Made some changes to my 1v1 map this week... 👀 • Optimized the map for better delay • Custom HP settings with health bar preview • Added "Performance Mode" Button • Improved Lighting & Background Settings • Audio Tweaks • More soon ✅ 1832-0431-4852show more

Raider464
63,332 görüntüleme • 1 yıl önce
Made some changes to my 1v1 map 👀 ·... New settings (Overshield, Sprint) · Optimized lighting + sky options · Improved layout and design · More soon ✅ 1832-0431-4852show more

Raider464
82,483 görüntüleme • 11 ay önce
This app has completely transformed over the last three... years and it is amazing to see how far it has come. - Launched X Chat and encrypted DMs - Launched Video/Audio calling - Launched Ad revenue share program for the creators - Reached a new alltime high of userseconds - Launched Community Notes - Community Notes passed 1M contributers mark - Launched the AI driven algo - Paid millions to the creators - Integerated Grok within the app - Rebranded as 𝕏 - Open sourced the recommendation algorithm. - Over 500 million posts everyday - Over 100 billion impressions daily - 650+ million users - 400000+ communities - #1 News App in 155+ countries - 2 billion+ app downloads - People are spending more time on X - 6th most visited website - Launched X Pro - Announced X Payments - Reduced child sexual abuse material by around 95 since the acquisition - Released subscriptions for creators - Removed legacy checkmarks - Prioritized the verified accounts to fight spam bots - All time low hate speech levels - Released new features in the shortest time period in Xs history - Exposed truth via Twitter files - Removed censorship - Restored free speech - Launched long form posts / Articles. - Improved the live streaming quality - Started paying the creators twice in a month - Added live chat to live streams - Enhanced the Community Notes algorithm - Added an ability to post timestamps while uploading videos - Added an edit post feature - Added view counts on posts publicly - Enhanced the support for Premium users - Added similar posts button - Added new app icons for premium users - Launched different tiers for Premium - Launched Verified Organizations - Added bookmark button on home timeline for posts - Over Ninety percent of the top 100 advertisers have returned to X - Video views are up as compared to previous years - All time high platform usage - Added more privacy options for calling - Introduced recruitment jobs feature for verified organizations - Expanded the community notes in more countries worldwide - Improved ad experience - Increased group chat size to 200 people - Lowered the eligibility threshold for ads revenue sharing from 15M to 5M - Rolled out vertical video ads for brands - Improved communities experience - Announced the removal of tweepcred system - Added live streams on the top bar of the feed - Improved live streaming tested game streaming - Launched the immersive video player - Made the process of reporting a post easier - Improved the UI - Announced the ability of group calling - Announced the removal of block feature except for DMs - Major upgrades to videos and media - Secured money transmission license in multiple states for payments - Introduced video downloads for verified users - Added an ability to limit replies to verified users only - Launched expanded bios - Made communities accessible in more countries - Added ID verification - Added an ability to hide likes - Added a tab for verified followers on user profiles - Added an ability to accept dms from verified users only to prevent spam - Introduced dm support for the ad customers - Announced that X will fund legal representation for users fired from their jobs for their posts - Included posts from communities in for you feed - Renamed notes feature to articles that will have no character limits - Added highlights tab to the profiles - Improved account analytics - Added an ability for community admins to spotlight their community in the profile - Introduced voice dms - Deleted millions of bot accounts - Introduced an ability to upload long videos - Improved advertisement brand safety - Introduced formatting for long form posts - Extended the community notes availability to more countries - Introduced individual reply to dms custom emoji reactions - Launched faster playback mini player for videos - Added an ability to allow dms from subs only - Continued UX/Ui improvements - Added air play button for videos on iOS - Added an ability to fast forwardrewind videos on - Became the most downloaded news app in multiple countries - Improved ad relevance - Removed child po*n - Introduced rate limits to prevent data scraping - Added fast forward backward feature to videos - Launched subscriber only replies - Launched spaces on web - Added an ability to hide the blue checkmark - Reduced scam accounts - Improved engagements for advertisers - Reinstated a multitude of suspended accounts - Introduced Multiple organization affiliate badges - Improved post analytics - Community notes debunking propaganda misstatements - Introduced verified badges for organizations - Launched X TV and many more features.show more

