided to work on this project. Our goal was to gain a deep understanding of how different players can share the same 3D space, which is why we wrote our own tiny game engine instead of using something like Unity. We wrote the engine using C++ and OpenGL, and we then compiled it to WebAssembly using Emscripten so that it would run effortlessly on web browsers. We are really excited about…

    2022 · play.moonlightmuseum.io

  11. 11

    True bidirectional content sync for Notion and Obsidian

    Jul 2026 · n2osync.com

  12. 12IM

    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

  13. 13SG

    Hi HN! We built a SaaS platform to do what we've always wanted and have a Google Docs-like experience without leaving Obsidian. In the process we found a way to enable web access and get non-markdown file sync, too. There's a one-week free trial if you're interested in trying it out, and I'm happy to answer questions about CRDTs, Elixir, or the other backing tech, too.

    2025 · screen.garden

  14. 14IV

    It took me about a week to vibe code this 3D game engine with Opus 4.6 that I intend to use as a replacement for Three.js and React Three Fiber in my browser MMORPG, Mana Blade. I was not expecting to be able to reach that point so easily, but pretty much every feature took somewhere between 30 minutes and 1 hour - 1 to 3 prompts on average. It is vibe-coded in the sense that I haven't looked at the code, but I am very careful with my prompts and constantly have Claude reviewing the codebase, looking for performance and code quality improvements. It can reach 2000 draw calls on recent…

    Feb 2026 · github.com

  15. 15ZA

    As a self-hoster myself, I've been missing some of the nicer features for other PaaS and wanted to have them for my own side projects, so i set out to build a custom platform as a service that is self-hosted. Today after a whole year of working on it and using it for all my projects, I put out an initial stable version for the project for everyone to try. website link : https://zaneops.dev repo link : https://github.com/zane-ops/zane-ops (PS: yes, the website for zaneops is hosted on zaneops) Would love to hear your thoughts

    2025 · zaneops.dev

  16. 16WB

    Over the past few months, as we scaled our internal AI Agents, we hit a dead end: Running LLM-generated arbitrary code in Docker is basically running naked on security due to container escape risks. But using full traditional VMs takes minutes to boot and eats too much memory to support high-density concurrency. We loved the developer experience of SaaS sandboxes on the market, but they are closed-source, expensive, and have too high a barrier to entry for self-hosting. So, our team decided to build our own. After months of grinding, using RustVMM and KVM, we built a blazing-fast,…

    Apr 2026 · github.com

  17. 17CQ

    I'm building a cozy multiplayer game engine (very early stages - just a few days in!) combining Elixir, Go, and Godot to achieve sub-50ms latency while maintaining a warm, welcoming feel. My architecture uses Elixir/Phoenix for fault-tolerant session management, Go for high-performance game state sync (1ms tick rate), and Godot for client-side prediction. I've implemented lock-free data structures, SIMD-optimized physics, and binary protocols with delta compression. Quick note: the website/login aren't functional yet - this is a work in progress! Here's my technical deep-dive into…

    2024 · tappygames.itch.io

  18. 18NA

    Hi, over the past few months I've been working on this project: Numax is a small Rust runtime that does three things: it runs WebAssembly modules in a sandbox, has a built-in local key-value store, and syncs everything across nodes with CRDTs and gossip. Basically, you write a wasm module, run it on two machines, and they converge (I hope !). It's a decentralized system... I hope someone finds it interesting! There's a whitepaper I've put a lot into, and I think the code isn't bad either! I believe there's still room in this world for software that's fun and well made, and while building…

    Jun 2026 · github.com

  19. 19MF

    I know everyone is a bit burned out on blockchain and cryptocurrency related stuff around these parts, but I've been working on as a side project for the last few months and thought you guys might be interested: https://cryptoempire.io/ It's still a bit buggy and incomplete (the mobile ux needs a lot of work, the leaderboard isn't functional yet, etc.), but I've reached a point where I'm not totally ashamed of sharing it :) Any feedback would be most welcome!

    2018

  20. 20AM

    Hi, I’ve been working on Artifacts for the past 2 years, and it’s now ready to try. It’s a sandbox MMORPG where every action is done through a REST API. Instead of clicking to move, fight, gather, craft, or trade, you write code to control your characters. If you have any questions, comments, or feedback, I’d be happy to hear them.

    Jun 2026 · artifactsmmo.com

  21. 21RA

    Hi there, looking for feedback on my new project "Featherless.AI" The idea is to allow users to run all the models on hugging face instantly. Via the OpenAI API compatible endpoint. Why? Because its a real chore to download models and spin up GPUs, especially if you want to test multiple models. Not to mention GPUs cost multiple dollars an hour to rent. And if we want more people to use open source AI, we got to make it easier for them to try and play with all of them. So what if instead of spinning up dedicated GPUs per model (which is what every provider is doing) We can startup a LLM…

    2024 · featherless.ai

  22. 22AM

    For the past few months, I’ve been hacking together Hive: a retro-style virtual workspace for devs who love building in public. It’s a bit rough but already has some cool features: - AI-powered presence to represent you when you’re offline. - Live video streaming to showcase your work in real time. - VS Code integration to broadcast your status live. - GraphQL API for full customization and hackability (such as using your own agents) - Web3 donations to support and get support from other builders. In this demo, you can claim a desk by walking up to it and pressing E, then personalize it with…

    2024 · joinhive.devmode.digital

  23. 23IB

    I'm working on the Survival Crafting RPG that you would have played on your Apple II back in the '80s. You can think of it as Valheim's gameplay crammed into the tile-based UI of the old Ultima games. It has a procedurally-generated open world with towns and NPCs to talk to, all the resource gathering, mining, crafting stuff you'd expect in a modern survival game, and some good old fashioned dungeon crawling to boot. I've been working on it off and on for the last several months. It's complete up through the Bronze Age (in Valheim terms). Let me know what you think!…

    May 2026

  24. 24KI

    I’m nervous, announcing this, as it isn’t ready to ship out to the general public yet, and I haven’t had any feedback at all from anyone, I’m out on my own here. I think this concept itself is kind of dismissed outright a lot too, and I understand why, I wouldn’t believe me either actually. But, I do believe this is very much worth your time to check out, I am not aware of anything else very much like it. I won’t repeat what is already written on the github README here, but some info: I am a successful semi-retired solo game developer, I have been making my own bespoke game engines since…

    Feb 2026 · github.com

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