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🔥 juspay / hyperswitch - Open source, composable payments platform | PCI compliant |

GitHub热门项目 | Open source, composable payments platform | PCI compliant | SaaS and Self-host options | Enables connectivity to multiple payment, payout, fraud, vault and tokenization providers | Uplifts authorization with intelligent routing and revenue recovery | Reduce payment processing costs with cost observability | Reduces payment ops with reconciliation | Stars: 42,898 | 50 stars today | 语言: Rust

2026-06-11 原文 →
AI 资讯

A free model that runs 4x faster on your own GPU — and two more shifts for builders

A free model that runs 4x faster on your own GPU — and two more shifts for builders Three things landed for builders at once: a free open model that generates text far faster, a more autonomous Codex, and Anthropic owning up to a model that was quietly holding back. Two of them you can act on right now. Here's the 2-minute video version if you want the quick pass first: 1. Google shipped DiffusionGemma — a free open model that runs 4x faster Google released DiffusionGemma , an open-weights model that uses text diffusion instead of standard autoregressive decoding. Instead of generating one token at a time, it generates whole blocks in parallel. It writes blocks of 256 tokens at once , for up to 4x faster generation on a dedicated GPU. It hits 700+ tokens per second on a single RTX 5090 , and fits in 18GB of VRAM quantized — inside consumer GPU limits. It's a 26B Mixture-of-Experts (only 3.8B parameters active), ships under Apache 2.0 , and runs natively in vLLM . The tradeoff Google states openly: output quality is lower than standard Gemma 4, so it's a speed play, not a quality play. Why it matters: this is a fast, free, local draft model you can run on your own hardware. Use it for low-latency drafts and agent loops, then route the hard calls to a stronger model. No inference bill for the cheap 80%. 2. OpenAI gave Codex web search and autonomous goals OpenAI shipped a major Codex update that pushes it further toward an autonomous agent. Code mode can now call web search directly , even from nested JavaScript tool calls — so it can look up current API docs mid-implementation. Goal mode is generally available across the Codex app, the IDE extension, and the CLI. Appshots (macOS) attach an app window to a Codex thread with a hotkey, and MCP tool schemas now preserve oneOf / allOf for richer connectors. Why it matters: Codex can research and chase a goal on its own across every surface. Still — hand it a clear, scoped goal in a branch. Full hand-offs go sideways witho

2026-06-11 原文 →
开发者

Announcing Limn Engine — A Lightweight 2D Game Framework for the Browser

Announcing Limn Engine I'm excited to launch Limn Engine — a lightweight, zero-dependency HTML5 Canvas game framework for the browser. No npm install. No build step. No bloated dependency tree. Drop in a single script and start making 2D games. The Core Idea: Display + Component Limn Engine is built around two classes that cover 90% of what you need in a 2D game: Display — The Game Shell A singleton Display class that manages the canvas, runs the game loop, handles keyboard and mouse input, controls the camera, and manages scenes. Setting up a game is a one-liner: const display = new Display (); display . start ( 800 , 600 ); Let me try creating it step by step . Component — Every Object in Your Game A unified Component class that combines position, size, color/image, velocity, physics, and collision detection. No separate "Sprite" and "Body" classes — one object does it all. const player = new Component ( 40 , 40 , " blue " , 100 , 100 ); Components support three modes: Rectangle — solid color shapes for rapid prototyping Image — loaded from spritesheets or single image files Text — the Tctxt subclass for text elements with backgrounds, padding, and alignment Key Features Dual-Canvas High-Performance Rendering Call display.perform() to activate dual-canvas mode. Static backgrounds and tilemaps are drawn once to an offscreen buffer, then composited as a single drawImage() call per frame. This dramatically reduces draw calls and improves frame rates for complex scenes. display . perform (); display . start ( 800 , 600 ); Tilemap Levels Define game worlds as 2D arrays and initialize the tilemap engine with one call. Supports dynamic tile placement during gameplay — great for destructible environments and breakable blocks. display . map = [ [ 1 , 1 , 1 , 1 , 1 ], [ 1 , 0 , 0 , 0 , 1 ], [ 1 , 0 , 9 , 0 , 1 ], [ 1 , 0 , 0 , 0 , 1 ], [ 1 , 1 , 1 , 1 , 1 ] ]; display . tileMap (); Sprite & AnimatedSprite Load horizontal spritesheets and define named animation clips (idle,

2026-06-11 原文 →