📣 We are bringing WebGPU to React Native! This... update enables: 🚀 Modern GPU APIs (Vulkan & Metal) and enables general purpose GPU computation for AI/ML 🐎 Seamless Reanimated integration 🧊 Bringing stunning 3d experiences to React Native using ThreeJS and React Three Fibershow more

Mustafa Ali
262,567 просмотров • 1 год назад
react-native-streamdown v0.2.0 is out! 🚀 Powered by the new... react-native-enriched-markdown v0.6.0, markdown now streams more smoothly with the full GitHub Flavored Markdown (GFM) support, including seamless real-time rendering for tables and rich formatting. If you’re building LLM or AI-chat experiences in React Native, this update is for you. Check it out! 👇show more

Software Mansion
11,740 просмотров • 4 месяцев назад
Finally got something to show - we're working on... a new 3D library for React Native! 👀🧊 👉 Powered by native Graphics APIs (Metal/Vulkan) 👉 Full control over rendering in JS 👉 120 FPS rendering on a Worklet Thread (no lags!) 👉 Supports hotswapping .glb/.gltf modelsshow more

Marc
86,230 просмотров • 2 лет назад
Just updated Luna - AI Chat Template. 🚀 -... Refreshed UI - Speech-to-text - Streaming responses - OpenAI, Gemini and Claude integration built-in Check it out here: Built with React Native Expo Nativewind and Software Mansion reanimatedshow more

Thomino
21,531 просмотров • 8 месяцев назад
I'm 9 years old and I wrote a blog... post about the hook I use to build this scroll direction based animation from Gmail app ✦ Built for React Native using Expo ✦ Powered by Software Mansion reanimated ✦ Blog post atshow more

Volodymyr
24,579 просмотров • 1 год назад
i'm writing my own gui framework in c++ and... rewriting my image editor using it, which is going good so far, i wanted to move from swiftui, qt, tauri, electron, react native, and flutter so i can use metal and directx gpu apis on macos and windows as much as possible,so i think going full metal/directx is the way to go i know i have a very hard and long way to go though as there are many many flaws,bugs in this very very early version and doesnt utilize the gpu as much as i want to but i hope we will get there soon ,i also need to make the ui look somewhat decent instead of whatever mess it is right nowshow more

Ruben Veidt
85,053 просмотров • 1 год назад
We are alive! 🚀 Surge is live on Sui... — and AI project applications are now OPEN at The first AI Agent Launchpad native to Sui, powered by Cetus🐳, offering seamless integration for efficient trading and growth. Surf the AI wave on Sui! 🏄♂️ Dive into docs: #SurgeOnSui #AILaunchpad #SUI #CetusProtocolshow more

Surge
58,750 просмотров • 1 год назад
We're excited to announce react-native-executorch v0.3.0 packed with powerful... AI features 🎉 What's New: 💬Speech to Text transcription using Whisper and Moonshine 📙OCR for extracting text from images 🚀 MPS Support ⚡️ Hookless API 🧠 LLM Message History ⬇️ Background Model Downloads 📊 Benchmarks 🧪 Experimental OCR for extracting vertical text from imagesshow more

Software Mansion
29,905 просмотров • 1 год назад
Ritual natively enables AI computation onchain. That includes LLM... inference, ML, and any arbitrary logic. While this fundamentally changes what smart contracts can do, the learning curve is real, which is why we one curated entry point to cut through the noise ⏬⏬ Welcome to Ritual Tools, everything a net-new builder needs and nothing you don’t. ❖ Quickstart Guides ❖ Core Protocol Docs ❖ Example Contracts & dApps ❖ Community Channels Our goal is to transform builders into passive learners into active members who can quickly and easily adopt our native agentic tools in an intuitive and seamless manner within 15 minutes or less.show more

Ritual Foundation
34,948 просмотров • 3 месяцев назад
⬛️ We are currently accelerating the incubation of GPU... Nodes into the infraX Network, with 12 H100’s currently available for operation. Despite the incubation of such immense GPU power, the infraX Platform is optimally designed to run on the least amount of computational power possible, meaning a lot of our available GPU nodes are currently sitting idle. Currently, we're utilising a single gigantic NVIDIA H100 server with 80GB of VRAM and over 220GB of RAM to run our Platform. To put that in perspective, it rivals the computational power of an adult human brain. This setup enables us to handle immense computational load and deliver high-quality AI content to our users, however we have much more in store. Our remaining, immense network of GPU units is currently being prepared for rental operations as we look to transform the corporate GPU lending sphere through our corporate GPU lending protocol. We already have many high tier Web3 Players ready for technical integration, with more approaching us daily. Through our V3 DApp we look to make these integrations publicly viewable with real time usage graphs integrated directly into our Platform, allowing for exceedingly unique viewing opportunities. $INFRAshow more