DogeDesigner
3,604,975 görüntüleme • 11 ay önce
I have received a lot of messages regarding my... health and wishing me speedy recovery. I want to thank you all and also give an update. Experiencing microgravity our body goes through several changes like fluid shift, heart rate, balance readjustment, muscle loss. These are adaptations to the new environment. Once the body gets used to this and we return to gravity, these adjustments happen once again. Though it varies for all astronauts, the body soon starts adapting to its new environment. I was surprised to observe the pace with which our body can adjust to new settings. In the pursuit of the unknown(space), you get to know more about yourself. #shux #iss #axiom4 #space #shubhanshushukla #nasa #spacestation #humanbodyshow more

Shubhanshu Shukla
34,275 görüntüleme • 1 yıl önce
🎮 𝐅𝐞𝐛𝐫𝐮𝐚𝐫𝐲 𝟐𝟎𝟐𝟓 𝐃𝐞𝐯𝐞𝐥𝐨𝐩𝐦𝐞𝐧𝐭 𝐔𝐩𝐝𝐚𝐭𝐞 🚨 Big updates across... multiple areas of Varsity this month! • Coach Schemes in Dynasty Mode – Every coach now has a unique scheme and playstyle, influencing how your team plays. Do you stick with your staff and try new strategies, or hire a coach who specializes in your preferred system? • Audio & Settings Enhancements – A custom Varsity marching band drumline is being composed to add more energy to the game. Plus, menus now have sound effects, and new resolution options (16:9 and 16:10 ultrawide) have been added. • 3D Player & Stadium Models – The new player models are fully integrated, showcasing enhanced customization and animations. Pro-style stadiums for playoffs and championships are also in development! • Motion Capture Upgrades – Defensive back (DB) movements have been refined using motion capture for better realism. We’ve also improved base locomotion (running, turning, and movement) and are hiring a full-time AAA animation specialist. This month was all about refining core gameplay features and bringing more realism to Varsity. Stay tuned for more updates as we keep pushing towards launch! Support us on Patreon for Steam Pre-Alpha PlayTest access, and don’t forget to wish list on Steam! #Varsity #HSFootballVideoGame #DynastyMode #FootballGaming #HighSchoolFootball #CoachSchemes #3DModels #MotionCaptureshow more

