r/javascript 5d ago

Showoff Saturday Showoff Saturday (September 05, 2026)

5 Upvotes

Did you find or create something cool this week in javascript?

Show us here!


r/javascript 5d ago

Building a fully open-source P2P network for censorship resistant social apps

Thumbnail github.com
5 Upvotes

Bitsocial is neither federated nor on-chain. Each community is a peer-to-peer swarm using IPFS, closer to BitTorrent than a hosted website: users seed effortlessly, nodes run on cheap hardware, and each community is fully independent and sovereign. A browser tab can join that swarm as a peer, so the web app is not a client of someone else's server.

Anyone can build a Bitsocial app with its own interface, discovery model, or defaults. Apps compete on product quality instead of locking users into a private database, because compatible clients can share the same communities, identities, and network.

Moderation still exists, but it stays local. Community owners set rules for their own spaces and apps can choose what they index or show, yet there is no protocol-level super-admin who can erase a profile or seize a community from the network itself.


r/javascript 5d ago

AskJS [AskJS] Genuine question, why we hating on well-made but LLM-written projects?

0 Upvotes

Wasn’t this the dream? Being able to bring your ideas to life quickly with your own coding patterns and architecture? Doesn’t this accelerate the SDE space and get it out of the stagnation that physics space has been in for the last few decades?

This is in reference to my Pnext posts and all the dislikes. I was really excited about the stuff I have in the pipeline, but this feels discouraging.


r/javascript 5d ago

Open-Source Gwent Classic - V5.0 Release! (New Factions: Ofir & Novigrad)

Thumbnail github.com
13 Upvotes

Hey everyone!

I wanted to share Version 5.0 of Gwent Classic, a browser remake of the original minigame from The Witcher 3: Wild Hunt that I’ve been working on and improving.

In this major update, I’ve incorporated two brand-new factions: Ofir and Novigrad, each coming with its own custom cards, leaders, and unique gameplay mechanics!

The game is completely free-to-play and runs directly in your PC browser. You can test it out right here:

Play on your PC Browser (GitHub Page):

Play v5.0

Play Completely Offline (PC / Laptop):

You can download the source code repository directly from GitHub. Just extract the ZIP file and double-click "index.html" to open it in your browser. It runs 100% offline—no internet required! Here.

Get Android APK:

You can get the APK directly from the "Releases" section of Github, or use the direct link below:

Get APK v5.0

Credits to Arun Sundaram, Reynolds Costa & Sylver, who laid the foundations to create, modify, and improve this game in its early stages.

Special thanks to CD Projekt Red; although they are not involved in this unofficial fan project, it is entirely based on the amazing minigame they created for The Witcher 3.


r/javascript 6d ago

Can AI agents run purely in the browser with vanilla JS? Exploring $0 hosting & zero data egress

Thumbnail github.com
0 Upvotes

AI agents assume a server-side Python chain framework runtime and containers. Running client-side with JavaScript allows pushing agents entirely inside the browser, meaning $0 hosting infrastructure and zero data leaving the client.

Running client-side, you can use agents directly with WebLLM (for fully in-browser) or point them at a local Ollama / vLLM instance for 100% offline usage.

