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@rohitg00
rohitg00 / llm-wiki.md
Last active September 15, 2026 15:08 — forked from karpathy/llm-wiki.md
LLM Wiki v2 — extending Karpathy's LLM Wiki pattern with lessons from building agentmemory

LLM Wiki v2

A pattern for building personal knowledge bases using LLMs. Extended with lessons from building agentmemory 20K+ Stars ⭐️, a persistent memory engine for AI coding agents.

This builds on Andrej Karpathy's original LLM Wiki idea file. Everything in the original still applies. This document adds what we learned running the pattern in production: what breaks at scale, what's missing, and what separates a wiki that stays useful from one that rots.

What the original gets right

The core insight is correct: stop re-deriving, start compiling. RAG retrieves and forgets. A wiki accumulates and compounds. The three-layer architecture (raw sources, wiki, schema) works. The operations (ingest, query, lint) cover the basics. If you haven't read the original, start there.

LLM Wiki

A pattern for building personal knowledge bases using LLMs.

This is an idea file, it is designed to be copy pasted to your own LLM Agent (e.g. OpenAI Codex, Claude Code, OpenCode / Pi, or etc.). Its goal is to communicate the high level idea, but your agent will build out the specifics in collaboration with you.

The core idea

Most people's experience with LLMs and documents looks like RAG: you upload a collection of files, the LLM retrieves relevant chunks at query time, and generates an answer. This works, but the LLM is rediscovering knowledge from scratch on every question. There's no accumulation. Ask a subtle question that requires synthesizing five documents, and the LLM has to find and piece together the relevant fragments every time. Nothing is built up. NotebookLM, ChatGPT file uploads, and most RAG systems work this way.

@ditzel
ditzel / MeshDestroy.cs
Created August 19, 2019 19:02
MeshDestroy => Put it on a game object with a mesh filter and renderer. Make sure to have read/write enabled on fbx import
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshDestroy : MonoBehaviour
{
private bool edgeSet = false;
private Vector3 edgeVertex = Vector3.zero;
private Vector2 edgeUV = Vector2.zero;
@ditzel
ditzel / ScrollAndPinch.cs
Created July 22, 2019 17:12
Pinch and Scroll to Move and Zoom in Unity for Mobile Games
/*
Set this on an empty game object positioned at (0,0,0) and attach your active camera.
The script only runs on mobile devices or the remote app.
*/
using UnityEngine;
class ScrollAndPinch : MonoBehaviour
@Dark4Codrutz
Dark4Codrutz / PowerSerttings.Unhide.reg
Created February 6, 2019 16:58
Reveals the most used hidden power settings in Windows 10. The value Attributes=2 means reveal, where value of 1 or 0 means hide from Power Options. Good Tweaking!
Windows Registry Editor Version 5.00
;Reveals the most used hidden power settings in Windows 10. The value Attributes=2 means reveal, where value of 1 or 0 means hide from Power Options.
;Good Tweaking!
;WLAN
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\19cbb8fa-5279-450e-9fac-8a3d5fedd0c1\12bbebe6-58d6-4636-95bb-3217ef867c1a]
"Attributes"=dword:00000002
;Power Scheme Personality
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\245d8541-3943-4422-b025-13a784f679b7]
@ditzel
ditzel / PhysicsHelper.cs
Created January 20, 2019 16:54
Unity Helper for Physic Functions
using UnityEngine;
namespace Ditzelgames
{
public static class PhysicsHelper
{
public static void ApplyForceToReachVelocity(Rigidbody rigidbody, Vector3 velocity, float force = 1, ForceMode mode = ForceMode.Force)
{
if (force == 0 || velocity.magnitude == 0)
@ditzel
ditzel / KdTree.cs
Last active September 15, 2025 15:31
k-d Tree
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Profiling;
public class KdTree<T> : IEnumerable<T>, IEnumerable where T : Component
{
protected KdNode _root;
protected KdNode _last;
@reunono
reunono / CinemachineCameraShaker.cs
Last active January 16, 2023 07:51
Cinemachine camera shake
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// Add this component to your Cinemachine Virtual Camera to have it shake when calling its ShakeCamera methods.
/// </summary>
public class CinemachineCameraShaker : MonoBehaviour
{
using UnityEngine;
public class TerrainDetector
{
private TerrainData terrainData;
private int alphamapWidth;
private int alphamapHeight;
private float[,,] splatmapData;
private int numTextures;
@runewake2
runewake2 / DeformableMesh.cs
Created December 21, 2016 04:42
Physically simulated mesh deformation. This file handles the mesh updates.
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[RequireComponent(typeof(GeneratePlaneMesh))]
public class DeformableMesh : MonoBehaviour {
public float maximumDepression;
public List<Vector3> originalVertices;