Varsity - High School Football Video Game
99,319 görüntüleme • 1 yıl önce
PREVIEW: I was invited to a press preview of... Assassin’s Creed Black Flag Resynced in Paris, back in April, as I previously mentioned, and I played ~3 hours🚀 Here are my impressions: 🎞️Visuals & Performance: being a remake, the visuals are quite well upgraded, making the most of modern tech and the beauty of the setting, creating a breathtaking atmosphere ✅Stunning environment ✅Dreamy natural beauty & grounded world ✅Photorealistic character models ✅Smooth animations ✅Sharp resolution ✅Runs at 60fps 🕹️Gameplay & Upgrades: The game is a faithful remake, with new gameplay systems, along with enhancements to the original formula ✅New gameplay systems ✅Faithfulness is the main priority ✅Enhanced parkour (still faithful) ✅Manual jumps and side ejects ✅Seamless exploration of cities ✅Zip-lines added ✅Dynamic weather ✅Brand new content expanding narrative ✅Quests with new secrets ✅Original modern day replace with rifts ✅Rifts explore “what if” scenarios ✅6 hours of extra gameplay ✅3 new recruitable officers ✅New storylines for the new officers ✅New chapter to play as Robert Mena ✅Extended endings for iconic characters ✅Hideout side quests ✅New collectibles ✅Forts modernized with new content ✅New voice lines for activities ✅New islands with rewarding secrets ✅New world moments ✅New content for the hideout ✅History of the villa explored ✅Heated shots new naval weapon in seq 3 ✅Explosive fire barrels w/wider effect ✅Swivel gun can now be manually aimed ✅Rebuilt combat system rewarding to skill ✅No skill trees, all unlocks from the start ✅Enemies now have defense meter ✅Meter is depleted with a perfect parry ✅New perfect parry depends on weapon ✅Heavy strike (high damage/wide area) ✅Shove to wall/ground > new take downs ✅Stealth inspired by Shadows ✅Crouch option added ✅Visibility affected by day/night & weather ✅Whistle/breaking things blow your cover ✅Rope dart unlocks in sequence 3 ✅Ambient dialogue leads to new quests ✅Raise and lower your hood option The new enhancements make the game far more entertaining compared to the original, except for one controversial change of bit having Hidden Blade combat, except in stealth assassinations/take downs Everything else effectively elevates the original design and makes gameplay either feel just as good, or more refined 🧬Changes: with this remake comes a few elements that were removed from the original, which may upset some players ✅Menus have been revamped and they don’t feature the DNA sequence tracker ✅Difficulty can be tailored with much more detail from the menu ✅Switch between and choose your favorite Sea Shanties to be performed by your crew ✅No hidden blade combat. The Hidden Blade is mainly used for stealth take-downs ✅No present day segments. I was informed that it will be replaced with new moments that explore Edward’s past with his wife, along with some “what if” scenarios like Edward siding with the Templars, for example, likely related to Juno’s involvement in the original narrative 📜Thoughts: While the demo I played featured only a portion of the map, Resynced has potential to replace the original as the definitive experience of Edward Kenway’s story I also wasn’t able to experience any of Rifts that replace the modern day, so for me, as a fan of the series’ lore and present day since 2007, the absence of a traditional modern day is the only let down that prevents me from fully replacing the original with it, as present day and sci-do elements are the DNA of the franchise and what makes it stand out It would also be great if mission replay is added later, a feature the OG had by default, like its predecessors That said, everything else very much elevated what was in the original, which made going back to replay it show how dated it feels by comparison I look forward to the final game, and to see future games inherit this formula of a defined protagonist, focused progression and no RPG elements😎show more

Rino🚀
21,098 görüntüleme • 5 ay önce
I've played Clair Obscur Expedition 33 for 4 hours... and here is my preview: -Insane visuals -Very good performance -Outstanding voice acting -Might be the best rpg world map out there (exploration, shortcuts, hidden bosses, design, soundtrack) -Camp everywhere on the map -Your camp will change overtime (extra dialogue, new NPCs, side content and more) -You can see enemies anytime, even on the world map -Difficulty options (change it anytime) -Great UI / Fast 'menuing' -Insane soundtrack -Insane art direction and world building -Super interesting story -Very dark themes (Very 'adult', death/loss, love, swearing, blood and gore) -But on the other side also super funny side characters -Interesting characters overall -Fast travel to checkpoints -Great enemy design (some FromSoftware stuff in here) -Great outfits -New weapons will look different -Widescreen support -30fps cutscenes -No fall damage -Skippable cutscenes -Fast loading times -Instant character swap (one button) -Almost seamless gameplay into combat -Amazing exploration with the grappling hook and climbing -Secret bosses with great rewards -Combat is super fun and challenging -Bosses are no joke (died multiple times) -You can see enemy turns -One button press combat -Persona meets Final Fantasy 10 with some own ideas!!! (It’s fire imo) -High risk and reward system in combat -You can parry/dodge ANY attack (final boss is also possible) / no hit run any? -Battle theme(s) are freaking amazing If my play session is any indicator of the whole game - oh boy, we are in for a treat. Any RPG fan who doesn’t already have the game on their most-wanted list should do so immediately, because something very special arrives next month.show more