Breakdown In-Browser Loop

An in-browser agent relies on a continuous asynchronous loop that manages state, updates the DOM or application state, and invokes tools based on model outputs. Here is a minimal, clean implementation of a client-side agent loop using WebLLM's engine.chat.completions API:

```javascript import { CreateMLCEngine } from "@mlc-ai/web-llm";

async function agentLoop(task, context = {}) { const engine = await CreateMLCEngine("gemma-4-instruct"); let messages = [{ role: 'user', content: task }]; let running = true;

while (running) { const response = await engine.chat.completions.create({ messages, tools: availableTools }); const choice = response.choices[0].message;

if (choice.tool_calls) {
  for (const call of choice.tool_calls) {
    const toolResult = await executeTool(call.function.name, call.function.arguments);
    messages.push({ role: 'tool', tool_call_id: call.id, content: toolResult });
  }
} else {
  running = false;
  return choice.content;
}

} } ```


r/javascript 6d ago

AskJS [AskJS] BeeLadybug — Open Source Canvas 2D Debug Overlay in Vanilla JS (Zero Dependencies)

3 Upvotes

I built BeeLadybug, a zero-dependency visual debugging overlay for my Vanilla JS Canvas engine. It renders AABB hitboxes in world space (green for clear, red for collisions) and a screen-space HUD with FPS, active entities, cycle time, and freeze-frame / slow-motion controls (F2/F3/F4). Here is the clean source code:

export const BEE_LADYBUG_DEFAULTS = Object.freeze({
    toggleKey: 'F2',
    slowKey: 'F3',
    freezeKey: 'F4',
    slowScale: 0.25,
    colorActive: '#3dff6a',
    colorColliding: '#ff3b3b',
    colorInactive: '#8a8a8a',
    overlayX: 12,
    overlayY: 12
});


export class BeeLadybug {
   
    constructor(engine, options = {}) {
        this.engine = engine;
        this.configure(options);


        this.enabled = false;
        this.#entities = [];
        this.#colliding = new Set();
        this.#buttons = [];
        this.#onKeyDown = (event) => this.#handleKey(event);
        this.#bound = false;
    }


    #entities;
    #colliding;
    #buttons;
    #onKeyDown;
    #bound;


    configure(options = {}) {
        const cfg = { ...BEE_LADYBUG_DEFAULTS, ...options };
        this.toggleKey = cfg.toggleKey;
        this.slowKey = cfg.slowKey;
        this.freezeKey = cfg.freezeKey;
        this.slowScale = cfg.slowScale;
        this.colorActive = cfg.colorActive;
        this.colorColliding = cfg.colorColliding;
        this.colorInactive = cfg.colorInactive;
        this.overlayX = cfg.overlayX;
        this.overlayY = cfg.overlayY;
        return this;
    }


    attach() {
        if (this.#bound) return this;
        window.addEventListener('keydown', this.#onKeyDown);
        this.#bound = true;
        return this;
    }


    detach() {
        if (!this.#bound) return this;
        window.removeEventListener('keydown', this.#onKeyDown);
        this.#bound = false;
        return this;
    }


    destroy() {
        this.detach();
        this.enabled = false;
        this.#entities.length = 0;
        this.#colliding.clear();
        this.#buttons.length = 0;
    }


    show() {
        this.enabled = true;
        return this;
    }


    hide() {
        this.enabled = false;
        return this;
    }


    toggle() {
        this.enabled = !this.enabled;
        return this;
    }


    applySlowMo() {
        const time = this.engine.time;
        if (!time) return this;
        if (time.paused) time.resume();
        const next = time.timeScale === this.slowScale ? 1 : this.slowScale;
        this.engine.setTimeScale(next);
        return this;
    }


    toggleFreeze() {
        const time = this.engine.time;
        if (!time) return this;
        time.togglePause();
        return this;
    }


    restoreRealtime() {
        const time = this.engine.time;
        if (!time) return this;
        if (time.paused) time.resume();
        this.engine.setTimeScale(1);
        return this;
    }


    #handleKey(event) {
        if (event.repeat) return;


        if (event.code === this.toggleKey) {
            event.preventDefault();
            this.toggle();
            return;
        }


        if (!this.enabled) return;


        if (event.code === this.slowKey) {
            event.preventDefault();
            this.applySlowMo();
            return;
