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Show HN

Show HN: AI agents for UK GDAD PCF roles and their skills The Two Pillars: Mixer Mode and Meta-Software in the Reorganization of Software Work After AI GitHub - JaiCode08/teleport-env What 1,000+ Harness Experiments Taught Me About Self-Improving Agents Show HN: Liiists, a Markdown-first, iOS and CLI list app SwiperTab – Get this Extension for 🦊 Firefox (en-US) GitHub - kouhxp/fftext: Summarize, explain, fact-check, or translate any text, URL, or file. No GPU. No cloud. One command GitHub - sweetpad-dev/sweetpad: Develop Swift/iOS projects using VSCode GitHub - dogmaticdev/IRON: IRON a.k.a. Intermediate Representation Object Notation is a Interpreter/Database that is used to create Programming Languages. GitHub - sjhalani7/vaen: Package your AI coding harness into a portable .agent file, and share it across repos, teams, & the community without ever having to copy-paste instructions, skills, MCP config, or secrets. Show HN: Gandalf the Grader Show HN: Citadeld – replay any CI failure locally from a single file GitHub - tdortman/cuSBF: High-Performance GPU Super Bloom Filter coral-ai/claude-code-token-xray at main · Coral-Bricks-AI/coral-ai GitHub - ulyssestenn/funes: Funes is a Git-based framework for LLM-managed knowledge work: an AI Librarian ingests raw sources, builds an interlinked Markdown knowledge base, and uses it to produce cited reports, analyses, and other outputs. GitHub - ThatXliner/gah: Git Add Hunk, built for agents to use GitHub - harmont-dev/harmont-cli: Command-line client for the Harmont CI platform GitHub - brooksmcmillin/mcp-authflow: OAuth 2.0 Authorization Server framework for MCP servers GitHub - javaid-codes/audit-supply-chain-agents GitHub - amorey/gochan: A small library of common channel architectures for Go, inspired by Rust GitHub - arifozgun/OpenGem: Free, Open-Source AI API Gateway with Gemini, OpenAI & Anthropic Compatibility in 1 file GitHub - Pranesh950/BioPetals: 🌸 Run BIOxAI models at home, BitTorrent-style. Fine-tuning and inference up to 10x faster than offloading GitHub - cnguyen14/bounty-doctor: Diagnose a GitHub bounty issue before you waste hours: detects honeypot scam repos, AI-bot attempt swarms, and stale contests. Show HN: CoreMCP – MCP Server for On-Prem DBs Show HN: KittyHTML – Render HTML/CSS as an inline image in your terminal GitHub - bingud/filemat: Web-based file manager Show HN: TruthLens – Free multi-signal deepfake image detector GitHub - apexlocal-jz/claude-usage-tray: Windows system-tray app showing your Claude Code rate-limit usage at a glance. Zero deps, ~300 lines of PowerShell. Cross-IDE (works regardless of VS Code, Cursor, plain terminal). Release v0.1.2.1 · kouhxp/yapsnap GitHub - noopolis/moltnet: Self-hostable chat network for AI agents. Pre-built bridges for Claude Code, Codex, and the Claws. Rooms, DMs, history. No Slack bots, no Matrix, no glue code.
HotFX Pseudorandom
WebBurnout · 2026-06-27 · via Show HN

View the source

Chaos on a web page sounds bad, but just the right amount can tie everything together, like adding a pinch of salt to your pancakes.

The <hotfx-pseudorandom> element brings random movement to your web pages. It’s kinda like the new random() function coming soon to CSS, but it’s got animation built in.

Now that’s a chaotic ball! You can see it’s not even a constant speed. It’s slowing down and speeding up all the time like it’s possessed by an evil ghost or something.

Here’s how you can create an effect like this on your own pages. First, add this script:

Then wrap the elements you want to animate in a <hotfx-pseudorandom> tag. If you open devtools now, you’ll see something like this is already happening:

That number going nuts is what we can use to build the animation. It’s a CSS variable with a unitless value that moves between 0 and 1 at 60 frames per second (or faster if you’re computer is fancy like that).

What can you do with a unitless value in CSS? Pretty much anything it turns out. In the bouncing ball demo, we’re moving it around and making it flash with this CSS:

transform: translate(
  calc(100vw * var(--hotfx-pseudorandom-1)),
  calc(60vh * var(--hotfx-pseudorandom-2))
);
opacity: calc(0.3 + 0.7 * var(--hotfx-pseudorandom-3));

The first calc() expression moves the ball from 0 to 100vw horizontally and the second moves it up and down. The opacity prop uses a floor of 0.3, so it’s always 30% visible and the variability is from 30% to 100%.

With this technique, you can make any number in your styles move around like crazy— or subtly change in a creepy, unpredictable way.

Now a brief interlude to watch some fireflies move through a dark forest.

The code behind that is very similar to the bouncing ball, just much nicer to look at.

You might have heard there’s a new random() function coming to CSS and it looks pretty rad. Our HotFX component is doing something entirely different, however, because it animates randomness. Let’s take a look at how it works.

What is Pseudorandom Anyway?

Most things that start with pseudo sound kinda dodgy, like pseudoscience, pseudocode or pseudonym. However, for the purposes of computer animation pseudorandom is often actually better.

The thing is, pseudorandom numbers are not actually random at all. They appear random to us because they are long decimals that seem to come out of nowhere, but they have some interesting properties that truly random numbers don’t have.

The element uses pseudorandom numbers to make a type of value noise. A better name might have been <hotfx-noise> but I’ve got some plans for that one.

The numbers coming out of this value noise function have the following characteristics which make them extra handy.

  • Deterministic: Given the same seed number, the pseudorandom numbers will be the same every time your page loads.
  • Continuous: This means that as time advances, we can expect numbers that are next to each other, making for smooth animations.
  • Chaotic: A small change in the seed value will produce a big change in the output.

Many of the coolest computer graphics are built using different types of noise, generated with different functions. We can graph our value noise function so you can see exactly what you’re getting with a given seed number. Drag that range slider to the right and watch how intense this thing can get.

How about another pretty demo to wash away some of that math? These gradients are random, or well, pseudo.

(Yes, your GPU is close to melting right now, but hey, at least it’s not blocking the main thread and janking your scroll. This mesmorizing demo is totally worth all those watts.)

To check out exactly how this works, you can read the source code. If you find any bugs or issues, please file an issue on GitHub.

Roadmap

There are so many types of noise! I’m planning to add some more attributes to control the output for different vibes and settings. You could imagine an octave attribute to get some more roughness and detail on the movement.