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mlx_lm.server + Qwen3 Coder Next 6bit + OpenCode + M3 Ultra = a pretty capable and very fast local coding setup. Not sped up:

66,668 次观看 • 6 个月前 •via X (Twitter)

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Making OpenCode as lean as Pi agent? Just trimmed 25k out of OpenCode's system prompt (from 30k to 4-5k tokens) How? Just disable skills and get rid of massive skill definition bloat. Who needs skills anyway? Just kidding, this is the not the way. It makes the agent lame and defeats the point of using one. But it sets a precedent: Find a way to use skills without their definitions pre-loaded into the system prompt every single turn. Another interesting stuff: Upon testing this temporary "no skill setup" with two of hottest OpenCode Zen free models, Mimo V2.5 vs DeepSeek V4 Flash: One thinks more and talks less One thinks less and talks more Check the video to see which is which If you made it here, I'm finding a way to leanest OpenCode setup that I can get I simply don't believe that OpenCode can't be as lean as Pi Upon tinkering, I made a plugin that temporarily extracts the system prompt while I test, and noticed the hundreds of definitions in it from my .agents/skills directory which is shared across all my coding agents (Cursor, Antigravity, Claude, etc.) Of course disabling skills is not the answer, but it just proved that there is a way to strip the system prompt of these massive skill defs Aside from the system prompt hierarchy that injects confusion imo if you have a conflicting and redundant AGENTS.md which I discovered upon digging into OpenCode's source code Apparently it has prompt.ts/system.ts/instruction.ts/llm.ts and loads base .txt prompts based on model family (claude/gpt-o/gpt-5/codex/gemini/others) that all work together to make OpenCode aware of who it was and how it should use tools and become a "coding agent" Gotta find the most minimal mix that fits right into my workflow Make OpenCode as lean as Pi? We'll see. All in

raymel 👋

37,478 次观看 • 2 个月前

Fable 5 comes back!It can now build playable game prototypes. I think it is actually a signal for where AI coding is going. Making a game is not just “write some code.” Even a small browser game needs: game loop;character movement;collision logic;scoring system;UI states;physics tuning;visual feedback;bug fixing;playtesting This is why game prototyping is a great test for AI models. A model cannot fake it with a pretty answer. Either the game runs, or it does not. What impressed me about Fable 5 is that it is useful for the messy middle: turning an idea into mechanics, turning mechanics into code, debugging broken interactions, and iterating until the prototype feels playable. But here is the practical part: I would not use the strongest model for every step. For game building, I would split the workflow: 1. Fable 5 for game design + architecture 2. a fast coding model for routine implementation 3. a vision-capable model for screenshot/UI feedback 4. a cheaper model for docs, test cases, and small fixes 5. fallback when latency, cost, or output quality becomes a problem That is the real AI coding stack. Not “one magic model does everything.” More like: the right model, for the right task, at the right cost, with fallback when things break. This is why I’ve been looking at ZenMux ZenMux. ZenMux gives developers one gateway to access multiple leading AI models, with OpenAI / Anthropic / Google Vertex compatible APIs, cost tracking, quality benchmarks, auto-routing, and compensation when output quality, latency, or throughput falls short. If AI can now make games, the next question is not just “which model is strongest?” It is:how do we manage the whole model workflow Fable 5 shows the creative ceiling. ZenMux is closer to the infrastructure layer you need when AI coding becomes a real production habit.

Rachel🥥

61,441 次观看 • 1 个月前

This work makes a humanoid robot do simple parkour moves by looking with a depth camera and choosing the right move on the fly. The big deal is that it turns lots of small human moves into long, real-time robot behavior, without hand-coding every transition or retraining for each new course. A humanoid robot is usually good at steady walking, but it often fails when it has to do fast moves like jumping up, vaulting, or rolling, and then keep going to the next obstacle. The hard part is that you cannot easily collect training data for every possible obstacle shape, distance, and mistake, so robots end up learning a few moves that only work in a narrow setup. This work starts from short clips of real human parkour moves, like stepping over, vaulting, climbing, and rolling. It uses motion matching, which is basically a smart “pick the next clip that fits best right now” search, to stitch those short clips into a long, smooth plan that looks like a human doing a whole course. Then it trains a controller with reinforcement learning (RL), which means the robot learns by trial and error to copy that plan while staying balanced and not falling. After training separate expert controllers for different moves, it compresses them into 1 controller that uses only onboard depth sensing and a simple “go this fast in this direction” command. In real tests on a Unitree G1 humanoid, it can clear multiple obstacles in a row, adapt when obstacles get moved, and climb a wall up to 1.25m.

Rohan Paul

37,121 次观看 • 5 个月前