LispE: Lisp Interpreter with Pattern Programming and Lazy Evaluation

GitHub – naver/lispe: An implementation of a full fledged Lisp interpreter with Data Structure, Pattern Programming and High level Functions with Lazy Evaluation à la Haskell. Skip to content You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session. You switched accounts on another tab or window. Reload to refresh your session. Dismiss alert naver / lispe Public Notifications You must be signed in to change notification settings Fork 14 Star 478 An implementation of a full fledged Lisp interpreter with Data Structure, Pattern Programming and High level Functions with Lazy Evaluation à la Haskell. License View license 478 stars 14 forks Branches Tags Activity Star Notifications You must be signed in to change notification settings naver/lispe master Branches Tags Go to file Code Open more actions menu Folders and files Name Name Last commit message Last commit date Latest commit History 1,151 Commits 1,151 Commits .vscode .vscode Xcode/ lispegui Xcode/ lispegui async async binaries binaries blas blas check check curl curl docker docker docs docs editor editor examples examples gui gui include include lispe lispe lispegguf lispegguf lispemlx lispemlx lispetiktoken lispetiktoken lispetorch lispetorch objs/ lispemlx objs/ lispemlx pythonlispe pythonlispe sqlite sqlite src src template template transducer transducer wasm wasm xml xml .gitignore .gitignore LICENSE LICENSE Makefile Makefile Makefile.in Makefile.in NOTICE NOTICE README.md README.md configure.py configure.py errors.txt errors.txt note_on_compiling.txt note_on_compiling.txt View all files Repository files navigation LispE: Lisp Elémentaire Hello, Welcome to Lisp Elémentaire , a version of Lisp that is both compact and offers a remarkable variety of functional and array language features. The code also comes with a small internal editor from another NAVER’s project: TAMGU . The main goal of LispE is to provide a multi-platform language that can harness the power of functional languages with array languages. The real strength of the Lisp language, of which LispE is a dialect, is its very simple but incredible versatile formalism that helps combining all these programming trends together in one single language. I based a large part of this work on the following article: The Root of Lisp . The description of the language is available here: Introduction to LispE LispE provides a large set of functions, see the index here . A help to the available functions is here: LispE Language Description The wiki index is here: HOME CHECK binaries We have stashed here precompiled versions for Window and Mac OS (including M1)… A Lisp with all the bells and whistles LispE is a true Lisp with all the traditional operators that one can expect from such a language: ( cons ‘ a ‘ (b c)) ; (a b c) ( cdr ‘ (a b c d e)) ; ‘(b c d e) ( car ‘ (a b c d e)) ; ‘a ( + 10 20 ( * 3 4 )) ; 42 ( list ‘ a ‘ b ‘ c ‘ d ‘ e) ; (a b c d e) ;

Source: Hacker News | Original Link

Vouch

GitHub – mitchellh/vouch: A community trust management system based on explicit vouches to participate. Skip to content You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session. You switched accounts on another tab or window. Reload to refresh your session. Dismiss alert mitchellh / vouch Public Notifications You must be signed in to change notification settings Fork 30 Star 1.8k A community trust management system based on explicit vouches to participate. License MIT license 1.8k stars 30 forks Branches Tags Activity Star Notifications You must be signed in to change notification settings mitchellh/vouch main Branches Tags Go to file Code Open more actions menu Folders and files Name Name Last commit message Last commit date Latest commit History 112 Commits 112 Commits .github .github action action tests tests vouch vouch .envrc .envrc .gitignore .gitignore .pinact.yaml .pinact.yaml AGENTS.md AGENTS.md CONTRIBUTING.md CONTRIBUTING.md FAQ.md FAQ.md HACKING.md HACKING.md LICENSE LICENSE README.md README.md VOUCHED.example.td VOUCHED.example.td flake.lock flake.lock flake.nix flake.nix shell.nix shell.nix View all files Repository files navigation Vouch A community trust management system. FAQ · Contributing People must be vouched for before interacting with certain parts of a project (the exact parts are configurable to the project to enforce). People can also be explicitly denounced to block them from interacting with the project. The implementation is generic and can be used by any project on any code forge, but we provide GitHub integration out of the box via GitHub actions and the CLI. The vouch list is maintained in a single flat file using a minimal format that can be trivially parsed using standard POSIX tools and any programming language without external libraries. Vouch lists can also form a web of trust. You can configure Vouch to read other project’s lists of vouched or denounced users. This way, projects with shared values can share their trust decisions with each other and create a larger, more comprehensive web of trust across the ecosystem. Users already proven to be trustworthy in one project can automatically be assumed trustworthy in another project, and so on. Warning This is an experimental system in use by Ghostty . We’ll continue to improve the system based on experience and feedback. Why? Open source has always worked on a system of trust and verify . Historically, the effort required to understand a codebase, implement a change, and submit that change for review was high enough that it naturally filtered out many low quality contributions from unqualified people. For over 20 years of my life, this was enough for my projects as well as enough for most others. Unfortunately, the landscape has changed particularly with the advent of AI tools that allow people to trivially create plausible-looking but extremely low-quality contributions wi

