Shipped v0.1.2 of vtx β a minimalist coding agent for the terminal.
Most agentic CLIs ship 10k+ token system prompts. Vtx is ~2,200. Less prompt overhead means more room for your code in the model's context window.
Vtx is a from-scratch Python implementation of the design philosophy behind pi-mono β same principles, pure Python, no transpiled runtime.
What ships out of the box:
β Textual TUI + headless CLI (vtx -p "fix the failing test") β 49 LLM provider gateways, all declared in a single provider.yaml β 5 core tools (read / edit / write / bash / find) plus web search and fetch β Session tree with compaction, handoff, and resume β AGENTS.md / CLAUDE.md auto-discovery β Skills system β drop SKILL.md files in .agents/skills/ and they become slash commands β Two OAuth flows (GitHub Copilot device flow, OpenAI Codex PKCE) β Two-mode permissions: prompt (default) or auto, with a safe-command allowlist
This release adds a proper extension system. Register new LLM-callable tools, intercept tool calls, hook lifecycle events, and add slash commands from a single register(api) function in a Python file under ~/.vtx/agent/extensions/. Extensions can override built-in tools by name and chain handler logic across subscribers.
Apache 2.0. uv tool install vtx-coding-agent and you're running.
Sharing how I built the LongCat-Video-Avatar 1.5 Space (+500k views on X) in one agent session. Gave a coding agent its own AI lab on ZeroGPU, framed the goal, walked away. It designed, deployed, tested against the live API, fixed, shipped.
Want to share my enthusiasm for zai-org/GLM-5.1 here too π₯
I think we have it: our open source Claude Code = GLM-5.1 + Pi (https://pi.dev/) - Built a Three.js racing game to eval and it's extremely impressive. Thoughts:
- One-shot car physics with real drift mechanics (this is hard)
- My fav part: Awesome at self iterating (with no vision!) created 20+ Bun.WebView debugging tools to drive the car programmatically and read game state. Proved a winding bug with vector math without ever seeing the screen
- 531-line racing AI in a single write: 4 personalities, curvature map, racing lines, tactical drifting. Built telemetry tools to compare player vs AI speed curves and data-tuned parameters
- All assets from scratch: 3D models, procedural textures, sky shader, engine sounds, spatial AI audio!
- Can do hard math: proved road normals pointed DOWN via vector cross products, computed track curvature normalized by arc length to tune AI cornering speed
You are going to hear about this model a lot in the next months - open source let's go - and thanks z-aiππ