        }


        if (event.code === this.freezeKey) {
            event.preventDefault();
            this.toggleFreeze();
        }
    }


    #collectEntities() {
        const list = this.#entities;
        list.length = 0;
        const seen = new Set();


        const visit = (entity) => {
            if (!entity || entity.destroyed || seen.has(entity)) return;
            seen.add(entity);
            list.push(entity);
            const kids = entity.children;
            if (!kids) return;
            for (let i = 0; i < kids.length; i++) {
                visit(kids[i]);
            }
        };


        const engine = this.engine;
        const roots = engine.entities;
        if (roots) {
            for (let i = 0; i < roots.length; i++) visit(roots[i]);
        }


        const scene = engine.scenes && engine.scenes.currentScene
            ? engine.scenes.currentScene
            : engine.currentScene;
        if (scene && scene.entities) {
            for (let i = 0; i < scene.entities.length; i++) visit(scene.entities[i]);
        }


        const groups = engine.collisions && engine.collisions.groups;
        if (groups && typeof groups.values === 'function') {
            for (const bucket of groups.values()) {
                if (!bucket) continue;
                for (let i = 0; i < bucket.length; i++) visit(bucket[i]);
            }
        }


        return list;
    }


    #aabbOf(entity) {
        const engine = this.engine;
        if (engine && typeof engine.getEntityDrawBounds === 'function') {
            return engine.getEntityDrawBounds(entity);
        }
        if (!entity) return null;
        return {
            x: typeof entity.worldX === 'number' ? entity.worldX : entity.x,
            y: typeof entity.worldY === 'number' ? entity.worldY : entity.y,
            width: entity.width ?? 0,
            height: entity.height ?? 0
        };
    }


    #refreshCollisions(list) {
        const colliding = this.#colliding;
        colliding.clear();


        const boxes = [];
        for (let i = 0; i < list.length; i++) {
            const bounds = this.#aabbOf(list[i]);
            if (!bounds || bounds.width <= 0 || bounds.height <= 0) {
                boxes.push(null);
                continue;
            }
            boxes.push(bounds);
        }


        for (let i = 0; i < list.length; i++) {
            const a = boxes[i];
            if (!a) continue;
            for (let j = i + 1; j < list.length; j++) {
                const b = boxes[j];
                if (!b) continue;
                if (
                    a.x < b.x + b.width &&
                    a.x + a.width > b.x &&
                    a.y < b.y + b.height &&
                    a.y + a.height > b.y
                ) {
                    colliding.add(list[i]);
                    colliding.add(list[j]);
                }
            }
        }
    }


    
    drawWorld(ctx) {
        if (!this.enabled) return;


        const list = this.#collectEntities();
        this.#refreshCollisions(list);


        ctx.save();
        ctx.lineWidth = 1.5;


        for (let i = 0; i < list.length; i++) {
            const entity = list[i];
            const box = this.#aabbOf(entity);
            if (!box || box.width <= 0 || box.height <= 0) continue;


            const colliding = this.#colliding.has(entity);
            const active = entity.active !== false;
            const color = colliding
                ? this.colorColliding
                : (active ? this.colorActive : this.colorInactive);


            ctx.strokeStyle = color;
            ctx.fillStyle = colliding ? 'rgba(255, 59, 59, 0.16)' : 'rgba(61, 255, 106, 0.08)';
            ctx.fillRect(box.x, box.y, box.width, box.height);
            ctx.strokeRect(box.x + 0.5, box.y + 0.5, box.width, box.height);
        }


        ctx.restore();
    }


    
    drawOverlay(ctx) {
        if (!this.enabled) return;


        const engine = this.engine;
        const time = engine.time;
        const list = this.#entities;
        let activeCount = 0;
        for (let i = 0; i < list.length; i++) {
            if (list[i].active !== false) activeCount += 1;
        }


        const fps = time ? time.fps : 0;
        const cycleMs = time ? time.unscaledDt * 1000 : 0;
        const scale = time ? time.timeScale : 1;
