WhichYear.com presents a visual guessing game challenging users to identify the year a photograph was taken. The site displays a photo and provides four year choices as possible answers. After selecting an answer, the correct year is revealed along with a brief explanation of the visual clues that point to that era. The game spans a wide range of photographic subjects and historical periods, testing players' knowledge of fashion, technology, and cultural trends.
Buzzed.chat is a new web-based chat app inspired by the look and feel of Yahoo! Messenger. It aims to recapture the nostalgic experience of the classic messenger with features like customizable chat rooms, direct messaging, and a familiar user interface complete with emoticons and buzzes. The app is built with modern web technologies and focuses on providing a simple, fun, and distraction-free chat environment.
Hacker News users reacted with a mix of nostalgia and pragmatic critique to the Yahoo Messenger-inspired chat app. Several commenters fondly recalled using Yahoo Messenger in their youth, mentioning features like chat rooms, games, and file sharing. However, others questioned the viability of a new chat app in a saturated market, especially one replicating an older platform. Some suggested focusing on a niche audience or adding modern features like end-to-end encryption or integration with existing platforms to differentiate it. The technical implementation, using Cloudflare Workers and Durable Objects, also drew some interest and questions about scalability and cost. A few users pointed out the inherent challenges of recreating the community aspect of Yahoo Messenger, which was a significant part of its original appeal.
DrawDB is a free and open-source online database diagram editor with a retro aesthetic. It allows users to visually design database schemas, supporting various database systems like PostgreSQL, MySQL, and SQLite. The tool features a simple, intuitive interface for creating tables, defining columns with data types and constraints, and establishing relationships between them. Exported diagrams can be saved as SVG or PNG images. The project is actively maintained and welcomes contributions.
Hacker News users generally praised DrawDB's simplicity and retro aesthetic. Several appreciated the clean UI and ease of use, comparing it favorably to more complex, bloated alternatives. Some suggested desired features like dark mode, entity relationship diagrams, and export options beyond PNG. The developer actively engaged with commenters, addressing questions and acknowledging feature requests, indicating a responsiveness appreciated by the community. A few users expressed nostalgia for simpler diagramming tools of the past, while others highlighted the potential for DrawDB in quick prototyping and documentation. There was also discussion around self-hosting options and the underlying technology used.
The post showcases AI-generated images depicting an archaeologist adventurer, focusing on variations in the character's hat and bullwhip. It explores different styles, from a classic fedora and coiled whip to more unique headwear like a pith helmet and variations in whip length and appearance. The aim is to demonstrate the capability of AI image generation in creating diverse character designs based on a simple prompt, highlighting how subtle changes in wording can influence the final output.
HN users generally found the AI-generated image of the archeologist unimpressive. Several pointed out the awkward anatomy, particularly the hands and face, as evidence that AI image generation still struggles with realistic human depictions. Others criticized the generic and derivative nature of the image, suggesting it lacked originality and simply combined common tropes of the "adventurer" archetype. Some questioned the value proposition of AI art generation in light of these limitations, while a few expressed a degree of begrudging acceptance of the technology's current state, anticipating future improvements. One commenter noted the similarity to Indiana Jones, highlighting the potential for copyright issues when using AI to generate images based on existing characters.
This YouTube video showcases a Toshiba BW-2112, a Japanese typewriter from the 1980s. The video demonstrates the typewriter's various functions, including typing in Japanese using katakana and hiragana, as well as English letters and numbers. The presenter highlights the machine's unique features like the half-space key, margin settings, and correction capabilities. They also demonstrate changing the ribbon and the overall operation of the typewriter, emphasizing its compact and portable design.
HN users generally enjoyed the video showcasing the Toshiba BW-2112 typewriter, praising its design, sound, and the creator's obvious enthusiasm. Several commenters reminisced about using typewriters, highlighting the satisfying tactile experience and the focus they demanded. Some discussed the typewriter's specific features, like the unique key spacing and the half-space key. A few users expressed interest in finding a similar model, and others shared links to resources for typewriter enthusiasts. One compelling comment thread debated the practicality of using vintage typewriters today, considering factors like maintenance, ribbon availability, and the lack of editing capabilities.
The author reflects on the enduring appeal of physical media, specifically CDs and books, in a digital age. While acknowledging the convenience and accessibility of digital formats, they argue that physical objects offer a tangible connection to art, fostering a deeper appreciation through the rituals of ownership, handling, and display. The tactile experience and the sense of permanence associated with physical media contribute to a richer, more intentional engagement with the content, contrasting with the ephemeral nature of digital files. This tangibility also enhances the feeling of building a personal collection and shaping one's identity through curated possessions.
