A tour of the post-processing features in my WebGPU... engine. Chaining global passes like blur, bloom, and pixelate, on top of a disturb pipeline with its own options: distortion, black and white, lighten, darken, noise, RGB split, and more. It also supports layer and plane UV isolation. Planes can have optional shadows and rounded borders. Behind-the-scenes split view shows the raw pass vs final composite. Built from scratch with the WebGPU JavaScript API. Lightweight, minimal code, 0 dependencies, modular custom components 🧩. Next, vertex work and finish the MTSDF generator I’m building in Rust. ✨show more

Aristide Benoist
16,364 次观看 • 8 个月前
claude fable 5 is live. spawn 5.0 was built... with it: 1,687 prompts, 102 sessions, my job shifted from architecture to judging taste. what we built, each of which would've been at least a month with a whole team on opus: — a from-scratch physics engine (mantle) that rivals rapier, testable in a day as a side thread — clustered froxel lighting: 8 lights to 1,000+ fully dynamic ("it's stupid fast" — creator of threejs) — realtime diffuse GI on webgpu, on your phone (landing in the next update) — million-particle gpu vfx with a shader architecture beyond what unreal and unity ship — mmo-scale netcode plus, for good measure: an (alpha) native ios app. all of it in about a week. all of it running on mobile. and the list doesn't include half of what we shipped — full changelog in the thread below. and the part the benchmarks won't show you: this model has a wonderful personality. it's genuinely funny. i laughed so hard i cried multiple times, mid-physics-rewrite. the genius and the character aren't separate features.show more

jacob
55,515 次观看 • 4 个月前
Manus 2.0 is live, and it's faster and more... efficient, with new tools like a Video Editor, Game Dev and Automations that start tasks on their own I spent my evening trying it out I made this game in Game Dev from just one prompt, robots and all Then I set up three agents in their new Cue app and asked them to plan a Dubai trip together, and they split the work like a real team Each Cue agent even gets its own email and computer, and I'm testing both more deeply this week Try Cue free with my invite code ZWN6Eshow more

Chidanand Tripathi
108,657 次观看 • 20 天前
This guy built a visual scanner that reads 468... points on his face and 42 points on his hands from a regular webcam and turns them into a cloud of thousands of particles right between his palms. Inside, MediaPipe and TouchDesigner are linked: the first captures hands and face from the webcam with high accuracy, the second turns those coordinates into a live plane and feeds it into a POP system that instantly generates a swarm of particles in the shape of a head. No studio, no render farmer, no VR headset. Just a laptop, a webcam, and 1 TouchDesigner session. And traditional VJ studios keep teams of 5 people on a setup with lighting, custom hardware, and commercial plugins, while his expenses are only a TouchDesigner subscription and a regular USB camera. One laptop runs MediaPipe and TouchDesigner simultaneously, holds the camera stream at 60 FPS without drops, and in parallel processes 468 face points + 21 points on each hand. The camera captures frame after frame, MediaPipe in real time sends TouchDesigner the finger coordinates and face geometry, and the POP operator inside the engine translates those numbers into thousands of particle points with colors from bright pink to gold. This setup immediately defines the role of the tool and the limits of its autonomy. It knows where the fingertips are at every moment of the frame. It knows how to read the face geometry at any angle to the camera. It knows how to draw a swarm of particles between them with the right color and contour. → MediaPipe pulls 468 points from the face and 21 points from each hand, 60 times per second → TouchDesigner receives those coordinates, builds a virtual rectangle between the fingertips, and feeds it into the POP system → POP generates thousands of particle points in the shape of a head, coloring them in a gradient from bright pink to gold → The HUD layer adds green corners and a blue neon frame, styling the image like an AR interface → All layers assemble into 1 real-time frame that projects back onto the video in the camera window → The final image is recorded to a file or broadcast to a projector for a live installation And only when the guy spreads his hands wider does the plane between the palms stretch; brings them together, it narrows. Otherwise the system runs on its own. And when he moves from his home room to a concert hall, the same laptop with the same webcam launches the same TouchDesigner session in just 5 minutes, without reconfiguration, without a new team, and without a single line of new code. In his work setup there is no studio of his own and no team for assembly. On the desk sits a laptop with a webcam, on top run MediaPipe and TouchDesigner with POP operators, and the same setup through a USB camera moves to any concert without a new configuration. Out of everything I have seen this year, this is the cleanest Creative Coding setup on 1 laptop: 0 render farms, 0 studio lighting, and between them 3 libraries, thousands of particle points, and 1 webcam.show more

