601
77

Redherring32, in collaboration with Nick from Mousebitelabs, has just released OpenTendo-AGB: An open source recreation of the original AGB-CPU-01 Game Boy Advance motherboard. As with Redherring’s previous open source NES motherboard the OpenTendo, it’s completely open source, with this released under the Creative Commons Attribution-ShareAlike 4.0 International License. So basically, anyone can use this to make replacement GBA motherboards, or fork the project to integrate other options.

Github: https://github.com/Redherring32/OpenTendo-AGB

Work like this, as well as other reverse-engineer-ers like Natalie is crucially important to preserve these consoles and handhelds. But of course, nerds like me always think about what else can be done with something like this! Imagine if someone integrated the also open source GBAHD into this board, for a fully functional handheld with zero-lag HDMI-out???

Regardless of the use case, I always appreciate work like this and will keep people posted if the project is forked or sold anywhere.

602
5
603
87

With the release of Linux kernel 6.19 earlier today, Linus Torvalds confirmed that the next major kernel series will have a version number bump as Linux 7.0 rather than Linux 6.20.

So there you have it, the Linux 6.x era has ended with today’s Linux 6.19 kernel release, and a new one will begin with Linux 7.0, which is expected in mid-April 2026. The merge window for Linux 7.0 will open tomorrow, February 9th, and the first Release Candidate (RC) milestone is expected on February 22nd, 2026.

“And as people have mostly figured out, I’m getting to the point where I’m being confused by large numbers (almost running out of fingers and toes again), so the next kernel is going to be called 7.0,” said Linus Torvalds in a mailing list announcement.

604
34

After discovering this morning that Intel archived/discontinued its On Demand "SDSi" GitHub project around that controversial feature, it was a slippery slope in noticing Intel recently archived around two dozen other open-source projects they previously maintained.

Since late 2025 there have been numerous GitHub repositories that Intel officially maintained and now are marked as archived with Intel engineers no longer maintaining them. The latest projects now-archived by Intel since December are noted below. Notably, abandoning of these projects all came after last year's unfortunate summary in Intel's Open-Source Strategy Is Changing At Odds With The Ethos Of Open-Source.

605
16

Back in 2022 DreamWorks Animation announced they were open-sourcing their MoonRay renderer and was then published in early 2023 for this renderer that has been used in a variety of featured animated films. Since then they have continued advancing this MoonRay code via the open-source OpenMoonRay project and this week published their newest feature update.

OpenMoonRay 2.40.0.1 was published this week and most notably introduces an experimental new GUI alternative to its existing one. The new GUI is relying on the ImGui library and is focused on a better user experience with usability enhancements like pixel inspection, snapshots, a status bar, and improved path visualizer drawing. OpenMoonRay's existing GUI was using the Qt toolkit but they have found better success now with ImGui.

606
41
607
18
608
36
JustDeleteMe (justdeleteme.xyz)

A directory of direct links to delete your account from web services. Many companies use dark pattern techniques to make it difficult to find how to delete your account. JustDeleteMe aims to be a directory of urls to enable you to easily delete your account from web services (It shows also that deleting an Account is very difficult and even impossible in a lot of services)

Also offers links which datas they have and possibilities to delete these

Online and extensions for Chrome and Firefox

https://github.com/jdm-contrib/jdm

609
27

Been working on a personal project to create community software that's deployable as a single image with no external dependencies (eg: no need to set up a db).

I've made a lot of progress, but am feeling technically lonely.

I would love it if there were anyone else out there with interests in open source, community and maybe some experience with the following tech that's maybe also looking for some comradery:

  • UX/UI
  • HTML/CSS
  • Cross-platform apps
  • Typescript

You can check the code out here to help decide if you're interested: https://andyburke.dev/andyburke/autonomous.contact

Fair warning: This project is still in the prototyping phase and isn't recommended for anyone other than a developer who's looking to help out. Additionally, there's currently no ActivityPub support, though federation is an eventual goal - if you know ActivityPub, I'd love to talk.

Ps. I am pretty bad at reaching out to people and I am not sure if this is the best way to find connection. If this isn't the right place, please let me know and I'll remove this.

610
23
611
33
submitted 6 months ago* (last edited 6 months ago) by Kwurli@lemmy.world to c/opensource@programming.dev
612
31

Pandoc can now be used in the browser, see the announcement on discourse.

I think this is awesome, may more languages adopt wasm support.

613
20
614
19
615
17
616
15
617
17
618
17

Hey everyone! 👋

I’ve been working on a custom game engine stack (SGE + TheOfficeEngine) for a while now. I started this because I was frustrated with how older APIs like OpenGL bottleneck everything onto a single render thread, especially when dealing with high draw counts.

I decided to build a "thin" Vulkan wrapper designed for massive parallelism from day one.

The cool technical bits:

Multi-Threaded Rendering: Unlike standard engines that lock the context, I'm recording command buffers across all CPU cores. On heavy scenes (thousands of objects), I'm seeing 4x-8x faster frame prep compared to my old single-threaded path. GPU-Driven Culling: I moved frustum culling entirely to Compute Shaders. It chunks through thousands of objects in sub-millisecond times (vs ~8ms on the CPU). The Abstraction: I love Vulkan's power but hate the boilerplate. I built a C API that reduces 800+ lines of setup code into basically 3 function calls, without hiding the explicit memory management. It’s not just a tech demo either—I hooked it up to C# for gameplay scripting and added a full cinematic pipeline (ACES tone mapping, PBR) for an SCP-style game I'm making.

