eiskalt
I see in dependencies torch, so most likely tensors and backpropagation are not implemented, but rather taken as granted. Does it count then as writing "from scratch"?..
I did something similar (in Rust, AI assisted), but I restricted myself not to use any dependency, only standard library. As result, I have to implement much more things, such as tensor design, kernels concept, simple gradient descent optimizer and even custom json parser, cpu data parallelism abstractions similar to rayon, etc. It was quite fun when I got everything wired and working - soo sloooow, but working.
- Educational: Core algorithms are reimplemented from scratch for learning and transparency. - CLI tools: Export HuggingFace Qwen3 models to a custom binary format, then run inference (on CPU) - Modular: Clean separation between export, inference, and CLI. - Safety: Some unsafe code is used, mostly to work with memory mapping files (helpful to lower memory requirements on export/inference) - Future plans: I would be curious to see how to extend it to support: * fine-tuning of a small models * optimize inference performance (e.g. matmul operations) * WASM build to run inference in a browser
Basically, I used https://github.com/adriancable/qwen3.c as a reference implementation translated from C/Python to Rust with a help of commercial LLMs (mostly Claude Sonnet 4). Please note that my primary goal is self learning in this field, so some inaccuracies can be definitely there.
..or they are simply more enjoying life by maintaining a better life-work balance.
You can still call it from JVM using JNI
Build PoC of VehicleRoutingProblem Solver API Using Rust/AWS/Terraform
A free tool to plan deliveries during the Covid-19 pandemic
Show HN: A Vehicle Routing Problem solver written on Rust
So, why I've built such script? I think it is needed for the next steps, where you actually might want to modify kernel/tools/configuration to gain the knowledge how things are (not-)working.
Anyway, it should be possible to build image for docker container if necessary.
Show HN: Build your Linux from Scratch inside Docker with one command
Show HN: A free tool for real world procedural generation in Unity3D
Show HN: Procedural world generation example: Prague with elevation data data
Demo for real world procedural generation on Android
canvas|z16 {
grid-cell-size: 5%; /* affects triangulation*/
max-area: 0.05%; /* affects triangulation refinement */
color-noise-freq: 100000; /* color of each vertex will use this noise value */
ele-noise-freq: 100000; /* height of each vertex will use this noise value*/
color: gradient(#dcdcdc 0%, #c0c0c0 10%, #a9a9a9 50%, #808080); /* color gradient*/
}Also, some objects can be randomly generated for specific place, e.g. trees in forest. I found this idea where you have real geodata as input for randomization more interesting than having yet another planet generator with manual setting of various parameters.
So far, I spent 2.5 years developing this from scratch (including predecessor of this project - ActionStreetMap) and still believe in this idea :)
http://wiki.openstreetmap.org/wiki/Simple_3D_buildings
In short, all complex buildings are defined via multiple simple polygons with height, height under ground, colors, etc.
For example, you can check how Saint Basils Cathedral is defined (take a look at Members list):