GermanStrands
678,648 görüntüleme • 1 yıl önce
i built an open world minigame that's controlled with... hand movements only here's a step-by-step tutorial: > started with my mediapipe + threejs template (see QT) > added a 3D model made by quaternius > sent a few prompts to gemini 3... --- prompt #1: repurpose the attached script, but now I want to import a gltf model (assets/model.gltf) and use that in the scene instead of the cube when the user moves their hand, a waypoint indicator should move around the scene, and the 3D model should smoothly move there when the user makes a fist, the model should jump the 3D model contains bundled animations in it. use the "idle", "run", and "jump" animations --- prompt #2: make this a procedural open world adventure. generate very simple procedural voxel terrain when the model gets near the edges of the screen, the camera should move, allowing the model to keep going in that direction --- prompt #3: add some floating glowing gems around the map that the user can collect --- i made some manual tweaks for styling and game feel, but that's the gist of it thanks for reading if you got all the way here full code is available at my link in bioshow more

AA
131,799 görüntüleme • 10 ay önce
Release: LichtFeld Studio v0.5.3 is out! With 316 commits... merged into master, this release is a huge step forward for LichtFeld Studio. What's new in v0.5.3 • Vulkan viewer/rendering migration: New Vulkan viewport pipeline, pass graph, VkSplat renderer, Vulkan point-cloud renderer, 3DGUT/VkSplat support, improved alpha/depth composition, tighter CUDA/Vulkan interoperability, and device matching on multi-GPU systems. • RAD + LOD workflow: Added RAD file export/import, RAD LOD viewer, Spark-style GPU LOD selection, GPU-driven page prefetching, a bounded VRAM pool, out-of-core PLY-to-RAD LOD conversion, and RAD import/export speedups of approximately 3–5×. • HiGS / macro-tile inference: Added a macro-tile inference path for the Vulkan viewer, including macro sorting, batched rasterization, composition, and capacity management. • Asset Manager: Added and significantly enhanced the Asset Manager with thumbnails, SH information, faster synchronization, import-from-URL support, docked mode, data-loading popup integration, and general UI cleanup. • Viewport export: Integrated viewport export directly into the application as a toolbar/overlay tool, added fast render_view_u8-style readback paths, fixed high-resolution clipping issues, improved orthographic export parity, resolved 32K image/video export problems, and added post-export GPU resource cleanup. • Selection and tooling: Added and reworked selection toolbar controls, the Select menu, ring selection, color eyedropper, distance-from-center selection, faster point-cloud and zoomed-out selection paths, Vulkan measurement tool fixes, and drag-and-drop scene graph improvements. • UI/RmlUi platform work: Major RmlUi redesign efforts, hot reloading for RML/RCSS/Python UI files, reactive UI/store integration, viewport toolbar flyouts, improved histogram interactions, input settings enhancements, custom TRS gizmos, and numerous panel, tooltip, and localization fixes. • Windowing and UX: Added borderless window support, title bar drag/maximize/restore behavior, work-area-aware maximize functionality, resize responsiveness and performance improvements, and DPI/UI scaling fixes. • Training and data features: Added adaptive depth loss and depth gradients for the EWA rasterizer, mask loading/application fixes, a new combined Ignore+Segment mask mode, --add-splat, --freeze, improved checkpoint and training state handling, and training speed and VRAM optimizations. • COLMAP/equirectangular support: Added SPHERICAL/equirectangular camera model support and canonical EQUIRECTANGULAR handling, along with fixes for undistortion and camera export. This release will be available to all supporters as a Windows binary via approximately in about an hour. At the same time, LichtFeld Studio remains committed to being free and open source under GPLv3 and can also be built directly from source. Please consider supporting the ongoing development of LichtFeld Studio through a donation via the portal or the supporters page. Thank you to everyone who supports this project financially, contributes code, reports bugs, provides datasets, helps with the website, and contributes in countless other ways. A special thank you to our foundational sponsor Core11 and our Gold Sponsor Volinga, whose support has helped make the current state of the software possible. Thank you as well to every donor and to all of our new Bronze Sponsors. Looking ahead to v0.6 For the next major release, work will focus primarily on stability and user experience. This includes improved cleanup workflows and the ability to modify training parameters while training is in progress. I would also like to introduce a native .licht project format that allows users to save and restore their complete editor state. You can find links to our main sponsors below. Please also visit our website to discover all our Bronze Sponsors. Hint: We do not yet have a Silver Sponsor or Platinum 😉show more

