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pinkmoonx

Re:llama.cpp on Wednesday August 12, 2026 @07:05AM (#49270544)
Yep now llama.cpp is copying Ollama
Re:llama.cpp on Wednesday August 12, 2026 @07:03AM (#49270529)
VERY
Re:llama.cpp on Wednesday August 12, 2026 @07:02AM (#49270515)
Ok and now llama.cpp is copying Ollama

Innovation and competition are good things

Re:llama.cpp on Wednesday August 12, 2026 @07:02AM (#49270504)
Nah Ollama is way more friendly to use, glad they forked it. Love having options
Re:llama.cpp on Wednesday August 12, 2026 @06:59AM (#49270486)
I wish you people would go away.

Want people to use yours? Make it better

Re:The Human Is the Loop on Wednesday August 12, 2026 @06:53AM (#49270423)
Play old JRPGs for more modern/conversational
Re:What sort of maths are LLMs good at? on Wednesday August 12, 2026 @06:47AM (#49270370)
How interesting is it that in the same way the human brain unconsciously does calculus and linear algebra, but struggles in the conscious space (we have to go learn it, it’s not easy) the same is true of LLMs.

They are algebra, and yet kinda suck at it without training

Re:WorldClaw Agentic 3D open-world generation at scale on Wednesday August 12, 2026 @06:44AM (#49270343)
The downvoter doesn’t realize the extent AI “fills” the asset with vertices - downvoting out of ignorance/lack of experience
Re:WorldClaw Agentic 3D open-world generation at scale on Tuesday August 11, 2026 @07:48PM (#49266047)
Never had success decimating in Blender. It’s WAY too many vertices. Unusably huge.

Decimating ends up ruining the look of the model to get it down to a game ready size.

Even a simple house model, or humanoid, using Decimate in Blender there is no way that will be even recognizable.

Re:WorldClaw Agentic 3D open-world generation at scale on Tuesday August 11, 2026 @07:46PM (#49266029)
Side tangent: Smart Poly is often a paid feature, but you used to be able to steal it for free. Because in order to preview it, you download the GLB in the Network tab.

Some 3D AI providers still leak like that, but Meshy came up with their own binary format that splits the stream up into separate files that are assembled with a response it only gets if you have Premium.

Thought it was cool technology - and wonder if browser games in general are doing stuff like that to protect 3D assets from being easily ripped from the Network tab.

Re:WorldClaw Agentic 3D open-world generation at scale on Tuesday August 11, 2026 @07:36PM (#49265949)
Yeah any game ready asset has to be low poly. Even if it has 4k textures the polygon (vertex) count must be low to do anything meaningful (raycast, load many models).

Usually a combination of distance and frustum culling (breaking the model down into several that only load when you need to see it) with 4k or 8k textures can make a low poly game ready asset look very high quality

Re:WorldClaw Agentic 3D open-world generation at scale on Tuesday August 11, 2026 @07:32PM (#49265927)
That’s exactly how I’ve used tools like Tripo and Meshy.

Use any image generation tool (or any image) and have a multimodal LLM like Gemini extract individual parts of the image “isolate with a transparent background” - then you can use those images for image-to-3d in those tools.

Don’t forget to use low or “smart” poly features otherwise you get too many vertices to the point you can’t performantly raycast etc.

But yeah - it’s there.