Source: Hacker News | Original Link

Art of Roads in Games

Art of Roads in Games Skip to main content Art of Roads in Games January 29, 2026 7 min read Not sure if it’s just me, but I often get a primal satisfaction whenever I see intricate patterns emerging out of seemingly disordered environments. Think about the galleries of ant colonies, the absurdly perfect hexagons of honeycombs, or the veins on a leaf. No architect, no blueprint. Just simple rules stacking on each other that result in beautiful patterns. I can’t explain why, but seeing those structures always felt good. Humans do this too. And for me, one of the most fascinating patterns we’ve come up with is the roads. Sometimes I imagine aliens from faraway galaxies discovering Earth long after we’re gone. Forests reclaimed by nature, cities reduced to rubble, yet between them, a faintly pattern is still visible – the road network. I like to think they will feel the same way I do when looking at nature patterns. – “Man, someone really thought this through.” City Builders and Their Roads I’ve got to say, roads have fascinated me since I was a kid. I still remember playing SimCity 2000 for the first time when I was about five or six years old. I didn’t understand much. Definitely didn’t know what zoning, taxes, or demand were. But roads fascinated me from the start. I think roads lie at the heart of every city builder. It’s the fabric on which cities are built. Since that moment, I’ve played almost every modern-themed city builder out there. In the meantime, I’ve also started noticing them in the real world. Examining them in more detail. Roundabouts. Interchanges. Overpasses. Merge lanes. Noticing every intricacy. Despite every game bringing an improvement over the one before, something always felt… off. SimCity 4 added elevation and diagonal roads. SimCity 2013 introduced curved roads. Then came Cities: Skylines with a ton of freedom. You could know freeplace roads and merge them into intersections at any angle, build flyovers at different elevations to construct crazy, yet unrealistic, interchanges. I think this was the largest breakthrough. But something was still nagging me. Highway ramps were unrealistically sharp or wobbly, lanes that were supposed to be high-speed bent too sharply at certain points, and the corner radii of intersections looked strange. I mean look at this. This is probably what highway engineers have nightmares about. And then came the mods. Mods changed everything. The great community enabled a new kind of freedom. One could build almost anything: perfect merge lanes, realistic markings, and smooth transitions. It was a total game-changer. I am particularly proud of this 5-lane turbo roundabout: But even then, mods didn’t feel completely natural. They were still limited by the game’s original system. Cities: Skylines 2 pushed it even further, with lanes becoming even more realistic and markings as well. I think at this point, a non-trained eye won’t know the difference from reality. Then I stopped stumbling around and sta

Source: Hacker News | Original Link

LispE: Lisp Interpreter with Pattern Programming and Lazy Evaluation

GitHub – naver/lispe: An implementation of a full fledged Lisp interpreter with Data Structure, Pattern Programming and High level Functions with Lazy Evaluation à la Haskell. Skip to content You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session. You switched accounts on another tab or window. Reload to refresh your session. Dismiss alert naver / lispe Public Notifications You must be signed in to change notification settings Fork 14 Star 478 An implementation of a full fledged Lisp interpreter with Data Structure, Pattern Programming and High level Functions with Lazy Evaluation à la Haskell. License View license 478 stars 14 forks Branches Tags Activity Star Notifications You must be signed in to change notification settings naver/lispe master Branches Tags Go to file Code Open more actions menu Folders and files Name Name Last commit message Last commit date Latest commit History 1,151 Commits 1,151 Commits .vscode .vscode Xcode/ lispegui Xcode/ lispegui async async binaries binaries blas blas check check curl curl docker docker docs docs editor editor examples examples gui gui include include lispe lispe lispegguf lispegguf lispemlx lispemlx lispetiktoken lispetiktoken lispetorch lispetorch objs/ lispemlx objs/ lispemlx pythonlispe pythonlispe sqlite sqlite src src template template transducer transducer wasm wasm xml xml .gitignore .gitignore LICENSE LICENSE Makefile Makefile Makefile.in Makefile.in NOTICE NOTICE README.md README.md configure.py configure.py errors.txt errors.txt note_on_compiling.txt note_on_compiling.txt View all files Repository files navigation LispE: Lisp Elémentaire Hello, Welcome to Lisp Elémentaire , a version of Lisp that is both compact and offers a remarkable variety of functional and array language features. The code also comes with a small internal editor from another NAVER’s project: TAMGU . The main goal of LispE is to provide a multi-platform language that can harness the power of functional languages with array languages. The real strength of the Lisp language, of which LispE is a dialect, is its very simple but incredible versatile formalism that helps combining all these programming trends together in one single language. I based a large part of this work on the following article: The Root of Lisp . The description of the language is available here: Introduction to LispE LispE provides a large set of functions, see the index here . A help to the available functions is here: LispE Language Description The wiki index is here: HOME CHECK binaries We have stashed here precompiled versions for Window and Mac OS (including M1)… A Lisp with all the bells and whistles LispE is a true Lisp with all the traditional operators that one can expect from such a language: ( cons ‘ a ‘ (b c)) ; (a b c) ( cdr ‘ (a b c d e)) ; ‘(b c d e) ( car ‘ (a b c d e)) ; ‘a ( + 10 20 ( * 3 4 )) ; 42 ( list ‘ a ‘ b ‘ c ‘ d ‘ e) ; (a b c d e) ;