Blaze
38,242 次观看 • 5 个月前
The making of the Airbus A380 - building the... world's largest passenger aircraft The Airbus A380 was designed to move more passengers farther and quieter than any aircraft before it. Its development brought together engineering teams from across Europe to create a true aviation giant. Major sections of the A380 are manufactured in different countries. The wings are built in the United Kingdom, the fuselage sections in Germany and France, the cockpit and nose in France, and the horizontal tail plane in Spain. These massive components are transported by Beluga aircraft, ships, and special road convoys to the final assembly line in Toulouse, France ملم The A380 uses advanced aluminum alloys and composite materials to handle extreme structural loads while keeping weight under control. Its wings are the largest ever fitted to a passenger aircraft, designed to flex several meters upward in flight without damage. Inside, the aircraft features a full-length double-deck cabin, advanced fly-by-wire systems, and one of the most complex electrical and hydraulic architectures ever installed on a civil airliner After assembly, each A380 undergoes extensive ground tests, system checks, and flight testing to certify performance, safety, and reliability before entering airline serviceshow more

Mechanical Knowledge
123,910 次观看 • 6 个月前
There is a room in Málaga that was built... to be the closest thing on earth to standing inside heaven. It is called the camarín of the Virgin of Victory, and it is hidden at the top of a tower inside the Santuario de la Victoria. To reach it, you climb and the ascent is the entire point... The building you are climbing through was completed in 1700, and it was designed as a single argument made in stone. At the bottom lies a crypt: a black chamber crowded with white plaster skeletons, a meditation on death and the brevity of life. From there a staircase rises, and as you climb it the light grows stronger and the imagery changes from bones to saints. The architects of the time understood this ascent as the soul's own journey, the dark crypt as the stage of penitence, the staircase as the stage of spiritual progress, and the room at the very top as the final stage: the union of the soul with the divine. That room at the top is the camarín, and its dome is one of the most extraordinary interiors in Spain... Every surface is covered in white and gold plasterwork. There is no empty space anywhere. The Baroque called this horror vacui, the horror of the void: the conviction that a space meant to represent heaven should not contain a single bare patch of stone. Out of that plasterwork emerge angels, flowers, birds, and mirrors. The mirrors are not decoration alone. They catch the light pouring in through the windows of the drum and throw it around the chamber, so that the gold seems to move and the whole room appears to shimmer and breathe. This wonder was built by people who believed that if you wanted to show a human being what heaven might feel like, you did not describe it to them. You built a room, and you let them climb into it... -- -- -- If you enjoyed this, I write a weekly newsletter read by over 50,000 people who love rediscovering the beauty of the past. You can join us here: If you'd like to support my work, a paid subscription is what makes it possible.show more

James Lucas
69,389 次观看 • 4 个月前
SplitPaneKit This is something I've wanted to componentize for... a while. We've seen this pattern appear in a few apps now, I even use it at Abode. It has a couple "gotcha" moments with performance and optimisation while animating separate or child views with the drag and translation of the split views, handling breakpoints etc, I thought I'd put it into a nice package. I actually made quite a few optimisations from how I handle this with Abode in this package. So might need to implement it over there😅 As before, right now its UIKit only, but SwiftUI host will likely come over the next few days as I make improvements and final changes to the initial API from feedback. - Draggable split-pane interface - Custom breakpoints or built-in presets - Scroll view integration - drag from content or handle - Coordinated animations with pan-effecting views - UIKitshow more

Joseph Smith
23,654 次观看 • 1 年前
I'll always root for a team that open-sources its... best work, and Robbyant just did it properly. Robbyant, Ant Group's embodied-AI company, released LingBot-Vision, a vision foundation model for robots, and the part I love is the data. They trained it on 161M images, filtered down from 2B raw ones and mostly pulled straight from the open web, with no human labels, no edge detectors, no depth sensors anywhere in the loop. It learns the exact edges of objects from raw pixels. That's roughly a tenth of the data DINOv3 saw, and under a third of the training. And it shows in the results. On depth, working out how far away things are, the 1B model edges out a 7B on NYU-Depth. It also powers LingBot-Depth 2.0, which reads the surfaces cameras usually choke on, glass and mirrors, and halves indoor depth error. LingBot-Vision is fully open. Weights from the 1.1B flagship down to a tiny 21M version, code, and the paper. This is the timeline I want more of. Robbyantshow more

