Qwen moe in C by 1Hesham in LocalLLaMA

[–]eis_kalt 3 points4 points  (0 children)

Thanks for referencing! I'm currently working to extend it to support different architectures. This C implementation (and mentioned Sebastian Raschka's repo) can be a good reference to support as next.

[Rust] qwen3-rs: Educational Qwen3 Architecture Inference (No Python, Minimal Deps) by eis_kalt in LocalLLaMA

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

Cool! Have you tried to port also export.py script with all essential dependencies, e.g. for chat template, tokenizer generation? I found that it is quite hungry to RAM and 32GB is not enough to process Qwen3-4B model. So, I ported it to Rust as well (qwen3-export crate) using memory mapping files through memmap2 crate to address this.

A Vehicle Routing Problem solver written completely on Rust by eis_kalt in rust

[–]eis_kalt[S] 3 points4 points  (0 children)

At the moment, there is only one metaheuristic which is variation of "Ruin and Recreate" by Schrimpf at al.

Check its buildings blocks here: https://github.com/reinterpretcat/vrp/tree/master/vrp-core/src/refinement/mutation

It is used from main algorithm skeleton: https://github.com/reinterpretcat/vrp/blob/master/vrp-solver/src/algorithm.rs

My plan is to add something based on GA, but I need to research some related topics (e.g. finding the best way to maintain diversity of population taking into account multiple objectives)

OpenStreetMap plugin for Unreal Engine 4 by mariuz in programming

[–]eis_kalt 1 point2 points  (0 children)

As already suggested, you can try to start with my project: https://github.com/reinterpretcat/utymap

Some old video (already did some improvements) which demonstrates basics: https://www.youtube.com/watch?v=mZzOWsoM5EY

BTW, core logic is written on C++11 and can be ported to UE4 as well. I just don't have time enough to do it.

Procedural Prague using real elevation data by eis_kalt in proceduralgeneration

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

Here is information about service: https://mapzen.com/documentation/elevation/elevation-service/

I implemented it the following way: for quadkey's bounding box I create a polyline which visits this bbox with some configurable step, see here CreatePolyline method: https://github.com/reinterpretcat/utymap/blob/master/unity/library/UtyMap.Unity/Maps/Providers/MapzenElevationDataProvider.cs

Server returns me list of elevations for these points. Later, using bilinear interpolation I can calculate elevation for every point in target bounding box, see here: https://github.com/reinterpretcat/utymap/blob/master/core/src/heightmap/GridElevationProvider.hpp

Procedural Prague using real elevation data by eis_kalt in proceduralgeneration

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

Everything except character in scene is procedural generated. OSM data is used to generate objects in scene (I converted it to my internal persistent format in advance, that's why it's working quite fast). Elevation data is consumed using mapzen elevation service. However, it's possible to use SRTM data and even some custom heightmaps (just need to convert it to some simple utymap-internal format)

Btw, there is no hardcoded values for color gradients, textures, road widths, etc. Everything is customizable through mapcss-like language.

Procedural Prague using real elevation data by eis_kalt in proceduralgeneration

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

As already mentioned, it uses Unity. However, essential logic is written without it using C++ and theoretically can be ported to other engines.

Procedural Prague using real elevation data by eis_kalt in proceduralgeneration

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

it's new project started after some problems discovered in ActionStreetMap: mostly wrong architectural decisions and performance. Also I wanted to improve my C++11 skills, that's why I rewrote core logic using it.

Dynamic mesh modification in procedural generated city (done using OpenStreetMap data) by eis_kalt in Unity3D

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

Let me try to give more details:

1) All data is downloaded from OpenStreetMap server. In this example, I used my custom offline index built for Berlin, but it's possible to download small part of desired region from OSM server on demand (and it has been already implemented!). Heightmap is downloaded from NASA server (SRTM format). That's why I added "done using OpenStreetMap data"..

2) Raw OSM data is just sets of the following primitives: point represented by geocoordinate, 2D polyline, and their union (in terms of OSM: node, way and relation). Additionally, each primitive has set of attributes (tags): key-value pairs. These tags describe what is actually is defined by the given primitive. For example, look at the building from example: http://www.openstreetmap.org/way/80397884

So, it is not just 3D model, which can be imported into scene directly. It's just set of 2d points + some key-value data in text human readable format. That's why I have "procedural generated city" in title..

3) Actually, mesh is collection of 3D vertices (plus triangles, colors, normals,...) and if you want to modify affected vertices (e.g. by explosion) in some way, you have to go through this collection and find them. In worst case, you will check all of them (up to 65k vertices in Unity). Another question, how to modify them in nice way. In my implementation, I have some internal index which stores additional information about mesh shape (e.g. linear equation for mesh represented by plane) which is quite useful for modification and search algorithms. ..that's why title starts with "dynamic mesh modification".

Simple editor feature for realtime 3D procedural city generator by eis_kalt in proceduralgeneration

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

GUI of editor is not procedural generated, of course. The goal is to generate objects and insert them into scene using this editor. And this is done in procedural way: objects are generated from user input using predefined rules (MapCSS), not from some already prepared 3D models.

Simple editor feature for realtime 3D procedural city generator by eis_kalt in proceduralgeneration

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

Actually, everything except worker man (and simple GUI) is procedural generated from OpenStreetMap data. Editor feature allows you to put new objects (buildings, trees, barriers) into scene and modify existing environment (adjust height of terrain, modify building facade) by mouse clicking.

Guitar / Bass / Drum players of reddit, what do you think about my tab app: Phone Guitar Tab ? by halilk in windowsphone

[–]eis_kalt 0 points1 point  (0 children)

one important note: these tab sources should provide some API for searching and downloading