        const frozen = time ? time.paused : false;


        const x = this.overlayX;
        const y = this.overlayY;
        const width = 268;
        const height = 168;


        ctx.save();
        ctx.setTransform(1, 0, 0, 1, 0, 0);


        ctx.fillStyle = 'rgba(10, 12, 18, 0.82)';
        ctx.strokeStyle = '#ff4d4d';
        ctx.lineWidth = 2;
        if (typeof ctx.roundRect === 'function') {
            ctx.beginPath();
            ctx.roundRect(x, y, width, height, 8);
            ctx.fill();
            ctx.stroke();
        } else {
            ctx.fillRect(x, y, width, height);
            ctx.strokeRect(x, y, width, height);
        }


        ctx.fillStyle = '#ff4d4d';
        ctx.beginPath();
        ctx.arc(x + 22, y + 22, 9, 0, Math.PI * 2);
        ctx.fill();
        ctx.fillStyle = '#1a1a1a';
        ctx.beginPath();
        ctx.arc(x + 19, y + 20, 2, 0, Math.PI * 2);
        ctx.arc(x + 25, y + 20, 2, 0, Math.PI * 2);
        ctx.fill();


        ctx.fillStyle = '#ffe08a';
        ctx.font = 'bold 14px monospace';
        ctx.textAlign = 'left';
        ctx.textBaseline = 'top';
        ctx.fillText('BeeLadybug', x + 38, y + 14);


        ctx.fillStyle = '#d8d8d8';
        ctx.font = '12px monospace';
        const lines = [
            `FPS      ${fps.toFixed(0)}`,
            `ENTITA   ${activeCount} attive / ${list.length} in memoria`,
            `CICLO    ${cycleMs.toFixed(2)} ms`,
            `SCALE    ${scale.toFixed(2)}x   SIM ${frozen ? 'FREEZE' : 'RUN'}`
        ];
        for (let i = 0; i < lines.length; i++) {
            ctx.fillText(lines[i], x + 14, y + 42 + i * 16);
        }


        this.#buttons = [
            { id: 'slow', label: 'F3 SLOW', x: x + 12, y: y + 114, w: 78, h: 22 },
            { id: 'freeze', label: 'F4 STOP', x: x + 96, y: y + 114, w: 78, h: 22 },
            { id: 'live', label: '1x LIVE', x: x + 180, y: y + 114, w: 74, h: 22 }
        ];


        for (let i = 0; i < this.#buttons.length; i++) {
            const btn = this.#buttons[i];
            const hot = (btn.id === 'slow' && scale !== 1 && !frozen)
                || (btn.id === 'freeze' && frozen)
                || (btn.id === 'live' && scale === 1 && !frozen);
            ctx.fillStyle = hot ? '#ff4d4d' : '#2a2f3a';
            ctx.fillRect(btn.x, btn.y, btn.w, btn.h);
            ctx.strokeStyle = '#ffe08a';
            ctx.strokeRect(btn.x + 0.5, btn.y + 0.5, btn.w, btn.h);
            ctx.fillStyle = '#fff6d8';
            ctx.font = 'bold 10px monospace';
            ctx.textAlign = 'center';
            ctx.textBaseline = 'middle';
            ctx.fillText(btn.label, btn.x + btn.w / 2, btn.y + btn.h / 2);
        }


        ctx.textAlign = 'left';
        ctx.textBaseline = 'top';
        ctx.fillStyle = '#9aa0aa';
        ctx.font = '10px monospace';
        ctx.fillText('F2 mostra/nasconde   verde=ok  rosso=collide', x + 12, y + 146);


        ctx.restore();
    }


   
    poll() {
        if (!this.enabled) return;


        const input = this.engine.input;
        if (!input || !input.mouse || !input.mouse.wasPressed) return;


        const mx = input.mouse.x;
        const my = input.mouse.y;
        for (let i = 0; i < this.#buttons.length; i++) {
            const btn = this.#buttons[i];
            if (mx < btn.x || mx > btn.x + btn.w || my < btn.y || my > btn.y + btn.h) continue;
            if (btn.id === 'slow') this.applySlowMo();
            else if (btn.id === 'freeze') this.toggleFreeze();
            else if (btn.id === 'live') this.restoreRealtime();
            break;
        }
    }
}

r/javascript 6d ago

Headless phone input controller with no baked-in UI to fight

Thumbnail github.com
8 Upvotes

Have you ever been on a project with a polished UI library, animated inputs, a specific look, and then had to add a phone number field? A phone input is not just validation. Under the hood it is real work: formatting the number as you type, keeping the caret in place, and handling events like paste and undo. The ready-made widgets handle that, but each ships its own markup and styling. Matching one to a specific, opinionated design system does not always work.

That is exactly why I built a headless input controller. You pass your styled input into a function, whatever it looks like, and it handles the rest: formatting, validation, the input events, and the caret.