Chubby♨️
48,249 次观看 • 3 个月前
OpenClaw, but built for normal people. Sim is an... open-source platform that lets you build AI agent workflows on a drag-and-drop canvas. Connect them to channels like Telegram and WhatsApp and deploy without writing a single line of code. They also have a built-in Copilot that generates entire workflows from plain English, which you can then tweak and customize in the UI. Key features: - Free and open-source (Apache 2.0) - Vector store integration for RAG-grounded agents - Self-host with one command (`npx simstudio`) - Run fully local with Ollama, no API keys needed - Supports vLLM for production-grade self-hosted inference The thing I really like about Sim is the level of control you get. You can add conditional branching, parallel execution, human-in-the-loop approval gates, and even nest workflows inside other workflows. Everything is visible on the canvas, so you know exactly what your agent is doing at every step. And you can build a workflow in Sim, deploy it as an MCP server, and plug it into any agent, including OpenClaw. I've shared the link to Sim's GitHub repo in the next tweet.show more

Akshay 🚀
52,426 次观看 • 7 个月前
A Closer Look at Alchemist AI v3.5🔎 In v1,... one agent handled everything. You’d enter a prompt like “make a snake game” and get a single block of code—one input, one output. v2 introduced multiple agents with specialized roles: prompt refinement, frontend, backend, and review. It brought more structure, but the process was still linear. Each step produced a single output. With v3, a single agent could handle multiple tasks. It generated HTML, CSS, JavaScript, searched for assets, and more—all in one go, while maintaining full context. Now in v3.5, we combine both models. Multiple agents work in parallel, each capable of producing multiple outputs at once. The prompt compiler adapts based on what you're building. A 3D game? It prioritizes game engines, rendering, and mechanics. A website or 2D app? It shifts focus to relevant frameworks and tools. The tool handler can call several services simultaneously, feeding context-aware data into the code generator for real-time execution. From single-output generation to parallel, adaptive workflows. In the next breakdown, we’ll dive into the architecture behind our proprietary engine in v3.5.show more

ALCHEMIST AI 🔮
12,706 次观看 • 1 年前
Face card never declines. 🖤 Grok Imagine { “subject”:... { “description”: “A hyper-realistic, raw 8k medium-shot selfie of a stunningly attractive woman with a voluptuous hourglass figure, captured from the waist up.”, “body”: { “physique”: “She has a striking and sexy physique with a narrow waist and prominently large, firm, and upright breasts that create a deep, natural cleavage. Her figure is full and curvy, emphasized by the tight-fitting top.”, “pose”: “A waist-up selfie pose, holding the phone naturally. Her body is slightly angled, while her head is turned to look back over her shoulder with a sultry and confident gaze.”, “features”: “Long, dark, slightly messy hair with realistic flyaways and visible texture. Extreme facial detail: natural skin pores, tiny freckles, a small beauty mark on her chest, and a realistic oily sheen on the T-zone. Her lips are full, glossy, and show natural lip lines. Eyes have wet, crystalline reflections.” } }, “wardrobe”: { “outfit”: “A tight-fitting, black ribbed cotton V-neck top. The fabric is stretched across her large bust, showing the realistic tension of the ribbed weave and micro-fibers.”, “accessories”: “A small, realistic silver septum ring with a metallic glint. No necklace is worn.” }, “pose_action”: “Taking a spontaneous, high-detail selfie in a private indoor setting, looking back over the shoulder to highlight her silhouette and curves.”, “scene”: { “environment”: “A dimly lit, realistic bedroom or dressing room background with natural depth.”, “elements”: “Soft-focus (bokeh) background showing a messy bed or a door frame, typical of a real home photo. The focus is exclusively sharp on her skin, eyes, and the texture of her top.”, “composition”: “Vertical medium shot, framing the subject from the top of her head down to her waistline.” }, “lighting”: { “setup”: “Soft, directional ambient light from a nearby window or lamp.”, “details”: “The light creates realistic highlights on the curve of her breasts and shoulders. Subtle micro-shadows are visible in the folds of the ribbed fabric and under her chin.” }, “camera”: { “technical”: “Raw smartphone photography style, f/1.8 aperture for natural optical blur. Zero post-processing look. High ISO detail with minimal noise, capturing microscopic skin and fabric textures. Sharp focus on the pupils.”, “aspect_ratio”: “2:3”, “constraints”: [ “CRITICAL: The woman must have large, firm, and upright breasts shown clearly in a medium shot (waist-up).”, “CRITICAL: Ultra-photorealistic skin texture with pores and natural imperfections.”, “No necklace.”, “Individuality in facial features, natural dark hair with septum ring.”, ] } }show more