Source: Hacker News | Original Link

Vouch

GitHub – mitchellh/vouch: A community trust management system based on explicit vouches to participate. Skip to content You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session. You switched accounts on another tab or window. Reload to refresh your session. Dismiss alert mitchellh / vouch Public Notifications You must be signed in to change notification settings Fork 30 Star 1.8k A community trust management system based on explicit vouches to participate. License MIT license 1.8k stars 30 forks Branches Tags Activity Star Notifications You must be signed in to change notification settings mitchellh/vouch main Branches Tags Go to file Code Open more actions menu Folders and files Name Name Last commit message Last commit date Latest commit History 112 Commits 112 Commits .github .github action action tests tests vouch vouch .envrc .envrc .gitignore .gitignore .pinact.yaml .pinact.yaml AGENTS.md AGENTS.md CONTRIBUTING.md CONTRIBUTING.md FAQ.md FAQ.md HACKING.md HACKING.md LICENSE LICENSE README.md README.md VOUCHED.example.td VOUCHED.example.td flake.lock flake.lock flake.nix flake.nix shell.nix shell.nix View all files Repository files navigation Vouch A community trust management system. FAQ · Contributing People must be vouched for before interacting with certain parts of a project (the exact parts are configurable to the project to enforce). People can also be explicitly denounced to block them from interacting with the project. The implementation is generic and can be used by any project on any code forge, but we provide GitHub integration out of the box via GitHub actions and the CLI. The vouch list is maintained in a single flat file using a minimal format that can be trivially parsed using standard POSIX tools and any programming language without external libraries. Vouch lists can also form a web of trust. You can configure Vouch to read other project’s lists of vouched or denounced users. This way, projects with shared values can share their trust decisions with each other and create a larger, more comprehensive web of trust across the ecosystem. Users already proven to be trustworthy in one project can automatically be assumed trustworthy in another project, and so on. Warning This is an experimental system in use by Ghostty . We’ll continue to improve the system based on experience and feedback. Why? Open source has always worked on a system of trust and verify . Historically, the effort required to understand a codebase, implement a change, and submit that change for review was high enough that it naturally filtered out many low quality contributions from unqualified people. For over 20 years of my life, this was enough for my projects as well as enough for most others. Unfortunately, the landscape has changed particularly with the advent of AI tools that allow people to trivially create plausible-looking but extremely low-quality contributions wi

Source: Hacker News | Original Link

Art of Roads in Games

Art of Roads in Games Skip to main content Art of Roads in Games January 29, 2026 7 min read Not sure if it’s just me, but I often get a primal satisfaction whenever I see intricate patterns emerging out of seemingly disordered environments. Think about the galleries of ant colonies, the absurdly perfect hexagons of honeycombs, or the veins on a leaf. No architect, no blueprint. Just simple rules stacking on each other that result in beautiful patterns. I can’t explain why, but seeing those structures always felt good. Humans do this too. And for me, one of the most fascinating patterns we’ve come up with is the roads. Sometimes I imagine aliens from faraway galaxies discovering Earth long after we’re gone. Forests reclaimed by nature, cities reduced to rubble, yet between them, a faintly pattern is still visible – the road network. I like to think they will feel the same way I do when looking at nature patterns. – “Man, someone really thought this through.” City Builders and Their Roads I’ve got to say, roads have fascinated me since I was a kid. I still remember playing SimCity 2000 for the first time when I was about five or six years old. I didn’t understand much. Definitely didn’t know what zoning, taxes, or demand were. But roads fascinated me from the start. I think roads lie at the heart of every city builder. It’s the fabric on which cities are built. Since that moment, I’ve played almost every modern-themed city builder out there. In the meantime, I’ve also started noticing them in the real world. Examining them in more detail. Roundabouts. Interchanges. Overpasses. Merge lanes. Noticing every intricacy. Despite every game bringing an improvement over the one before, something always felt… off. SimCity 4 added elevation and diagonal roads. SimCity 2013 introduced curved roads. Then came Cities: Skylines with a ton of freedom. You could know freeplace roads and merge them into intersections at any angle, build flyovers at different elevations to construct crazy, yet unrealistic, interchanges. I think this was the largest breakthrough. But something was still nagging me. Highway ramps were unrealistically sharp or wobbly, lanes that were supposed to be high-speed bent too sharply at certain points, and the corner radii of intersections looked strange. I mean look at this. This is probably what highway engineers have nightmares about. And then came the mods. Mods changed everything. The great community enabled a new kind of freedom. One could build almost anything: perfect merge lanes, realistic markings, and smooth transitions. It was a total game-changer. I am particularly proud of this 5-lane turbo roundabout: But even then, mods didn’t feel completely natural. They were still limited by the game’s original system. Cities: Skylines 2 pushed it even further, with lanes becoming even more realistic and markings as well. I think at this point, a non-trained eye won’t know the difference from reality. Then I stopped stumbling around and sta

Source: Hacker News | Original Link

Vouch

GitHub – mitchellh/vouch: A community trust management system based on explicit vouches to participate. Skip to content You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session. You switched accounts on another tab or window. Reload to refresh your session. Dismiss alert mitchellh / vouch Public Notifications You must be signed in to change notification settings Fork 29 Star 1.6k A community trust management system based on explicit vouches to participate. License MIT license 1.6k stars 29 forks Branches Tags Activity Star Notifications You must be signed in to change notification settings mitchellh/vouch main Branches Tags Go to file Code Open more actions menu Folders and files Name Name Last commit message Last commit date Latest commit History 112 Commits 112 Commits .github .github action action tests tests vouch vouch .envrc .envrc .gitignore .gitignore .pinact.yaml .pinact.yaml AGENTS.md AGENTS.md CONTRIBUTING.md CONTRIBUTING.md FAQ.md FAQ.md HACKING.md HACKING.md LICENSE LICENSE README.md README.md VOUCHED.example.td VOUCHED.example.td flake.lock flake.lock flake.nix flake.nix shell.nix shell.nix View all files Repository files navigation Vouch A community trust management system. FAQ · Contributing People must be vouched for before interacting with certain parts of a project (the exact parts are configurable to the project to enforce). People can also be explicitly denounced to block them from interacting with the project. The implementation is generic and can be used by any project on any code forge, but we provide GitHub integration out of the box via GitHub actions and the CLI. The vouch list is maintained in a single flat file using a minimal format that can be trivially parsed using standard POSIX tools and any programming language without external libraries. Vouch lists can also form a web of trust. You can configure Vouch to read other project’s lists of vouched or denounced users. This way, projects with shared values can share their trust decisions with each other and create a larger, more comprehensive web of trust across the ecosystem. Users already proven to be trustworthy in one project can automatically be assumed trustworthy in another project, and so on. Warning This is an experimental system in use by Ghostty . We’ll continue to improve the system based on experience and feedback. Why? Open source has always worked on a system of trust and verify . Historically, the effort required to understand a codebase, implement a change, and submit that change for review was high enough that it naturally filtered out many low quality contributions from unqualified people. For over 20 years of my life, this was enough for my projects as well as enough for most others. Unfortunately, the landscape has changed particularly with the advent of AI tools that allow people to trivially create plausible-looking but extremely low-quality contributions wi

