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314.5
TFLOPS
3
20
Bailey Wallace
Bailey00
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reacted
to
victor
's
post
with π₯
about 16 hours ago
Want to share my enthusiasm for https://huggingface.co/zai-org/GLM-5.1 here too π₯ I think we have it: our open source Claude Code = GLM-5.1 + Pi (https://pi.dev/) - Built a Three.js racing game to eval and it's extremely impressive. Thoughts: - One-shot car physics with real drift mechanics (this is hard) - My fav part: Awesome at self iterating (with no vision!) created 20+ Bun.WebView debugging tools to drive the car programmatically and read game state. Proved a winding bug with vector math without ever seeing the screen - 531-line racing AI in a single write: 4 personalities, curvature map, racing lines, tactical drifting. Built telemetry tools to compare player vs AI speed curves and data-tuned parameters - All assets from scratch: 3D models, procedural textures, sky shader, engine sounds, spatial AI audio! - Can do hard math: proved road normals pointed DOWN via vector cross products, computed track curvature normalized by arc length to tune AI cornering speed You are going to hear about this model a lot in the next months - open source let's go - and thanks z-aiππ
reacted
to
danielhanchen
's
post
with β€οΈ
11 days ago
You donβt need to set LLM parameters anymore! π llama.cpp uses only the context length + compute your local setup needs. Unsloth also auto-applies the correct model settings Try in Unsloth Studio - now with precompiled llama.cpp binaries. GitHub: https://github.com/unslothai/unsloth
reacted
to
danielhanchen
's
post
with π₯
11 days ago
A new way to use Unsloth. Coming soon...
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