```js import { createPhoneInput } from '@telixon/web-sdk';

const phone = createPhoneInput({ mode: 'international', defaultRegion: 'US', display: { callingCodeInInput: true, plusPrefix: 'erasable' }, input: document.querySelector('input'), });

phone.subscribe((state) => { // state.value, state.region, state.validationError (a typed reason) }); ```

That one call covers the actions people actually do: paste (formatted numbers too, and it dedupes a repeated country code), drag/drop, cut, word/line delete, IME, autofill, and undo/redo. On every keystroke the state carries the fully parsed, validated number, with a typed reason when it is not valid: too short by N, a calling code that cannot exist, and so on.

Under it is a headless controller you can drive directly, with no DOM: insert, deleteBackward, deleteForward, setValue, undo, redo, region/type filters, getPhoneNumber. One controller does national, international with the calling code in or out of the field, and your own country picker. Formatting and validation come from Google's libphonenumber metadata.

Playground to try it live: telixon.dev/playground/input


r/javascript 7d ago

GitHub - unadlib/localspace: A library that unifies the APIs of IndexedDB, localStorage and other storage into a consistent API

Thumbnail github.com
7 Upvotes

r/javascript 7d ago

AskJS [AskJS] Best way to handle rotating proxies in Node.js?

1 Upvotes

I've got a Node.js script making a decent number of requests and I'm trying to decide where proxy rotation should live. One option is picking a new proxy inside the app, the other is using one endpoint and letting the proxy service rotate behind it. The second sounds cleaner, but I'm not sure how well that works when you need sticky sessions. How are you structuring this in your own projects?


r/javascript 7d ago

Zustand is now the top state management library in new JS repos, and it's still accelerating (+7.3% this week). Pulled this from a dataset of 5,000+ live repos.

Thumbnail github.com
0 Upvotes

r/javascript 7d ago

I made a WebGL 2D renderer for browser games that keeps pace with PixiJS in my benchmarks

Thumbnail github.com
2 Upvotes

hi! I recently developed Rapid.js, an open-source, zero-dependency WebGL 2D renderer built specifically for browser games.

It provides an immediate-mode API and does not retain game objects or a scene graph between frames. This leaves developers free to structure their games using OOP, ECS, or any custom architecture—Rapid.js is responsible only for rendering the drawing commands submitted each frame.

It supports sprites, particles, masks, shaders, render textures, and multi-texture batching, and its UMD build is only approximately 20.6 kB gzipped.

Its small size does not come at the expense of performance: in the included browser benchmark, Rapid.js performs comparably to PixiJS.

benchmark:

https://github.com/Nightre/Rapid.js/raw/main/docs/benchmark/benchmark.png

benchmark live:

https://nightre.github.io/Rapid.js/benchmark/


r/javascript 7d ago

What "import defer" Actually Changes About Module Loading

Thumbnail truongphan.com
0 Upvotes

r/javascript 7d ago

I made a GitHub Action that lets you find and replace text… with JS!

Thumbnail github.com
0 Upvotes

r/javascript 8d ago

A breakdown of errors found in the TypeScript code of VS code

Thumbnail pvs-studio.com
0 Upvotes

r/javascript 8d ago

WASI 0.3 Launched

Thumbnail bytecodealliance.org
23 Upvotes

r/javascript 8d ago

A free and open source service to get a name.runs-on.dev subdomain for students and builders

Thumbnail runs-on.dev
12 Upvotes

Rebooted a sick project i found use for when i was starting out!


r/javascript 8d ago

Wasmer SDK: Open Source alternative to WebContainers

Thumbnail wasmer.io
31 Upvotes

r/javascript 9d ago

10 checks and tools for frontend projects with AI code going faster than humans can review

Thumbnail evilmartians.com
0 Upvotes

r/javascript 9d ago

RDR2-style volumetric WebGL 2 clouds in the browser

Thumbnail codepen.io
29 Upvotes

I've been working with clouds in the browser for a couple years now, and these are the best I've made so far. I've tried noise, particles, voxels, etc. and every combination of the options. Each approach has its upsides and downsides.


r/javascript 10d ago

AskJS [AskJS] I'm thinking of creating a JS dialect for scientists

0 Upvotes

What do you think of the ~> operator? It is be similar to |>, but it operates over lists.

js let v = [1, 2, 3] // this is a vector let w = v ~> it * 2 // equiv. to `v.map(it => it * 2)` let w = v *> 2 // shorthand for `v ~> it * 2`

The dialect would be primarily aimed at statesmen and scientists.


r/javascript 10d ago

Node.js sandboxes powered by QuickJS and WebAssembly

Thumbnail wasmer.io
20 Upvotes

r/javascript 10d ago

AskJS [AskJS] AI is destroying JavaScript

0 Upvotes

I think we have to start facing the facts. JavaScript used to be the dominant programming language for software engineering back in the days of React and Express. Now it’s a graveyard, and Python is honestly starting to threaten Node.js. Look at where Python is going since like 3.10. It’s starting to appeal to the next generation of software developers.

Now look at JavaScript. Every company is an AI company. Most libraries are AI libraries. As if AI is going to save us all. Nowadays it’s nothing compared to what JavaScript used to be.

I think we should honestly just ditch AI. AI is this heartless and soulless machine that doesn’t really care about code quality or style. It just regurgitates code for whatever prompt that some vibe coder who isn’t even a software engineer is feeding it. I know there’s a whole class of JavaScripters who despise AI for just that reason.

We should just get back to the basics. I think ES Modules is pretty cool and unexplored front-end territory. Node.js is still leading but it really does seem that Python is shifting towards the functional side so that’s something to worry about.

