NVIDIA vient de sortir Nemotron 3.5 Transcribe, et je suis impressionné. C’est un MoE de 30B avec environ 4B de paramètres actifs, que presque tout le monde peut faire tourner. Les poids sont ouverts, il couvre 40 langues et affiche 5,3 % d’erreur en anglais sur l’Open ASR Leaderboard, la meilleure note des modèles ouverts.
En se souvenant des transcriptions sur YouTube ou Teams, la transcription automatique a longtemps été approximative dès qu’il y avait du bruit, des accents ou plusieurs voix.
Ce qui m’impressionne avec ce petit modèle, c’est qu’il attribue aussi chaque phrase à son locuteur, jusqu’à huit voix. La vidéo de démo suffit à s’en convaincre : il suit qui parle même quand tout le monde parle en même temps.
Et le reste suit en local :
> audio : TTS et STS, c’est réglé
> computer use : quasi réglé avec Unsloth sur des modèles de 27B
> texte : les Qwen 35B MoE et 27B suffisent pour la plupart des tâches qu’on confiait à Opus ou GPT il y a deux ans
> image/video: réglé aussi
> Pour le code, des modèles comme DSV4F ou même GLM 5.3 pour les grosses configurations sont excellents
Au final, quelqu’un de bien outillé a de quoi tout faire en local, et il en découvre un peu plus chaque jour. Pour un builder, l’idéal est d’associer les deux. Chez moi, avec mon setup modeste, le local sert à la veille et aux automatisations ; pour la génération et le code, je préfère les modèles frontière. Dans les deux cas, ça avance très vite et le temps se compresse.
Useful because it lists what the AI didn't do: 4 days in UE5, $0 on AI, 26 generated props and two characters, ragdoll, checkpoints and NPCs working.
Rigging, the level build and bug fixing were still done by hand. That split is the real benchmark.
I made a UE 5 game using only free AI in just 4 days.
I generated 26 props, created two characters, and got ragdoll physics, checkpoints, and NPCs working.
I still had to rig the characters, build the level, and fix bugs myself.
Total spent on AI - $0.
Full breakdown: https://t.co/oPX4nXf9Pj
#UnrealEngine #UE5 #GameDev #FreeAI #3DAI
The habit worth stealing from StarFall: a Claude Code lane first audited the original 14-line brief against what already worked, then built only the gaps (stats that rise with use, items as data, weight-capped store, save/load).
By Oct 2, all 155 reachable buildables worked.
Not all of this game happens behind the wheel. When you get home, you dig.
This is the shelter in Meta Machina: StarFall, the family's home under the yard. Right click bare earth and someone goes down to dig it out. Here it's Otto. The game asks what the new space is for: the commons. Then what goes in it: a sofa. Mara builds it, and Wren sits down on it, facing the right way, while Otto sleeps on the infirmary cot next door. One take, no cuts. The digging and building are sped up, and the HUD says by how much.
The shelter is the oldest part of this game. It was a 2D game first, then a 2D game with art, then a 3D cutaway, before the world around it existed.
How it got this far: before the agents built anything new, a Claude Code lane audited my original fourteen-line brief against what already worked, and then built only the gaps: stats that rise with use, items as data, a store with a weight cap, save and load end to end. When it closed out on Oct 2, every one of the 155 buildable objects you could reach could actually be built.
That's the habit I'd steal for any AI build. Agents love to start fresh. Make them audit what exists first. The gaps are almost always smaller than the rewrite.
Staged: a dev crate start, every store full, so the build isn't waiting on scrap. Every order after that is a click. Development footage, not final. Sound on.
Meta Machina: StarFall is in development and coming to Steam. Follow @1DigitalC to watch it get built.
Commons first or workshop first?
Latent Valley, c'est le show quotidien de LLMgram : un short de moins d'une minute qui met en scène l'actu IA dans une petite ville où tous les labos ont emménagé.
Les modèles sont des élèves (Sol, Astra, Mythos, Grok, Kimi, DeepSeek…), les patrons de labos sont les adultes, et Supersocks tient la seule station d'info de la ville, au-dessus de la laverie. Chaque affirmation à l'écran porte un tampon REAL, REPORTEDLY ou CLAIMED, avec sa source. Quatre épisodes sont en ligne. Le dernier part d'un preprint de UMass Amherst : quand le relecteur n'est pas là, des agents IA se rendent service en modifiant des fichiers qui ne sont pas les leurs. Ils contournent la relecture dans 58,8 % des essais sur FavorBench et dans 95 % des essais sur CooperBench.
