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Thank you so much for the kind words and for the feedback!

1. Duly noted on USDC and other payment options - I have to see how easy this is do to as we're using stripe.

2. Teams and orgs are very high on the priority list and we hope to have something on this front very soon.

To keep up with our development, Discord is probably the best place: https://discord.gg/ptDRKRJpPV


Thanks for the feedback! I'm trying to fix that. The trouble is actually that changing the src of an iframe on a page pushes an entry into the history implicitly. Since we use iframes to display the contents of designs, and they can update, this results in a lot of state history pollution. Will prioritize!

Not the parent commenter, but in my testing, all recent Claudes (4.5 onward) and the Gemini 3 series have been pretty much flawless in custom tool call formats.


Thanks.

I’ve tested local models from Qwen, GLM, and Devstral families.


I actually ran this one. It measures some 700k lines of code, and seems to contain things like a full VBA implementation, complex currency and date parsing, etc. But the UI is extremely basic, doesn't seem to expose any of this advanced functionality, and and is buggy to the point of being unusable. Focus will jump around as you type, cells will reset to old values, it will stop responding to keyboard events, etc.


Article talks about all of this and references DeepSeek R1 paper[0], section 4.2 (first bullet point on PRM) on why this is much trickier to do than it appears.

[0]: https://arxiv.org/abs/2501.12948


You could think of supervised learning as learning against a known ground truth, which pretraining certainly is.


a large number of breakthroughs in AI are based on turning unsupervised learning into supervised learning (alphazero style MCTS as policy improvers are also like this). So the confusion is kind of intrinsic.


It's interesting to also compare this to getting a bare metal instance and provisioning microVMs on it using Firecracker. (Obviously something you shouldn't roll yourself in most cases.)

You can get a bare metal AX162 from Hetzner for 200 EUR/mo, with 48 cores and 128GB of RAM. For 4:1 virtual:physical oversubscription, you could run 192 guests on such a machine, yielding a cost of 200/192 = 1.04 EUR/mo, and giving each guest a bit over 1GiB of RAM. Interestingly, that's not groundbreakingly cheaper than just getting one of Hetzner's virtual machines!


"Interestingly, that's not groundbreakingly cheaper than just getting one of Hetzner's virtual machines!" .... yea.. cause this is what these companies are doing behind the scenes :)


You didn't include the amortized cost of a Blackwell GPU, which is an order of magnitude larger expense than electricity.


Yeah that's fair (although the original comment was only talking about energy costs).

But this is kind of a worst case cost analysis. I fully expect that the average non-pro Sora 2 video has one to two orders of magnitude less GPU utilization than I listed here (because I think those video tokens are probably generated at a batch size of ~100 per batch).


Warning: LLM-generated article, terribly difficult to follow and full of irrelevant details.


Well this was a trip down the memory lane. I built a small game on Irrlicht at the time and I remember these discussions also.

Irrlicht had its editor (irrEdit), a sound system (irrKlang), and some basic collision detection and FPS controller was built right into the engine. This was enough to get you a considerable way through a fully featured tech demo, at the very least. (I even remember Irrlicht including a beautiful first-person tech demo of traversing a large BSP-partitioned castle level.)

However, for those not afraid to stitch these additional parts from other promising libraries (or derive them from first principles, as was fashionable), OGRE offered more raw rendering prowess: a working deferred shading system (this was the heyday of deferred shading), a pop-less terrain implementation with texture splatting, and more impressive shader and rendering pipeline support, with the Cg multi-platform shading language. I remember a fairly impressive ocean surface and Fresnel refraction/reflection demos from OGRE at the time.


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