infraX | $INFRA
42,843 просмотров • 1 год назад
HTML enters 3D! Or vice versa? With the new... HTML in Canvas by WICG, we can finally put native DOM elements directly into WebGL/WebGPU scenes. It is experimental for now, but the possibilities for 3D interfaces and special effects are huge. This demo was built using Three.js and Omma AI (tool by Spline ) It’s a fun new way to explore what the web can do! Are you interested in seeing the demo?show more

Gábor Pribék
176,784 просмотров • 5 месяцев назад
Here's what The Browser Company's AI eng & ML... teams are working on for Dia right now: (This is a pitch to come work for us; info at end) 🤖 COMPUTER USE – we've built our own bespoke APIs on top of Chromium to optimize latency, accuracy, and cost of computer-using agents. Demo attached. Big breakthroughs here in recent weeks. 🛡️ ON-DEVICE MODELS – we've built our own custom infra to run everything from encoder-only models to full LLMs on device. It's cross-platform, supports LoRa adapters, and optimized for the GPU. This system preserves privacy and enables fast inference times. 🧠 MEMORY – with your permission, Dia automatically tailors your AI experiences to you, personally, based on the tabs you open while browsing normally every day. We're also bringing vertical memory to specific features. ♻️ DATA FLYWHEELS – our Fall/Winter P0 is to double-down on training custom models based on implicit signals from daily use of Dia. Dia should get smarter and more useful the more people use it. Whether via RL, auto-generated prompts, or otherwise. If this work sounds interesting to you please visit our jobs page or email [email protected]. Hiring nearly every related role -- from ML engineers to people prototyping with AI and context/prompt writers -- everyone encouraged to apply!!show more

Josh Miller
68,240 просмотров • 1 год назад
Native USDC and CCTP are now live on X... Layer by OKX! PSPs, fintechs, AI agents, and DeFi apps and protocols on X Layer can now access the world’s largest regulated dollar stablecoin for a range of use cases: → DeFi activity: Use USDC as collateral to enable onchain lending, borrowing, and spot and perps trading with 24/7 settlement → Crosschain money movement: Move USDC seamlessly across chains with CCTP for robust liquidity access to power swaps, purchases, and treasury management → AI-powered workflows: Support agentic payments on X Layer’s x402 ecosystem, enabling automated AI agent payments for services, APIs, and more → Institutional-grade settlement: Seamless USDC issuance and redemption on X Layer via Circle Mint for qualified businesses Day 1 apps: OKX, OKX DEX Bridge With this integration, USDC is supported natively on 36 blockchains. CCTP is now available on 26 blockchains and enables secure USDC crosschain transfers.show more

Circle
91,472 просмотров • 2 месяцев назад
i'm too stubborn to simply give up on the... concept of Benji after almost 10 years(!!) of iterating on it with different stacks... 2018: graphql backend + react SPA 2019: made a react native app for 6 months 2020: gave up on it and wrote 3 years of using other bs tools and being grumpy about them 2023: rewrote it in blitz js (JUGE mistake) 2024: iterate on react native + PWA + RN pwa wrapper 2025: time for a rewrite to Zero To Shipped ⛴️ stack (but next js sucks for this kind of app, add api, mcp, cross platform app, and many other things 2026: i want it all actions INSTANT AND FAST AF and next js is the wrong tech choice for a mostly client app, so i'm starting a rewrite with TANSTACK + Convex + Better Auth it feels so snappy 😭 btw 99% of the customers abandoned it, there are like 3 ride or die fans but i know i can turn it around!!!! let /goal cook.show more