Noira
24,873 次观看 • 8 个月前
Get ready for an epic 2024: GameSwift Modular Blockchain... will propel web3 gaming to the next level. GameSwift AI 🎮 has a modular architecture designed to provide flexibility and scalability, tailor-made for the dynamic world of gaming. Forget monolithic limitations. GameSwift's modular magic allows you to customize and optimize your blockchain experience like never before. Think of it like a Lego set for your dApps, where you slot in the perfect pieces to create the ultimate gaming experience. 🧱 The GameSwift Modular Blockchain has it all: • Adaptability: Need a super fast chain for ultrafast transactions? zkEVM handles the heavy lifting while the modular design keeps everything optimized. • Flexibility: As technology evolves, the GameSwift ecosystem can adapt. Upgrade modules, integrate new features and stay cutting edge. GameSwift's modularity lets you mix and match capabilities to craft the perfect platform for your game. • Scalability: GameSwift's modular design effortlessly adapts to demand, ensuring smooth gameplay for all, even as your game explodes in popularity. CoinGecko includes GameSwift in Modular Blockchain category One important milestone has been crypto data platform CoinGecko recognizing GameSwift by including it in their "Top Modular Blockchain Coins by Market Cap" category. This emphasizes GameSwift's credibility, potential and hard work in the wider crypto marketplace. Notably, of the 3 projects in this category, GameSwift has the lowest market cap - making it a true gem for the next BTC halving and bull run. 🔥 The Success of Modular Blockchains As we all know, Celestia is a modular blockchain that has also seen great achievements, showing the power and potential of modular designs. With GameSwift being another highly innovative modular blockchain and its 2024 roadmap, we can be certain this project will continue to surge. And with its low market cap, GSWIFT token is undoubtedly the gem of modular blockchains in crypto. But wait, there's more! GameSwift's modularity also opens up a world of new possibilities for developers: • Optimize efficiency - focus on creating incredible playability without worrying about exorbitant fees. Speed up contract execution and build games that are fun and financially sustainable. • Focus on what matters - Forget security worries, GameSwift's ZK Shared Security system keeps your game safe while you concentrate on crafting the best possible experience. • Use cross-chains - seamlessly connect with other blockchains, expanding your reach and unlocking new opportunities for your game. And for $GSWIFT holders? Get ready for some sweet sidechain action! Stake your tokens to earn rewards from the games built on GameSwift's modular ecosystem. This is a win-win situation: developers get the tools they need to build amazing games and you get rewarded for being part of the GameSwift ecosystem. In conclusion, the GameSwift modular blockchain is the key to unlocking a world of possibilities, where developers can create without limits and players can experience games like never before. With GameSwift, the future of Web3 gaming is modular, adaptable, and limitless. 🚀show more

ETHachi Uchiha | Crypto DEGENius
10,994 次观看 • 2 年前
FIVE LAYERS OF AGENT ENGINEERING, EACH ONE WRAPS THE... ONE BELOW IT. IF YOU SKIP LAYER 2, YOUR LAYER 5 WILL LOOK BROKEN WHEN IT IS ACTUALLY JUST STANDING ON NOTHING. for weeks i debated harness vs loop vs graph like they were competing choices. then a stack diagram made the shape obvious. they are not choices. they are floors. 01 | prompt engineering. the message. unit of work: one input. inputs are role, instructions, examples, format. output is a single raw response. 02 | context engineering. the memory. unit of work: what stays in the window. a curator selects, compresses, and drops from query, docs, memory, prior turns, and tool outputs before the prompt runs. 03 | harness engineering. the machine. unit of work: the machine itself. gather (context + prompt) → LLM → tools or sub-agents → verifier → final response. the article calls this the operating environment. 04 | loop engineering. the system. unit of work: the run. goal + success criteria + max iterations + budget + completion check wrap around one harness pass. failed pass appends results to context and retries. 05 | graph engineering. the topology. unit of work: the graph run. goal + nodes + edges + state schema. graph routes to agent nodes, tool nodes, or human approval. a reviewer node with a different model and fresh context checks the final answer. the wrapping is the whole point. layer 5 assumes layer 4 works. layer 4 assumes layer 3 works. skip layer 2 and layer 3's verifier keeps failing without a clear reason. this is why swapping the model is a one-day project and swapping the stack is a quarter. the model is the commodity. the five layers around it are the engineering. full three-layer breakdown of the top of the stack (harness, loop, graph) in the post below.show more

