thegeomaster
Cerebras-powered, instant design canvas using Qwen3.8-27B [video]
Notably, Pangram is very conservative, and it's not difficult to manually get an LLM generated passage of text to turn human-written. So a score of near-100% AI generated means the writer didn't do even very light editing for a large part of the text.
There are extremely good reasons to be skeptical of fully LLM-written content. Our attention spans and our online platforms were built in a time where a long, data-supported article with references was expensive to produce. The time to write it was vastly longer than the time to read it, which means you could usually rely on some good faith, baseline level of accuracy and thinking on the writer's part.
With LLM-generated content, it's very difficult to know if 5 minutes, 5 hours or 5 days went into writing of the content. On the surface, it all looks similar, but the 5 minute version usually communicates very little or very shallow ideas, makes factual errors, and is generally lacking a lot of context. It's fast food writing.
These low effort versions of content take way more to read than they take to write. And combined with the obtuseness of the writing style, it all places undue burden on the reader to figure out the underlying message, because a lot of it has been mangled by the writing process.
I think LLMs are hugely helpful for writing, but to use their proper potential one needs to use them for feedback and engage with them at a level deeper than simply "write an article about X" or "rewrite this paragraph", and the text then doesn't obviously read AI generated as a bonus - I think nobody really has a problem with this.
FYI, this to me points to an inference bug, bad sampling, or a non-native quant. OpenRouter is known to route requests to absolutely terrible, borked implementations. A model like DeepSeek V4 Flash shouldn't be making syntax errors like this.
"this is step one. bigger models are already in development with infrastructure scaling to match. private api preview open to select partners today, with plans to open-source future versions. incredibly proud of the MSL team. excited for what’s to come!"
1. Duly noted on USDC and other payment options - I have to see how easy this is do to as we're using stripe.
2. Teams and orgs are very high on the priority list and we hope to have something on this front very soon.
To keep up with our development, Discord is probably the best place: https://discord.gg/ptDRKRJpPV
Show HN: Mowgli – Figma for the agent era, with Claude Code and design export
Hi HN! We're excited to announce the public beta of Mowgli, a spec-backed, AI-native design canvas for scoping and ideating on products.The productivity gains unleashed by coding agents have made everything else an unexpected bottleneck. In an effort to make the most out of this new paradigm, we ceded a lot of ground in product thinking, thoughtful UX, and design excellence. In other words, the...
We're Still Underestimating What AI Means
You can get a bare metal AX162 from Hetzner for 200 EUR/mo, with 48 cores and 128GB of RAM. For 4:1 virtual:physical oversubscription, you could run 192 guests on such a machine, yielding a cost of 200/192 = 1.04 EUR/mo, and giving each guest a bit over 1GiB of RAM. Interestingly, that's not groundbreakingly cheaper than just getting one of Hetzner's virtual machines!
Irrlicht had its editor (irrEdit), a sound system (irrKlang), and some basic collision detection and FPS controller was built right into the engine. This was enough to get you a considerable way through a fully featured tech demo, at the very least. (I even remember Irrlicht including a beautiful first-person tech demo of traversing a large BSP-partitioned castle level.)
However, for those not afraid to stitch these additional parts from other promising libraries (or derive them from first principles, as was fashionable), OGRE offered more raw rendering prowess: a working deferred shading system (this was the heyday of deferred shading), a pop-less terrain implementation with texture splatting, and more impressive shader and rendering pipeline support, with the Cg multi-platform shading language. I remember a fairly impressive ocean surface and Fresnel refraction/reflection demos from OGRE at the time.
The story of 10x developers among us is not a myth... if anything, it's understated.
- The compute requirements would be massive compared to the rest of the industry
- Not a single large open source lab has trained anything over 32B dense in the recent past
- There is considerable crosstalk between researchers at large labs; notice how all of them seem to be going in similar directions all the time. If dense models of this size actually provided benefit compared to MoE, the info would've spread like wildfire.