Instead of forcing decompilers into heavy preprocessing, we choose to query the compiled artifact directly as a database. We built a stateless, zero-overhead engine that extracts and searches code on demand in milliseconds. In this briefing, we will explore the underlying engineering required to bypass traditional bottlenecks.
Original Tweet:
Guys, I built a super fast Android decompiler called ASC.
It completely replaced Jadx MCP for me and lets me analyze 10+ APKs in parallel.
And this week my Agent use ASC found 2 RCE in Honor and Xiaomi!
This tool now accepted by BlackHat EU Arsenal
https://github.com/MG1937/ASC
https://blackhat.com/europe/arsenal/schedule/index.html#droid-asc-r8-compiler-optimization-as-a-decompiler-primitive-54834
Posted by MG193_7, 13 hours ago
https://github.com/vgrichina/wine-assembly
a custom, Wine-like compatibility layer plus an x86 interpreter; uns Windows programs’ machine code and implements the Windows functions they call, without booting Windows itself.
apps you can run
another alternative: https://github.com/evmar/theseus
a custom, Wine-like compatibility layer plus an x86 interpreter; uns Windows programs’ machine code and implements the Windows functions they call, without booting Windows itself.
apps you can run
another alternative: https://github.com/evmar/theseus
There are two ways AI progress could go very badly and that we must avoid.
First, we could lose control of the future to AI. This is unacceptable; we are unapologetically on Team Humanity, and AI must always serve people. To ensure that, we need ways to ensure that alignment and safety techniques stay ahead of progress in model capabilities.
Second, we could end up in a world with too much concentration of power. If an extraordinarily powerful AI is used by one person or company to impress their worldview onto everyone else, the results could be extremely dystopian.
Avoiding these two threats requires walking a narrow middle path; for example, one country could gain too much power. Another example is one lab ending up with too much power.
Posted by Sam Altman, 3 hours ago
First, we could lose control of the future to AI. This is unacceptable; we are unapologetically on Team Humanity, and AI must always serve people. To ensure that, we need ways to ensure that alignment and safety techniques stay ahead of progress in model capabilities.
Second, we could end up in a world with too much concentration of power. If an extraordinarily powerful AI is used by one person or company to impress their worldview onto everyone else, the results could be extremely dystopian.
Avoiding these two threats requires walking a narrow middle path; for example, one country could gain too much power. Another example is one lab ending up with too much power.
Posted by Sam Altman, 3 hours ago
Opus 5 left, Opus 5.2 right. No search. Pretty massive difference!
Claude Opus 5.2 (they seem to be skipping 5.1 based on slugs specifically referencing "5.2" popping up recently) is likely being greyscale tested on Claude Code under the "Opus 5" name
Claude Opus requests on Web still go to the older model.
Posted by leo 🐾, 15 minutes ago
Claude Opus 5.2 (they seem to be skipping 5.1 based on slugs specifically referencing "5.2" popping up recently) is likely being greyscale tested on Claude Code under the "Opus 5" name
Claude Opus requests on Web still go to the older model.
Posted by leo 🐾, 15 minutes ago
Re: Ask HN: What are you working on? (September 2026)
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
jesse__, 21 hours ago
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
jesse__, 21 hours ago
Show HN: An e-ink frame that hears birds and draws them as 1800s illustrations
Article, Comments
https://github.com/tphakala/birdnet-go
Article, Comments
https://github.com/tphakala/birdnet-go
GitHub
GitHub - arnegiacomo/fugleramme: E-ink bird frame for Raspberry Pi - real-time bird detection by audio, fully local AI, rendered…
E-ink bird frame for Raspberry Pi - real-time bird detection by audio, fully local AI, rendered as real, hand-cut 1800s bird illustrations. - arnegiacomo/fugleramme
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got @typesafeai’s new model Jev to play Super Mario Bros.
fast inference + structured outputs makes it surprisingly good for real time use cases.
I'm excited to see what can be done with these new models!
Posted by Faadil Shaik, 4 hours ago
fast inference + structured outputs makes it surprisingly good for real time use cases.
I'm excited to see what can be done with these new models!
Posted by Faadil Shaik, 4 hours ago
there is some funny shit going on here
Godot Engine has a method called ResourceLoader::load_threaded_get_status
this method's signature and documentation is pretty funny:
it returns ThreadLoadStatus enum
however, notice the second parameter: progress: Array
you may be asking: "ok, now what's that array? maybe you have to pass it some kind of list of something?"
their docs says:
this was really vague for me, like, why pass an array? what length should it be? what happens if you pass it an array of, say, 10
it really made me curious, so I decided to check their ACTUAL C++ code:
it resizes your array to len 1, then sets the first element as the progress
and the entire time I was like ????
why would you do that???
it turns out godot devs didn't want to introduce the concept of explicit pointers/references in their language, so they have to do all these weird array-plays all around their language (
they could either add a
result.status
result.progress
why do you have to ruin your APIs' readability LIKE THIS?
I really don't get it
Godot Engine has a method called ResourceLoader::load_threaded_get_status
this method's signature and documentation is pretty funny:
it returns ThreadLoadStatus enum
however, notice the second parameter: progress: Array
you may be asking: "ok, now what's that array? maybe you have to pass it some kind of list of something?"
their docs says:
An array variable can optionally be passed via progress, and will return a one-element array containing the ratio of completion of the threaded loading (between 0.0 and 1.0).
this was really vague for me, like, why pass an array? what length should it be? what happens if you pass it an array of, say, 10
it really made me curious, so I decided to check their ACTUAL C++ code:
r_progress.resize(1);
r_progress[0] = progress;
it resizes your array to len 1, then sets the first element as the progress
and the entire time I was like ????
why would you do that???
it turns out godot devs didn't want to introduce the concept of explicit pointers/references in their language, so they have to do all these weird array-plays all around their language (
Array object in gdscript is mutable and is passed by ref everywhere)they could either add a
ref param, or just return a single object like:result.status
result.progress
why do you have to ruin your APIs' readability LIKE THIS?
I really don't get it
Unicode 18.0.0 is released
it adds 13k characters, bringing the total to 172.k
it adds 13k characters, bringing the total to 172.k