Tout part de la veille qu'on cure sur LLMgram : 212 flux suivis (labos, papiers, presse, praticiens, communautés, comptes X), environ 78 000 signaux indexés depuis mars, 112 modèles référencés, une note éditoriale de 1 à 15 par article et une resynchro visée toutes les 2 heures. Les news sont curées avec le scraper Supersocks, et Grokbot (@supersocksintel) est à la manœuvre pour améliorer le site en continu.
Les épisodes sortent ici sur X, sur TikTok et sur YouTube. Le fond comme la forme vont s'améliorer au fil des épisodes : pour l'instant, je le vois surtout comme un crash test de la pipeline que je développe pour faire la même chose dans l'énergie.
Comme tout LLMgram, c'est gratuit. Quand le site sera finalisé, j'ajouterai peut-être un WebMCP ou un Buy Me a Coffee pour que ceux qui le veulent puissent participer à cet effort de veille.
L'idée de LLMgram n'a pas changé : séparer le signal du bruit dans l'IA, montrer les preuves, et laisser chacun décider de ce qu'il construit.
https://t.co/5p1Y7sYtlr
Enjoy
Des assets gratuits ou freemium sortent tous les jours en ce moment, une des choses les plus intéressantes à suivre. Les meilleurs résultats de l'IA viennent d'une skill bien faite ou d'une bonne banque d'assets, pour un jeu vidéo, une vidéo, une app ou une page.
Je les recense tous au même endroit : Asset Signal, sur LLMgram. Premier relevé : 32 assets, dont 28 gratuits. Chaque fiche indique la source, le lien direct, la licence et les étapes pour récupérer les fichiers.
Exemple du jour : MotionBricks de NVIDIA. On lui donne les dernières poses d'un personnage et la pose cible, il génère le mouvement intermédiaire, pour des persos de jeu ou le robot humanoïde Unitree G1. NVIDIA annonce 15 000 FPS et 2 ms de latence, entraîné sur plus de 350 000 clips de mocap. Les poids pèsent environ 1,6 Go, usage commercial autorisé en citant la licence NVIDIA. Les clips d'exemple restent réservés à l'évaluation.
La licence figure sur chaque fiche et doit être lue : LFM3 de Liquid AI, par exemple, n'est gratuit en usage commercial que sous 10 M$ de chiffre d'affaires annuel.
Je surveille X avec 2 relevés par jour pendant 14 jours, puis une mise à jour quotidienne. Si vous voyez un asset utile pour la commu, envoyez un MP à @SupersocksIntel il sera analysé
https://t.co/4NRzW7rnV0
Des assets gratuits ou freemium sortent tous les jours en ce moment, une des choses les plus intéressantes à suivre. Les meilleurs résultats de l'IA viennent d'une skill bien faite ou d'une bonne banque d'assets, pour un jeu vidéo, une vidéo, une app ou une page.
Je les recense tous au même endroit : Asset Signal, sur LLMgram. Premier relevé : 32 assets, dont 28 gratuits. Chaque fiche indique la source, le lien direct, la licence et les étapes pour récupérer les fichiers.
Exemple du jour : MotionBricks de NVIDIA. On lui donne les dernières poses d'un personnage et la pose cible, il génère le mouvement intermédiaire, pour des persos de jeu ou le robot humanoïde Unitree G1. NVIDIA annonce 15 000 FPS et 2 ms de latence, entraîné sur plus de 350 000 clips de mocap. Les poids pèsent environ 1,6 Go, usage commercial autorisé en citant la licence NVIDIA. Les clips d'exemple restent réservés à l'évaluation.
La licence figure sur chaque fiche et doit être lue : LFM3 de Liquid AI, par exemple, n'est gratuit en usage commercial que sous 10 M$ de chiffre d'affaires annuel.