Source: Hacker News | Original Link

Art of Roads in Games

Art of Roads in Games Skip to main content Art of Roads in Games January 29, 2026 7 min read Not sure if it’s just me, but I often get a primal satisfaction whenever I see intricate patterns emerging out of seemingly disordered environments. Think about the galleries of ant colonies, the absurdly perfect hexagons of honeycombs, or the veins on a leaf. No architect, no blueprint. Just simple rules stacking on each other that result in beautiful patterns. I can’t explain why, but seeing those structures always felt good. Humans do this too. And for me, one of the most fascinating patterns we’ve come up with is the roads. Sometimes I imagine aliens from faraway galaxies discovering Earth long after we’re gone. Forests reclaimed by nature, cities reduced to rubble, yet between them, a faintly pattern is still visible – the road network. I like to think they will feel the same way I do when looking at nature patterns. – “Man, someone really thought this through.” City Builders and Their Roads I’ve got to say, roads have fascinated me since I was a kid. I still remember playing SimCity 2000 for the first time when I was about five or six years old. I didn’t understand much. Definitely didn’t know what zoning, taxes, or demand were. But roads fascinated me from the start. I think roads lie at the heart of every city builder. It’s the fabric on which cities are built. Since that moment, I’ve played almost every modern-themed city builder out there. In the meantime, I’ve also started noticing them in the real world. Examining them in more detail. Roundabouts. Interchanges. Overpasses. Merge lanes. Noticing every intricacy. Despite every game bringing an improvement over the one before, something always felt… off. SimCity 4 added elevation and diagonal roads. SimCity 2013 introduced curved roads. Then came Cities: Skylines with a ton of freedom. You could know freeplace roads and merge them into intersections at any angle, build flyovers at different elevations to construct crazy, yet unrealistic, interchanges. I think this was the largest breakthrough. But something was still nagging me. Highway ramps were unrealistically sharp or wobbly, lanes that were supposed to be high-speed bent too sharply at certain points, and the corner radii of intersections looked strange. I mean look at this. This is probably what highway engineers have nightmares about. And then came the mods. Mods changed everything. The great community enabled a new kind of freedom. One could build almost anything: perfect merge lanes, realistic markings, and smooth transitions. It was a total game-changer. I am particularly proud of this 5-lane turbo roundabout: But even then, mods didn’t feel completely natural. They were still limited by the game’s original system. Cities: Skylines 2 pushed it even further, with lanes becoming even more realistic and markings as well. I think at this point, a non-trained eye won’t know the difference from reality. Then I stopped stumbling around and sta

Source: Hacker News | Original Link

Claude’s C Compiler vs. GCC

CCC vs GCC – Harshanu February 8, 2026 CCC vs GCC Posted on February 8, 2026 • 15 minutes • 3024 words Introduction Anthropic recently published a blog post about building a C compiler entirely with Claude . They called it CCC (Claude’s C Compiler) and claimed it could compile the Linux kernel. 100% of the code was written by Claude Opus 4.6, a human only guided the process by writing test cases. That sounded interesting enough to test the claim and benchmark CCC against the industry standard GCC. The source code of CCC is available at claudes-c-compiler . It is written entirely in Rust, targeting x86-64, i686, AArch64 and RISC-V 64. The frontend, SSA-based IR, optimizer, code generator, peephole optimizers, assembler, linker and DWARF debug info generation are all implemented from scratch with zero compiler-specific dependencies. That is a lot of work for an AI to do. What is a Compiler, Assembler and Linker? Before we jump into the comparison, it helps to understand what happens when you compile a C program. There are four stages involved. Image credit: The four stages of the gcc compiler Preprocessor : Handles #include , #define and other directives. It takes the source code and produces expanded source code. Compiler : Takes the preprocessed source code and translates it into assembly language. This is where the real heavy lifting happens, understanding the C language, type checking, optimizations, register allocation and so on. Assembler : Converts the assembly language into machine code (object files). It has to know the exact instruction encoding for the target CPU architecture. Linker : Takes one or more object files and combines them into a single executable. It resolves references between files, sets up memory layout and produces the final binary. Why Compilers Are Beasts Writing a programming language is hard (prior vibe coding). Writing a compiler is on another level entirely. A programming language defines the rules. A compiler has to understand those rules, translate them into machine instructions, optimize the output for speed and size, handle edge cases across different CPU architectures and produce correct code every single time. GCC has been in development since 1987. That is close to 40 years of work by thousands of contributors. It supports dozens of architectures, hundreds of optimization passes and millions of edge cases that have been discovered and fixed over the decades. The optimization passes alone (register allocation, function inlining, loop unrolling, vectorization, dead code elimination, constant propagation) represent years of PhD-level research. This is one of the reasons why it’s ubiquitous. This is why CCC being able to compile real C code at all is noteworthy. But it also explains why the output quality is far from what GCC produces. Building a compiler that parses C correctly is one thing. Building one that produces fast and efficient machine code is a completely different challenge. Why the Compiler Is the “E

