The third part of the No BS guide to getting started developing with LLMs. We'll explore processing audio and using text to speech and speech to text engines to open up new doors for interacting with LLMs and processing data.
The second part of the No BS guide to getting started developing with LLMs. We'll explore connecting to an LLM host via a network API, using streaming for responses, usage statistics, generation settings, chat templates, and system prompts.
A No BS guide to getting started developing with LLMs. We'll cover the jargon, terms, and get a model running locally. We'll also cover the different model formats, and how to convert and quantize a model.
This project turns a cheap exercise mini bike into a virtual bike. I made this project with my brother for a family member who has to do a few months of physical therapy. We wanted a way to motivate them to continue, and try to make it a fun game-like experience. Your pedal speed directly correlates to the play rate of the video. If you stop pedalling the “bike” will coast and slow down to a stop.…
I wanted to deep dive into choosing the correct 3D print filament for my telescope project. In todays post I show how print color affects the strength of 3D prints in sunlight, and how PETG isn’t always a safe bet.
Rush Hour has received an Epic MegaGrant! Rush Hour aims to level up real-time workflows for vehicle animation and build on what Unreal Engine already offers. By utilising vehicle AI, similar to what you would find in games, to act as a stunt driver, it reduces the work animators need to put in to get the physics looking correct and instead focus on directing the scene, all from within the same…
2022 Has been a fantastic year. Rush Hour saw its initial release, and great progress has been made on the next version. Before I take a holiday break, I wanted to give a status update on Rush Hour and the plans for the near future.
On Halloween 2021, I decided to try doing a mini game-jam style project. I wanted to make something simple, yet atmospheric. Possibly a simple wave based shooter. There was no solid plan, just an idea to make “something”. In this retrospective review, I share some of the goals, strengths and weaknesses of the project, and any lessons learned.
Have you looked at camouflage in games recently? It looks amazing. Yet, it doesn’t seem to stop you being seen in a split second. Is that a limitation of the technology or is it by design? Let’s have a look at some of the techniques and try recreating some of the ways game developers make camouflage look really good while still allowing easy visibility of characters.