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2026年4月30日 の Show HN

18 件
10

Agent that refuses to run commands without human approval #

github.com favicongithub.com
2 コメント1:49 AMHN で見る
In light of recent news about an agent deleting a production database, I thought now would be a good time to share this.

As the use of AI tools in production is becoming more common, sadly so will the high profile incidents like the one mentioned.

Fewshell is a terminal agent specifically designed to avoid this.

There is no setting to enable command auto-approval. This is by-design, so that the user never has to second-guess or worry about accidentally having it enabled.

Originally my intention was to build an AI mobile terminal to make typing shell commands easy. But with so many mobile-enabled 'claw' agents being available, I decided to make Fewshell the opposite of an autonomous agent.

Please star if you like, let me know what you think. Happy to answer questions.

About me: I'm an ex Amazon Sr. SDE for Alexa AI, and currently am working in AI safety research for agentic RLVR. I use this tool to run and check on my lab experiments.

6

Task Manager for AI Agents (MCP, Opensource) #

github.com favicongithub.com
1 コメント5:43 AMHN で見る
AgentRQ is a (optionally) human-in-the-loop, self learning closed loop task manager for agents. Agents can create and schedule tasks for themself and work on them on their own schedule.

In high level it comes with one supervisor MCP that controls workspaces(worker agents) and unlimited number of isolated workspace MCPs (self learning agents).

Each workspace/agent has a mission/persona for the agent. And self-learning-loop note.

I am using it about 6 weeks in production, and completed more than 500 tasks. I just released the opensource version(as is in production) under Apache 2.0 license.

Currently it supports Gemini CLI and Claude code. I am going to extend support all major agents soon.

Happy to answer any questions.

6

Bin collection calendars for the entire UK #

ukbinday.co.uk faviconukbinday.co.uk
1 コメント9:29 AMHN で見る
Hi HN,

I built ukbinday to provide a nicer way to find your bin collection days and actually remember when to put them out.

It shows your upcoming collections and generates a calendar that updates automatically as the schedule comes out. Coverage is at about 85% of the UK so far and I'm working on getting that to 100%. There is also an API for the Home Automation community.

This was built on top of two amazing open-source projects without which this would not exist: https://github.com/robbrad/UKBinCollectionData & https://github.com/mampfes/hacs_waste_collection_schedule Thank you to all the contributors of those repositories!

4

Can a person's chess mind outlive them? An attempt with 41 masters #

playchessgate.com faviconplaychessgate.com
1 コメント11:26 AMHN で見る
Two years ago I sat down to build a chess engine for my kids' Christmas present. Wanted it to play badly enough to be beatable but not randomly bad: different styles so they could choose what to face.

While building those styles I noticed the choices started looking like actual historical players' tendencies. Went looking. Turns out: given enough games from one person, you can extract enough of their decision pattern to reproduce it.

Two years later, 41 players, ~3,000 games each. Tal sacrifices unsoundly. Morphy attacks like it's 1850. Capablanca grinds endgames. Same engine underneath, visibly different choices each time.

playchessgate.com: browser, no signup. The kids never got their Christmas present.

4

Multiplayer Voronoi #

voronoi.charlespierre.fr faviconvoronoi.charlespierre.fr
0 コメント9:21 AMHN で見る
A multiplayer hommage to Jean-Michel Sanejouand's Jeu de Topo (1963), a game with no winner or loser where partners arrange stones until both points of view are satisfied.

Here, stones become colored points in a game based on Voronoi diagrams. The original opposing points of view become each player's screen: everyone shares the same points, but phones, tablets, and browser windows frame the space differently, so each player is likely seeing a different Voronoi view.

2

Nimbalyst open-source visual workspace for ClaudeCode, Codex, OpenCode #

github.com favicongithub.com
0 コメント1:36 PMHN で見る
We're open sourcing Nimbalyst, a multi-agent, visual workspace for building with Claude Code, Codex, and Opencode (alpha). It pairs parallel session management with WYSIWYG editors so you and your agents can work on the same files at the same time.

The core idea: agents edit files, you edit files, and Nimbalyst makes that collaboration legible. Built-in WYSIWYG editors cover markdown, mockups, Excalidraw diagrams, data models, spreadsheets, and code (Monaco). Every edit is tracked back to the session that made it, with red/green WYSIWYG markdown diffs for review and approval. A session Kanban lets you search, resume, and manage parallel runs, and link sessions to files (and back). A lightweight tracker (alpha) keeps plans, bugs, tasks, and custom items in the same workspace the agent is working in — agents create, update, and execute them, and you see the same view they do. The extension system makes any file type pluggable; current extensions include Excalidraw, mind maps, CSV spreadsheets, a data model designer, mockups, PDF viewing, and a SQLite browser, and they're exposed to the agents too. Worktrees, workstreams, visual git management, and agent-driven commit proposals round out the developer side, and an iOS app handles remote session management (Android in development). Currently supports Claude Code, Codex, Opencode (alpha), and Copilot (alpha), with more planned.

It's local-first: files stay on your filesystem in open formats (markdown, excalidraw, html). The local app is MIT licensed and free; team collaboration features are AGPL and will be paid. Tech stack: Electron, React, Jotai, PGLite (Postgres in WASM), Lexical, Monaco, Playwright; collaboration runs on Cloudflare Workers with Durable Objects.

https://github.com/Nimbalyst/nimbalyst

https://nimbalyst.com/

We'd love your feedback and contributions.

1

A cozy reverse city-builder with custom shaders. Free demo on Steam #

store.steampowered.com faviconstore.steampowered.com
0 コメント11:30 AMHN で見る
I've been building this solo for a while now. I usually prefer writing code, but Unity's shader graph pulled me in, I ended up building all the visuals with custom shaders, which gave the game its look.

The concept is a reverse city-builder: instead of expanding and consuming, you restore a wasteland back into a thriving ecosystem using robots.

Would love any feedback, both on the technical side and the game itself. Free demo just went live on Steam yesterday.