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You’re right that the graphics layer is mostly 2D right now. Sprites are hardware-accelerated where it makes sense, and text is written directly to the framebuffer. The UI is intentionally minimal. The point of this ROM wasn’t the game interface — it was proving real LLM inference running on-device on the N64’s R4300i (93 MHz MIPS, 4MB RDRAM). Since the original screenshots, we’ve added: • Direct keyboard input • Real-time chat loop with the model • Frame-synchronous generation (1–3 tokens per frame @ 60 FPS) So it’s now interactive, not just a demo render. The current focus is correctness and stability of inference. The graphics layer can evolve later. Next step is exposing a lightweight SDK layer so N64 devs can hook model calls into 3D scenes or gameplay logic — essentially treating the LLM as a callable subsystem rather than a UI gimmick. The value isn’t the menu. It’s that inference is happening on 1996 silicon. Happy to answer specifics about the pipeline if you’re interested.


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