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Ask HN: 요즘 무슨 일을 하고 계신가요? (2026년 9월)

Ask HN: What are you working on? (September 2026)

253 points 782 comments david927 2026-09-14 02:31

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jesse__ 2026-09-14 09:43
ENGLISH (원문)
I've been working on a voxel game engine called Bonsai for ~10 years. Probably the most interesting thing about it at the moment is the editor. The world, and most things in it, are represented as collections of SDFs. More accurately, they're density fields, but, potato-tomato. Bonsai has undergone a large rewrite over the last couple years that's nearing completion. A world edit is defined as a bunch of SDF parameters which get projected/rasterized into the voxel grid by a shader on the GPU. One neat thing about SDFs is they've been thoroughly researched and documented by a guy named Inigo Quilez, and they have a lot of nice mathematical properties. For example, you can do a smooth union of arbitrary SDFs to get nice rounded contours where shapes join. I've written every system from scratch, all the way from the memory allocators and font rasterizer to the collision detector and simulation loop. I even wrote a metaprogramming language as a replacement for C++ templates, which is a whole other story. IIRC the only external dependency is the C runtime library for starting the process and my very occasional use of variadic functions arguments. For a long time, an explicit non-goal of the project was to ship a game. It sounded insane to me to write an entire 3D engine and then ship a game. As it turns out, I've gotten it to the point where I can actually make a game. I've got a start on the game systems in a closed-source repo, and hope to have a steam page for it by the end of the year. I'll do some shameless self-promotion and leave some links here for anyone interested in looking at the engine, language code, or some pretty pictures. https://github.com/scallyw4g/bonsai https://github.com/scallyw4g/poof
shoobiedoo 2026-09-14 11:13
ENGLISH (원문)
Wow, unbelievably cool. Good luck with the new game using the engine
Boss0565 2026-09-14 12:02
ENGLISH (원문)
this looks amazing
erwincoumans 2026-09-14 12:08
ENGLISH (원문)
Very cool. Are you familiar with the game Voxile? Its author also created custome languages, and the game uses Lobster.
joystick_0x0 2026-09-14 16:21
ENGLISH (원문)
Just amazing.
freakynit 2026-09-14 16:49
ENGLISH (원문)
Holy moly!!!! Bonsai is freaking crazy!! That scale and view-distance..wow!! Brilliant work..
derpyzza 2026-09-14 18:30
ENGLISH (원문)
omg you're the poof guy!! i really like trying to shove metaprogramming systems into C and poof is one of the best i've ever encountered!! it's so damn good! good luck with the game btw, is there anywhere i can follow development?
iugtmkbdfil834 2026-09-14 22:36
ENGLISH (원문)
I.. want to join to chorus of praise here. Nice work man!
montenegrohugo 2026-09-14 22:56
ENGLISH (원문)
pretty damn cool. SDFs are the best. I've been playing around with an idea around this on the weekends. Such a cool primitive!
SebRollen 2026-09-14 23:03
ENGLISH (원문)
I'm building https://uscodex.org. In a nutshell, the goal is to collect all US federal law in version control, and cross-link any references between different sections. Currently I have the US Code, CFR, ~30 years of public laws and congressional bills and 25 years of executive orders. Actually using raw git repos as the main data store which has worked out great since the US Code changes very little between new releases and so it compresses very well. Also makes it easy to generate diffs of sections: https://uscodex.org/usc/d/119-100/119-102not101/16/2201
hdb2 2026-09-14 23:11
ENGLISH (원문)
this seems like an outstanding idea!
jesse__ 2026-09-15 00:48
ENGLISH (원문)
Wow, thanks for all the kind words folks! I really appreciate it <3
Jemaclus 2026-09-15 00:52
ENGLISH (원문)
I'm working on a real-life social app called Holler (https://justhollerapp.com). I'm an introvert and socially anxious, but I do enjoy hanging out with my friends. I just HATE the invitation-and-coordination game. If someone invites me and I don't want to go, I hate having to come up with a socially acceptable excuse. Inviting someone and waiting for them to make a socially acceptable excuse is equally awful to me. Then you get to coordination. I want to go to the brewery at 2pm, but your kid has soccer practice so you can't get there til 3:30, but then Joe has to leave at 4 to pick up his mother in law at the airport, and... ugh. It's the worst. So I made Holler, which is basically you hollering to your friends, "I'm going to be at the farmer's market at 2pm," and then you just go. If they show up, fantastic. If not, whatever, you were going to go anyway. No coordination, no invitations, no friction. Just holler and go. It's iOS only for now, but I'm working on an Android app as you read this, so hopefully that's coming soon.
Hex08 2026-09-15 01:00
ENGLISH (원문)
Like the idea and the website looks good! Did you design by hand or what was your workflow for coming up with a design language, color palette, the sliding banner with headlines, etc?
epiccoleman 2026-09-15 01:40
ENGLISH (원문)
Definitely interested in where you take things with the actual game - the engine looks really cool. It seems like we're in the midst of a bit of a cambrian explosion around "survival games descended from Minecraft" (Hytale is top of mind, but there's also Vintage Story and iirc there's a few others of note either in early access or development). Not that a voxel engine can only do a Minecraft-like - but there's definitely a market for someone who wants to take that formula and run with it.
epiccoleman 2026-09-15 01:43
ENGLISH (원문)
That seems like the kind of "social app" that might actually work for me. I like the idea of sort of passively declaring "i am doing something, feel free to show up." I guess the potential failure mode is ... no one ever showing up. I've got a standing slot (during work hours) at my current company where it's just "AI Jam" - just come in, eat lunch, and we'll hack on something, ramble about the news, etc. It's been moderately successful but there are definitely weeks where you just end up in a call with one or two guys with nothing to show. That's not so bad though - last week we just talked about video games. Still fun. So anyway - best of luck. Seems like a cool idea!
epiccoleman 2026-09-15 01:49
ENGLISH (원문)
Hoo boy. It's an awesome idea, don't get me wrong - and it's work that should definitely be done. But I've worked professionally in this space and it is wildly complicated. I've never seen how things are done on the federal side, but US states have various modes of "electronic filing" for rules and codes - and there's a ton of complexity. It's the kind of thing that sounds insanely boring on the surface, but there's a lot of interesting problems to solve, lots of coordination between various parties, lots of "deep state"[0] politicking - and so it becomes a surprisingly cool area to learn about and work in, and really matters in a way that many software projects do not. Best of luck - it's a cool problem space. [0]: I use "deep state" here somewhat ironically, but also just in the literal definitional sense: "people who are not elected but who work for the government and are surprisingly important". 0% intent to use it in the often insulting manner of popular discourse.
guld 2026-09-15 03:18
ENGLISH (원문)
Still working on my personal projects, for example an open source digital tool (code) library for humans and AI agents [1] (alpha) source code coming soon [2] and my own AI agent. But 95% of my time is spend on developing and researching new AI/ML algorithms, crazy 16 hour workdays but loving it! [1] https://tool.io [2] https://github.com/tool-io
melezhik 2026-09-15 03:26
ENGLISH (원문)
DSCI - aka -Dead simple CI - https://deadsimpleci.sparrowhub.io
VaradD09 2026-09-15 03:27
ENGLISH (원문)
Im working on a tool that catches silent failures in agents before you deploy them... And "NO" it is not like langsmith/langfuse etc. they tell 'which' agent failed, but my tool (Argus) tells 'why' that agent failed. https://github.com/ArgusLabs-ai/ARGUS Reviews/Feedback are much appreciated!

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