Source: Hacker News | Original Link

Vouch

GitHub – mitchellh/vouch: A community trust management system based on explicit vouches to participate. Skip to content You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session. You switched accounts on another tab or window. Reload to refresh your session. Dismiss alert mitchellh / vouch Public Notifications You must be signed in to change notification settings Fork 29 Star 1.6k A community trust management system based on explicit vouches to participate. License MIT license 1.6k stars 29 forks Branches Tags Activity Star Notifications You must be signed in to change notification settings mitchellh/vouch main Branches Tags Go to file Code Open more actions menu Folders and files Name Name Last commit message Last commit date Latest commit History 112 Commits 112 Commits .github .github action action tests tests vouch vouch .envrc .envrc .gitignore .gitignore .pinact.yaml .pinact.yaml AGENTS.md AGENTS.md CONTRIBUTING.md CONTRIBUTING.md FAQ.md FAQ.md HACKING.md HACKING.md LICENSE LICENSE README.md README.md VOUCHED.example.td VOUCHED.example.td flake.lock flake.lock flake.nix flake.nix shell.nix shell.nix View all files Repository files navigation Vouch A community trust management system. FAQ · Contributing People must be vouched for before interacting with certain parts of a project (the exact parts are configurable to the project to enforce). People can also be explicitly denounced to block them from interacting with the project. The implementation is generic and can be used by any project on any code forge, but we provide GitHub integration out of the box via GitHub actions and the CLI. The vouch list is maintained in a single flat file using a minimal format that can be trivially parsed using standard POSIX tools and any programming language without external libraries. Vouch lists can also form a web of trust. You can configure Vouch to read other project’s lists of vouched or denounced users. This way, projects with shared values can share their trust decisions with each other and create a larger, more comprehensive web of trust across the ecosystem. Users already proven to be trustworthy in one project can automatically be assumed trustworthy in another project, and so on. Warning This is an experimental system in use by Ghostty . We’ll continue to improve the system based on experience and feedback. Why? Open source has always worked on a system of trust and verify . Historically, the effort required to understand a codebase, implement a change, and submit that change for review was high enough that it naturally filtered out many low quality contributions from unqualified people. For over 20 years of my life, this was enough for my projects as well as enough for most others. Unfortunately, the landscape has changed particularly with the advent of AI tools that allow people to trivially create plausible-looking but extremely low-quality contributions wi

Source: Hacker News | Original Link

Art of Roads in Games

Art of Roads in Games Skip to main content Art of Roads in Games January 29, 2026 7 min read Not sure if it’s just me, but I often get a primal satisfaction whenever I see intricate patterns emerging out of seemingly disordered environments. Think about the galleries of ant colonies, the absurdly perfect hexagons of honeycombs, or the veins on a leaf. No architect, no blueprint. Just simple rules stacking on each other that result in beautiful patterns. I can’t explain why, but seeing those structures always felt good. Humans do this too. And for me, one of the most fascinating patterns we’ve come up with is the roads. Sometimes I imagine aliens from faraway galaxies discovering Earth long after we’re gone. Forests reclaimed by nature, cities reduced to rubble, yet between them, a faintly pattern is still visible – the road network. I like to think they will feel the same way I do when looking at nature patterns. – “Man, someone really thought this through.” City Builders and Their Roads I’ve got to say, roads have fascinated me since I was a kid. I still remember playing SimCity 2000 for the first time when I was about five or six years old. I didn’t understand much. Definitely didn’t know what zoning, taxes, or demand were. But roads fascinated me from the start. I think roads lie at the heart of every city builder. It’s the fabric on which cities are built. Since that moment, I’ve played almost every modern-themed city builder out there. In the meantime, I’ve also started noticing them in the real world. Examining them in more detail. Roundabouts. Interchanges. Overpasses. Merge lanes. Noticing every intricacy. Despite every game bringing an improvement over the one before, something always felt… off. SimCity 4 added elevation and diagonal roads. SimCity 2013 introduced curved roads. Then came Cities: Skylines with a ton of freedom. You could know freeplace roads and merge them into intersections at any angle, build flyovers at different elevations to construct crazy, yet unrealistic, interchanges. I think this was the largest breakthrough. But something was still nagging me. Highway ramps were unrealistically sharp or wobbly, lanes that were supposed to be high-speed bent too sharply at certain points, and the corner radii of intersections looked strange. I mean look at this. This is probably what highway engineers have nightmares about. And then came the mods. Mods changed everything. The great community enabled a new kind of freedom. One could build almost anything: perfect merge lanes, realistic markings, and smooth transitions. It was a total game-changer. I am particularly proud of this 5-lane turbo roundabout: But even then, mods didn’t feel completely natural. They were still limited by the game’s original system. Cities: Skylines 2 pushed it even further, with lanes becoming even more realistic and markings as well. I think at this point, a non-trained eye won’t know the difference from reality. Then I stopped stumbling around and sta

