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这个教程很适合想去正儿八经想要学习Agent原理,并且靠这个去找一份工作的人看
我大致看了一眼,里面内容从大模型基础、教你手写大模型、教你手写agent都有
不过这个教程需要你花点耐心,稍微懂点编程,好歹你要能看懂python的语法
不是那种快餐低质量为了博流量的教程,而是确实是很高质量的教程
如何从零手写一个Agent?整了一套 Agent 教程,共18 篇
Claude Code、Codex 这些编码 Agent
内核其实就是一个循环:
模型请求工具,代码执行,结果放回对话,直到模型不再请求
这套教程从100 行代码开始
用 Python 一层一层往上加:
工具、权限、上下文管理、Skills、
接入聊天软件、定时任务、MCP、子 Agent、计划、记忆。
每一课都有能直接跑的代码
每一课末尾都对照主流 Agent 在这一块是怎么做的
最后 7 篇,拿亲手写过的这 11 个零件当尺子
逐个拆解 Claude Code、Codex、Pi、Grok Bot、
DeepSeek Harness、OpenClaw 与 Hermes
看它们各自做了什么取舍
整理完最大的感受是:
主流产品的分歧,大多集中在一个问题上:
安全这一层,交给提示词,还是交给代码
namiai.tech/agent/?v=1
Fiquei obcecado com as cores desse app e desenvolvi as cores num preset do lightroom, to apaixonado
So I recently badgered my cinematographer @steveyedlin into making my ideal iPhone still camera app. It shoots RAW, bypasses the iPhone's look processing and instead uses the same image processing we use on our movies. apps.apple.com/app/apple-sto…
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New #ThreeJs release with my light probe speed ups, uv unwrapping, light baking features!
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With Dash you can easily create a Snowy Environment in @UnrealEngine using 3D assets and materials from the integrated libraries in the Dash Content Browser.
Here's how it works:
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#DamageControl #GrungeMaskTools showcase.
Check out Superhive or Gumroad and have a nice weekend! #geometrynodes #b3d
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Time to share some of the work I've done for Control Resonant. Here is Dylan’s poncho. More shots on ArtStation. The team has also just dropped a ton of amazing art, so go check it out! 🔥
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Tips on how to start using UE5 outliner to help you speed up your workflow and create better and faster environments.
Full Quick Tip on YT: youtube.com/watch?v=3OeOqeK-…
Adobe has made baking a major priority in @Substance3D Painter based on long-standing user requests. Product Manager Laurens Corijn explains the technology and UX work behind its new cage painting workflow.
Full interview and details: 80.lv/articles/adobe-explain…
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Some of the shots from the exterior and Interior on this one. Ghost of Yotei: Complete Edition
artstation.com/artwork/Xaakr…
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Spherical Harmonic Exponentials for Efficient Glossy Reflections youtu.be/jN7FX5COASM?si=-Nu2… via @YouTube 不愧是球谐仙人
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Our workshop "Technical art tools for beginners" with Jordan Smee is now free to watch!
youtu.be/zbOPzlAXBeA
#environmentart #gameart #beyondextent
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Shadow Caster Volume Culling 🔦
gamedev.net/tutorials/progra…
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From one reference photo to a photoreal PBR material in Blender. Every step, every script, every mistake I made.
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HOLY F*CK. I made an 8K photoreal rock + moss material from a single reference with Claude Opus 5.5
No scanner. No paid library. Just a reference, an image generator, Python scripts and Blender.
The pipeline:
1. Generated the base texture from a reference (top-down, flat light, no shadows)
2. Built every PBR map from it: roughness, AO, normal, 16-bit displacement
3. Aligned all maps to the diffuse, so color, height and normals sit in the exact same place
4. Pulled a moss mask out of the diffuse color
5. Claude wrote the Blender scripts: material, scene, lights, this poster
8192×4572. Real displacement in Cycles, not a fake bump.
The trick that makes it look real: moss is NOT the same material as rock.
Rock: roughness straight from the map.
Moss: roughness 1.0, soft sheen, subsurface, its own height in little cushions.
Two materials inside one shader.
Where I messed up:
- first sphere looked like plastic. Low-poly mesh + weak displacement = nothing moves. Fix: dense mesh, real displacement
- moss height turned into needles. Fix: two masks, a sharp one for shading and a blurred one for height
- plane at displacement 0.40 = stretched spikes. Dropped it to 0.12
nitter.gq/mukadeshinigami/status…
Ladies and gentleman, the Vityaz. artstation.com/artwork/Z00kq…
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Little side venture I’ve been working on with some friends. First course is out. :)
Learning Cinematic lighting! Def taught me some a lot
youtu.be/9t6wdpOPzGs?is=JHkD…
#unreal #cinematiclighting #lighting











