MrNeRF
27,218 görüntüleme • 3 ay önce
Just a typical day in the 3D studio with... my little assistant… seems like she’s still figuring things out… 🔌💥 Since it’s the New Year, I figured it’s time for a proper re-introduction! ✨ • I’m chacha! A Virtual Guitarist 🎸 • I work as a technician in a chemistry lab irl🧪 • I only have 2-3 hours after work for guitar and 3D⌚ • I use VR trackers for mocap💃 • I’ve been playing guitar for years, but I’m entirely self-taught for fun, so my playing isn’t that great 😅 • Before I decided to do guitar mocap, I didn’t even know what Unity was (maybe I’m actually a genius!? 🧠✨) • I live for compliments! 🥺💖 No guitar mocap video this week, but I’m making steady progress behind the scenes: ✅Carefully fine-tuned the avatar’s shaders for better lighting and shadows ✅Got a new outfit and remade all the cloth physics from scratch ✅Wrote a script for smoother movement ✅Completely rearranged the music gear in the studio ✅Finally using the new guitar Midori made for me! 🎸 ✅Re-edited and remixed one of my older tracks, so a "Remastered" version is coming soon! 🎧 ✅Also recorded a brand-new song, so stay tuned!! 🤘show more

chacha🎸
371,447 görüntüleme • 9 ay önce
People still don't understand how good Codex has become... 👀 I asked it to build this Starbucks website and within some 30 minutes it generated this without me touching a single line of code or spending time looking for assets either. Imagen generated every visual and GPT hooked everything into the codebase. After a couple of small tweaks it all just worked. It didn't even use half of my Codex session. It's super surprising to see quality of the assets. Was way better than I expected. That made me think about what AI is actually changing. Being a developer or a designer was never just about doing the work, writing code or designing it using some kind of tool. It was about knowing what to build in the first place. AI is getting incredibly good at the doing. The hard part is still having good ideas, making the right decisions, and knowing when something feels right. That is only getting more valuable. The people who win won't be the ones writing the most code. They'll be the ones with the best ideas who know how to turn them into reality with AI. Live: Code:show more

