945 karma · joined October 10, 2010
https://twitter.com/flux159
It'd be nice to have some info on how it's substantially different from something like https://github.com/earthtojake/text-to-cad (besides from being hosted). Is there a 'document' format you're working with besides from being able to export to stl? Can we download that / continue our work with another editor if we need to make updates? I guess how far into production parts is this project aiming to go?
Useful to understand in the context of the current DRAM supply constraints since it also goes into what capacity the other 3 players are bringing online in the next 2 years.
UE is definitely used to obtain simulation data in other domains (this is coming from first hand experience in big tech), but usually through scripting UE handmade levels in python which also needed convoluted server systems at the time (hopefully this has gotten better now).
Gemini 3.1 and GLM 5 came out around the same time as Sonnet 4.6 (~Feb 2026) so it's strange that they are missing, but Gemini 2.5 Flash, Gemini 3 Flash, and GLM 4.7 are there.
There’s other options like photonic computing which might be able to reduce power significantly but are still in research as far as I can tell. Because so much money is invested in AI & traditional gpu inference is so power hungry, I would expect significant improvements in this space quickly.
Now that it's at least here, hopefully Google can continue updating it instead of giving up on it if their metrics don't show as fast growth as iOS or Chrome usage.
Then langchain and structured schemas for the output along w/ a specific system prompt for the LLM. Do you know which open source models work best or do you just use gemini in production?
Also, looking at the docs, Gemini 2.5 flash is getting deprecated by June 17th https://ai.google.dev/gemini-api/docs/deprecations#gemini-2.... (I keep getting emails from Google about it), so might want to update that to Gemini 3 Flash in the examples.
AWS has information about their UAE data centers, but haven't seen any confirmation from Amazon itself that amazon.com is having issues.
Just noting that I'm not against differentiation in products, but it gets very confusing for users when there's too many options (in the case of the consumer ChatGPT at least this is still more limited than in pre-GPT 5 days). The issue is that there's differentiation at what I pay monthly (free vs plus vs pro) and also at the model layer - which essentially becomes this matrix of different options / limits per model (and we're not even getting into capabilities).
For someone who uses codex as well, there are 5 models there when I use /model (on Plus plan, spark is only available for Pro plan users), limits also tied to my same consumer ChatGPT plan.
I imagine the model differentiation is only going to get worse as well since with more fine tuned use cases, there will be many different models (ie health care answers, etc.) - is it really on the user to figure out what to use? The only saving grace is that it's not as bad as Intel or AMD cpu naming schemes / cloud provider instance naming, but that's a very low bar.
It doesn't even look like they added cellular as an option with their own C1X chip (getting around the licensing / cost issues since it's their own chip now).
I feel like openai is going to get right back to where they were pre GPT-5 with a ton of different options and no one knows which model to use for what.
It’s interesting that they only have 70 people for this - I can understand the outside the US ones for nighttime assistance and they need to be able to scale for other countries too in the future.
What I’m still wondering is what is limiting the scaling for Waymo - just cars or also the sensor systems? They’ve had their new test vehicles in SF for a while but I still think that most customers only get their Jaguars right now (and still limited on highway driving to specific customers in the Bay Area).
I think that the github repo's README may be more useful: https://github.com/webmachinelearning/webmcp?tab=readme-ov-f...
Also, the prior implementations may be useful to look at: https://github.com/MiguelsPizza/WebMCP and https://github.com/jasonjmcghee/WebMCP
Question is how you stay motivated to keep at it - looks like it took about 4 years before you made similar to your Google salary, did family pressure or external pressure ever impact you? Or is it mainly just keep your eyes on the longer term goal?
I'm also quite lucky that I was aiming for lean-FIRE before I left Facebook, so I have the luxury of being able to keep at it, but sometimes it is demotivating seeing peers / others.
Already have my own JS engine & the basics of three.js and pixi.js 8 working, roadmap to v1.0.0 posted in github issues. Aiming to show it to folks at GDC in March.
I think it would be super cool to have some sort of extension before WebGPU (web) has it. I was taking a look at the prior example & it seems like there's good ongoing discussion linked here about it: https://github.com/gpuweb/gpuweb/issues/535. Also I believe that Metal has hardware ray tracing support now too?
