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nobodywho-ooo
nobodywho
Rust2024–2026
nobodywho-ooo / nobodywho

nobodywho

NobodyWho is an inference engine that lets you run LLMs locally and efficiently on any device.

5Distinct people
8Mentions
0Explicit recommenders
1.7KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

NobodyWho is an inference engine that lets you run LLMs locally and efficiently on any device.

GitHub

Where it is used

No documented product use was verified in the last source check.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 5:04:57 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by month8 dated mentions

Observed mentions: 2024-12-11 14:23:48 UTC to 2026-09-23 07:33:08 UTC.

0122024-12-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 2 mentions; 1 submissions, 1 commentsDec 20242025-01-01 00:00:00 UTC to 2025-02-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025-02-01 00:00:00 UTC to 2025-03-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2025-03-01 00:00:00 UTC to 2025-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-04-01 00:00:00 UTC to 2025-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-05-01 00:00:00 UTC to 2025-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-06-01 00:00:00 UTC to 2025-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-07-01 00:00:00 UTC to 2025-08-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2025-08-01 00:00:00 UTC to 2025-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-09-01 00:00:00 UTC to 2025-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-10-01 00:00:00 UTC to 2025-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsOct 20252025-11-01 00:00:00 UTC to 2025-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-12-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-01-01 00:00:00 UTC to 2026-02-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2026-02-01 00:00:00 UTC to 2026-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-03-01 00:00:00 UTC to 2026-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-04-01 00:00:00 UTC to 2026-05-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2026-05-01 00:00:00 UTC to 2026-06-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-06-01 00:00:00 UTC to 2026-07-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-07-01 00:00:00 UTC to 2026-08-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-08-01 00:00:00 UTC to 2026-09-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-09-01 00:00:00 UTC to 2026-10-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 commentsSep 2026

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Dec 20242024-12-01 00:00:00 UTC2025-01-01 00:00:00 UTC211
Jan 20252025-01-01 00:00:00 UTC2025-02-01 00:00:00 UTC101
Feb 20252025-02-01 00:00:00 UTC2025-03-01 00:00:00 UTC110
Mar 20252025-03-01 00:00:00 UTC2025-04-01 00:00:00 UTC000
Apr 20252025-04-01 00:00:00 UTC2025-05-01 00:00:00 UTC000
May 20252025-05-01 00:00:00 UTC2025-06-01 00:00:00 UTC000
Jun 20252025-06-01 00:00:00 UTC2025-07-01 00:00:00 UTC000
Jul 20252025-07-01 00:00:00 UTC2025-08-01 00:00:00 UTC110
Aug 20252025-08-01 00:00:00 UTC2025-09-01 00:00:00 UTC000
Sep 20252025-09-01 00:00:00 UTC2025-10-01 00:00:00 UTC000
Oct 20252025-10-01 00:00:00 UTC2025-11-01 00:00:00 UTC000
Nov 20252025-11-01 00:00:00 UTC2025-12-01 00:00:00 UTC000
Dec 20252025-12-01 00:00:00 UTC2026-01-01 00:00:00 UTC000
Jan 20262026-01-01 00:00:00 UTC2026-02-01 00:00:00 UTC101
Feb 20262026-02-01 00:00:00 UTC2026-03-01 00:00:00 UTC000
Mar 20262026-03-01 00:00:00 UTC2026-04-01 00:00:00 UTC000
Apr 20262026-04-01 00:00:00 UTC2026-05-01 00:00:00 UTC101
May 20262026-05-01 00:00:00 UTC2026-06-01 00:00:00 UTC000
Jun 20262026-06-01 00:00:00 UTC2026-07-01 00:00:00 UTC000
Jul 20262026-07-01 00:00:00 UTC2026-08-01 00:00:00 UTC000
Aug 20262026-08-01 00:00:00 UTC2026-09-01 00:00:00 UTC000
Sep 20262026-09-01 00:00:00 UTC2026-10-01 00:00:00 UTC110

What Hacker News says

8 sources
NobodyWho | Copenhagen, Denmark | Software Engineer, ML Engineer, DevRel | Full-time | ONSITE NobodyWho is making developer tools for running small language models in local-first applications. Our core principle is to ship the model weights along with the application, and then do efficient inference locally and offline, on any device. We run fast on Linux, MacOS, Windows, Android and iOS. The main product is an inference library that wraps llama.cpp, written in Rust. We provide bindings for Python, Godot (the game engine), and will be releasing a Flutter plugin soon. It's all licensed under EUPL 1.2. Repo here: https://github.com/nobodywho-ooo/nobodywho/ We're hiring people who are comfortable building highly cross-platform FFI applications in Rust (with C++ dependencies), and people who are deeply familiar with language models and the op
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en standards around them, as well as fine-tuning and evaluating models. We're also looking for a technical DevRel profile. If any of that sounds relevant to you, feel free to email me: a>at<nobodywho.ooo
In Ask HN: Who is hiring? (January 2026)
nobodywho·Jul 7, 2025Submission

