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WebGPU terrain compute ray-tracer update: Floating point precision bug is fixed. It was Codex written code. It used a full 4x4 inverse to transform NDC far to world space and subtracted camera world. Now using fast/stable two param NCD->view formulation.

40,622 次观看 • 7 个月前 •via X (Twitter)

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🚨 OpenAI just launched Codex, a brand-new autonomous coding agent that can build features and fix bugs on its own. We’ve been using it Every 📧 for a few days, and I’m impressed. I invited Alexander Embiricos (ben davies), a member of the product staff responsible for Codex, to demo Codex and talk about it live on a special edition of AI & I: What Codex is and how it works Codex is designed to be used by senior engineers—it performs coding tasks like adding features or fixing bugs autonomously. It's built to allow you to start many sessions at once, so you can have multiple agents working in parallel. Codex is built to have "taste" OpenAI trained Codex to have the taste of a senior software engineer. It knows how big codebases work, how to write a good PR, and uses clean, minimal code. Why an “abundance mindset” is best for interacting with agents Codex is designed to allow users to delegate many tasks at once without getting caught up in the details. This lets you point an abundance of agents at a specific task like a difficult bug—it’s worth it even if only one of them succeeds. How OpenAI is thinking about agents Codex is one piece of a unified super-assistant OpenAI wants to eventually build—an agent that helps users easily get things done by selecting the right tools for them behind the scenes. OpenAI’s vision for the future of programming In the future developers will probably spend less time writing routine code and more time guiding agents, reviewing their work, and making strategy decisions. Programming will become more social, letting teams easily delegate multiple tasks at once, allowing people to focus on ideas and collaboration instead of routine coding. Watch below!

Dan Shipper 📧

145,487 次观看 • 1 年前

I just compared Claude Code vs Codex vs Cursor CLI The task was to build a Next.js app with Tailwind 4 and shadcn components to collect customer feedback and showcase it with a widget. I gave all three the same prompt and let them go for 30 minutes to see what they came up with. Claude Code with Opus 4.1 Even though I told it to set up the app in the existing project folder, it tried to create a directory for it. After I interrupted and told it not to do that, it built a demo form and landing page with no errors. I had to ask it to make the demo interactive so users could submit a testimonial and preview it. The landing page looked like AI and was pretty basic, but it worked and it was done in a fraction of the time of the others. Total tokens used: 33k Codex with GPT-5 At the end of the 30 minutes I just could not get Codex to produce a working app. It got stuck in a loop of not being able to set up Tailwind 4 and despite many, MANY, attempts, I ended up with a "failed to compile" error. Total tokens used: 102k Cursor Agent with GPT-5 This was the slowest agent by far and a couple of times I actually thought it got stuck in a loop and was close to Ctrl+C'ing to cancel it. The TUI is really nice though, especially how it shows diffs and it did eventually build a working app (after one or two slight errors that needed fixing) The demo was interactive and it had a very minimal design that looked bare but also a lot less like an "AI generated" app than the Opus 4.1 design. It also wasn't too chatty and just did what it needed to do! Code quality was on a par with Opus 4.1, but it did use 5.5x as many tokens to get there. Still cheaper than Opus on a direct comparison but not when you factor in a Claude Code Max subscription. Total tokens: 188k I'll be able to do a proper comparison and record some videos when I'm back from holiday but for now, Opus is still the more capable model out of the box and Claude Code is the more complete CLI product. It will be interesting to see how Cursor evolve their CLI though with commands and subagents because I think with GPT-5 they have a real shot at providing competition for Claude Code if they can optimise output to get similar quality with less tokens. Jump to 0:40 in the video to see the two apps. Which do you think is which? ;)

Ian Nuttall

194,949 次观看 • 11 个月前

✨ A dream I had finally came true: I can now chat directly with my sites to build any feature or fix any bug just via Telegram I've been playing with OpenClaw for 3 weeks now and it's great but I was always too scared to run it on any production server And I was right a bit as Marc Köhlbrugge was able to hack it by social engineering and acting as if it was me, and with enough tries it believed him, and was able to modify the server, change SSH keys etc. of course I had it isolated properly on its own VPS and it didn't touch anything sensitive (as it should!) Marc then reported that bug to Peter Steinberger 🦞 who patched it fast But I wanted to try something more basic and simple, and I think maybe more secure: to just connect Claude Code on my server to Telegram which would be hard locked to only messages from me So I installed claude-code-telegram by Richard Atkinson on the server and run it as a system daemon and it works really well The cool thing is that I was already using Telegram for server errors like this: > Photo AI - ❌ Random credits giveaway failed (Attempt 30/30) with an exception: SQLSTATE[HY000]: General error: 5 database is locked So now I can just reply, "Ok fix this", and Claude Code on the server in production will try (and probably succeed) in fixing it In the video below I asked it to make show [🌳 Parks ] on the map by default on load, it did that, then I reloaded the page and it instantly worked One thing it still needs is sending actual messages while it's doing stuff which OpenClaw does really well, it's annoying to just wait while it says "Working..." but that's probably next

