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vblanco

Re:Pi 1.0 on Thursday October 01, 2026 @03:51PM (#49926281)
Built in codemode is rather nice. Its the feature i like the most from OMP which is Pi + lots of plugins.
Re:DeepSeek Elastic Compute (DSec) on Saturday September 26, 2026 @04:39PM (#49860324)
380.000 concurrent sandboxes on 160 Epyc based server nodes. Crazy stuff
Re:Unreal Agent on Tuesday September 22, 2026 @05:26PM (#49808343)
Completely misread the github and understood this as a agent inside unreal as a plugin...
Re:Unreal Agent on Tuesday September 22, 2026 @04:50PM (#49807897)
In my projects i use unreal and me and my team have tested out multiple things. We have settled on no MCP complications whatsoever other than simply exposing the python scripting from the editor + a export step that can write the blueprints and asset data into plaintext so that the bot can grep them. This has given by far the strongest results, and we now have no issues having the agents edit game code and do operations.

We found this massively outperforms any kind of agent like this and the official unreal MCP systems. Its similar to the Blender MCP which also just exposes scripting + very minimal api to claude code/others.

Re:An Empirical Study of Harness Design for Coding Agents on Friday September 18, 2026 @03:29PM (#49759041)
The models they are using are Nemotron3 series from last year. For reference at that time, the state of the art was Sonnet 4.6 and GPT was essentially unused for coding. Currently, you can run Qwen 27B in your gaming PC and it will absolutely trounce every model they show in their report.

This is a field that changes significantly every few months, so using 1 year old models essentially invalidates the entire report, as they are 2 model generations behind and the newer generation models are heavily RL-d around their harness. For example they put a lot of emphasis on context management but that kind of context management isnt done anymore because many models now have 250k or 1M context and inferencing the models heavily rewards cache hits so you should never touch the context until you decide to compact. They comment on plan mode, which is something that Claude decided to remove from their client because they dont consider it needed at all anymore.

Re:An Empirical Study of Harness Design for Coding Agents on Friday September 18, 2026 @10:24AM (#49754869)
This is done on Nemotron models + mistral, so its not very relevant to the current frontier of cheap chinese models + big models from Claude/GPT. Big miss not having qwen or deepseek in this research.
Re:GLM Built Its Own Inference Infrastructure on Thursday September 17, 2026 @09:16AM (#49740324)
They have already been doing it for months https://openai.com/index/openai-broadcom-jalapeno-inference-... . OpenAI on their custom chip brought up lightspeed deepseek as experiment by using AI in the exact same way as this zAI blogpost. And the kernel optimization contests/etc have all been havily done through AI based optimization loops for half a year+.
Insane scores for a model of this size. But it does seem to be a rather insane over-thinker with the biggest token use of any model, which combined with 256k context size it means it wont do much before filling it context
Its free tokens so i left it running for fun as a experiment
completely vibes based, but ive been using it to port Mindustry game from Java to C# with agents, and its been working for 50 hours (its 15-20 tks so super slow inference). Its done a fantastic work and its almost finished now. Better results than deepseek flash and gpt luna by a mile on this kind of long term work. Less good than gpt sol or opus. We dont know the param count but my guess is 200-300 range.
just the default one in the link for image-to-video
Im running this on my 4070ti super (16 gb vram), and it takes 10 minutes for a 10-seconds 480p video. but the results are spectacular.
Im the author of vkguide.dev and i disagree. I wrote that tutorial specifically for people that have already gone through learnopengl and want to learn vulkan. The core problem with the modern apis is that they are so incredibly complicated that they will kill any newbie on the spot. When the student still doesnt really know what a mesh is, having them setup GPU side memory allocators and graphics compute pipelines is absurd.

Opengl meanwhile is significantly easier, and will give them the important terminology and math required to do graphics. Once the student has learned opengl and wrote a small renderer with a few basic techniques, moving to vulkan or DX12 will happen far more smoothly.

In particular, learnopengl explains a lot of basics like transformation coordinates, what a mesh is, and other similar "basic knowledge", while all vulkan and dx12 tutorials skip through that because they are meant for a much more experienced audience.

Ive been pleasantly surprised with the quality of this model. Its really good at code review and PR review. But right now due to them being so overloaded + this being a big model, its SO slow. It takes forever to do a relatively simple code review.
Re:Qwen3.8 is launching and going open-weight soon on Sunday July 19, 2026 @12:35PM (#48969557)
Deepseek V4 pro is a heavily undertrained model, they only trained it a bit more than the small version and that small version is 6-ish times smaller. Ive found that Flash is absolutely incredible as a workhorse for wide scale agentic nonsense, but Pro is a bit undercooked and really goes on strange tangents very often.
Re:Kimi K3 is now live on Thursday July 16, 2026 @03:31PM (#48939161)
Another deepseek moment? it seems they have fully caught with fable tier of models, and this was a lot sooner than was expected.
Re:Fable Converted Pylint to Rust on Friday June 19, 2026 @07:03AM (#48597197)
Ive done this sort of thing using deepseek flash swarms for just a few bucks. The key thing is that each project needs its own swarm script. you cant just tell the bot "pls port this to rust". you need to analyze the architecture, build a proper plan of how the translation will go, and then iterate your execution script to launch hundreds of bots to do the various stages of the translation. And you need to iterate these stages to make sure it all works.