kocer
31,198 次观看 • 1 个月前
Any attack on the President is an attack on... the millions of Zimbabweans who entrusted him with the responsibility to lead our nation in accordance with the Constitution of Zimbabwe. Leadership in a democracy is derived from the will of the people, and President Emmerson Dambudzo Mnangagwa was elected to serve and advance the interests of the nation. Those of us who believe in peace, stability, national unity, and progressive development will continue to stand firmly behind him. As Zimbabweans, we have a collective responsibility to support initiatives that promote economic growth, infrastructure development, investment, job creation, and the overall prosperity of our country. I will continue to stand with our Commander-in-Chief of the Zimbabwe Defence Forces, First Secretary of ZANU-PF, and President of the Republic of Zimbabwe, Emmerson Dambudzo Mnangagwa. My support is rooted in my belief that Zimbabwe's future is built through unity, hard work, constructive engagement, and a shared commitment to national development. Zimbabwe belongs to all of us, and it is our duty to work together in building a stronger, more prosperous, and more united nation for future generations. #NyikaInovakwaNeVeneVayo 🇿🇼show more

BaShona.
11,784 次观看 • 4 个月前
On August 11, SpaceXAI shipped Grok Bot. Grok Bot... was built to stay on, gets its own computer, works inside apps and tools like you do, and keep working 24/7 even when your laptop is off. And a lot of AI agents existed before this, including OpenAI’s earlier agent products, but most of them worked more like where you give it a job, let it finish, and then it stops. Grok Bot pushed the idea of having an AI worker that is always there, always running, and organized more like a team. You can have a chief of staff at the top, different specialists handling different jobs, and now the same bot can even be shared across a team. Then on September 8, Meta launched Muse, 28 days later. Meta called it “The World’s First Personal AI Agent Built for Everyone.” Muse also gets its own computer in the cloud. It can work across apps, keep going after you close it, and ask before doing things like sending emails or spending money. Zuck made it a huge part of Meta Connect and talked about bringing this kind of agent to billions of people. Then yesterday, 49 days after Grok Bot launched, Sam introduced dots. OpenAI describes them as always-on agents with their own cloud computers that can work on your goals 24/7 and connect across thousands of apps. A full team of dots is part of the bigger vision too. So when I see people framing this as OpenAI vs. Meta, a huge part of the story is missing… Grok Bot shipped first. The shift toward always-on AI workers with their own computers is clearly where the industry is going now and Grok Bot kicked off the next big AI product category… it’s one of the hottest products in AI. But don’t get it twisted, everyone is copying Elon right now.show more

