just use postgres
🚨Introducing a new database: PGX 🐘
Postgres for AI agents. In Rust. pgx.dev
One runtime. Thousands of Postgres databases.
⚡ Up to 100× less idle memory
⚡ 1,000 databases in just 659 MB RAM
⚡ Clone a 674 MB database in 85 ms
⚡ ~0.7 MB per idle database
RUST. OPEN SOURCE. FREE.
No containers per database.
No heavyweight instances.
No production baggage.
Real Postgres. Built to be disposable.
xitter.cf/alxshp/status/21100494…
띠용...마크란멀까
Replying to @BuwnyCinnamon
Sky Villages, The Abyss, Tantrum was former Co-Owner of Luna Pixel Studios that made modpacks like Better Minecraft
CreeJee retweeted
Here’s 2 minutes of early gameplay of Minecraft 26.3 in VRChat!
95% of the blocks don’t do anything yet. So far, I’ve implemented terrain generation, tree trunk generation, feature generation, and lighting. No Unity lights are used. The terrain shader handles all the lighting itself.
There are bugs. Way too many to count.
But here we are: Minecraft 26.3 terrain generation inside VRChat, matching the original terrain with 100% accuracy.
#VRChat #VRChat_world #Udon #Minecraft #Port
This is not Minecraft. This is VRChat. And no it's not "another minecraft vrchat world" this is actually 100% accurate.
10 chunks of render distance. A stable 280 FPS in my tests. Just 32 draw calls. And no, it’s not “vibecoded.”
I ported Minecraft 26.3’s terrain noise generator to run entirely in a GPU shader. Each player generates the chunks locally, while Udon handles collision, block placement logic, and tracking which blocks players place or remove.
Will I ever make a full Minecraft port for VRChat? Maybe, if I find the time!
I’ve been a Minecraft Java modder for 7 years, with over 25 million downloads on my CurseForge profile. Porting Minecraft to C# has always been a dream of mine, and this is a first step toward it.
Udon makes that difficult in quite a few places. Terrain features like tree trunks, villages, and other structures are still a challenge, and I haven’t found a way to generate all of them entirely in a GPU shader yet.
But Minecraft terrain running through a shader inside VRChat? That’s already a pretty good start.
#VRChat #VRChat_world #Udon #Minecraft #Port
CreeJee retweeted
We open sourced a *really fast* HTML artifact builder. It's powered by libfx, making the agent durable.
Building the low-level plumbing for v0 to survive server crashes, flaky LLMs, function limits was a huge pain.
Now it's easy, free, and OSS: fx0.vercel.dev.
PS: I built this floating container in a few minutes… it's delightful, and it's just HTML!
We built a 'mini v0' on libfx to showcase its speed and durability:
• Design or prototype anything in seconds
• 200+ models from Vercel AI Gateway
• Outputs are pure HTML artifacts
• Fork it & make it your own
Try it free ↓ fx0.vercel.dev
오호
We finally have an OpenVMM based sandbox! MSR / AzSRG just open sourced nvx (github.com/microsoft/nvx), a sandbox built to support most agent workloads while stripping out all unnecessary components resulting in the lightest hardware isolated uVM I've seen
Elysia 2 landing page
Background Illustration by 寂しくない
CreeJee retweeted
Animate UI 2.0 is out 🎉
Animated primitives for Radix UI, Base UI and React Aria, built with Motion.
Keep your shadcn/ui components.
✔ A CLI that animates them in one command
✔ An AI skill that animates anything (components, icons, interactions) and reviews your motion
kvcache를 별도로뺀다고?
Someone on r/LocalLLaMA ported adaptive KV streaming to ROCm and ran Qwen3.8 27B dense at full 262K context on a single 16GB RX 9070 XT.
KV cache sits in host RAM (~7.4GB) and streams over PCIe.
78.6 t/s at 131K with MTP.
31.1 t/s at the full 262K.
Capped at 231W, decode barely moves.
reddit.com/r/LocalLLaMA/comm…



