So, for example, i ported stb_image from C to Jai (you can think of Jai as similar to Zig, another c-style lang).

To do that, i built my own agent scheduling/swarm system, because there is nothing out there that works, its all slop. First i used normal claudecode and the likes to build a set of translation rules, documentation about the project, and set up the context for all. Then the first stage of the swarm was to use claude to split the 7000 line library into chunks of about 500 lines each, a few functions/structs at a time. Then each deepseek bot had a task of translating that snippet of code from C to Jai. Next, i had a system merge it all back together. This was done with just a single claudecode running over time. It had to be agentic and not a script because the bots often would duplicate definitions and things like that.

Then, i had a system where it would try to compile the project, get an error list, parse the error list, and split that error list across multiple fixer agents.

Doing multiple fixers because Jai can give you a large error list across a bunch of functions, so this speeds it up. If your project rules/setup/etc is better you can improve this step to have less errors to begin with. The more tools you can have to prevent errors instantly on a feedback loop of each sub-task, the better it goes.

After the fixer step, the code was ported, but with some mistakes. I ran a wide pass of having 2 agents look at each struct/function, and validate if the translation was done well. 2 of them because if both agree the function is fine, the function probably is actually fine.

Next, i began iterating the test suite. The library had a decent enough test suite, so splitting the work between testing + fixing tests across the different parts of the library was doable. for example i would run fixes on png format and jpeg format at once couse their code doesnt overlap.

After the tests were 100% green, the next stage was to implement a literal exploit finding swarm to fuzz it all, which actually found a couple errors on the original library and found a bunch of more obscure bugs in the port.

After that, now i have my own version of this image loading library, more hardened than the original, on a pet lenguage i wanted to do it for.

Here is the result https://github.com/vblanco20-1/stb_image_jai

Note that the better the AI you have, the less error the process has, and the larger chunking you can use. Mythos can likely do this same port much easier, but deepseek flash did it in about 3 bucks of tokens including the trial runs and experiments.

I later use this tooling to build a translator agent swarm for my videogame that can do english to anything translation for 7000 strings that can be menu buttons, tooltips, small fluff text, and others.

Im not sure for Hell Let Loose, but Chivalry 2 is a Unreal game and all unreal games come with a server.exe that works by default and works through direct IP connection. It would cost them 0 and im sure the game could just host servers with the normal client build like all unreal engine games do by default.
Every developer on videogames has some kind of offline mode already implemented, because its necessary to be able to playtest the game builds on the developer machines. Any argument against SKG is lobbyst nonsense. With the very specific exception of stuff like MMOs. We are seeing cases of pirates being able to play those "turned off games" through cracks and private servers, so there is absolutely 0 reason why the publisher cant already do it.
Im a professional gamedev. There is pretty much no indie on earth who actually depends on cloud systems to work, because that stuff is expensive and indies dont have money. Thats a megacorp thing particularly from AAA publishers. Indies are either singleplayer (this is 0 problem) or they have local servers.

That article is paid for by the lobbysts and completely incorrect and wrong.

they explicitly mention in the article that just frontier stopping isnt enough because then that just means others will catch up, they want to be the leaders of a global organization/cartel that bans everyone except themselves. Particularly important given anthropic attacks china and opensource every chance they get. https://www.anthropic.com/news/detecting-and-preventing-dist...
Another article about how anthropic wants to ban everyone except themselves and destroy opensource and chinese AIs.
Re:Dynamic Workflows in Claude Code on Thursday May 28, 2026 @03:28PM (#48314193)
thank you
Re:Dynamic Workflows in Claude Code on Thursday May 28, 2026 @02:27PM (#48313316)
I have my own version and the workflow keyword conflicts with it rather heavily. Will there be a way to disable that prompt section/keyword?
Re:Dynamic Workflows in Claude Code on Thursday May 28, 2026 @01:39PM (#48312560)
just to test the tech. No real usage other than for the fun of it.

I did port stb_image from C to Jai which i was able to fully verify and harden and that one ill give more use. Im also using the same workflow system to perform agentic translation of a game i work with from english to various other languages, the results are far better than the commercial "human" translation services we tested. And i also use it to fix OCR issues on PDF books im ocr-ing for a data pipeline. This kind of workflow/wide agent swarm system is rather useful for many things where you want to "apply" the same prompts across a whole codebase or just in parallel.

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