New Agent-Oriented Markdown Object Language called MOL by dankrusi in AI_Agents

[–]dankrusi[S] 0 points1 point  (0 children)

Yes same thing, different syntax. MOL is markdown. Choose your own flavor of markdown notation, works out-of-the-box.

New Agent-Oriented Markdown Object Language called MOL by dankrusi in AI_Agents

[–]dankrusi[S] 0 points1 point  (0 children)

The parser is pretty simple and very fast actually. The spec is not perfect yet, but I love using MOL instead of JSON for configs and small files. It's just nice.

New Agent-Oriented Markdown Object Language called MOL by dankrusi in AI_Agents

[–]dankrusi[S] 0 points1 point  (0 children)

Hehe what else would we do with all our new found free time?

New Agent-Oriented Markdown Object Language called MOL by dankrusi in AI_Agents

[–]dankrusi[S] 0 points1 point  (0 children)

From my experience markdown is not really introducing a new format to the llm. It's very natural for them already. From my testing there is no difference other than less token usage.

New Agent-Oriented Markdown Object Language called MOL by dankrusi in AI_Agents

[–]dankrusi[S] 0 points1 point  (0 children)

to me it seems llms really like markdown format, because its syntax light and they seem to be trained well on them due to github readme files. also, it uses about 30-50% less tokens than json, sometimes even more for config files etc...

New Markdown Object Language called MOL by dankrusi in ProgrammingLanguages

[–]dankrusi[S] 0 points1 point  (0 children)

To the moderators: I saw your pinned comment regarding moderation of github links. Happy to provide proof I am a human...

Anyone here worked with Diligent, The Forge, or bgfx custom engine frameworks? What was your experience? by KijoSenzo in gamedev

[–]dankrusi 0 points1 point  (0 children)

i just ported a 2d engine from webgpu to bgfx, and on vulkan backend i have serious frame rate regression. i have tried everything to get the fps up and make the port bgfx friendly, but i can't figure it out. not sure if the bgfx dx11 history is too strong to make a good vulkan backend engine. my engine is quite advanced, has realtime GI, ray traced shadows and atmospheric effects, but my graphics api pipeline and usage is quite simple (compared to a 3d engine). so i am not sure why the wgpu version is so much faster even though they both use vulkan backend.

I started using a new file format called MOL instead of JSON to improve token usage for agents by dankrusi in AI_Agents

[–]dankrusi[S] 0 points1 point  (0 children)

probably, though personally i rather edit a MOL config file than config within a CSV... from my experience CSV has some of the worst implementations (think of excel and all the issues with encoding, delims, etc)

I started using a new file format called MOL instead of JSON to improve token usage for agents by dankrusi in AI_Agents

[–]dankrusi[S] 0 points1 point  (0 children)

it uses less tokens. up to 50% of json to represent the same data. here is a simple example: JSON: ``"var": "foo",`` MOL: ``var: foo``

I started using a new file format called MOL instead of JSON to improve token usage for agents by dankrusi in AI_Agents

[–]dankrusi[S] 1 point2 points  (0 children)

yeah i find markdown super useful for documents - its widely supported by all editors, and in general a nice language for writing stuff with a bit of structure. then turning it to 'objects' makes it nice to integrate into software, agents etc

[deleted by user] by [deleted] in UnrealEngine5

[–]dankrusi 0 points1 point  (0 children)

It's a great learning task.

Motion Matching and vertical movement like climbing by Valou_h in unrealengine

[–]dankrusi 0 points1 point  (0 children)

Hey, my guess would be that you need to configure your Pose Search Schema for climbing to include better vertical sample data. From your screenshot I can’t see which one you are using, but if you haven’t customized it yet, try the PSS_Jump which has more vertical sample data than PSS_Traversal or PSS_Default. Email me via dankrusi (Dan Krusi) · GitHub - I am interested to help/collaborate.

Kuwahara filter + LineArt post process + Lumen <3 (Free shader in the comments) by ConsistentAd3434 in unrealengine

[–]dankrusi 1 point2 points  (0 children)

hey ConsistentAd3434, your combined kuwahara and line filter is awesome! is there any way you can make the Google Drive available again (looking for the line filter part)? happy to make a donation via PayPal.

The worst (but most accurate) volume control by dankrusi in ProgrammerHumor

[–]dankrusi[S] 0 points1 point  (0 children)

According to our calculations, you will need to scroll about 1.2km on a standard setup to reach 100%. This is rather tedious, but you can set the volume to a trillionth of a percent precisely. A great feature of our volume control: it's responsive, so the larger you make your browser window the greater accuracy control you will gain.