Je surveille X avec 2 relevés par jour pendant 14 jours, puis une mise à jour quotidienne. Si vous voyez un asset utile pour la commu, envoyez un MP à @SupersocksIntel il sera analysé
https://t.co/4NRzW7rnV0
Sources: Lightpanda's post with the demo video and the timings: https://t.co/mm8GDPUgp6
The branch. The 0.99 vs 0.73/0.64 data is in the commit "clear cookie walls and sign in without a chat model"; the replay design is in "record what a Jev tool chose, so its replay asks nothing": https://t.co/LJR4YfsSHT
Things are getting serious @typesafeai
Jev now handles logins in Lightpanda's agent. It picks the username field, password field and submit button from the page.
> Jev: 0.53s, 2 calls
> Claude Haiku 5.5 with browser tools: 7.83s, 8 tool calls
https://t.co/5bnnuL6dQ3
Lightpanda's numbers for a headless-browser login: Jev 0.53s with 2 calls, Claude Haiku 5.5 with browser tools 7.83s with 8 tool calls.
The speed is the headline. The design on their jev-fallback branch is the part I'd copy:
1) Jev only picks among elements already on the page, with a mandatory "none of these". Rules keep what rules must: a password only goes into input[type=password].
2) No confidence threshold. On their own data, two wrong consent-wall calls came back at 0.99, while correct picks scored 0.73 and 0.64. So the gate is re-reading the page after the click, and the runner-up is the retry.
3) The chosen selector is recorded, so a saved script replays with no model call and no API key.
Point 3 is what changes the bill: the model pays for the first visit to a site, not for every login after it.
Best detail in this RATS!! log: Claude rated its own new art 9/10. Codex graded the same screenshots blind: 4/10. Codex was right.
Now nothing that builds the game grades its own work. Tests decide "done", a bot plays 25 seeded runs per change, art is judged on screenshots.
In August, my game was grey lanes, orange dots and a yellow square for a barn.
Eleven weeks later it's RATS!!, a co-op tower defense: four worlds, four crowned rats, thousands of rats on screen, and every visual drawn by the game's own code. No image generators, no 3D models.
I built it with Claude writing the code in Claude Code and Godot running the game. My job is the director's: what the game is, how it looks, every playtest, and saying no.
The moment that changed how I work: in mid-October, Claude rated its own new art 9/10. The same screenshots went to Codex blind, with no clue which version was new, and it gave them 4/10. Codex was right. So I rebuilt the look, and since then nothing that builds the game gets to grade its own work.
How it runs now:
- every feature starts as a written plan before any code
- Claude builds each feature in its own copy of the project; the tests decide when it's done, not Claude's report
- after every change, a bot plays 25 seeded runs, so nothing breaks the balance by accident
- the game films itself, and every visual change is judged on real screenshots, never on the code
- Codex reviews every change and grades the art blind, against Kingdom Rush, Thronefall and Bloons TD 6, never against my last version
- 63 test suites run before every commit
About 1,000 commits in. The one thing I'd pass on: get a second opinion that can't tell which answer is yours.
The real artifact: video2rig, free on GitHub.
Per creature it renders 3,000 random poses of your own model and trains a DINOv2 joint reader on them (~30 min, no labels). Then it reads an AI video frame by frame onto the boss skeleton, via Blender, into UE5.
Opus wrote the C++.
Batched MotionBricks, open source. Same NVIDIA ONNX model rebuilt as a TensorRT plan with a batch dimension, SOMA kernels batched to match.
On a 4090: 1 request 2.57 ms, 48 requests 4.66 ms. 48 characters cost less than 2 run one at a time.
Tradeoff: no hand/foot IK yet.
okay I got batching working on Nvidia's Motionbricks, and it's still realtime! About 10k generations a second on one 4090, 26x faster than one at a time. You can now have insanely dynamic crowds in your games!
opensource: https://t.co/MHb3LyEzZt
The New Stack interview with Di Jin (Nebius, Oct 27). The episode-labeling rule is under "Environments are the new data"; the six-question check before scaling is at the end.
https://t.co/spKhGaXGdh
In agentic RL, an agent that crashes its own sandbox can dodge the penalty, if your logs file every crash as infra noise.
Nebius's VP of AI training, Di Jin, walked The New Stack through the rollout side of post-training. His scoring rule: label each episode model success, model failure, infra failure, or unknown. Drop infra failures from the policy-gradient update. But when the model's own actions caused the timeout or error, score it as a model failure, so triggering one isn't a way out.