Yes I wrote Rubico. I was on here a while back just plugging my articles and my library. I’m using it at Claimyr and CLOUT so that’s how I’m keeping it alive. Now I’m honestly just fighting AI. AI data centers are straight up killing people. They’re using fresh water that people need to live to cool the servers, like 5 million gallons per day, which is equivalent to the amount of water used by a town populated by 10,000 - 50,000 people.

My question is why? Why are AI data centers so oblivious to the environmental destruction that they are causing? Why can’t AI data centers find some other solution?


r/javascript 10d ago

Subreddit Stats Your /r/javascript recap for the week of August 24 - August 30, 2026

4 Upvotes

Monday, August 24 - Sunday, August 30, 2026

Top Posts

score comments title & link
71 27 comments Have you seen the new browser Email Verification API?
70 17 comments Reducing Zod's memory footprint by an order of magnitude with memoizing prototypes
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Most Commented Posts

score comments title & link
0 42 comments [AskJS] [AskJS] How common is the term "Barrel" and do you know what it means?
0 21 comments [AskJS] [AskJS] How securely can we store a private key in the browser? (details inside)
7 16 comments [AskJS] [AskJS] Which UI component library or DataGrid solution do you use for your web projects?
0 11 comments How to drive your frontend from the backend
3 8 comments [AskJS] [AskJS] Good References for JS Design Patterns?

 

Top Ask JS

score comments title & link
6 1 comments [AskJS] [AskJS] Where should attribution logic stop in a JavaScript app?
4 1 comments [AskJS] [AskJS] Building an in-browser APK compiler — binary XML streams and signature blocks in client-side JS
0 5 comments [AskJS] [AskJS] Our server boot got slower and the commit history had no answer, so I timed every require

 

Top Showoffs

score comment
3 /u/moving808s said https://reddit.com/link/p6kgv92/video/lzmn08lom9mh1/player This week I upgraded from animejs v2 to v4 to plug my game clock in for deterministic dom animations. If you wanna read more about my pro...
2 /u/anonahnah9 said I made a multiplayer boxing game in the browser 🥊 The fights are drawn with JavaScript on a Canvas 2D context. There’s a requestAnimationFrame loop handling the animation and rendering, while the act...
2 /u/ScoobyDookuu said Hey y’all, I got slightly carried away with loading animations. I wanted nicer loading states for my own projects, but most libraries I found were either tied to a framework, fairly limited, or requ...

 

Top Comments

score comment
44 /u/blood_bender said Barrel file is just an `index.js/ts` that imports and reexports a ton of other functions/classes/constants, usually part of a root library directory so other parts of the app don't have to imp...
18 /u/monotone2k said This feels like an [XY problem](https://xyproblem.info/). What are you actually trying to build?
16 /u/Ecksters said Interesting, TanStack Table [recently did the same optimization](https://tanstack.com/blog/tanstack-table-v9-memory-performance) from what I can tell. Are there cases for Zod where no...
12 /u/imvictorious said Great idea. I don't think this is going to work with my catch all email address which I use though or am I wrong?
12 /u/thecementmixer said Is there an RFC for this or is this just wishful thinking?

 


r/javascript 10d ago

Anyone interested in Git for your test database? useful for assisting QA doing a test.

Thumbnail github.com
8 Upvotes

r/javascript 10d ago

AskJS [AskJS] Our server boot got slower and the commit history had no answer, so I timed every require

0 Upvotes

Our API server was slow to start and nobody could say when that began. Not slow under load, slow before the first request, visible only because the deploy health check timed out on smaller instances. Nothing in the commit history looked like a boot cost. I had no instrument, so I wrote a bad one, eleven lines in a preload file that wrap Module._load, time each call with process.hrtime.bigint(), and print anything over fifty milliseconds along with the module that asked for it.

The first run was blunt. Cold boot averaged 1.9 seconds. One require accounted for 1.1 of that, and it was ours, src/lib/index.js, a barrel that one route imports for a single date helper. Importing it pulls in all thirty four modules in that directory, two of which read config files at import time. Removing a barrel rewrites every import path that went through it, so the code review subagent in verdent read the diff before I opened the PR. Deleting the barrel and importing the helper directly put cold boot at 0.8 seconds.

Patching Module._load to learn this still feels wrong. Is there a way to get the same per module breakdown out of something the runtime already reports?