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vblanco

1,160 karma · joined December 17, 2020

Game engine programmer, self taught. I love cpp and making fast code.
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vblanco··on Pi 1.0
Built in codemode is rather nice. Its the feature i like the most from OMP which is Pi + lots of plugins.
vblanco··on DeepSeek Elastic Compute (DSec)
380.000 concurrent sandboxes on 160 Epyc based server nodes. Crazy stuff
vblanco··on Unreal Agent
Completely misread the github and understood this as a agent inside unreal as a plugin...
vblanco··on Unreal Agent
In my projects i use unreal and me and my team have tested out multiple things. We have settled on no MCP complications whatsoever other than simply exposing the python scripting from the editor + a export step that can write the blueprints and asset data into plaintext so that the bot can grep them. This has given by far the strongest results, and we now have no issues having the agents edit game code and do operations.

We found this massively outperforms any kind of agent like this and the official unreal MCP systems. Its similar to the Blender MCP which also just exposes scripting + very minimal api to claude code/others.

vblanco··on An empirical study of harness design for coding agents
The models they are using are Nemotron3 series from last year. For reference at that time, the state of the art was Sonnet 4.6 and GPT was essentially unused for coding. Currently, you can run Qwen 27B in your gaming PC and it will absolutely trounce every model they show in their report.

This is a field that changes significantly every few months, so using 1 year old models essentially invalidates the entire report, as they are 2 model generations behind and the newer generation models are heavily RL-d around their harness. For example they put a lot of emphasis on context management but that kind of context management isnt done anymore because many models now have 250k or 1M context and inferencing the models heavily rewards cache hits so you should never touch the context until you decide to compact. They comment on plan mode, which is something that Claude decided to remove from their client because they dont consider it needed at all anymore.

vblanco··on An empirical study of harness design for coding agents
This is done on Nemotron models + mistral, so its not very relevant to the current frontier of cheap chinese models + big models from Claude/GPT. Big miss not having qwen or deepseek in this research.
vblanco··on How GLM built its own inference infrastructure
They have already been doing it for months https://openai.com/index/openai-broadcom-jalapeno-inference-... . OpenAI on their custom chip brought up lightspeed deepseek as experiment by using AI in the exact same way as this zAI blogpost. And the kernel optimization contests/etc have all been havily done through AI based optimization loops for half a year+.
vblanco··on Qwen3.8-Flash-Next Intelligence, Performance and Price Analysis
Insane scores for a model of this size. But it does seem to be a rather insane over-thinker with the biggest token use of any model, which combined with 256k context size it means it wont do much before filling it context
vblanco··on Z.ai confirms Ox Alpha is a new GLM-series model and will release its weights
Its free tokens so i left it running for fun as a experiment
vblanco··on Z.ai confirms Ox Alpha is a new GLM-series model and will release its weights
completely vibes based, but ive been using it to port Mindustry game from Java to C# with agents, and its been working for 50 hours (its 15-20 tks so super slow inference). Its done a fantastic work and its almost finished now. Better results than deepseek flash and gpt luna by a mile on this kind of long term work. Less good than gpt sol or opus. We dont know the param count but my guess is 200-300 range.
vblanco··on MiniMax H3 Day-0 Support in ComfyUI: Open Weights, Native Audio, and 2K Video
just the default one in the link for image-to-video
vblanco··on MiniMax H3 Day-0 Support in ComfyUI: Open Weights, Native Audio, and 2K Video
Im running this on my 4070ti super (16 gb vram), and it takes 10 minutes for a 10-seconds 480p video. but the results are spectacular.
vblanco··on Learn OpenGL, extensive tutorial resource for learning Modern OpenGL
Im the author of vkguide.dev and i disagree. I wrote that tutorial specifically for people that have already gone through learnopengl and want to learn vulkan. The core problem with the modern apis is that they are so incredibly complicated that they will kill any newbie on the spot. When the student still doesnt really know what a mesh is, having them setup GPU side memory allocators and graphics compute pipelines is absurd.

Opengl meanwhile is significantly easier, and will give them the important terminology and math required to do graphics. Once the student has learned opengl and wrote a small renderer with a few basic techniques, moving to vulkan or DX12 will happen far more smoothly.