Source: Hacker News | Original Link

Claude’s C Compiler vs. GCC

CCC vs GCC – Harshanu February 8, 2026 CCC vs GCC Posted on February 8, 2026 • 15 minutes • 3024 words Introduction Anthropic recently published a blog post about building a C compiler entirely with Claude . They called it CCC (Claude’s C Compiler) and claimed it could compile the Linux kernel. 100% of the code was written by Claude Opus 4.6, a human only guided the process by writing test cases. That sounded interesting enough to test the claim and benchmark CCC against the industry standard GCC. The source code of CCC is available at claudes-c-compiler . It is written entirely in Rust, targeting x86-64, i686, AArch64 and RISC-V 64. The frontend, SSA-based IR, optimizer, code generator, peephole optimizers, assembler, linker and DWARF debug info generation are all implemented from scratch with zero compiler-specific dependencies. That is a lot of work for an AI to do. What is a Compiler, Assembler and Linker? Before we jump into the comparison, it helps to understand what happens when you compile a C program. There are four stages involved. Image credit: The four stages of the gcc compiler Preprocessor : Handles #include , #define and other directives. It takes the source code and produces expanded source code. Compiler : Takes the preprocessed source code and translates it into assembly language. This is where the real heavy lifting happens, understanding the C language, type checking, optimizations, register allocation and so on. Assembler : Converts the assembly language into machine code (object files). It has to know the exact instruction encoding for the target CPU architecture. Linker : Takes one or more object files and combines them into a single executable. It resolves references between files, sets up memory layout and produces the final binary. Why Compilers Are Beasts Writing a programming language is hard (prior vibe coding). Writing a compiler is on another level entirely. A programming language defines the rules. A compiler has to understand those rules, translate them into machine instructions, optimize the output for speed and size, handle edge cases across different CPU architectures and produce correct code every single time. GCC has been in development since 1987. That is close to 40 years of work by thousands of contributors. It supports dozens of architectures, hundreds of optimization passes and millions of edge cases that have been discovered and fixed over the decades. The optimization passes alone (register allocation, function inlining, loop unrolling, vectorization, dead code elimination, constant propagation) represent years of PhD-level research. This is one of the reasons why it’s ubiquitous. This is why CCC being able to compile real C code at all is noteworthy. But it also explains why the output quality is far from what GCC produces. Building a compiler that parses C correctly is one thing. Building one that produces fast and efficient machine code is a completely different challenge. Why the Compiler Is the “E

Source: Hacker News | Original Link

海边的骑士:Chomstar摩托车与海天一色

在蔚蓝海岸边,一辆黑色的Chomstar摩托车静静地停靠在蓝色路面上,仿佛在等待下一次风驰电掣的旅程。

海边的Chomstar摩托车

头盔安放在车座上, 诉说着一位骑士刚刚完成了一段精彩的沿海骑行。远处的海面波光粼粼, 与近处的石制护栏形成动静对比, 构成了一幅现代都市与自然和谐共存的画面。

这不仅是一辆摩托车, 更是一种生活态度的体现——追求速度与自由, 同时不忘在旅途中驻足欣赏美景。在快节奏的都市生活中, 这样的片刻宁静显得尤为珍贵。

愿您在知识的海洋中收获智慧与力量

城市街角的宁静时光

在这个阳光明媚的午后,我漫步在城市的一角,捕捉到了这幅充满生活气息的画面。红砖铺就的小径蜿蜒向前,左侧的红色长椅静候着疲惫的行人,茂密的绿树为街道投下斑驳的阴影。

城市街角的宁静时光

右侧的高层住宅楼在蓝天的映衬下显得格外清晰,现代都市的建筑风格与自然绿意和谐共存。远处那个小小的身影正在悠闲地散步,为这幅静态的画面增添了生动的气息。

这样的街角场景,看似平凡无奇,却蕴含着城市生活的真谛——在钢筋水泥的包围中,依然保留着人性化的空间和自然的馈赠。

愿您在知识的海洋中收获智慧与力量

光影艺术:几何图形的视觉探索

光影艺术:几何图形的视觉探索

这张照片展示了富有创意的几何图形设计,通过圆形和线条的巧妙组合,创造出独特的视觉效果。画面中的元素排列呈现出数学般的精确美感。

几何图形设计

设计元素解析

作品运用了重复的圆形元素和流畅的曲线,形成了一种节奏感和韵律美。这些几何形状的叠加与交错,构建出富有层次的视觉空间。

色彩与质感

整体色调简洁而优雅,通过对比色的运用增强了视觉冲击力。材质的质感处理使得二维平面呈现出立体的视觉效果。

艺术理念

这类设计体现了现代艺术中对几何美学的追求,通过简单的图形元素传达复杂的视觉语言。每一个圆形和线条都经过精心安排,共同构成和谐统一的整体。

发布于 2026-02-04 01:25:44 | 才疏学浅 | 愿您在知识的海洋中收获智慧与力量

The Codex App

Introducing the Codex app | OpenAI Switch to ChatGPT (opens in a new window) Sora (opens in a new window) API Platform (opens in a new window) OpenAI February 2, 2026 Product Introducing the Codex app Expanding what developers can do, with the new Codex app for macOS. Download for macOS Loading… Share Today, we’re introducing the Codex app for macOS—a powerful new interface designed to effortlessly manage multiple agents at once, run work in parallel, and collaborate with agents over long-running tasks. We’re also excited to show more people what’s now possible with Codex ⁠ . For a limited time we’re including Codex with ChatGPT Free and Go, and we’re doubling the rate limits on Plus, Pro, Business, Enterprise, and Edu plans. Those higher limits apply everywhere you use Codex—in the app, from the CLI, in your IDE, and in the cloud. The Codex app changes how software gets built and who can build it—from pairing with a single coding agent on targeted edits to supervising coordinated teams of agents across the full lifecycle of designing, building, shipping, and maintaining software. The Codex app: A command center for agents Since we launched Codex in April 2025, the way developers work with agents has fundamentally changed. Models are now capable of handling complex, long-running tasks end to end and developers are now orchestrating multiple agents across projects: delegating work, running tasks in parallel, and trusting agents to take on substantial projects that can span hours, days, or weeks. The core challenge has shifted from what agents can do to how people can direct, supervise, and collaborate with them at scale—existing IDEs and terminal-based tools are not built to support this way of working. This new way of building coupled with new model capabilities demands a different kind of tool, which is why we are introducing the Codex desktop app, a command center for agents. Work with multiple agents in parallel The Codex app provides a focused space for multi-tasking with agents. Agents run in separate threads organized by projects, so you can seamlessly switch between tasks without losing context. The app lets you review the agent’s changes in the thread, comment on the diff, and even open it in your editor to make manual changes. It also includes built-in support for worktrees, so multiple agents can work on the same repo without conflicts. Each agent works on an isolated copy of your code, allowing you to explore different paths without needing to track how they impact your codebase. As an agent works, you can check out changes locally or let it continue making progress without touching your local git state. The app picks up your session history and configuration from the Codex CLI and IDE extension, so you can immediately start using it with your existing projects. Go beyond code generation with skills Codex is evolving from an agent that writes code into one that uses code to get work done on your computer. With skills ⁠ (opens in a new