@levelsio

641,898 次观看 • 5 个月前

Introducing GGEZ: The Nextjs for ThreeJS Games It's an open source framework which adds all the missing pieces to vibe code better ThreeJS games It has full codex integration, so a $20 ChatGPT sub is enough to build games! Literally "bun run start" and you have the full development environment on localhost 0. GGEZ Runtime - Abstraction layer over physics libraries - Character Controllers - It's just ThreeJS, no magic - Load ggez scenes and animations automatically 1. Trident - a World Editor - Codex World agent - A full editor to build scenes - Including Mesh editing, vertex, edge, face - Terrain sculpting - Physics and Player Controller settings - It's just exporting json files and glb assets, no magic 2. Animation Studio - The best you can find on the web - Codex Animation agent - Build state machines and animation graphs - Multi dimensional blend trees - Clip Editor: Create new animations with codex or edit keyframes - Equipment Editor: Never miss the placement of your rifle anymore - ROOT MOTION SUPPORT 3. GGEZ CLI Yea relax, it works fully headless and you can just create new games with bunx create-ggez new-game But at this point just use vanilla threejs?? Anyways if you are like me and you can't guess with code where objects should be placed and you are fifty prompts deep into figuring out where that box should be placed, this is for you If you are an anti AI game developer who insists that this is slop, then just leave a raging comment below please it's good for the algo 🙏 The whole thing is absolutely experimental and things will break as i move very fast, but I will be building my game with it so i will make sure it becomes stable asap! Link to repo below

robot

44,009 次观看 • 3 个月前

I am stocked to announce that I won the OpenAI Developers Codex x Mollie Hacka Worldwide Hackathon in Paris. 60+ builders, every one of us working solo, one day to ship. I built mine around a single question: who gets to own intelligence? The default answer is scary. You hand your data to a handful of labs, they train the model, they own it, and you rent back a thin slice of what your own data made possible. That is the bargain on the table today. I do not accept it. So I built Lensemble: a Tapestry like distributed training platform for JEPA based World Models. What does it enable: World Models that a community improves together, keeps sovereign, and co-owns. Two bets sit underneath it. First, the paradigm. Language models predict the next token. Powerful for text, a dead end for the physical world. A robot does not need to autocomplete sentences, it needs to predict what happens next in the world. That is what JEPA does: it learns by predicting representations instead of pixels or tokens. I am convinced world models are the most underrated paradigm in AI right now, and the closest thing we have to a ChatGPT moment for robotics. Second, the politics. Your raw trajectories never leave your machine. Each participant trains locally against a shared protocol and ships only an update, never the data. A federated round folds those updates into one shared world model, a LeWorldModel based model, and the gain is measured, not claimed: a 12k-parameter adapter on a frozen backbone, held-out prediction error down about 12 percent, the model measurably less surprised by the world. Then the upside is split by contribution weight, so the people who improved the model own a share of what it earns. This is the thesis behind Project Tapestry, the AI Alliance and Yann LeCun's push for federated, sovereign frontier AI, carried into world models and robotics. Call it Tapestry for the physical world. All of it built solo, in a single day, with Codex as my pair the whole way. Thank you to OpenAI Codex and Mollie for backing builders who ship real things, and to Boris and the organizing crew for the room and the standard you set. Intelligence the world improves, and the world owns. That is the future I want for my kids, and the one I will keep building.

abdel

17,311 次观看 • 1 个月前

BREAKING NEWS: Anthropic just dropped Claude Ops 4.5!! It is by FAR the best coding model I've ever used. We've been testing it internally Every 📧 for the last few days, and it is an absolute paradigm shift for any kind of coding task. It extends the horizon of what you can vibe code The current generation of new models—Anthropic’s Sonnet 4.5, Google’s Gemini 3, or OpenAI’s Codex Max 5.1—can all competently build a minimum viable product in one shot, or fix a highly technical bug autonomously. But eventually, if you kept pushing them to vibe code more, they’d start to trip over their own feet: The code would be convoluted and contradictory, and you’d get stuck in endless bugs. We have not found that limit yet with Opus 4.5—it seems to be able to vibe code forever. Takes working in parallel to a whole new level because it's far better at planning and coding, it can work with more autonomy—meaning you can do more in parallel without breaking anything . Kieran Klaassen worked on 11 different projects in six hours—and had good results on all of them. Great at design iteration Opus 4.5 is incredibly skilled at iterating through a design autonomously using an MCP like Playwright. previous models would lose the thread after a few cycles, or say a design was done when it wasn't. Opus 4.5 is incredible at autonomously iterating until a design is pixel perfect. we have a full 4,000 word vibe check on Every 📧 right now with everything we tested:

