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What if you could draw ANY image using real city streets? latest experiment: Upload any picture → the app detects its edges → then autonomous agent trace and fill the image using actual roads from OpenStreetMap. Agents draws the outlines and fills the interior in green. The city itself...

16,724 次观看 • 2 个月前 •via X (Twitter)

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🧃 Introducing stereOS: a Linux based operating system hardened and purpose built for AI agents. It's clear that agents need an ACTUAL operating system (not what people are calling an "OS") to witness the full breadth and depth of their capabilities while mitigating the blast radius of autonomous, untrusted actors. But there are so many problems with AI sandboxes today: * Going out to the apple store and buying a mac mini will never scale and is way too expensive (obviously) * Running in Docker is too restrictive (agents can't stand up their own container infrastructure, no sub virtualization, docker-in-docker is very broken) * Firecracker strips all the hardware so GPU PCIe passthrough, secure boot, FIPs, etc. is out of the question. * Native VMs are too fat and the overhead of 1 agent per VM is too much. stereOS takes a different approach: it's a full NixOS system that you boot and then kick off agent sandboxes inside with gVisor + /nix/store namespace mounting. Each agent gets their own kernel and the /nix/store is read only by nature. Even if the agent was somehow able to escape the gVisor virtual kernel, they'd land on the NixOS system as the "agent" user! Not your actual hardware!! If you want to take a defense-in-depth approach, we support "native" agents that run at the system level kicked off by our `agentd` utility. These agents, on their own, can manage and kick off other sub agents using the internal sandboxing mechanisms. Today, we're open sourcing all of this: * stereOS: our purpose built Linux OS - * masterblaster: client utility to launch, manage, and orchestrate agents - * stereosd: the stereOS system control plane daemon - * agentd: the stereOS system agent management daemon - Give it a try, throw us a star, and let me know what you think 🧃⭐️

John McBride

150,334 次观看 • 4 个月前

Everyone's sleeping on image-to-3D AI models. They can make your app look incredibly unique, with just a little effort. Here's how. This is my calorie tracker, built in a week with nothing but prompting. Just Claude Code + a couple APIs. The visuals are all AI-generated. I'll be sharing the full workflow + all the crazy technical stuff Claude and I did to make this work, so nobody has to struggle through it like me. Deep dive coming soon! Till then, this is the high-level idea: 1. Get a clean image of the food (or whatever your asset is) - In my app, the user describes foods via text, or attaches images (or both) - If text, an LLM extracts the food description and formats it into a specific prompt I tuned for this design, and we generate an image using Z-Image Turbo through fal - If image, we do the same thing but with FLUX.2 [dev] to edit the user image into our reference design - Originally, both used Google Nano Banana, but switching to open models cut costs and latency a ton 2. Gaussian splatting (2D image → 3D model) - I tried various 2D-to-3D options on fal and ended up with TripoSplat as my preferred balance of speed, cost, latency; this turns an image into a 3D model that looks super high quality (link below) - The app displays the 2D image while our backend generates the 3D splat - We "groom" the splat to reduce size and load time by culling low-opacity/scale points 3. Render efficiently on device Originally, it looked great but ran at 10 FPS. Getting to 120 FPS was a crazy journey. TL;DR: - SwiftUI had to go; it forced us to render each asset in independent MTKViews, which wasn't workable - Instead, we composite every dish into one full-bleed CAMetalLayer using MetalSplatter (link below) - We had to make some optimizations within MetalSplatter's code too, to reduce the overhead of sorting points per render Then I added some finishing touches like the subtle rotation and parallax as they move around. I think it turned out pretty cool :) Overall, this took some effort, but we still got it done in less than a day. Hopefully your agent can follow in the footsteps of mine and do it much faster. Keep an eye out for the bigger writeup, which'll give your agent everything it needs. If you have any questions, drop em below!

Anshu

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Pounds

32,407 次观看 • 6 个月前

For new followers: - I'm a long-time investor and builder in this space. - Founding Contributor of Realms.World ☁️. - Co-founder of Dojo. - Builder with the kings at Cartridge. - Starknet (Privacy Arc) class of '21. - Founder and Game Director of ETERNUM HAS MOVED. - Founder of Daydreams.Systems (x402, 8004 agents) My prime purpose for the past three years has been to build onchain infrastructure to enable the next generation of onchain experiences. This is done Starknet (Privacy Arc) as it is the superior VM for building complex applications—this will become clear soon enough. I work up and down the entire stack, from low-level indexing and contracts to GUI design. Nothing is out of scope. I have been pushing on agents for two years, mostly using existing frameworks like , until I came across @ElizaOS_ai in October. As I focused on building agents for ETERNUM HAS MOVED, it became clear that agents playing games require infinite paths to achieve goals. Thus, it's not scalable to hardcode functions—agents need to have total fluidity to take any action or call anything the game requires in any order. And ironically onchain infra is perfect for agent playgrounds because of its open nature. This exploration led me to create Daydreams.Systems (x402, 8004 agents), which focuses on the hardest problems of agents: long time-horizon goals using Hierarchical task networks (HTN). Daydreams agents don't require custom code—they work entirely based on 'sleeves'—which are just markdown files that explain how the agent can interact with the service (API docs, game guides, etc.) My thesis is simple. By focusing on the hardest problem (games), the design of the library will naturally lean towards an optimal structure for any problem an agent could face. We are early in this path and iterating with speed. If you are an onchain app developer or game builder—DM me, I want to know the architecture of your game so we can build sleeves together.

loaf

43,320 次观看 • 1 年前

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