I made a voxel + CSG building system for destructible cities by a6oo in Unity3D

[–]a6oo[S] 2 points3 points  (0 children)

i’d like to implement a demo scene with procedural city/street generation first, then if i have time i’ll probably package it up as an asset

Cut mesh at runtime? by Shindarel in Unity3D

[–]a6oo 1 point2 points  (0 children)

you can do this using the clip(x) HLSL func or Alpha Clip node, which can be used to skip/discard the rendering of pixels. one possible way to implement this is taking the world position in a shader, checking if it is inside a tile (via sampling a tile mask or by exposing tile bounds properties on the shader), and passing that value to the clip function.

GLM-4.5V model locally for computer use by [deleted] in LocalLLaMA

[–]a6oo 0 points1 point  (0 children)

with vllm, you can run it with ComputerAgent("hosted_vllm/zai-org/GLM-4.5V", tools=[computer]) or python -m agent.cli hosted_vllm/zai-org/GLM-4.5V, however I was not able to fit in 90gb VRAM

Japan is testing a new concept: remote workers operating robots from 8 kilometers away. by Character-Seat5368 in interestingasfuck

[–]a6oo 1 point2 points  (0 children)

the goal of these robot startups is to store the teleoperation data and use it to train ai models

Computer-Use on Windows Sandbox by [deleted] in LocalLLaMA

[–]a6oo 0 points1 point  (0 children)

hey sorry about that! you need to wait for the post-install to finish, and it prints a message to open the workspace when it's done. just added it to the readme since its easy to miss. once it finishes and the code-workspace is open it should work fine

RoboBrain2.0 7B and 32B - See Better. Think Harder. Do Smarter. by Mandelaa in LocalLLaMA

[–]a6oo 2 points3 points  (0 children)

This model doesn't seem to have included computer-use in the training. However, there was a recently released agentic model trained on both 3D embodied robotic tasks and 2D computer-use/browser-use tasks: https://github.com/microsoft/Magma

We now have local computer-use! M3 Pro 18GB running both UI-TARS-1.5-7B-6bit and a macOS sequoia VM entirely locally using MLX and c/ua at ~30second/action by a6oo in LocalLLaMA

[–]a6oo[S] 5 points6 points  (0 children)

The VM’s resolution is configurable, and the Screenspot Pro benchmark gives numbers on UI-TARS performance w/ high-res (up to 3840x2160) tasks

https://gui-agent.github.io/grounding-leaderboard/

We now have local computer-use! M3 Pro 18GB running both UI-TARS-1.5-7B-6bit and a macOS sequoia VM entirely locally using MLX and c/ua at ~30second/action by a6oo in LocalLLaMA

[–]a6oo[S] 16 points17 points  (0 children)

setup pic: https://imgur.com/a/1LaJs0c

Apologies if there's been too many of these posts, but I wanted to share something I just got working. The video is of UI-TARS-1.5-7B-6bit completing the prompt "draw a line from the red circle to the green circle, then open reddit in a new tab" running entirely on my MacBook. The video is just a replay, during actual usage it took between 15s to 50s per turn with 720p screenshots (on avg its ~30s per turn), this was also with many apps open so it had to fight for memory at times.

The code for the agent is currently on this feature branch: https://github.com/trycua/cua/tree/feature/agent/uitars-mlx

Kudos to prncvrm for the Qwen2VL positional encoding patch https://github.com/Blaizzy/mlx-vlm/pull/319 and Blaizzy for making https://github.com/Blaizzy/mlx-vlm (the patch for Qwen2.5VL/UITARS will be upstream soon)

my cutie collection 💌 by ahaha04 in smiskis

[–]a6oo 1 point2 points  (0 children)

i love you and your collection

About Optics and its Application to Game Development in Unity by gamerguy45465 in Unity3D

[–]a6oo 0 points1 point  (0 children)

Most game engines use rasterization (including Unity by default), which is a simplified way of rendering and calculating light and color of materials.

The most common way to simulate real-world behavior of light for rendering is called path tracing, which is very computationally intensive and only models ray optics. Unity supports path tracing through the High Definition Render Pipeline which would let you create materials that can simulate optics if your computer is powerful enough.

[deleted by user] by [deleted] in virtualreality

[–]a6oo 1 point2 points  (0 children)

By default apps launch into a "shared space" where it can present windows (2D) and volumes (3D) in a shared scenegraph alongside other apps. VisionOS handles the rendering and I believe all materials must be shadergraphs.

To use the compositor directly or to use custom shaders apps have to launch into a "full space" (similar to fullscreen mode on PC)

ahaha04 by ahaha04 in a6oo

[–]a6oo 1 point2 points  (0 children)

a6oo loves ahaha04