Source: Hacker News | Original Link

Astrological CPU Scheduler

GitHub – zampierilucas/scx_horoscope: Astrological CPU Scheduler Skip to content You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session. You switched accounts on another tab or window. Reload to refresh your session. Dismiss alert zampierilucas / scx_horoscope Public Notifications You must be signed in to change notification settings Fork 22 Star 968 Astrological CPU Scheduler 968 stars 22 forks Branches Tags Activity Star Notifications You must be signed in to change notification settings zampierilucas/scx_horoscope master Branches Tags Go to file Code Open more actions menu Folders and files Name Name Last commit message Last commit date Latest commit History 14 Commits 14 Commits .vscode .vscode nix nix src src .gitignore .gitignore ASTROLOGY.md ASTROLOGY.md Cargo.lock Cargo.lock Cargo.toml Cargo.toml README.md README.md build.rs build.rs demo.gif demo.gif demo.tape demo.tape flake.lock flake.lock flake.nix flake.nix intf.h intf.h main.bpf.c main.bpf.c View all files Repository files navigation scx_horoscope – Astrological CPU Scheduler “Why let mere mortals decide CPU priorities when the cosmos can guide us?” A fully functional sched_ext scheduler that makes real CPU scheduling decisions based on real-time planetary positions, zodiac signs, and astrological principles. This actually loads into the Linux kernel and schedules your system tasks. Because if the universe can influence our lives, why not our CPU scheduling too? Features Real Planetary Calculations : Uses the astro crate for accurate geocentric planetary positions Zodiac-Based Task Classification : Tasks are classified by their astrological affinities Retrograde Detection : Real retrograde motion detection by comparing day-to-day positions – negative influences trigger 50% time slice penalties Lunar Phase Scheduling : Moon phases affect Interactive tasks (shells, editors) with Full Moon giving 1.4x boost Element Boosts & Debuffs : Fire signs boost CPU tasks (1.5x), Water signs debuff them (0.6x) – elemental oppositions create cosmic chaos Cosmic Weather Reports : Get real-time astrological guidance for your system with moon phase tracking Actually Works : Loads into the Linux kernel via sched_ext and schedules real system processes Real BPF Integration : Uses scx_rustland_core framework for kernel-userspace communication Dynamic Time Slicing : Adjusts CPU time based on astrological priority (100-1000) Astrological Scheduling Rules Planetary Domains Each planet rules specific types of system tasks: ☀️ Sun (Life Force): Critical system processes (PID 1, init) 🌙 Moon (Emotions): Interactive tasks (shells, editors, terminals) 💬 Mercury (Communication): Network and I/O tasks 💖 Venus (Harmony): Desktop and UI processes ⚔️ Mars (Energy): CPU-intensive tasks (compilers, video encoding) 🎯 Jupiter (Expansion): Memory-heavy applications (databases, browsers) ⚙️ Saturn (Structure): System daemons and kern

Source: Hacker News | Original Link

What’s up with all those equals signs anyway?

What’s up with all those equals signs anyway? – Random Thoughts Skip to content About Lars Ingebrigtsen Now Happening Comico Complete Recent Posts Featured Recent Comments Movies The World Officially The Best Tilda Swinton Ingmar Bergman Netflix 2019 Decade MCMXXXIX Moving Pictures Comics Fantagraphics Eclipse Comics Pacific Comics Epic Comics Vortex Elaine Lee AV & Renegade Punk Comix Kitchen Sink Black Eye Comics Re/Search Engine Comics Previews Archives Archives Select Month February 2026 January 2026 December 2025 November 2025 October 2025 September 2025 August 2025 July 2025 June 2025 May 2025 April 2025 March 2025 February 2025 January 2025 December 2024 November 2024 October 2024 September 2024 August 2024 July 2024 June 2024 May 2024 April 2024 March 2024 February 2024 January 2024 December 2023 November 2023 October 2023 September 2023 August 2023 July 2023 June 2023 May 2023 April 2023 March 2023 February 2023 January 2023 December 2022 November 2022 October 2022 September 2022 August 2022 July 2022 June 2022 May 2022 April 2022 March 2022 February 2022 January 2022 December 2021 November 2021 October 2021 September 2021 August 2021 July 2021 June 2021 May 2021 April 2021 March 2021 February 2021 January 2021 December 2020 November 2020 October 2020 September 2020 August 2020 July 2020 June 2020 May 2020 April 2020 March 2020 February 2020 January 2020 December 2019 November 2019 October 2019 September 2019 August 2019 July 2019 June 2019 May 2019 April 2019 March 2019 February 2019 January 2019 December 2018 November 2018 October 2018 September 2018 August 2018 July 2018 June 2018 May 2018 April 2018 March 2018 February 2018 January 2018 December 2017 November 2017 October 2017 September 2017 August 2017 July 2017 June 2017 May 2017 April 2017 March 2017 February 2017 January 2017 December 2016 November 2016 October 2016 September 2016 August 2016 July 2016 June 2016 May 2016 April 2016 March 2016 February 2016 January 2016 December 2015 November 2015 October 2015 September 2015 August 2015 July 2015 June 2015 May 2015 April 2015 March 2015 February 2015 January 2015 December 2014 November 2014 October 2014 September 2014 August 2014 July 2014 June 2014 May 2014 April 2014 March 2014 February 2014 January 2014 December 2013 November 2013 October 2013 September 2013 August 2013 July 2013 June 2013 April 2013 March 2013 February 2013 January 2013 December 2012 November 2012 October 2012 September 2012 August 2012 July 2012 June 2012 May 2012 April 2012 March 2012 February 2012 January 2012 December 2011 November 2011 October 2011 September 2011 July 2011 May 2011 April 2011 March 2011 February 2011 January 2011 Now Playing Now Reading Categories Search for: For some reason or other, people have been posting a lot of excerpts from old emails on Twitter over the last few days. The most vital question everybody’s asking themselves is: What’s up with all those equals signs?! And that’s something I’m somewhat of an expert on. I mean, having

