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How I use AI to code as a software engineer
(hackable.substack.com)
1 points
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mov
10mo ago
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0 comments
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mov
1y ago
Oh man, hiring is so broken, so basically: "we want to hire someone to work in this super secret feature that uses lib X" "cool! I'm the author of lib X" "no, thanks"
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AI Code Guide
(github.com)
1 points
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mov
1y ago
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mov
3y ago
That's a super interesting article and point of view. So, in your opinion, what's missing?
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mov
3y ago
Thank you so much for the feedback! Already sent the message to our web dev team!
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mov
3y ago
Far from vaporware, we're more like a steam machine full power mode ;-)
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mov
3y ago
Hey hey! Thank you so much, we're really glad that you nailed the goal here: generative AI sometimes can go for a bit weird paths, but in our opinion it should first try to automate or augment what is pretty time consuming (and boring)
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mov
3y ago
That's true! I remember that!
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mov
3y ago
Haha yeah, that's getting trendy. But to be honest, this style reminds me of the 90's like you said and it matches perfectly the street art and retro style you'll find in Brick Lane, where we have our London office: http:&#x
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mov
3y ago
Hello! So sorry to hear that our pricing model doesn't match your expectations. What would be an interesting pricing model in your opinion? Thanks for your feedback!
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mov
3y ago
Hey! We can't share much what details of our ML pipeline for now but I can say that's a good guess :-) And you're right, we have bipeds, quadrupes, flying animals, vehicles, etc and we can actually handle any arbitrary model
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mov
3y ago
Thank you so much! We rig and animate for a general skeleton, but we have Unity and Unreal plugins that add controllers to our 3D models to make it easy to add the behaviour you want. I'm from the AI team, so my Unreal knowledge has a
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mov
3y ago
Hello! Thank you, glad you liked it! I'm from the AI Team but I already sent your question to our web dev team and they will answer to you pretty soon.
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mov
3y ago
Hey hey! Thank you! Godot supports importing GLTF and other formats that we export, so you can basically use our tool ( https://app.anything.world/animation-rigging ), export a GLTF and import it in Godot. Right now we only h
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mov
3y ago
Do you mean https://app.anything.world/animation-rigging ? Please feel free to try it and let us know what you think of it!
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mov
3y ago
Hello! Yes, when compared to Mixamo, our pipeline is not procedural nor static. We built an end-to-end ML pipeline that analyses the mesh/texture you upload and generate unique rigs and animations for your 3D model. Different from Mixa
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mov
3y ago
Thank you so much for the feedback! I already sent your comment to our web dev team!
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mov
3y ago
Hello! One of the ML Engineers of Anything World here. I'm really glad that you appreciated the tool and I trully hope that it can be part of your stack and help you on your design. We can't say all the details about what's u
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mov
3y ago
Hi, one of the ML Engs here. Yes you're right, we have lots of non-humanoids, which is something that Mixamo has been missing for a long time! But we also support humanoids. You can try yourself right now (we just launched our autorigg
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Show HN: Anything World – AI for 3D auto-rigging and animation
(anything.world)
123 points
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mov
3y ago
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51 comments
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Show HN: Animate Anything – Animate your static 3D models with AI
(app.anything.world)
1 points
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mov
3y ago
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mov
3y ago
People plugging it as output of Midjourney in 3, 2, 1...
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mov
4y ago
SICP cover: https://upload.wikimedia.org/wikipedia/commons/9/9d/SICP_cov...
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mov
5y ago
I would like to see more discussion around P2P solutions like https://dat-ecosystem.org/ and the fundamental principles around distributed networks/economies. I really like the idea of being able to "git clone&quo
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Quick Survival Guide to Tmux
(aut0mata.medium.com)
2 points
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mov
5y ago
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mov
7y ago
Could you elaborate more?
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mov
7y ago
Yes, throughput would be larger and we would loose the backprop path like you said, but it seems practical in some ways and actually guiding approaches like https://nv-tlabs.github.io/meta-sim/
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mov
7y ago
Got it. So let's suppose we have an external renderer, then we could learn parameters to tweak rendered scene and then get rendered pixels, so we can calculate pixelwise errors from it and some target image we're trying to optimiz
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mov
7y ago
So, in that case, we could learn without the need of a differentiable renderer neither graphics operators, right? Maybe the throughput of communicating with external renderer is too much when compared with iterative parameter tweaking happe
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mov
9y ago
Very interesting report on your discoveries. Makes me remember of Genetic Programming. Was thinking about using the same principles to generate a more declarative Bayesian program (like a subset of SVG). Do you have some source available ar
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