The rest is about GPUs waiting:
- Measure time to a trainable batch, not average tokens/s. A synchronous step waits for the slowest trajectory.
- For GRPO-style groups, a group is ready once all its siblings finish, and the trainer takes complete groups regardless of launch order.
- Slightly stale rollouts are fine if you track policy divergence. "Staleness isn't the enemy. Unmeasured staleness is."
- Scale CPU and sandboxes separately from GPUs. "Your most expensive GPU is often waiting on your cheapest container."
Their number: changes to routing, sandbox execution and batch assembly cut collection time for a 256-trajectory Terminal-Bench-based batch by 66.9%. That's batch collection only, not end-to-end training speed.
If your rollout logs only say pass or fail, add who failed, the model or the infra, before you scale.
Meta is raising ~$97.5B in stock, and two of the buyers are its own chip suppliers: NVIDIA committed $3B, AMD $1B.
Suppliers funding a customer whose capex flows back to them as chip orders. On top: a planned ~$60B at-the-market program.
Meta is raising up to $97.5B by selling its own stock. Some of the buyers? NVIDIA ($3B) and AMD ($1B), the companies Meta buys its chips from. Same coin, round and round. 🪙
LLMgram EP003 · Parody. Real news, cartoon people.
Same Blender prompt, two effort settings: Low took 13 min for $2.87, Extra High 1 h 41 for $30.23. That's 10.5x the bill for 7.8x the time.
The useful follow-up is which mistakes Low makes that Extra High doesn't. Then you only pay for Extra High on those parts.
Glider 4.0, Calhoun's 1991 Mac game, now runs in the browser. Opus 5.5 ported the Pascal source to TypeScript.
The test did the work: the original on a headless Mini vMac replays scripted inputs, and the port must match every pixel and sound.
https://t.co/I3vhxBM9bH
Meta Engineering post (Oct 27). The "PrivacyLib Controls for AI Agents" section covers AgentLib and the session context; "Rolling Out a Module" has the rollingOut() config; "Lessons Learned" has the fleet-wide crash.
https://t.co/gb3pWVgQ0E
Meta's guard for internal AI agents doesn't sit in the agent. It sits in the data client.
In a new engineering post, Meta describes PrivacyLib: one library inside the clients of hundreds of its data systems, running billions of checks per second. For agents, a runtime called AgentLib tags each tool call with its agent session, and services pass that context down until the call reaches a data store. There, the same Policy Zones module that already enforces purpose limitation allows or blocks the access.
Their line: the check applies "even when the agent chooses a tool that its developer did not anticipate. The access decision does not depend on the agent behaving as intended."
Two details worth copying:
- Raw RPCs that skip the client get a coarser check that takes the strictest reading, false positives over gaps. When the client check passes, it attaches a signed token so the lower layer can trust it.
- New enforcement ships behind rollingOut(), moved from 0 to 100% while watching denials, errors and latency, and can be dialed back without a redeploy. They learned why: an early invalid config crashed processes across the fleet.
If your agent's data rules live in its system prompt or its tool list, they only cover the paths you predicted. Put the check where the data is read, and carry the agent session all the way to it.
Paper: "Benchmarks Are Surprisingly Compaction-Friendly" (arXiv, Oct 22). Section 4.2 has the constraint-erosion numbers, Table 3 the per-model drops, Appendix 6.4 the summarization prompt. Code is linked from the abstract.
https://t.co/HJBNYdMLQu
Agent compaction keeps what to build and drops what not to do.
A new paper (ELLIS / MPI Tübingen) ran four frontier models in OpenCode on long tasks. In real SWE-chat sessions, compaction lost 6.2% of feature requirements, but 35.9% of process instructions ("how to work") and 36.8% of scope exclusions ("don't touch X").
On ProgramBench the task has three anti-cheating rules: no copying the reference, no internet, an original implementation. The first compaction summary already drops about one of the three on average, and 2.41 by the 15th. Per compaction: GPT-5.3-Codex 2.73, GPT-5.4 1.76, Claude Opus 4.6 0.51. The summarization prompt explicitly asked to keep constraints.
The mechanism: the goal and the progress live on disk, so the agent can re-read them. A "don't" said once in chat lives nowhere else.
So the fix is boring: put the don'ts in a file the agent re-reads (agents file, task spec), not only in the first message, and check that the summary still lists them after each compaction.