#MegaModels
now when i want models *I* have specialized for a purpose, there's a reason to run my own... until people start setting up services (Together? Fireworks?) to do super-high-capacity low-latency massively multi-LoRA personalized models on top of oss megamodels, then i'll use that!
August 24, 2026 at 7:43 AM
🤖 Massive models: Kimi K3, GPT-5.5 lead
🧬 Science AI: GPT-Rosalind, AI drug tools
🔗 Infinite content: Vivago R1, HappyOyster 1.0
⚡ Faster AI: Loopie, TurboQuant
#AI2026 #MegaModels #ScienceAI #InfiniteAgents #FasterAI
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July 20, 2026 at 2:01 PM
Disney looking out for their own interests doesn't invalidate the concerns about the megamodels hurting workers. It just means we can't let them have the only seat at the table when discussing what to do about it.
August 18, 2025 at 3:53 AM
You're more up on this stuff but I'm wondering if you'd agree with my gut instinct that the future for most of this stuff is gonna be lighter, more laser targeted models? Like I feel like the future for the big MegaModels is kinda limited, but dedicated tools for the most common tasks might win
February 18, 2025 at 7:02 AM
A amiga dela da megamodels postou isso a pouco.
Em pleno setembro Amarelo isso ocorrendo.
Coitada, espero que se recupere logo.
September 5, 2024 at 11:14 PM
tbf probably a small model issue everyone else does use megamodels
January 14, 2026 at 7:54 PM
March 12, 2026 at 12:39 AM
March 10, 2026 at 6:31 PM
Hunt for immortal
Hi megamodels, Your project sounds super exciting—I’m a huge fan of retro-style Action RPGs, and your inspirations from Secret of Mana already have me intrigued! As a developer, I’d love to share a few tips to help you get started and, most importantly, keep going (because that’s often the hardest part). Give the Game a “Head and Tail” Before diving deep into the flashy stuff like 3D models or animations, focus on the foundation. Start with the basics: Framework First: Build a framework for essential systems like menus, submenus, and settings. Things like: Fullscreen toggle Volume control Save/load functionality Even placeholders will do at first. Reusable Code: Use global functions for common tasks like saving game state or handling level transitions. This will save time and ensure consistency. Gameplay and Handling Come First Gameplay and level progression should take priority over visuals early on. Use static placeholders for 3D models while you’re testing mechanics—it’s easier to swap them out later. This approach keeps the focus on how the game feels rather than how it looks initially. Keep the Scope Manageable With a 6-month goal, keeping the scope tight is crucial. A great gameplay loop, polished mechanics, and memorable story beats will matter more than overly complex features or huge maps. Feel free to reach out if you need advice or feedback. Us old-timers are here to help. Looking forward to seeing your screenshots and hearing more about Hunt for Immortal!
forum.godotengine.org
December 11, 2024 at 11:59 PM
Novo modelo megamodels 🥰🥰
September 28, 2024 at 3:08 AM