The Bugged Dev
60,699 görüntüleme • 3 ay önce
Getting closer to launching my #UE5 tool for finding... bugs & optimisation opportunities in your levels! It features 92 different searches to help you quickly identify issues, here is a peek at the full list: Optimisation Searches ///////////////////////////////// Static Meshes: 🔸No LODs 🔸Nanite Disabled & No LODs 🔸Edited Lighting Channels 🔸Mobility Mode 🔸Nanite Enabled/Disabled 🔸Simulate Physics Enabled/Disabled 🔸Custom Depth Pass Enabled/Disabled 🔸Overridden Light Map Resolution 🔸Using Shadow 2 Sided 🔸Same Material In Multiple Slots 🔸Vertex Colours Added In Level Skeletal Meshes: 🔸No LODs 🔸No Max Draw Distance Set 🔸Edited Lighting Channels 🔸Cast Shadows Enabled/Disabled 🔸Custom Depth Pass Enabled/Disabled 🔸Same Material In Multiple Slots Audio: 🔸Auto Activate Enabled 🔸Audio Volume Priority Of X VFX: 🔸Auto Activate Enabled 🔸No Max Draw Distance 🔸Cast Shadow Enabled/Disabled Foliage: 🔸Missing LODs 🔸No Max Cull Distance 🔸Edited Lighting Channels 🔸Mobility Mode 🔸Cast Shadows Enabled/Disabled 🔸Nanite Enabled/Disabled 🔸Two Sided Shadows Enabled/Disabled 🔸Same Material In Multiple Slots 🔸Overridden Light Map Resolution Decal: 🔸Low Fade ‘Screen Size’ Value Text Render: 🔸Cast Shadow Enabled Lights: 🔸No Max Draw Distance 🔸Edited Lighting Channels 🔸Cast Shadows Enabled/Disabled 🔸Mobility Mode 🔸Has Lighting Function Material 🔸Has IES Texture Applied Volumes: 🔸Mobility Mode 🔸Volume Priority Of X Blueprints: 🔸List All Blueprints 🔸Replicates Enabled/Disabled 🔸Default Net Update Frequency 🔸Default Net Cull Distance Squared Misc: 🔸Actors with Tags Applied 🔸Has Specific Tag Bug Searches //////////////////// Static Meshes: 🔸Missing Meshes 🔸Missing Materials 🔸Overridden Materials 🔸Not Default Scale 🔸Collision Disabled/Enabled 🔸Cast Shadow Disabled/Enabled 🔸Hidden In Game Enabled/Disabled 🔸Receives Decals Disabled/Enabled 🔸Affects Nav Disabled/Enabled Skeletal Meshes: 🔸Missing Skeletal Mesh 🔸Missing Materials 🔸Overridden Materials 🔸No Anims Applied 🔸Not Default Scale 🔸Collision Disabled/Enabled 🔸Hidden In-Game Enabled/Disabled 🔸Receives Decals Disabled/Enabled 🔸Affects Nav Enabled/Disabled Audio: 🔸Missing Audio Asset 🔸Has Sound Class Override 🔸Has Volume Override 🔸Attenuation Overrides 🔸Disabled / Missing Reverb Asset VFX: 🔸Missing Asset 🔸Not Default Scale Foliage: 🔸Missing Meshes 🔸Missing Materials 🔸Collision Enabled/Disabled Decals: 🔸Missing Materials 🔸Not Scaled By ‘Decal Size’ 🔸Is Hidden In-game 🔸Decals That Are Temporary / Permanent Text Render: 🔸Using Default / Empty Text 🔸Using Scale Not World Size 🔸Is Hidden In-Game Lights: 🔸Affects World Disabled 🔸Visibility Set To False Volumes: 🔸Collision Is Disabled 🔸Generate Overlap Events Disabled 🔸Set To Block Pawn 🔸Set To Overlap With Pawn 🔸Set To Block Camera 🔸Not Scaled By ‘Brush Size’ 🔸Post Process Blend Radius Less Than X Blueprints: 🔸Is Hidden In-Game If it sounds useful to you, sign up for my tool newsletter to be notified when I release it: #unrealengine | #gamedev | #indiedevshow more

James Rowbotham
21,213 görüntüleme • 1 yıl önce
Auday 1.0.1 is now live! This update adds Japanese... and Korean support for AI-generated content, including summaries, Highlights, daily Reflections and Chat replies. You can switch languages in Settings → AI Primary Language. It also fixes the silent-recording issue affecting some Apple Watch Ultra users, improves transfer reliability between Apple Watch and iPhone, and brings a major overhaul of local storage for smoother loading and browsing as your recording history grows. On launch day, Auday reached #1 in the App Store’s paid Lifestyle charts in multiple countries. The response has far exceeded our expectations, and every download, message and suggestion has been a huge encouragement. Behind Auday is a solo developer, working late to collect your feedback, investigate issues and keep improving the app. Thank you for your support and patience. We also want to explain the choices behind transcription. To support a wider range of iPhones while keeping resource use low and minimizing slowdowns, our current on-device speech recognition model prioritizes speed and efficiency. In tests on iPhone 17 Pro, several hours of audio often took just a few seconds to transcribe. Actual performance varies with the device and recording. That speed comes with some accuracy trade-offs. Auday AI uses surrounding context when interpreting transcripts and generating content to help identify and work through recognition errors, reducing their impact on summaries, analysis and conversations. For the next update, we plan to introduce an optional speech recognition model with higher accuracy and slightly higher resource requirements, alongside the current lightweight model. You’ll be able to switch between them and choose the balance of speed and accuracy that best suits your iPhone and your needs. We’ll also continue adding support for more languages. To thank everyone for the support, we’re extending our 50% launch discount for one more week. Buy once, with no Auday subscription. AppStore: Thank you for being part of Auday’s beginning. We’ll keep listening and making it better.show more