Happy to answer questions about the architecture or the nightmare that is Vulkan synchronization! 😅 (learned how to use emojis on pc ^^

619
51
620
47

The Document Foundation released LibreOffice 26.2 today with several features that frankly should have existed for years, but better late than never. The update finally brings automatic JSON and XML mapping to spreadsheets, along with full Markdown support, and enhanced multi-user capabilities for Base databases.

621
4

cross-posted from: https://lemmy.zip/post/58447087

Hey everyone! First off, I'm new to Lemmy and not sure if this is the right place to post - still getting the hang of the federated stuff, and I'm on mobile ATM, so makes it a bit more difficult - but I wanted to share a project I've been working on for many years, on and off.

I'm mainly posting to see if anyone might be interested in contributing - although I know that may be a long shot. I've posted this information below on Reddit /r/INAT and I'm not sure if Lemmy has a specific community for this type of thing, but I couldn't find a specific community so I am posting it here. If this is not the right place, of course just let me know and I can delete the post (or of course a mod can remove).

Background: I have designed a two player abstract strategy board game that I have worked on for more than 10 years - on and off. I have made many attempts to digitize the game to allow online play, but have never managed to finish the project. I am making this attempt again, and thanks to the improvements in LLM coding, I have made quite the progress. But still, I am a very amateur programmer - and have finally decided that the best chance this project has of success is to license the game into the Creative Commons (CC-BY) and Open Source (GNU GPL).

Current Status: The game is currently already implemented to work in the browser against the computer player - but the current computer logic is extremely bad at the game, and will need to be drastically improved. The physical board game rules are complete, and this is just the digital adaptation, however, since this is a open source (and hopefully communty community developed) project I expect the the gameplay to adapt and evolve with rule variations to be implemented for custom gameplay.

Current Contributors: Currently, I have used free AI LLMs to get this current version of the game to where it is at, so the code base will likely need refactored. I posted on INAT a while ago, and there are a few people who have joined the discord and began showing interest in contributing, with one person creating a refactor plan to switch over to the boardgame.io framework, rather than the current vanilla javascript. While this has yet to be implemented, I think it is a solid that we should refactor into eventually.

Who are we looking for: This is my first attempt at trying to digitize this game since releasing it into the creative commons/open source, and I am hopeful that others might be interested in contributing. I am not looking for any specific skillset or requirments to join the project - as I want this to become a game where the players have the capability to be involved in the development process. While programmers are much needed, we can also greatly increase our chances of success (which I measure simply by the amount of plyers who actually play/are involved with the game) by having contributors who can create sound effects, music, art assets, web design, or even simply playtesting the game or spreading the word to find players (honestly, the game is quite niche, and building up a player base will likely not come easily). So in short, anyone and everyone is welcome. . . just hop into the discord and contribute what/when you want or can, with no pressure or obligations.

"Portfolio": https://www.patreon.com/posts/113134314?collection=787282 note: While this isn't strictly a portfolio in the traditional sense, I have written about the long journey of attempting to develop this game over the many years with various teams of people. The other posts on my Patreon, as well as the many links below of the game progress will hopefully suffice to provide a decent amount of background in lieu of a traditional portfolio.

Links: Github Repository (GNU GPL Version 3): https://github.com/GreenAnts/Amalgam_Webgame

Playable Game, with rules integrated: https://greenants.github.io/Amalgam_Webgame/ note: This is the actual product we are working to develop - currently has a lot of placeholder text, but the gameplay is working against the (unskilled) player bot.

Other ways to play, no rules integration Screentop.gg - https://screentop.gg/@Anthony/Amalgam Tabletop Simulator - https://steamcommunity.com/sharedfiles/filedetails/?id=1402132394&searchtext=amalgam

Discord Server: https://discord.gg/gKHjJNBWAd

Video Tutorial: https://youtu.be/LZD5h4siXVM

Board Game Geek (BGG): https://boardgamegeek.com/boardgame/433428/amalgam

Main Website (old): https://www.amalgamboardgame.com/ note: this is mostly used to host the rules, but the playable game link above will likely be replacing this eventually.

Rule-book: Option 1: https://github.com/GreenAnts/Amalgam_Webgame/tree/main/assets/Rulebook Option 2: https://imgur.com/a/amalgam-board-game-rules-0lTmlgR Option 3: The "Main Website (old)" link above

622
58
623
29
EU Open Source Policy Feedback (socialwebfoundation.org)
624
54

Suspected China-state hackers used update infrastructure to deliver backdoored version.

625
18
view more: ‹ prev next ›

Opensource

6636 readers
161 users here now

A community for discussion about open source software! Ask questions, share knowledge, share news, or post interesting stuff related to it!

CreditsIcon base by Lorc under CC BY 3.0 with modifications to add a gradient



founded 2 years ago
MODERATORS