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utilisateur_richard

@utilisateur_richard

Joined June 9th, 2026

  • 6Devlogs
  • 4Projects
  • 1Ships
  • 10Votes
The name is temporary (because the name is already taken :/) but it is basically a B2C project for an LLM aggregator with an agent that chooses which model is the best for the request (because the AI race is hard to follow for the average person)
Ship Changes requested

I have made an LLM agregator that is supposed to have a smart selection (but because i don't have the models, i cannot train anything on them) due to the cost of the API, I don't have enough fundings to continue it
I think it was a good training in for the frontend and even if i can't continue it, i zm proud of what I have done !
some text might be in french, some api might work (I have found some free API) and the plan aren't real (if you try to create an account with a paid plan, an error will appear)

  • 3 devlogs
  • 6h
Try project → See source code →
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4h 43m 52s logged

Today is the day when the flex.ai project is discontinuated because of the API pricing that are too high and the fact that without any user-base, the project can’t continue feel free to use the code if you want

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1h 14m 44s logged

A quick rundown of a fun bug I encountered today. The concurrency API doesn’t provide any tools for generating or validating a deck, it’s entirely up to the model to create a valid 60card deck, without any safeguards

I ran into a big problem with ACE SPEC cards: the game rules prohibit having more than one per deck, regardless of the ACE SPEC category. However, the card database is poorly designed, some cards simply weren’t declared as ACE SPEC in the rules column. My code treated them as standard cards and added several to the deck without issue. The C++ game engine, however, wasn’t having any of it: it systematically rejected the deck, and the worker went into a crash loop.

The fix required restarting the detection system from scratch: I now scan all suspicious columns in the CSV and the engine’s API to list absolutely every ACE SPEC in the game. As soon as the Deck Builder draws one, the other 19 are immediately locked for the rest of the draw

So now the error is finally corrected and I can finally focus on the real nightmare : the training of the neural network

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48m 28s logged

Log: flex.ai is officially deployed to the internet!

Ran into a classic cloud networking headache during the setup. Every time I launched the Caddy Docker container, the logs showed a connection timeout while trying to provision the SSL certificate.

At first, I was convinced my subnet security rules were the issue. But after digging through OCI’s notoriously confusing interface, I finally found the real culprit: a hidden option to “Connect public subnet to internet.” It turns out the subnet wasn’t properly routed to the internet gateway.

Once that was enabled, everything clicked instantly. Let’s Encrypt passed, Caddy secured the domain, and the API is now fully live over HTTPS.

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30m 24s logged

beginning of the project !
for now i just created the auth functionality (I tried my best to make it as secure as possible) for now, I didn’t started the LLM part but I will soon !
(for now it is in french but I will make all the translation when I will publish the project on my servers)

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