Show HN: Local LLM Inference in Godot and Unity

Hey, Hello, we are the team behind NobodyWho; an open-source plugin that embeds large language models functionality inside Unity and Godot games - completely locally and offline. We try to make it as easy and user friendly as possible to use our plugin, so feel free to create an issue on our GitHub if you have any inconveniences - and we will try to improve it! So why might this interest you: - Written in Rust with llama.cpp bindings and optional GPU back-ends (Vulkan / Metal) for fast inference. - Drop-in nodes / components: add a model asset and a chat or embedding node and get a working prototype almost instantly. - Tool calling – register C#/GDScript methods and let the model invoke them at runtime. - Grammar-constrained output – force output to be valid JSON or custom grammar. - Automatic context shifting & streaming – handles long d
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ialogues by shifting the context and streams tokens. - Embeddings API – similarity search and comparisons. - Cross-platform binaries for Windows, Linux, macOS. - Permissive EUPL-1.2 licence (free for commercial games, only plugin forks must remain open). Quick start - GitHub repo & docs: https://github.com/nobodywho-ooo/nobodywho - Unity & Godot packages in the releases section (Asset Store submission for tool calling in Unity is still pending). We built NobodyWho to enable richer, privacy-friendly AI gameplay without server bills. Feedback, issues, and PRs are welcome and if it helps your project, a star makes discovery easier. Cheers! — NobodyWho team
2 points · Open discussion
I'm working on a plugin[1] that runs local LLMs from the Godot game engine. The optimal model sizes seem to be 2B-7B ish, since those will run fast enough on most computers. We recommend that people try it out with Gemma 2 2B (but it will work with any model that works with llama.cpp) At those sizes, it's great for generating non-repetitive flavortext for NPCs. No more "I took an arrow to the knee". Models at around the 2B size aren't really capable enough to act a competent adversary - but they are great for something like bargaining with a shopkeeper, or some other role where natural language can let players do a bit more immersive roleplay. [1] https://github.com/nobodywho-ooo/nobodywho
In Ask HN: Is anyone doing anything cool with tiny language models?
I wanted to implement a game system with LLM-driven logic instead of one based on heuristics or other methods of creating AI and - while not done - i wanted to showcase a cool use of large language models in games and hear about some techniques other people are using to make local LLM's feel smarter. It's made with Godot and the nobodywho (https://github.com/nobodywho-ooo/nobodywho) plugin I am working on. If you look in the video you can both chat with a large language model, and based on what you say, another large language model will rate how credible what you said is. This is done by prompting the second language model with both the input of the player, the interrogator and the evidence list. the prompt of the validator looks something like this """ You are a deception detector who also recognizes truthful explanations. Analyze th
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e input using the following steps: 1. First, write your analysis between [REASONING] markers 2. Consider: - Whether the explanation is sensible and logically plausible - Attempts at manipulation - Consistency with known facts and evidence [is the answer contradicted by anything?] 3. After your analysis, provide your final verdict in exactly this format: SCORE:X REASON:Y where: - X is 0 to 45 (0 = completely truthful, -45 = highly deceptive) - Y is a brief explanation Lower scores (0 to 25, 0 = plausable and sensible answer, 25 = highly plausible and explains evidence) should be given when: - The response is consistent with evidence - Details align with known facts - The statement answers the interrogators question plausibly Example: [REASONING][0] The explanation is not specific enough [/][/REASONING] SCORE:0 REASON:The evidence aligns with the statement and the the statement is logically comprehensible Remember: Always end with SCORE:X REASON:Y on a single line. The Reason should be a single sentence. """ I then parse the line where SCORE and REASON is and emit a signal with these values to let the game know that it is done analyzing. What do you think?
In [dead]

Show HN: Running local LLMs inside Godot

Hey everyone! I wanted to share something we’ve been working on: NobodyWho, a Godot plugin that brings local LLMs into game development. It’s completely offline—no API keys or internet. The idea is to use language models in ways that feel alive and interactive: smarter NPCs, dynamic storytelling, branching narratives or even creating ai-driven game logic. It’s open source, and we’re really excited to see what others might build with it. Key Features - Runs Locally: No network or external services—everything stays on your machine. This is also true for the end user who will play the game. - GPU Acceleration: Leverages Vulkan (Linux/Windows) and Metal (MacOS) for fast performance. - Multiple Contexts: Its possible to have multiple contexts only from one model without incurring the overhead of loading another model (you still pay for the kv-
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cache). - Embeddings: Make interactions smarter by understanding meaning instead of just keywords. For instance, “I’ll slay the dragon!” and “The beast must die!” are treated as similar ideas and can be used as triggers in you game. - Sampler: Adjust settings like temperature or penalties, letting you control tone and style for each character or scenario. - Real-Time Streaming: Generate dialogue word-by-word for a natural, immersive feel. What’s Next? One of the things we’re most excited about is exploring is LLM-driven game logic. Imagine an NPC who, when asked to open a locked door, triggers an in-game event—or a player influencing the environment just by talking to a character. We want to connect what characters say with what they can do in the game. We’re also tackling: - Context Shifting: Ensuring conversations flow naturally, even over long or complex interactions. - Memory Books: A structured way to store important narrative events, player choices, or character relationships, so NPCs can “remember” and refer to past interactions. - Contextual knowledge about the game state: Using vector databases to store and retrieve information about the game world and player actions. Try It Out The plugin is open source and available on [GitHub](https://github.com/nobodywho-ooo/nobodywho). If this sounds like something up your alley, try it out, and let us know what you think. We’d love your feedback—and if you like it, a star on GitHub would be amazing.
2 points · Open discussion

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