Teslaconomics
16,430 次观看 • 18 天前
send your landing page to claude with this prompt... ull get a video like this, made with code for free thank me later ↓ Ask me for: my landing page link, my brand name and logo mark, a two-part closing line (a statement, then a short italic tail), and a 15 second track (optional). A 14.5 second 3D fly-over of my landing page, 1440x1152 at 60fps. The page lies flat on a bright studio floor (#f9fbfb in the middle, #f2f3f6 in the corners) with a soft wide shadow around it and 24px rounded corners. One continuous camera, never a cut: it starts low over the hero and glides backwards down the page at one steady speed while looking up it, rises straight overhead to show the whole page as one strip, dives into the hero and lands it as a card under a two-line title. Focus is razor thin in front of the subject and almost none behind it, so everything near the lens melts. Cards float a little above the page with soft shadows; photos, chips and the testimonial lift off and stand up toward the lens as the camera passes them. Four small tiles of my logo lift off beside the hero button and stay with the film until the end card. The title is Geist 500, the italic tail Instrument Serif. Banned: cuts, crossfades, stops or surges in the glide, the camera turning or swinging sideways, zooming in and back out, glows, any text laid over the page before the end card. 14.5 seconds: flight 0-8.2s, rise 7.75-9.25s, overhead 9.25-9.47s, dive 9.47-9.97s, title card 9.97-14.5s. The camera 56° off straight-down and 1360px from the point it looks at, centred on the top half of the hero, the phone or product mockup sharp, four 32px logo tiles beside the button → 0-0.6: the glide eases in from rest → 0.1-1.35: the tiles lift, grow to 140-200px and hang just outside the page's top corners while the hero's chips rise to 60-80px and stand up 30° → 1.25-1.6: the glide doubles to cruising speed as the hero falls behind → 1.6: the second section's title passes the centre of the frame, its photos blurred near the lens → 1.35-2.7: that section's main photos lift to 100-130px and stand up 46°, two of its chips fly up to about 200px, stand up 54° and pass the left and right edges at 2.5 → 1.2-2.4: the tiles trail the camera 300px down the page, then drift out of the top → 3.0-7.3: every following section passes through at the same steady speed, each one sharp as it crosses the middle of the frame and soft below it; a logo tile drifts past the left edge close and blurred at 5.4 → 5.45-6.3: the testimonial card rises from 22 to 112px, stands up 30° and shows a 34px white edge → 7.3-8.2: the glide eases off as the footer arrives, the footer title sharp at 8.0 → 7.75-9.25: the rise, zooming out at an even rate while the tilt flattens (8.15-8.95) and the page's bottom edge settles 42px above the frame bottom → 9.25-9.47: the whole page as one centred strip, creeping 3.5% closer → 9.47-9.97: the dive, the page's top edge pinned to the frame top while it grows, everything below the hero fading out, then the top drops to y 283 so the hero lands as a 1018px wide card with 38px corners and a soft shadow; two logo tiles sit on its top corners, one crisp at the right edge, two huge soft blurs drift in at the bottom corners → 10.02: a white badge pill (logo + brand, 21px) fades in at y 44 → 10.12: line 1 at 74px, one word every 0.06s → 10.36: the italic tail at 82px in grey #8b8b92, one word every 0.05s, each word rising 16px out of a 12px blur in 0.34s → 10.6-14.5: hold, the card creeping 2% closer, the tiles drifting a few px. 1. Open my link in headless Chromium (Playwright) at 1440px wide, device scale 2, and scroll to the bottom once so lazy images and scroll animations finish. Mark the pieces that lift (cards, phone or product mockups, chips, feature photos, the testimonial, the hero button) with data-layer. Screenshot the full page with them hidden, then each piece alone on a transparent background with 28px padding, and save every piece's page position to a JSON. 2. One WebGL2 film page, 1440x1152, every frame computed from time inside seek(t): no timers, no CSS transitions. The page is a textured quad on the floor and each piece its own quad at its height, drawn lowest first with no depth buffer. Use mipmaps and 16x anisotropic filtering or the far text shimmers. 3. Drive the camera from one speed curve, never from a position key every half second. Focal length 1880px, 56° tilt, distance easing out from 1360 to 1700px and never back in, no turning. Speed down the page as a share of cruise (cruise is about 770 page px/s): 0 at 0s, 0.5 by 0.6s, held at 0.5 to 1.25s, 1.0 by 1.6s, held between 0.94 and 1.1 to 7.3s, then easing to 0.12 by 8.3s. Integrate it into the page position. 4. Depth of field per pixel: blur radius = 75 x (focus - depth) / depth in front of the focus and 6 x (depth - focus) / depth behind it, capped at 120px, 40 taps on a golden-angle disc, each tap read from a mip level matched to the blur. Keep the focus on whatever crosses the middle of the frame. 5. A lifted piece stands up by turning about its own middle, top edge rising toward the lens. Each casts a shadow on whatever is under it: the same picture in flat #1a2133, offset (0.10z, 4 + 0.36z), blurred 7 + 0.5z, 26% opacity. 6. Rise: zoom out in log scale with a smooth trapezoid speed (speeding up 7.75-8.35s, even 8.35-8.95s, slowing to a stop at 9.25s) and hand the glide over to a camera that holds the page's bottom edge at that 42px line from 8.3 to 8.65s. Dive: log scale on a quadratic ease in-out, then solve the look-at point from the pinned edge. A rounded-rect mask morphs from the full page to the hero, 24px to 38px corners. 7. Render with Playwright on the real GPU (--use-angle=d3d11 --enable-gpu --ignore-gpu-blocklist): 60fps, 16 subframes across 0.7 of a frame for motion blur, H.264 MP4. The track's hit goes on 9.97s, whooshes on 8.66 and 9.80. If you can't run code on my computer, tell me straight away that you can only make a live preview here and that the MP4 needs Claude Code. Phones or cards that fade out with transparency show whatever is behind them, so fade them into the haze colour first and only cut to transparent at the very end. Keep most lifts tiny (20-40px) and lock the page before timing anything, because any change in a section's height shifts everything after it. Before the final render, measure a quick 30fps preview with optical flow: the speed down the page must never dip and the zoom must never turn into a zoom-in during the flight. Ask me for the inputs, capture my page, then show me stills at 0, 1.6, 2.5, 5, 6.5, 9.3 and 11 seconds before you render.show more