kitze 🛠️ tinkerer.club
21,905 просмотров • 4 месяцев назад
is it legal? NVIDIA and Microsoft just open-sourced the... pieces of a full 3D studio for Opus 5.5 15 github repos, sorted by what you want to make: GENERATE 3D ASSETS 01. TRELLIS.2 by Microsoft: -> one image in, a fully textured 3D asset out, about 3 seconds on an H100 02. Hunyuan3D-2.1 by Tencent: -> production-ready 3D assets with PBR textures 03. stable-fast-3d by Stability AI: -> one photo to a clean UV-unwrapped mesh, built for speed 04. meshy-mcp-server by Meshy: -> text or image to 3D, then remesh, retexture, rig and animate from your agent BUILD SCENES AND WORLDS 05. mcp-for-blender: -> prompt-driven modeling, scene building and edits in a live Blender 06. HY-World-2.0 by Tencent: -> text or a single image to a navigable 3D world 07. supersplat by PlayCanvas: -> inspect, edit, optimize and publish 3D Gaussian splats in the browser 08. kit-usd-agents by NVIDIA: -> edit Omniverse USD scenes in plain English, plus MCP servers for Kit and Isaac Sim MAKE A GAME 09. unity-mcp: -> run the Unity Editor in plain English: scenes, C# scripts, assets, tests, builds 10. godot-ai: -> 46 tools for a live Godot editor: scenes, scripts, signals, UI, particles 11. unreal-engine-mcp: -> drive a live Unreal Editor: actors, world building, Blueprints 3D ON THE WEB 12. editor-mcp-server by PlayCanvas: -> your agent builds PlayCanvas scenes and checks they actually run 13. three.js: -> the JavaScript 3D library itself, 115k stars on GitHub 14. react-three-fiber: -> build three.js scenes as reusable React components 15. threejs-skills: -> 10 three.js skills for Claude Code, from shaders to post-processing a full 3D pipeline, and every piece of it lives on githubshow more

Mnimiy
205,109 просмотров • 6 дней назад
Native USDC, EURC, and CCTP are now live on... Cronos, powering @CronosApp and the wider ecosystem. Developers, PSPs, and DeFi teams on Cronos can now access the world’s largest regulated dollar and euro stablecoins for a range of use cases: → DeFi activity: Use USDC and EURC for lending, trading, and settlement → Crosschain money movement: Move USDC seamlessly across chains with CCTP for robust liquidity access → Payments and treasury: Manage payouts, settlement, and treasury operations → AI-powered workflows: Support agentic payments and emerging agent-to-agent applications with programmable stablecoins Day 1 apps: Crypto.com, LI.FI, Relay, VVS-Finance, WolfSWAP | Cronos Swap & Win With this integration, USDC and EURC are supported natively on 35 and 7 blockchains, respectively. CCTP is now available on 25 blockchains and enables smooth USDC crosschain transfers without third-party bridges. Get started today:show more

Circle
59,433 просмотров • 3 месяцев назад
Release: LichtFeld Studio v0.5.3 is out! With 316 commits... merged into master, this release is a huge step forward for LichtFeld Studio. What's new in v0.5.3 • Vulkan viewer/rendering migration: New Vulkan viewport pipeline, pass graph, VkSplat renderer, Vulkan point-cloud renderer, 3DGUT/VkSplat support, improved alpha/depth composition, tighter CUDA/Vulkan interoperability, and device matching on multi-GPU systems. • RAD + LOD workflow: Added RAD file export/import, RAD LOD viewer, Spark-style GPU LOD selection, GPU-driven page prefetching, a bounded VRAM pool, out-of-core PLY-to-RAD LOD conversion, and RAD import/export speedups of approximately 3–5×. • HiGS / macro-tile inference: Added a macro-tile inference path for the Vulkan viewer, including macro sorting, batched rasterization, composition, and capacity management. • Asset Manager: Added and significantly enhanced the Asset Manager with thumbnails, SH information, faster synchronization, import-from-URL support, docked mode, data-loading popup integration, and general UI cleanup. • Viewport export: Integrated viewport export directly into the application as a toolbar/overlay tool, added fast render_view_u8-style readback paths, fixed high-resolution clipping issues, improved orthographic export parity, resolved 32K image/video export problems, and added post-export GPU resource cleanup. • Selection and tooling: Added and reworked selection toolbar controls, the Select menu, ring selection, color eyedropper, distance-from-center selection, faster point-cloud and zoomed-out selection paths, Vulkan measurement tool fixes, and drag-and-drop scene graph improvements. • UI/RmlUi platform work: Major RmlUi redesign efforts, hot reloading for RML/RCSS/Python UI files, reactive UI/store integration, viewport toolbar flyouts, improved histogram interactions, input settings enhancements, custom TRS gizmos, and numerous panel, tooltip, and localization fixes. • Windowing and UX: Added borderless window support, title bar drag/maximize/restore behavior, work-area-aware maximize functionality, resize responsiveness and performance improvements, and DPI/UI scaling fixes. • Training and data features: Added adaptive depth loss and depth gradients for the EWA rasterizer, mask loading/application fixes, a new combined Ignore+Segment mask mode, --add-splat, --freeze, improved checkpoint and training state handling, and training speed and VRAM optimizations. • COLMAP/equirectangular support: Added SPHERICAL/equirectangular camera model support and canonical EQUIRECTANGULAR handling, along with fixes for undistortion and camera export. This release will be available to all supporters as a Windows binary via approximately in about an hour. At the same time, LichtFeld Studio remains committed to being free and open source under GPLv3 and can also be built directly from source. Please consider supporting the ongoing development of LichtFeld Studio through a donation via the portal or the supporters page. Thank you to everyone who supports this project financially, contributes code, reports bugs, provides datasets, helps with the website, and contributes in countless other ways. A special thank you to our foundational sponsor Core11 and our Gold Sponsor Volinga, whose support has helped make the current state of the software possible. Thank you as well to every donor and to all of our new Bronze Sponsors. Looking ahead to v0.6 For the next major release, work will focus primarily on stability and user experience. This includes improved cleanup workflows and the ability to modify training parameters while training is in progress. I would also like to introduce a native .licht project format that allows users to save and restore their complete editor state. You can find links to our main sponsors below. Please also visit our website to discover all our Bronze Sponsors. Hint: We do not yet have a Silver Sponsor or Platinum 😉show more

