The all-in-one platform for AI development. Code together. Prototype. Train. Scale. Serve. From your browser - with zero setup. From the creators of P
The all-in-one platform for AI development. Code together. Prototype. Train. Scale. Serve. From your browser - with zero setup. From the creators of PyTorch Lightning.
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HuggingFace models
As a developer, I need deterministic tools: that’s why I built AWF CLI
My work on AWF (AI Workflow Framework) continues since my last post. I’ve launched a small one-page website and released v0.5.0, which introduces plugin support with go-plugin, Protobuf, and gRPC. Recently, I also gave a lightning talk at a French conference. I put together 20 slides during a break and had 7 minutes to present AWF. I’ve discussed about AWF with many people, focusing on a common problem we face as developers: AI is currently not reliable enough to meet our standards. Simply saying "I ran the tests" or "I ran the linter" isn't sufficient. We need to be 100% certain that those tests and linters are effective. The true power of AWF lies in how you leverage your CLI tools and manage AI agents/LLMs to enforce workflows. It is the opposite of a 'Claw' because, as developers, our workflows need to become a CI/CD for our prompts. For example, running a TDD (Test-Driven Development) loop consists of three prompts where each iteration is validated by tests and linters. Because these operations are executed in dedicated steps using deterministic tools with a fail-fast approach, your workflow may be slower, but the results will be significantly more reliable than just using 'Claude' on its own. The next version will focus on leveraging workflows because I want to build something highly efficient with a strong emphasis on community and user experience. submitted by /u/pockystarfr [link] [comments]
View originalI built a paid API directory and MCP for AI agents using Claude Code (L402 Lightning + x402 USDC)
I built Satring, a curated directory of paid APIs that AI agents can discover and pay for autonomously. It bridges two payment protocols: L402 (Bitcoin Lightning) and x402 (USDC on Base). The entire project was built with Claude Code (Opus 4.6 is a beast!). What it does: Indexes ~300 paid API services across 9 categories (AI/ML, data, finance, etc.) Health-checks every service every 6 hours so agents know what's actually live Community ratings and reputation reports Dual-protocol payment gates: hit a gated endpoint, get both an L402 Lightning challenge and an x402 USDC challenge in a single 402 response. The agent picks whichever it supports/prefers. MCP server (pip install satring-mcp) so Claude and other agents can search the directory, compare services, and choose what to pay for, all within their reasoning loop How Claude helped: Claude Code built essentially the entire codebase: the FastAPI backend, the payment protocol implementations (macaroon minting, x402 facilitator integration), the HTMX frontend, health monitoring system, MCP server, test suite, and even this demo video. The project would have taken months solo. Claude Code compressed it into weeks. Free to try: The directory is completely free to browse and search at https://satring.com. The API is free for listing, searching, and reading ratings. Only premium endpoints (analytics, bulk export, reputation reports) are payment-gated at a few sats/cents each. The MCP server is free and open source: pip install satring-mcp. Source code: https://github.com/toadlyBroodle/satring 3-minute demo: https://youtu.be/tjcg0qo5mMo submitted by /u/toadlyBroodle [link] [comments]
View originalI used Claude Code to reverse engineer a 13-year-old game binary and crack a restriction nobody had solved — the community is losing it
I want to share something I built with Claude Code this past week because I think it shows what AI-assisted development can actually do when pointed at a genuinely hard problem. Disney Infinity 1.0 (2013) is a game where you place physical figures on a base to play as characters. Each character is locked to their “home” playset. Mr. Incredible can only play in the Incredibles world, etc. The modding community has wanted to break this restriction for over a decade. Nobody could. Why it was so hard: The restriction isn’t a single flag or config file. One function (FindPlaysetForCharacter) gets called at 13 different points across 6 areas of the game’s C++ code. Patching one check doesn’t help since the other 12 still block you. Data-file-only mods fail because the native code validates before it even reads the data. DLL injection crashed the game due to thread-unsafe Lua state access. People tried renaming character files into other character folders but the game just crashed. What Claude Code did: I pointed Claude Code (Opus, high reasoning) at the game’s binary. No symbols, no source code, no existing RE documentation. Claude helped me trace the call graph from FindPlaysetForCharacter through the entire codebase, identify all 13 validation call sites, map which code area each belonged to, and determine the exact bytes to patch. It understood x86 assembly, recognized the conditional jump patterns after each call, and helped me work through multiple failed approaches before arriving at the solution that worked. The entire thing took under 24 hours. The result is 17 binary patches plus 3 modified data files, any character works in any playset. Free, open source, installs in 2 minutes. I posted this to r/DisneyInfinity a few hours ago and the reaction has been unreal. It’s currently the top post on the entire subreddit with 90+ upvotes, 45+ comments, and over 3,000 views. The most well-known modder in the Disney Infinity community who had his own unreleased approach to this problem commented “Better than my method… AWESOME JOB!!!” and gave me his Discord to collaborate. Someone DMed me saying this is a dream come true. Another user is literally buying the game because of this mod. People are calling it “the best event of the year” and “I have waited so long for someone to do this, you’re a legend.” Someone got it working on a Steam Deck and is drifting around Monsters University as Lightning McQueen right now. Users are actively beta testing and reporting bugs in the thread, and multiple people are already asking me to port it to Disney Infinity 2.0 and 3.0 since they run on the same engine. This was so far from the typical “I used AI to write a to-do app.” This was Claude Code doing real binary reverse engineering on a commercial game engine with zero documentation, solving a problem that an entire community couldn’t crack for over a decade, in under 24 hours. And people are playing it right now. I truly still can’t believe it. The README credits Claude Code directly. (Opus 4.6 - high thinking to be exact) The GitHub repo is public. The community reaction is live and ongoing. GitHub: https://github.com/philparkinson1204/InfinityUnlocked Reddit post with full community reaction: https://www.reddit.com/r/Disney\_Infinity/comments/1rtqt1e/any\_character\_in\_any\_playset\_first\_mod\_to\_fully/ submitted by /u/CelebrationFew1755 [link] [comments]
View originalRepository Audit Available
Deep analysis of Lightning-AI/pytorch-lightning — architecture, costs, security, dependencies & more