wandb
bevy
wandb | bevy | |
---|---|---|
16 | 574 | |
8,243 | 32,489 | |
2.0% | 2.4% | |
9.9 | 9.9 | |
1 day ago | about 10 hours ago | |
Python | Rust | |
MIT License | MIT OR Apache-2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
wandb
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A list of SaaS, PaaS and IaaS offerings that have free tiers of interest to devops and infradev
Weights & Biases — The developer-first MLOps platform. Build better models faster with experiment tracking, dataset versioning, and model management. Free tier for personal projects only, with 100 GB of storage included.
- Northlight makes Alan Wake 2 shine
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The last sentence of Lowes conveniently missing from OpenAI...
HuggingFace and wandb.ai (both competitors of OpenAI) both also have "do own research"
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Efficient way to tune a network by changing hyperparameters?
Wandb is the best! https://wandb.ai/
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[D] Monitoring production image models
To track stuff I've used wandb.ai in a company in the past, as someone else pointed out. Regarding metrics... This is really specific to your domain, and it is such a broad question. You could count color pixels, the distribution of intensity histograms, etc etc.
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How to use the colab notebook version of Dall-E mini and bypass the traffic limit - A guide
Step 1: The colab notebook uses wandb.ai, so you need to register for a wandb.ai account beforehand if you want to use the colab notebook. After registering you need to go to your homepage and copy the API key and paste/keep it somewhere.
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Roadmap for learning MLOps (for DevOps engineers)
I want to take a look at tools like https://wandb.ai/ and they would integrate into some of the pipelines I'm playing with.
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What's a sequel that got you thinking "the people who made this COMPLETELY missed the point of the first one"?
does current cgi and ai tech can bring back leslie nielsen? might use unreal engine and https://www.resemble.ai/ or https://wandb.ai/?
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What MLOps tools and processes do you use?
I'm currently working for a MLOps company so I'm heavily using their tools (Weights & Biases) but I've used custom C++ for deployment, Pytorch + fastai for quick experimentation, Weights & Biases for experiment tracking, hyper-parameter tuning + model versioning (hence why I went to work for them), custom database + data pipeline, HoloViz for data visualisation (really nice dashboarding tool), Jenkins for CI/CD, I also love Github Actions.
- [D] Best resources or tools to draw nicer table for comparing different models/frameworks performance
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Gameâ„¢ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
tensorboard - TensorFlow's Visualization Toolkit
Amethyst - Data-oriented and data-driven game engine written in Rust
aim - Aim 💫 — An easy-to-use & supercharged open-source experiment tracker.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
stable-baselines3 - PyTorch version of Stable Baselines, reliable implementations of reinforcement learning algorithms.
Fyrox - 3D and 2D game engine written in Rust
guildai - Experiment tracking, ML developer tools
piston - A modular game engine written in Rust
pytorch-summary - Model summary in PyTorch similar to `model.summary()` in Keras
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
cleanrl - High-quality single file implementation of Deep Reinforcement Learning algorithms with research-friendly features (PPO, DQN, C51, DDPG, TD3, SAC, PPG)
specs - Specs - Parallel ECS