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Moozonian News
news.ycombinator.com• May 8, 2026• 1 min read
AniTroves – An anime database with a custom LLM-based discovery hubI’ve always felt that traditional anime databases rely too heavily on rigid tag-based searches. If you’re looking for a specific "vibe" or a very niche trope that isn't a primary tag, you usually end up scrolling through pages of irrelevant results.I built AniTroves (https://anitroves.com) to experiment with a more conversational, LLM-driven approach to series discovery.The Tech Behind the Hub:LLM Integration: Instead of a generic API wrapper, I've been working on a custom hub (https://anitroves.com/ai-hub/) that uses specialized models to understand series lore and character archetypes for roleplay and discovery.Anipick Engine: This is the logic layer that maps natural language queries to our database entries.Technical Transparency: I’ve implemented a structured llms.txt (https://anitroves.com/llms.txt) to provide a machine-readable source of truth for other crawlers and AI models.I’m currently the technical administrator and I'm handling the SEO and server scaling (managed on Hosting
Moozonian News
navalstrike.app• May 6, 2026• 1 min read
Show HN: Naval Strike – simultaneous turn-based fleet combat in the browserA few weeks ago there was a thread about using AI to finish abandoned projects, and a comment from avereveard https://news.ycombinator.com/item?id=47905088 on building their 100x100 grid battleship got my spark. I didn’t build that, but it pushed me to finally finish a combat idea I’ve been wanting to play for ages.Introducing Naval Strike!It’s a simultaneous turn-based fleet vs fleet on a grid played in the browser. There’s no account or signups needed. Both players plan their moves, then the turn resolves at once.There’s three different play styles:* Solo. Procedural maps and uses guided “AI” opponents (in the same way that 1990s games had “AI” opponents)* Scenarios. Objective missions on procedural maps like "rescue the downed pilot" or "destroy the convoy"* Campaigns. Historical battles on real-world maps (Sink the Bismark in the Atlantic, or escort the tankers through the strait of hormuz)A few things I figured HN would ask:I designed the architecture and Claude did implementation
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Moozonian News
getspeq.com• May 3, 2026• 1 min read
Show HN: Speq – A collaborative web-based repository for your product's specHey HN!My friend and I made and just launched Speq: A collaborative web-based repository for your product's specification. It's a tool that peppers you with questions about your new project until it (and you) truly understand what you are trying to build. Then we put everything together into a comprehensive Speq (see an actual example here: https://getspeq.com/#anatomy) that you can then turn into a PRD, share with colleagues to evaluate and collaborate on, or hand off to an agent to build via MCP.We both left our Fortune 500 Eng Leadership roles last year in hopes of spending more time with family and getting experience with AI projects. Having spent the majority of our 18+ year careers cranking out feature work at a high-velocity, we wanted to take a stab at fixing the "SDLC". Little did we know that things would move so fast over the next several months that the SDLC as we knew it was on the brink of being totally unrecognizable. We spent a few months contemplating what we could bui
Moozonian News
iesna.eu• May 2, 2026• 1 min read
Show HN: Browser-based light pollution simulator using real photometric dataHi HN — author here. iesna.eu is a browser-based ecosystem for working with photometric data: parsing standard luminaire files (LDT/EULUMDAT, IES LM-63, Oxytech, ATLA-S001), running design calculations against EN 13201 / ANSI/IES RP-8 / CJJ 45 / IES-IDA MLO, and (the part I most want to show off here) rendering real urban scenes in Bevy with the photometric data driving actual streetlight behavior, including sky-glow contribution. The Skyglow Analysis demo loads a real LDT file into a Bevy scene (Khronos Bistro test asset). The luminaire's intensity distribution drives the streetlight rendering directly — no fudging — and the sky-glow grade updates live as you adjust the uplight percentage. Swap to a full-cutoff fixture and the sky goes from F (Severe) back to A (Excellent). You can see the difference on the buildings as well as in the sky. Stack: Rust core (eulumdat-rs and friends, ~20 crates handling photometric formats), Bevy for the 3D rendering, WASM for browser deployment. No bac
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