Hacker News users discuss the tangible and emotional benefits of physical media. Several commenters appreciate the sense of ownership and permanence it offers, contrasting it with the ephemeral nature of digital licenses and streaming services. The tactile experience, ritual of use, and aesthetic appeal are also highlighted as key advantages. Some users mention the superior audio/visual quality of certain physical formats. Others see physical media as a form of offline backup and a way to resist the increasing subscription-based economy. The difficulty of integrating physical media into modern, minimalist lifestyles is also acknowledged, as is the impracticality of owning large physical collections. A few commenters point out the nostalgic element attached to physical media, associating it with specific periods of their lives.
This project is a web-based recreation of Tom Dowdy's "Kaos", a screensaver from 1991. It features the same swirling, colorful lines and pulsating geometric shapes that made the original popular. Built with JavaScript and rendered on a canvas element, this modern homage aims to preserve and share the mesmerizing visual experience of Kaos with a new generation while offering a glimpse back in time for those familiar with the original.
HN commenters largely expressed nostalgia for the original Kaos screensaver and praised the recreation's faithfulness to it. Some shared memories of using it in the 90s, while others discussed technical aspects like the original's algorithm and the challenges of recreating it using web technologies. A few pointed out minor differences between the homage and the original, like the color palette and the behavior of the "fly" element. Several commenters appreciated the simplicity and hypnotic nature of the screensaver, contrasting it with modern, more resource-intensive alternatives. There was also some discussion about the legal implications of recreating copyrighted software, and whether screen savers are still relevant today.
The "Subpixel Snake" video demonstrates a technique for achieving smooth, subpixel-precise movement of a simple snake game using a fixed-point integer coordinate system. Instead of moving the snake in whole pixel increments, fractional coordinates are used internally, allowing for smooth, seemingly subpixel motion when rendered visually. The technique avoids floating-point arithmetic for performance reasons, relevant to the target platform (likely older or less powerful hardware). Essentially, the game maintains higher precision internally than what is displayed, creating the illusion of smoother movement.
HN users largely praised the Subpixel Snake game and its clever use of subpixel rendering for smooth movement. Several commenters discussed the nostalgic appeal of such games, recalling similar experiences with old Nokia phones and other limited-resolution displays. Some delved into the technical aspects, explaining how subpixel rendering works and its limitations, while others shared their high scores or jokingly lamented their wasted time playing. The creator of the game also participated, responding to questions and sharing insights into the development process. A few comments mentioned similar games or techniques, offering alternative approaches to achieving smooth movement in low-resolution environments.
Summary of Comments ( 146 )
https://news.ycombinator.com/item?id=43715024
HN users generally found the "Which Year" game fun and well-executed, praising its simple yet engaging concept. Several commenters discussed the subtle cues they used to pinpoint the year, such as fashion trends, car models, image quality, and the presence or absence of digital artifacts. Some noted the difficulty increased with more recent years due to the faster pace of technological advancement and stylistic changes, while others appreciated the nostalgic trip through time. A few users shared their scores and playfully lamented their inability to distinguish between certain decades. The addictive nature of the game was a recurring theme, with some admitting they spent more time playing than intended. One commenter suggested adding a difficulty slider, while another expressed their enjoyment at being able to recognize specific cameras used in some photos.
The Hacker News post "Which year: guess which year each photo was taken" linking to whichyr.com generated a moderate number of comments, mostly discussing the difficulty of the game, strategies for guessing, and observations about societal and technological changes reflected in the photos.
Several commenters found the game surprisingly challenging. One noted the difficulty in distinguishing between certain decades, particularly the 70s, 80s, and 90s, highlighting how styles and technologies sometimes persisted or experienced revivals, making precise dating difficult. The subtle evolution of fashion and car designs were mentioned as particularly tricky aspects.
Some users shared strategies for narrowing down the year. Looking for specific technological clues like the presence of smartphones, the type of computers visible, or the style of headphones was a common tactic. Others mentioned focusing on fashion trends, car models, and background details like signage and store branding. One commenter specifically mentioned paying attention to the aspect ratio of photos as a potential clue.
A few comments touched on broader observations about societal and technological change. One user remarked on how quickly technology has evolved, referencing the rapid shift from bulky CRT monitors to sleek flat screens. Another pointed out the cyclical nature of fashion, noting how certain styles reappear over time. The game sparked reflections on the passage of time and the sometimes subtle but significant changes that occur from decade to decade.
Some commenters mentioned similar games or websites, suggesting alternatives or variations on the "guess the year" concept. There was some discussion of the user interface and potential improvements to the game's design.
While no single comment overwhelmingly dominated the discussion, the collection of comments provided a mix of perspectives on the game's difficulty, strategies for playing, and observations about the changing technological and cultural landscape reflected in the photographs. The overall sentiment seemed to be one of intrigued engagement with the challenge presented by the game.