Nust yesterday I built a reconciliation helper for my budget.
Claud Sonnet 4.5 is a beast. It got my iterative instructions and built a tool that pinpoints me the issues. Fast, beautiful, complete.
Can you help me understand how they are deterministic?
There are seed parameters for the various pseudorandom factors used during training and inference, but we can't predict what an output will be. We don't know how to read or interpret the models and we don't have any useful way of knowing what happens during inference, we can't determine what will happen.
I agree the pricing is ridiculous, but to be fair, it's a different use case because automation tools like that are primarily geared for marketing teams and other non-technical users to connect different systems together. So you're mostly paying for the built-in integrations themselves rather than compute
It seems to me, as not so 3d savy, that 3d objects and shaders have a similar connection as html structure and css.
Nowadays you need a structure of objects yet the layout, color and behavor comes from css.
In this regard, 3d scenes offer the elements but shaders can design them much more efficient than a engine ever could.
Is that accurate?
Btw, can objects modified by shaders signal collisions?
3D scenes (closest thing to the DOM) and materials (closest thing to CSS) are several abstraction layers above what modern 3D APIs provide, this is more 'rendering/game engine' territory.
3D APIs are more on the level of 'draw this list of triangles, and the color of a specific pixel in the triangle is computed like this: (hundreds of lines of pixel shader code)" - but even this is slowly being being replaced by even lower level code which implements completely custom rendering pipelines entirely on the GPU.
Shaders are not layout. I don't think there is an HTML/DOM analogy here that works. But if you had to force one, shaders are more like Javascript. It's a terrible analogy though.
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