Thursday, June 27, 2024

Show HN: Standard Webhooks – simplifying 3rd party API's https://ift.tt/uzVZhPE

Show HN: Standard Webhooks – simplifying 3rd party API's https://ift.tt/YOJDx1y June 27, 2024 at 05:54AM

Show HN: I built an indie, browser-based MMORPG https://ift.tt/paRLHgt

Show HN: I built an indie, browser-based MMORPG I've been working on an MMORPG that is now in alpha as a solo developer. Here are the major open source technologies that I use: Blender - 3D modeling software for creating the overall environment and every game object. I've gotten a lot of CC and Public Domain assets from https://poly.pizza GLTF - I export assets from blender to the GLTF asset format JSON - I write a JSON config for every game object that describes things like its name, its interactions, its collisions, etc. Node.js exporter - I iterate over the environment and every asset to create a scene hierarchy. I use gltf-transform for processing all GLTF files, compressing them, removing redundancies, etc. Node.js server - Uses express and socket.io to process game state updates. It keeps track of every client's game state and issues delta's at each game tick (currently 600ms). The client can send interactions with different objects. The server validates those and updates the game state accordingly. HTML/CSS/JavaScript/Three.js client - I use regular web technologies for the UI elements and three.js for the 3D rending on the browser. The client is responsible for rending the world state and providing the client with different interactions. All code is written in JavaScript which means less context switching. Performance seems to be good enough, and I figure I can always optimize the server code in C++ if necessary. I am currently running two cheap shared instances but based on my testing, they can likely support about 200 users each. This is a low-poly browser based game so it should be compatible across many devices. The data a user needs to download to play, including all 3d assets, is approximately 2 MB, even though there are hundreds of assets. Overall, it's been a fun project. Web development and open source software have progressed to the point that this is no longer an incredibly difficult feat. I feel like development is going pretty well and in a year or so there will be plenty of good content to play. https://ift.tt/6Md4ZhY June 26, 2024 at 11:23PM

Show HN: Voice bots with 500ms response times https://ift.tt/IpzE2Tg

Show HN: Voice bots with 500ms response times Last year when GPT-4 was released I started making lots of little voice + LLM experiments. Voice interfaces are fun; there are several interesting new problem spaces to explore. I'm convinced that voice is going to be a bigger and bigger part of how we all interact with generative AI. But one thing that's hard, today, is building voice bots that respond as quickly as humans do in conversation. A 500ms voice-to-voice response time is just barely possible with today's AI models. You can get down to 500ms if you: host transcription, LLM inference, and voice generation all together in one place; are careful about how you route and pipeline all the data; and the gods of both wifi and vram caching smile on you. Here's a demo of a 500ms-capable voice bot, plus a container you can deploy to run it yourself on an A10/A100/H100 if you want to: https://ift.tt/iRzxySB We've been collecting lots of metrics. Here are typical numbers (in milliseconds) for all the easily measurable parts of the voice-to-voice response cycle. macOS mic input 40 opus encoding 30 network stack and transit 10 packet handling 2 jitter buffer 40 opus decoding 30 transcription and endpointing 200 llm ttfb 100 sentence aggregation 100 tts ttfb 80 opus encoding 30 packet handling 2 network stack and transit 10 jitter buffer 40 opus decoding 30 macOS speaker output 15 ---------------------------------- total ms 759 Everything in AI is changing all the time. LLMs with native audio input and output capabilities will likely make it easier to build fast-responding voice bots soon. But for the moment, I think this is the fastest possible approach/tech stack. https://ift.tt/iRzxySB June 27, 2024 at 03:21AM

Show HN: Quick Rewire – Test your brain's neuroplasticity https://ift.tt/YxRjpMr

Show HN: Quick Rewire – Test your brain's neuroplasticity Hey HN, this is a game to test your brain's neuroplasticity. It tests how fast your brain adapts and rewires. It doesn't work with mobile browsers. https://ift.tt/CJF0TmD June 27, 2024 at 02:33AM

Wednesday, June 26, 2024

Show HN: I built a static site builder https://ift.tt/37Mqa5p

Show HN: I built a static site builder https://ift.tt/FAj20Dt June 25, 2024 at 11:38PM

Show HN: From dotenv to dotenvx – better config management https://ift.tt/vI1nqrZ

Show HN: From dotenv to dotenvx – better config management https://ift.tt/6uFKpg9 June 25, 2024 at 08:19PM

Show HN: The Tomb of Nefertari [QV 66] Guided Virtual Tour https://ift.tt/459X02s

Show HN: The Tomb of Nefertari [QV 66] Guided Virtual Tour I 3d scanned the Tomb of Nefertari and am building this guided virtual tour, trying to bring in photogrammetry of artifacts that I've made at various museums. It crashes sometimes still on mobile devices. I wasn't able to take photogrammetry photos of the artifacts from the tomb in the Museo Egizio in Turin because they were traveling while I was there (and now the museum is closed to install a new roof anyhow), so I tried to include comparanda from other museums where I had scanned artifacts. I tested the same dataset with 3d Gaussian Splatting but that had lower resolution results for great complexity in frontend code and reduced performance on older devices. [3DGS tour: https://ift.tt/FKHaY2l... ] Moving forward, if anyone's working on the same idea, I didn't find a good path to monetization through web-based 3d content, so I'll take the high resolution photogrammetry of spaces into Unreal and switch to desktop and headset builds. For the distribution advantage of web-based 3d content, I'm hoping to test next a desktop or VR build that may be easier to sell to sustain my work. https://ift.tt/WZbHqKl June 25, 2024 at 08:18PM

Show HN: Anti-Cluely – Detect virtual devices and cheating tools on exam systems https://ift.tt/onuTQWR

Show HN: Anti-Cluely – Detect virtual devices and cheating tools on exam systems Anti-Cluely is a lightweight tool designed to detect common...