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Nymbo
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https://www.nymbo.net/
nymboqt
Nymbo
nymbo.bsky.social
AI & ML interests
I like unrestricted, free, utilitarian stuff. I tend to archive good spaces because I don't trust y'all to keep them good :) Most spaces with runtime errors just need a restart. Paused spaces should work but require a GPU, duplicate to use.
Recent Activity
upvoted
a
changelog
2 days ago
Spaces agents.md for your coding agents
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victor
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with 🤗
3 days ago
Want to share my enthusiasm for https://huggingface.co/zai-org/GLM-5.1 here too 🔥 I think we have it: our open source Claude Code = GLM-5.1 + Pi (https://pi.dev/) - Built a Three.js racing game to eval and it's extremely impressive. Thoughts: - One-shot car physics with real drift mechanics (this is hard) - My fav part: Awesome at self iterating (with no vision!) created 20+ Bun.WebView debugging tools to drive the car programmatically and read game state. Proved a winding bug with vector math without ever seeing the screen - 531-line racing AI in a single write: 4 personalities, curvature map, racing lines, tactical drifting. Built telemetry tools to compare player vs AI speed curves and data-tuned parameters - All assets from scratch: 3D models, procedural textures, sky shader, engine sounds, spatial AI audio! - Can do hard math: proved road normals pointed DOWN via vector cross products, computed track curvature normalized by arc length to tune AI cornering speed You are going to hear about this model a lot in the next months - open source let's go - and thanks z-ai🚀🚀
reacted
to
victor
's
post
with 🔥
3 days ago
Want to share my enthusiasm for https://huggingface.co/zai-org/GLM-5.1 here too 🔥 I think we have it: our open source Claude Code = GLM-5.1 + Pi (https://pi.dev/) - Built a Three.js racing game to eval and it's extremely impressive. Thoughts: - One-shot car physics with real drift mechanics (this is hard) - My fav part: Awesome at self iterating (with no vision!) created 20+ Bun.WebView debugging tools to drive the car programmatically and read game state. Proved a winding bug with vector math without ever seeing the screen - 531-line racing AI in a single write: 4 personalities, curvature map, racing lines, tactical drifting. Built telemetry tools to compare player vs AI speed curves and data-tuned parameters - All assets from scratch: 3D models, procedural textures, sky shader, engine sounds, spatial AI audio! - Can do hard math: proved road normals pointed DOWN via vector cross products, computed track curvature normalized by arc length to tune AI cornering speed You are going to hear about this model a lot in the next months - open source let's go - and thanks z-ai🚀🚀
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Nymbo/Model_Repo_Template
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Updated
Mar 5, 2024
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