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Artificial Intelligence

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Claude Fable 5 creates a Spider-Man web-swinging game in the Godot game engine Fable looks promising so far when it comes to creating games with Godot. It seems to produce far fewer errors than GPT-5.5 when coding in Godot

Claude Fable 5 creates a Spider-Man web-swinging game in the Godot game engine Fable looks promising so far when it comes to creating games with Godot. It seems to produce far fewer errors than GPT-5.5 when coding in Godot

276,236 次观看

MiniMax M2.7🆚MiniMax M2.5 - Website about recently released video games The release of M2.7 should be close. MiniMax M2.5 was released two days after it appeared on the Arena

MiniMax M2.7🆚MiniMax M2.5 - Website about recently released video games The release of M2.7 should be close. MiniMax M2.5 was released two days after it appeared on the Arena

55,734 次观看

How much better are the internal, unreleased models at frontier labs like Google, OpenAI, and Anthropic? We got a glimpse exactly one year ago today, when Google accidentally leaked the “Kingfall” model "Kingfall" was likely an unreleased Gemini 2.5 Ultra-sized model. It was available in AI Studio for only a few minutes but remained accessible through the API for several days At the time, "Kingfall" appeared to be significantly better than Gemini 2.5 Pro at both code generation and creative writing In a recent interview, Sundar Pichai mentioned that Google could have made a better, Ultra-sized Gemini Omni model, but would have had trouble serving it The infrastructure required to serve Ultra-sized models at scale is likely why Google never publicly released models like “Kingfall”

How much better are the internal, unreleased models at frontier labs like Google, OpenAI, and Anthropic? We got a glimpse exactly one year ago today, when Google accidentally leaked the “Kingfall” model "Kingfall" was likely an unreleased Gemini 2.5 Ultra-sized model. It was available in AI Studio for only a few minutes but remained accessible through the API for several days At the time, "Kingfall" appeared to be significantly better than Gemini 2.5 Pro at both code generation and creative writing In a recent interview, Sundar Pichai mentioned that Google could have made a better, Ultra-sized Gemini Omni model, but would have had trouble serving it The infrastructure required to serve Ultra-sized models at scale is likely why Google never publicly released models like “Kingfall”

12,010 次观看

A new video model "Sicily" is currently in the Artificial Analysis Video Arena The model seems decent from the video comparisons I’ve seen so far Prompt: Have the camera track back with the man as he walks down the corridor. Behind him have a demon emerge.

A new video model "Sicily" is currently in the Artificial Analysis Video Arena The model seems decent from the video comparisons I’ve seen so far Prompt: Have the camera track back with the man as he walks down the corridor. Behind him have a demon emerge.

23,493 次观看

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After some people expressed doubts about the usage I reported, I tried the same prompt with GPT-6-Astra (Max) again. This time, it worked for 46 minutes and consumed 3% of my weekly usage (91% -> 88%). I will share the prompt here so you can test it for yourself. Make sure to have Godot installed and run it in an empty folder. Prompt: Create a visually spectacular, highly polished 3D Sonic the Hedgehog vertical slice in Godot. Do not use web search, external downloads, online assets, or internet resources. Build everything using only locally available tools, assets, and procedural/original content. Sonic must be immediately recognizable: cobalt-blue quills, connected eyes, tan muzzle/torso, white gloves, oversized red shoes with white straps, compact athletic proportions, swept-back quills, expressive animation, iconic running posture, and spin form. Prioritize a polished character model, strong materials, expressive animation, smooth blending, and excellent lighting. Focus the entire game on speed, momentum, responsive controls, and fluid traversal. Include high-speed running, acceleration, drifting, jumping, homing attacks, spin dash, rolling, boost-style acceleration, springs, dash pads, grind rails, loops, wall-running, ramps, launch sequences, enemies that can be chained with homing attacks, and rings placed along ideal racing lines. Preserve momentum and avoid sticky collisions or unnecessary stops. Create one exceptional tropical coastal level rather than several smaller ones. Include ocean vistas, waterfalls, green cliffs, palms, flowers, checker-patterned rock, ruins, caves, loops, rails, bridges, tunnels, beaches, and dramatic vertical terrain. The world should feel large and continuous, with multiple routes and higher-skill shortcuts. Structure the level around memorable moments: - Cliffside opening overlooking the level - Long downhill acceleration section - Giant loop and corkscrew - Rail grinding above the ocean - Airborne homing-attack chain - Cave or ancient-ruin section - Vertical wall run - Huge waterfall jump - Final high-speed sprint Make speed feel spectacular with restrained speed lines, wind trails, particles, grass/dust effects, camera banking, subtle FOV expansion, environmental reactions, and readable motion effects. Sonic's animation should evolve naturally from jogging into an iconic forward-leaning sprint while maintaining believable terrain contact on slopes, loops, rails, and walls. Use polished animation for idle, walk, jog, sprint, boost, jump, fall, landing, spin, homing attack, grinding, drifting, spring launches, stumbling, and victory. Use squash, stretch, anticipation, and follow-through while keeping the presentation sophisticated. Target the feel of a premium modern console platformer: vibrant stylized visuals, strong PBR materials, dynamic sunlight, soft shadows, fog, ocean reflections, spray, vegetation movement, particles, ambient occlusion, tasteful bloom, rich color, and cinematic composition. Keep the tone colorful, optimistic, energetic, and larger than life. Include interactive cinematic moments such as collapsing terrain, dramatic loop camera pulls, rail grinding high above the ocean, waterfall jumps, scattering birds, debris during boosts, and huge aerial reveals without taking control away from the player for long. The highest priority is joyful control and AAA Graphics. The player should constantly want to accelerate, discover faster routes, hit ramps, chain attacks, grind rails, and replay sections more cleanly. Favor responsive movement, spectacle, momentum, and traversal polish over unnecessary systems. When details are unspecified, choose whatever produces the most impressive, energetic, polished, and unmistakably Sonic-like result possible in Godot.

AiBattle

57,380 次观看 • 5 天前

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