In particular, learnopengl explains a lot of basics like transformation coordinates, what a mesh is, and other similar "basic knowledge", while all vulkan and dx12 tutorials skip through that because they are meant for a much more experienced audience.

vblanco··on Moonshot AI suspends new subscriptions due to Kimi K3 demand
Ive been pleasantly surprised with the quality of this model. Its really good at code review and PR review. But right now due to them being so overloaded + this being a big model, its SO slow. It takes forever to do a relatively simple code review.
vblanco··on Qwen 3.8
Deepseek V4 pro is a heavily undertrained model, they only trained it a bit more than the small version and that small version is 6-ish times smaller. Ive found that Flash is absolutely incredible as a workhorse for wide scale agentic nonsense, but Pro is a bit undercooked and really goes on strange tangents very often.
vblanco··on Kimi K3: Open Frontier Intelligence
Another deepseek moment? it seems they have fully caught with fable tier of models, and this was a lot sooner than was expected.
vblanco··on Bloomberg: Spain Built Too Much Solar. Investors Want Out
https://archive.is/uzAwG
vblanco··on Fable Converted Pylint to Rust
Ive done this sort of thing using deepseek flash swarms for just a few bucks. The key thing is that each project needs its own swarm script. you cant just tell the bot "pls port this to rust". you need to analyze the architecture, build a proper plan of how the translation will go, and then iterate your execution script to launch hundreds of bots to do the various stages of the translation. And you need to iterate these stages to make sure it all works.

So, for example, i ported stb_image from C to Jai (you can think of Jai as similar to Zig, another c-style lang).

To do that, i built my own agent scheduling/swarm system, because there is nothing out there that works, its all slop. First i used normal claudecode and the likes to build a set of translation rules, documentation about the project, and set up the context for all. Then the first stage of the swarm was to use claude to split the 7000 line library into chunks of about 500 lines each, a few functions/structs at a time. Then each deepseek bot had a task of translating that snippet of code from C to Jai. Next, i had a system merge it all back together. This was done with just a single claudecode running over time. It had to be agentic and not a script because the bots often would duplicate definitions and things like that.

Then, i had a system where it would try to compile the project, get an error list, parse the error list, and split that error list across multiple fixer agents.

Doing multiple fixers because Jai can give you a large error list across a bunch of functions, so this speeds it up. If your project rules/setup/etc is better you can improve this step to have less errors to begin with. The more tools you can have to prevent errors instantly on a feedback loop of each sub-task, the better it goes.

After the fixer step, the code was ported, but with some mistakes. I ran a wide pass of having 2 agents look at each struct/function, and validate if the translation was done well. 2 of them because if both agree the function is fine, the function probably is actually fine.

Next, i began iterating the test suite. The library had a decent enough test suite, so splitting the work between testing + fixing tests across the different parts of the library was doable. for example i would run fixes on png format and jpeg format at once couse their code doesnt overlap.

After the tests were 100% green, the next stage was to implement a literal exploit finding swarm to fuzz it all, which actually found a couple errors on the original library and found a bunch of more obscure bugs in the port.

After that, now i have my own version of this image loading library, more hardened than the original, on a pet lenguage i wanted to do it for.

Here is the result https://github.com/vblanco20-1/stb_image_jai

Note that the better the AI you have, the less error the process has, and the larger chunking you can use. Mythos can likely do this same port much easier, but deepseek flash did it in about 3 bucks of tokens including the trial runs and experiments.

I later use this tooling to build a translator agent swarm for my videogame that can do english to anything translation for 7000 strings that can be menu buttons, tooltips, small fluff text, and others.

vblanco··on The gamers taking on the industry to stop it switching off games
Im not sure for Hell Let Loose, but Chivalry 2 is a Unreal game and all unreal games come with a server.exe that works by default and works through direct IP connection. It would cost them 0 and im sure the game could just host servers with the normal client build like all unreal engine games do by default.
vblanco··on The gamers taking on the industry to stop it switching off games
Every developer on videogames has some kind of offline mode already implemented, because its necessary to be able to playtest the game builds on the developer machines. Any argument against SKG is lobbyst nonsense. With the very specific exception of stuff like MMOs. We are seeing cases of pirates being able to play those "turned off games" through cracks and private servers, so there is absolutely 0 reason why the publisher cant already do it.
vblanco··on The gamers taking on the industry to stop it switching off games
Im a professional gamedev. There is pretty much no indie on earth who actually depends on cloud systems to work, because that stuff is expensive and indies dont have money. Thats a megacorp thing particularly from AAA publishers. Indies are either singleplayer (this is 0 problem) or they have local servers.