zero
141,534 次观看 • 5 天前
The A's continue to stack up on young left-handed... pitching, selecting Mason Edwards (2nd round, pick 47). Edwards wields a 91-94 mph four-seam averaging ~21 iVB, although the pitch plays below its raw carry from a very high 6.6 ft. release height. Likely needs to be 93-95 for big league success, swing-and-miss somewhat lacked. The secondaries and their potential make Edwards the prospect he is. From the over-the-top release, his 80 mph curveball generates strong two-plane movement (-10/11) at a very steep approach. Strong command of the offering, ability to use at high frequency. While he didn't use it too often, Edwards' changeup has massive promise, also on a very steep plane from his heavily vertical release. Showed velocity and movement separation from his four-seam, projects as a great weapon vs. RHH. Boasted an elite whiff rate >50%. Needs more consistent feel and usage. The southpaw's slider is also a work in progress and was non-existent in many outings this year, but it will be a critical bridge pitch in his arsenal. 80-82 mph with inconsistent shape. With such a large vertical distinction between his four-seam and curveball, Edwards needs a hard, tight slider to sit between the pair and make swing decisions tougher. Hopefully, the A's can find a mid-80s pitch in gyro territory. The largest area for growth with Edwards is his command, as he posted a walk rate >10% in each of his three collegiate seasons (11.9% junior year). In my opinion, it seemed like he was always pitching for punchouts and around the edges of the plate. I think more strikes should come with more in-zone emphasis in early counts, and he has the stuff to never worry about being over the plate. With some velocity progression and refinement of his changeup and slider, I find it very likely Mason Edwards becomes at least of middle of the rotation starting pitcher. A's have a stellar crop of young southpaws.show more

Matthew Knauer
14,992 次观看 • 3 个月前
We have released Seedance 2.0. Due to the 2500-character... limit, please translate the following prompts into Chinese before use. [Technical Specs] Generate a 10-second, 16:9, 720p cinematic video. Smooth continuous camera motion with no cuts. The overall pacing is fast and tightly compressed, with rapid escalation from start to finish. Audio evolves quickly from a high-performance engine idle into intricate mechanical shifting and clicks, culminating in a soft electronic chime and the distinct sound of a "mwah" blowing kiss. [Global Constraints] Only the evolving mechanical character appears; no other humans or characters. All transformations must follow physical logic and maintain structural continuity. No object should pass through or intersect with other solid objects. Every robotic component must originate from visible parts of the Porsche 911 (doors, hood, wheels, chassis) through unfolding, splitting, or reconfiguration. [Scene Setup — 0:00–0:01] A sleek, metallic silver Porsche 911 sits on a rain-slicked futuristic city street at night, neon lights reflecting off its polished surface. The camera starts at a low-angle front-quarter view and begins a fast, smooth tracking-arc towards the side. [Rapid Transformation Initiation — 0:01–0:03] Transformation triggers instantly. The car’s suspension drops, and the frame begins to fracture into a complex grid of panels. The doors swing open and begin to segment into articulated arm structures. The front hood splits down the center, folding inward to reveal a glowing internal core. The headlights flicker and start to reorient as the "eyes." [Accelerated Feminine Reconfiguration — 0:03–0:07] The mechanical action is dense, overlapping, and fluid, emphasizing graceful but powerful motion. Lower Body: The rear wheels and wheel arches split and rotate downward, reassembling into slender, high-heeled mechanical legs. Torso: The roof and rear engine cover slide and compress, forming a sleek, curvaceous hourglass torso that retains the car’s aerodynamic lines. Arms & Hands: The side mirrors and door panels unfold into delicate but strong hands and fingers. Head: The front bumper and emblem area segment and rise, folding into a feminine-shaped head with a sleek metallic "helmet" visor. [Logical Transformation Constraints — No Spontaneous Appearance] The robot’s "skin" is composed of the car's outer silver panels. The internal frame and wiring emerge from the engine and undercarriage. No parts appear out of thin air; every joint is a reconfigured automotive component. [Transformation Completion — 0:07–0:08.5] The robot stands tall and elegant. The silver panels lock into place with a satisfying "click," revealing glowing blue LED accents in the seams. The silhouette is clearly feminine, humanoid, and sophisticated, reflecting the premium design of the original vehicle. [Final Hero Ending — 0:08.5–0:10] As the robot stabilizes, the camera performs a rapid, smooth zoom-in (Dolly-In) directly to her face. The robot tilts its head slightly, and the optic sensors (eyes) brighten. It brings its mechanical hand to its metallic lips and performs a graceful blowing kiss (fly-kiss) gesture toward the camera. The video ends with a close-up of the face, capturing the reflection of neon lights in its visor just as the kiss is released. [Cinematography Notes] Continuous Motion: No cuts or fades; the camera must transition from the car-tracking shot to the face-zoom seamlessly. Material Consistency: The robot must maintain the exact metallic silver paint, texture, and reflections of the Porsche. Energy: The transformation should feel high-energy and "force-driven," while the final gesture is soft and charismatic.show more

