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Good to note that it doesn't require client software to detect edges.

> To get the mouse cursor to magically jump across, the mouse hid report descriptor was changed to use absolute coordinates and then the mouse reports (that still come in relative movements) accumulate internally, keeping the accurate tally on the position.

So it works like synergykm / barrier, without clipboard features and without client software.

Very nice.




Very nice to not require the computers to connect over the network.


This was a concern for me, that is why i've used Synergy over VPN and it worked quite well. It also works on networks where you can't reach the other pc's that way.


I initially used synergy at work between two computers and a coworker teased me about the security implications, so I found it very little effort to pipe over an SSH tunnel


Barrier has built-in encryption


Can you share some info about that? How is it different from synergy business/enterprise where it encrypts your data? (aside from owning the encryption)


I don't know how the business edition works, but how to set up SSH tunnels is easily found on Google search, and you'd just forward the port the server listens on, and connect to localhost on the client on the same port. Very simple, and at least as secure as SSH is proven encryption.


You should check out https://pikvm.org/


tailscale makes the VPN easy these days.


I doubt the reason for avoiding connection is a technical barrier but rather a security one. For example, I prefer to keep my personal and work laptops completely airgapped.


I also like zerotier


Yes this is so clever and beautiful. Projects like these are my favorite thing to discover on HN.


Would that completely break down if your cursor is moved by something other than the mouse? (An automation script, a game that locks the cursor to the middle of the screen, etc.)


Is that a common practice in games? What is its purpose? To stop botting?


I think that's to prevent the cursor from hitting the edge of the screen and the player being unable to turn further (though I'm not certian if every game does it this way)




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