Source: Hacker News | Original Link

城市四重奏:光影与建筑的诗意对话

这组照片捕捉了城市中不同角落的精彩瞬间,展现了都市生活中光影与建筑的和谐对话。让我们一起欣赏这四幅充满生活气息的画面:

第一幕:冬日街景

第一张照片展现了城市角落的静谧时光,建筑物的立面在柔和的光线下呈现出独特的质感。

冬日街景

第二幕:街角光影

第二张照片聚焦于一个充满生活气息的街角,展现了日常生活中的诗意瞬间。

街角光影

第三幕:都市剪影

第三张照片呈现了现代生活的静谧时刻,建筑与环境元素有机结合。

都市剪影

第四幕:城市印象

第四张照片展现了建筑与光影的和谐交响,体现了现代都市设计的美学理念。

城市印象

城市观察的思考

通过这四幅画面,我们可以看到城市生活的多样性和丰富性。每一个角落都有其独特的魅力和故事,等待着我们去发现和欣赏。

在快节奏的都市生活中,停下来观察周围环境,可以让我们更好地理解和感受城市脉搏。这样的观察不仅能够丰富我们的视觉体验,还能让我们对生活环境有更深的认识和欣赏。

城市不仅是建筑的集合,更是人们生活、梦想和故事的载体。每一个光影交错的瞬间,都蕴含着无限的可能性和美好。

发布于 2026-02-03 17:00:24 | 才疏学浅 | 愿您在知识的海洋中收获智慧与力量

街巷春色:迎春花开满枝头

在这个温暖的午后,我偶然捕捉到了一幅充满生活气息的画面。城市街巷中一棵盛开的迎春花,静静地绽放着它的美丽,仿佛在诉说着春天的故事。

盛开的迎春花

迎春花是春季最早开放的花卉之一,通常在二月至三月间绽放。它的花朵呈鲜黄色,五至六瓣,形似小喇叭,非常可爱。迎春花的枝条柔软而下垂,常常攀附在墙壁或围栏上生长,形成一道美丽的风景线。

在这张照片中,迎春花生长在一个非常普通的城市角落。右侧是一堵高大的浅灰色水泥墙,墙顶与一栋红棕色外墙建筑相接。左侧则是一组水泥台阶,通往更高的居民区。这样的环境虽然平凡,但迎春花的加入让整个场景充满了生机。

照片中的生活细节也颇具特色。左侧的水泥台阶旁晾晒着几件衣物,体现了这里居民的日常生活。台阶两侧设有简易金属扶手,阶梯下方还摆放着盆栽绿植、红色塑料桶等生活用品,这些都为画面增添了浓厚的生活气息。

这幅画面完美展现了自然与人文的和谐共存。迎春花的自然之美与周围的建筑、街道、生活用品形成了有趣的对比。黄色的花朵在灰色的背景下格外醒目,给平淡的街巷带来了一抹亮丽的色彩。

迎春花作为春天的使者,象征着希望和新生。在城市化的环境中,这样的自然景观显得尤为珍贵。它提醒我们,即使在钢筋水泥的包围中,自然的力量依然顽强地存在着。

照片的拍摄时间显然在光线良好的时段,阳光从右上方照射下来,在地面和墙面上投下了清晰的阴影。蓝天作为背景,让黄色的花朵更加突出,整体画面色彩搭配和谐。

这棵迎春花的存在,凸显了城市绿化的重要性。即使在最不起眼的角落,植物也能为城市环境增添美感和活力。它告诉我们,绿化不一定要在大型公园或广场,街巷中的小片绿植同样有着不可忽视的价值。

仔细观察这棵迎春花,可以看到它的枝条自然下垂,花朵密集地分布在枝头。每一朵小花都精致可爱,虽然没有绿叶的陪衬,但黄色的花
本身就足够引人注目。

这幅画面提醒我们,美并不总是存在于著名景点或精心设计的花园中。在我们每天经过的街巷里,在最平凡的生活场景中,也可能藏着令人惊喜的美景。关键是我们要学会欣赏,学会在忙碌的生活中停下脚步,感受身边的小美好。

迎春花虽小,但它传递的春天信息却是巨大的。它用自己朴素而坚韧的美丽,为城市街巷带来了春天的气息。在我们的日常生活中,也需要这样的精神——在平凡中绽放,用自己的方式为世界增添色彩。

发布于 2026-02-03 16:48:40 | 才疏学浅 | 愿您在知识的海洋中收获智慧与力量