MrNeRF
27,218 просмотров • 3 месяцев назад
Day 11/90 of Inference Engineering How does vLLM work... and how is it used in production? Before we discuss how vLLM works internally, it helps to understand what vLLM is. At a high level, vLLM is an inference engine that is designed to serve LLMs to thousands of concurrent users efficiently while managing scarce compute and memory. The goal for vLLM is to maximize throughput and minimize latency; optimizing for the best inference economics and experience for end users. With every request from the end user, it eventually ends up in the engine core, gets scheduled alongside other requests from other concurrent users, executes on the GPU, and updates the KV cache with the new key and value vectors, and streams the tokens back to the user. The Scheduler decides what requests should execute next while continuously batching requests together to maximize GPU utilization. Continuous batching is an inference optimization that allows new requests to join a running batch as other requests finish generating tokens. This helps with keeping the GPU utilization high instead of letting it sit idle waiting for an entire batch to complete generating. After the scheduler dispatches the selected batch to the Model Executor, the Model Executor prepares the tensors and metadata required for inference, retrieves each request’s block table from KV Cache Manager, launches the optimized transformer forward pass on the GPU, computes the logits, updates the KV cache with the new key and value vectors, and finally returns the results for sampling and streaming. The KV Cache Manager uses the PagedAttention memory layout to allocate fixed-size cache blocks on demand and maintains a Free Block Queue on the CPU that tracks which blocks in the GPU’s Paged KV Cache are currently free. When a request needs additional KV cache space, the KV Cache manager takes a free block from the queue and assigns it to that request, thus avoiding an expensive search through GPU memory for available cache blocks. All of these components form the core of vLLM’s inference engine. The Scheduler determines what requests are executed, the Model Executor determines how those requests are executed, the KV Cache Manager determines where each request’s KV cache lives using the PagedAttention Memory Layout. This architecture enables vLLM to serve thousands of concurrent requests with high throughput, low latency, and efficient GPU memory utilization. Heres a little animation that visualizes everything! - I've also completed the forward pass for my mnist.c project. I had a nice chat with shrey birmiwal, such a knowledgeable guy. Excited to learn more about vLLM and implement a tiny-vLLM one day.show more

max fu
71,124 просмотров • 3 месяцев назад
claude fable 5 is live. spawn 5.0 was built... with it: 1,687 prompts, 102 sessions, my job shifted from architecture to judging taste. what we built, each of which would've been at least a month with a whole team on opus: — a from-scratch physics engine (mantle) that rivals rapier, testable in a day as a side thread — clustered froxel lighting: 8 lights to 1,000+ fully dynamic ("it's stupid fast" — creator of threejs) — realtime diffuse GI on webgpu, on your phone (landing in the next update) — million-particle gpu vfx with a shader architecture beyond what unreal and unity ship — mmo-scale netcode plus, for good measure: an (alpha) native ios app. all of it in about a week. all of it running on mobile. and the list doesn't include half of what we shipped — full changelog in the thread below. and the part the benchmarks won't show you: this model has a wonderful personality. it's genuinely funny. i laughed so hard i cried multiple times, mid-physics-rewrite. the genius and the character aren't separate features.show more

jacob
55,515 просмотров • 4 месяцев назад