It allow to use local ANS files or packs directly from 16colo.rs.
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Show HN: Argus – VSCode debugger for Claude Code sessions
2026-03-07 @ 15:38:18Points: 22Comments: 4
The Millisecond That Could Change Cancer Treatment
2026-03-07 @ 15:33:36Points: 24Comments: 7
Show HN: ANSI-Saver – A macOS Screensaver
2026-03-07 @ 14:34:16Points: 37Comments: 7
PC processors entered the Gigahertz era today in the year 2000 with AMD's Athlon
2026-03-07 @ 14:10:17Points: 78Comments: 44
Tinnitus Is Connected to Sleep
2026-03-07 @ 14:06:46Points: 58Comments: 66
The Case of the Disappearing Secretary
2026-03-07 @ 13:13:22Points: 38Comments: 9
The yoghurt delivery women combatting loneliness in Japan
2026-03-07 @ 13:12:40Points: 68Comments: 45
Filesystems Are Having a Moment
2026-03-07 @ 10:48:43Points: 56Comments: 17
Ki Editor - an editor that operates on the AST
2026-03-07 @ 10:29:13Points: 233Comments: 70
Uploading Pirated Books via BitTorrent Qualifies as Fair Use, Meta Argues
2026-03-07 @ 09:18:40Points: 245Comments: 143
Show HN: µJS, a 5KB alternative to Htmx and Turbo with zero dependencies
2026-03-07 @ 08:59:11Points: 24Comments: 7
It intercepts links and form submissions, fetches pages via AJAX, and swaps fragments of the DOM. Single <script> tag, one call to `mu.init()`. No build step, no dependencies.
Key features: patch mode (update multiple fragments in one request), SSE support, DOM morphing via idiomorph, View Transitions, prefetch on hover, polling, and full HTTP verb support on any element.
At ~5KB gzipped, it's smaller than HTMX (16KB) and Turbo (25KB), and works with any backend: PHP, Python, Go, Ruby, whatever.
Playground: https://mujs.org/playground
Comparison with HTMX and Turbo: https://mujs.org/comparison
About the project creation, why and when: https://mujs.org/about
GitHub: https://github.com/Digicreon/muJS
Happy to discuss the project.
QGIS 4.0
2026-03-07 @ 08:53:47Points: 153Comments: 34
Sarvam 105B, the first competitive Indian open source LLM
2026-03-07 @ 07:43:57Points: 148Comments: 46
UUID package coming to Go standard library
2026-03-07 @ 02:03:21Points: 288Comments: 185
LLMs work best when the user defines their acceptance criteria first
2026-03-07 @ 01:17:57Points: 347Comments: 247
Tell HN: I'm 60 years old. Claude Code has re-ignited a passion
2026-03-07 @ 00:05:06Points: 821Comments: 716
Plasma Bigscreen – 10-foot interface for KDE plasma
2026-03-06 @ 23:59:16Points: 558Comments: 175
Helix: A post-modern text editor
2026-03-06 @ 23:53:29Points: 252Comments: 115
this css proves me human
2026-03-06 @ 21:52:44Points: 321Comments: 99
Show HN: Moongate – Ultima Online server emulator in .NET 10 with Lua scripting
2026-03-06 @ 14:22:59Points: 270Comments: 154
What it does today: - Full packet layer for the classic UO client (login, movement, items, mobiles) - Lua scripting for item behaviors (double-click a potion, open a door — all defined in Lua, no C# recompile) - Spatial world partitioned into sectors with delta sync (only sends packets for new sectors when crossing boundaries) - Snapshot-based persistence with MessagePack - Source generators for automatic DI wiring, packet handler registration, and Lua module exposure - NativeAOT support — the server compiles to a single native binary - Embedded HTTP admin API + React management UI - Auto-generated doors from map statics (same algorithm as ModernUO/RunUO)
Tech stack: .NET 10, NativeAOT, NLua, MessagePack, DryIoc, Kestrel
What's missing: Combat, skills, weather integration, NPC AI. This is still early — the focus so far has been on getting the architecture right so adding those systems doesn't require rewiring everything.
Why not just use ModernUO/RunUO? Those are mature and battle-tested. I started this because I wanted to rethink the architecture from scratch: strict network/domain separation, event-driven game loop, no inheritance-heavy item hierarchies, and Lua for rapid iteration on game logic without recompiling.