Re: Implementation, a few options exist - a separate Dawn fork with RT is one path (though Dawn builds are slow, 1-2 hours on CI). Another approach would be exposing custom native bindings directly from MystralNative alongside the WebGPU APIs - that might make iteration much faster for testing feasibility. The JS API would need to be feature-flagged so the same code gracefully falls back when running on web (did this for a native draco impl too that avoids having to load wasm: https://mystralengine.github.io/mystralnative/docs/api/nativ...).
Did you write your WebGPU chessboard using the raw JS APIs? Ideally it should work, but I just fixed up some missing APIs to get Three.js working in v0.1.0, so if there are issues, then please open up an issue on github - will try to get it working so we close any gaps.
I realize the major issues with TS->C++ though (or any language to C++, Facebook has prior work converting php to C++ https://en.wikipedia.org/wiki/HipHop_for_PHP that was eventually deprecated in favor of HHVM). I think that iteratively improving the JS engine (Mystral.js the one that is not open source yet but is why MystralNative exists) to work with the compiler would be the first step and ensuring that games and examples built on top with a subset of TS is a starting point here. I don't think that the goal for MystralScript should be to support Three.js or any other engine to begin with as that would end up going down the same compatibility pits that hiphop did.
Being able to update the entire stack here is actually very useful - in theory parts of mystral.js could just be embedded into mystralnative (separate build flags, probably not a standard build) avoiding any TS->C++ compilation for core engine work & then ensuring that games built on top are using the strict subset of TS that does work well with the AOT compilation system. One option for numbers is actually using comment annotations (similar to how JSDoc types work for typescript compiler, specifically using annotations in comments to make sure that the web builds don't change).
Re: TS compiler - I do have some basics started here and I am already seeing that tests are pretty slow. I don't think that the tsgo compiler has a similar API though for parsing & emitters right now, so as much as I would like to switch to it (I have for my web projects & the speed is awesome), I don't think I can yet until the API work is clarified: https://github.com/microsoft/typescript-go/discussions/455
There's 2 other performance things that you can do by controlling the runtime though - add special perf methods (which I did for draco decoding - there is currently one __mystralNativeDecodeDracoAsync API that is non standard), but the docs clearly lay out that you should feature gate it if you're going to use it so you don't break web builds: https://mystralengine.github.io/mystralnative/docs/api/nativ...
The other thing is more experimental - writing an AOT compiler for a subset of Typescript to convert it into C++ then just compile your code ("MystralScript") - this would be similar to Unity's C# AOT compiler and kinda be it's own separate project, but there is some prior work with porffor, AssemblyScript, and Static Hermes here, so it's not completely just a research project.
Pixi 8 has a WebGPU renderer so that should be supported as part of a v1.0.0 release - it's on the roadmap to verify that three and pixi 8 work correctly: https://github.com/mystralengine/mystralnative/issues/7
Three.js and Pixi 8 with the WebGPU renderer are part of the v1.0.0 roadmap (verifying that they can work correctly on all platforms), right now most of the testing was done against my own engine (tentatively called mystral.js which will also be open sourced as part of v1.0.0, it's already used for some of the examples, just as a minified bundle): https://github.com/mystralengine/mystralnative/issues/7
I put up a roadmap to get Three.js and Pixi 8 (webgpu renderer) fully working as part of a 1.0.0 release, but there's nothing that my JS engine is doing that is that different than Three.js or Pixi. https://github.com/mystralengine/mystralnative/issues/7
I did have to get Skia for Canvas2d support because I was using it for UI elements inside of the canvas, so right now it's a WebGPU + Canvas2d runtime. Debating if I should also add ANGLE and WebGL bindings as well in v2.0.0 to support a lot of other use cases too. Fonts support is built in as part of the Skia support as well, so that is also covered. WebAudio is another thing that is currently supported, but may need more testing to be fully compatible.
But it also gets to one of Claude's (Opus 4.5) current weaknesses - image understanding. Claude really isn't able to understand details of images in the same way that people currently can - this is also explained well with an analysis of Claude Plays Pokemon https://www.lesswrong.com/posts/u6Lacc7wx4yYkBQ3r/insights-i.... I think over the next few years we'll probably see all major LLM companies work on resolving these weaknesses & then LLMs using UIs will work significantly better (and eventually get to proper video stream understanding as well - not 'take a screenshot every 500ms' and call that video understanding).
On a more serious note, I really only use Windows for games & I'm still always frustrated with how many updates (& restarts during updates) Windows needs. My fans are always constantly spinning on Windows too (laptop or desktop) whereas my Mac & Linux machines are generally silent outside of heavy load.