Dan Shipper 📧

272,699 次观看 • 7 个月前

Why the character movement in my custom game engine felt janky and how I fixed it. In a game engine, most often, a character moves using the physics engine. Meaning, the player is not just a coordinate in space but a physical body. It has velocity, it handles collisions, and it interacts with the world. Now, as you might know, physics engines need stability. If you run them at variable framerates, things start breaking. Objects phase through walls or fly off into space because the math becomes unpredictable. This is why most game engines lock their physics loop to a 60Hz fixed rate. But here’s the problem: If you have a high-end system, you don't want to limit it at 60 FPS. That's a waste of good hardware. Now, that said, if the GPU is rendering at 144 FPS but the player's position (physics driven) only updates 60 times a second, it creates a micro-stutter that ruins the "smooth" feel of the game. A good way to fix this is to treat the character as two separate things: 1. The Physics Body (Invisible part): This is the "real" character. It lives in the 60Hz physics world, it moves the player and handles collisions. 2. The Visual Model and Camera (Visible part): This is what the player actually sees. It doesn't care about collisions, its only job is to look nice and smooth at whatever framerate the GPU is pushing. Once you have this separation, you can use interpolation to keep them in sync. Every time the physics clock ticks, you save the previous position of the invisible body before moving it to the new one. Between those ticks, calculate how far we are between the last physics update and the next one. By using this to drive the visible parts of the game, the stutters disappear. The physics loop stays fixed behind the scenes, while the visuals slide smoothly between the snapshots. Example: - Right after a tick: blend_weight= 0.0 (The visual model stays at the old physics position). - Halfway to the next: blend_weight= 0.5 (The visual model slides to the middle point). - Just before the next: blend_weight= 0.9 (The visual model is almost at the new physics position). Pro-Tip A critical mistake I made initially, and one many devs make, is parenting the camera and visible parts directly to the player body. If you do this, the camera inherits the discrete 60Hz physics movement by default. In that setup, interpolation won't work because the camera is "stuck" to the physics clock. For this fix to work you must decouple the camera and visuals from the body and move them separately. Player movement processing in Detis Engine: - fixed_process: Physics runs at 60Hz. Handles collisions and raw movement. - process: Variable rate. Mainly used for player input caching in the player case. - late_process: Variable rate. Handles interpolated camera movement after physics and everything else is done being processed. - render. Submits the final interpolated transforms to the GPU. The test environment in the video is running on an old 2070-based laptop. Hopefully the video compression won't introduce any stutter... I’m sharing this in hopes it helps a fellow dev. Cheers.

Ioannis Koukourakis

48,518 次观看 • 6 个月前

Over the past two years, AI video models have been competing on realism, resolution, and duration. But no matter how impressive the results look, we remain passive viewers: we press play, watch the clip, and it ends. AlayaWorld Alaya Lab is attempting something fundamentally different. Instead of generating a fixed video, it generates a world that continues to unfold as you move through it. These three demos show the same journey toward a green village rendered in three distinct styles: photorealistic, oil painting, and line art. As the camera moves forward, the model continues generating the road, fences, trees, and distant village. This is not simply an existing video with different filters applied. The environment is generated continuously along the camera trajectory, allowing the scene to develop as the user explores it. AlayaWorld streams video at 720p and 24 FPS while supporting camera movement and viewpoint control. The real breakthrough is not just image quality. Once generation becomes fast enough to respond within an interactive loop, the user is no longer merely watching a video. They become a participant inside the generated world. The world can also respond to new instructions. During generation, users can introduce prompts that trigger spells, summon characters, create explosions, or transform the environment. Most video models follow an initial prompt and produce a predetermined clip. AlayaWorld can respond to changing intent while the world is still running, allowing subsequent events to evolve according to the user’s commands. Generating an attractive frame is relatively easy. Maintaining a coherent world over time is much harder. As a video model repeatedly predicts the next frame, small errors can accumulate until roads, buildings, and objects begin to distort or disappear. AlayaWorld combines spatial memory with compressed historical context, helping the model remember both where things are and what has already happened. This enables stable generation lasting more than one minute while improving consistency when the camera leaves an area and later returns. This may be the next step for AI video: not simply generating a longer movie, but generating a world that can be explored, changed, and interacted with. AlayaWorld is developed by Alaya Lab. The team is progressively releasing its inference code, training code, and datasets, with an online experience expected to launch near the end of the month. Project page:

Rachel🥥

75,958 次观看 • 6 天前