underwood
19,462 次观看 • 6 个月前
Episode 2 of #KnightsOfGuinevere arrives onto YouTube on October... 9! My work from the final scene of the pilot: the Repair Halo room. 🧵 In the later months of animation work, I had split this scene with kami 🔥, who animated the intervening shots not shown here. A bit of wonderful color scripting and design by Amber Blade Jones also included here. I had ran out of time to work on this in the rough animation phase, and had to finalize the hair, skin wriggling, eye burst effect, and other bits after it was returned by the clean-up and color artists at StudioMeala. So, you may notice some bits missing between the roughs and the colored version. (I’ve heard some speculate that the robotic tendrils were CGI — but nope! All hand-drawn.) See you after the next one! #glitchproductionsshow more

kofi🐊
31,438 次观看 • 11 天前
Here’s a look at my AR keychain prototype !!... 🥹🩷 You can swap out icons (for now only the ones i’ve animated… and u know there's is a lot!!), scan it trough filters (for now) and my animation shows up I actually started with a card format at first, but i wanted to spend more time on the designs, so i went with keychains for the first release, i didn’t want to make regular keychains either, and bringing AR together with my animations lets people actually "hold" them instead of them just living on my pc, it makes them feel alive and interactive, something i’ve wanted to try ever since the Nintendo 3ds AR cards 🥹 This is my 4th prototype gulp, and my 5th is already done Will be 3D, look and feel better, will be thinner, doesn’t need the rotating system anymore etc.. (i'm choosing between wood or acrylic for the final version) And in the future, i’m planning to design and make my own app (alrdy started :D) so it doesn’t rely on tiktok/instagram/snap filters, and the animations will be interactive too !! :D i’m also designing custom borders so you can use your keychain without a league border if u don't wanna look like a full on nerd, and i’m working on more AR formats beyond keychains :D More soon, i’m really excited 🥹🩷show more

Nayra 🎐┃twitch.tv/lxst_nayra
89,084 次观看 • 11 个月前
Dagknight technical progress As would be mentioned in a... still unshared post by Michael Sutton, the dagknight effort is split into v0 devnet, v1 testnet and v2 mainnet candidate. I’ve been testing the current v0-based implementation in a small devnet with the help of some testers who run nodes and miners with me. The DK work can be thought of as split into two parts: (1) implementing the actual protocol and (2) wiring it up and using it. The testing and development over the last month has been focused on (2). Obviously, DK is a consensus change for selecting parents. What’s not so obvious is that such a change affects DAA, coinbase, IBD, pruning and a lot more. Each of these areas is very sensitive and requires proper understanding to wire correctly. An important consideration and difference from GD is that DK does not focus on maximizing a property like blue work. So to maintain topological properties of blue work, an independent (free) GD implementation is kept running specifically for maintaining blue work. This allows us to keep using the property for topology. Coloring and blue score use the megachain induced by DK. The wiring around DK as of this posting is in a working state, but still needs to be reviewed. Next efforts will be focused on protocol specific components, particularly Tie-Breaking and incremental UMC. Attached are some captures from the internal devnet. The dense DAG image is what happens when things related to DAA or other similar consensus parameter causes a node to insist on their POV. The video is a recent snippet of the KGI running on the devnet showing (perhaps not obviously) DK at work. The current “dagknight” branch is now posted on the main repo. A topic in the Public R&D has been opened for Dagknight development.show more

coderofstuff
53,968 次观看 • 7 个月前