That article is paid for by the lobbysts and completely incorrect and wrong.

vblanco··on When AI Builds Itself: Our progress toward recursive self-improvement
they explicitly mention in the article that just frontier stopping isnt enough because then that just means others will catch up, they want to be the leaders of a global organization/cartel that bans everyone except themselves. Particularly important given anthropic attacks china and opensource every chance they get. https://www.anthropic.com/news/detecting-and-preventing-dist...
vblanco··on When AI Builds Itself: Our progress toward recursive self-improvement
Another article about how anthropic wants to ban everyone except themselves and destroy opensource and chinese AIs.
vblanco··on Dynamic Workflows in Claude Code
thank you
vblanco··on Dynamic Workflows in Claude Code
I have my own version and the workflow keyword conflicts with it rather heavily. Will there be a way to disable that prompt section/keyword?
vblanco··on Dynamic Workflows in Claude Code
just to test the tech. No real usage other than for the fun of it.

I did port stb_image from C to Jai which i was able to fully verify and harden and that one ill give more use. Im also using the same workflow system to perform agentic translation of a game i work with from english to various other languages, the results are far better than the commercial "human" translation services we tested. And i also use it to fix OCR issues on PDF books im ocr-ing for a data pipeline. This kind of workflow/wide agent swarm system is rather useful for many things where you want to "apply" the same prompts across a whole codebase or just in parallel.

vblanco··on Dynamic Workflows in Claude Code
I made my own knockoff of that for myself https://github.com/vblanco20-1/AgentLoom (not really usable, just a vibecoded prototype), based on the workflow files found in the Bun repo. Ive been using it but pointed at deepseek flash to do some really large scale stuff. Its a fun way of using agents, and highly useful for tasks like code review to apply some rules, or to find vulnerability candidates. Funny enough, i used it in the same way claude does, vibecoding the workflow scripts and prompts themselves.

I did find it uses tokens like crazy, i migrated Pixel Dungeon (java) to C# as a experiment, and it used almost 2 billion tokens. It was just 20 bucks due to deepseek flash, but i shudder thinking of how much money this uses when run on the real claude API pricing.

vblanco··on Show HN: Claude Code skills that build complete Godot games
The actual screenshots only show like 10k lines of code from the procedural generation system and custom render tech. Its a fully playable RPG game, the lines are split on quest systems, stat stuff, inventory, ui, dungeon generation, enemies, etc.

The world is being generated at startup for a 50-50 kilometer play area through multiple steps of generation that includes city placement, roads, and various biomes.

Has 3 months of dev time right now

vblanco··on Show HN: Claude Code skills that build complete Godot games
I use the 100 plan, the 20 dollar plan is more of a trial, you run out of that in no time. With the 100 model i use it both for work (graphics rendering) and this which i do part time. Ive captured a few screenshots here <https://imgur.com/a/RJIcKqM> .
vblanco··on Show HN: Claude Code skills that build complete Godot games
First of all, you dont do one prompt to do the entire game, but "decent" style vibecoding where you do things little by little controlling the bot.

Godot whole engine is text based. This means you can just let claude rip through the assets and files just fine. It basically just works.

The thing that is critical is to make some documentation about the axis systems and core classes (the one on OP project is pretty good, ive grabbed it) and then you set your claude.md to point at the godot source code so that the bot can doublecheck things.

Ive been playing with multiple engines, and godot is by far the best one to use with the AI. Unreal engine is too heavy on binary files that coding tools cant parse, and Unity is closed source which leaves the bot with no reliable documentation or way to check what the game apis are doing. Godot is small enough that the bot can understand it and works fine for games that arent too complicated.

Im using it to build a spiritual remake of daggerfall as a procedural open world rpg, right now its at 60.000 lines of code, quite advanced. I got it running on a steamdeck at 60 fps even with 4 kilometers of draw distance with thousands of trees and procedural terrain thanks to doing tons of custom shaders and a few engine edits.

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