Auday
736,950 görüntüleme • 12 gün önce
🚨 SCIENTISTS JUST FOUND AN ANCIENT OCEAN FLOOR WRAPPED... AROUND EARTH’S CORE. Using seismic waves recorded by stations buried in Antarctic ice, researchers have created the highest-resolution map yet of the boundary between Earth’s mantle and outer core nearly 3,000 km beneath our feet. They discovered thin but widespread patches of dense material that dramatically slow down seismic waves. The most likely explanation: these are fragments of ancient oceanic crust that sank into the deep mantle long ago and have been moved around by convection currents for hundreds of millions of years. In some places, these structures rise up to five times higher than Mount Everest. Why this matters: • It reveals that Earth’s deep interior is far more complex and dynamic than we thought • These patches likely influence how heat flows from the core into the mantle, which affects mantle convection and volcanic activity • They may also play a role in the behavior of Earth’s magnetic field, which is generated in the outer core • Understanding this boundary helps us better model how our planet has evolved over billions of years The deeper implication: We usually think of the deep Earth as relatively simple layers. This research shows that the core-mantle boundary is more like a rugged, geologically active landscape with ancient “mountains” made of recycled ocean floor. It’s a powerful reminder that Earth is a single, interconnected system what happens at the surface (like plate tectonics) can eventually end up reshaping the deepest parts of our planet, and vice versa. We’re still only beginning to map the true complexity hidden beneath our feet. How do you think discovering ancient ocean crust at the core-mantle boundary changes the way we should think about Earth’s internal dynamics? Follow for more frontier Earth science and discoveries about our planet’s hidden interior.show more

TheNewPhysics
37,534 görüntüleme • 4 ay önce
BREAKING: SpaceXAI has released another major new update for... Grok Build (v1.0.22) This update is focused on smoother workflows, better safety and improved reliability. It adds stronger desktop and MCP integration, clearer file-edit previews, a redesigned dashboard and better subagent support. It also fixes problems with sessions, skills, authentication and background commands while making sessions faster to open and resume. Features Built-in agent tools now take precedence over user MCP servers when tool names collide. Desktop app tools are now available through a dedicated first-party MCP server. Remote control pickers can now group servers by device using announced device identity. edit_file diffs now show real file line numbers instead of starting at line 1. Permission prompts for file edits now auto-expand the diff row so you can see the change before approving. Sending a message to a finished subagent now continues that same subagent instead of failing. Background subagent completion messages now show the actual output instead of just a pointer to run the tool. Dashboard now shows a unified header with a location picker and an actions row for creating agents or resuming previous sessions. New grok-workspaced daemon mode lets a long-lived process expose folders to the Computer Hub, separate from the Desktop-supervised sidecar. Bug Fixes MCP connectors now correctly show when they need re-authentication, even if no tools are listed. Extensions modal shortcuts now work when the tab bar is focused, and invalid actions on headers show helpful messages. The Send now button and shortcuts now work correctly when an automatic background turn is running. Resumed sessions now show the exact text you typed for mid-turn follow-ups instead of the wrapped system message. The /skills command now updates the model with newly installed skills, even when written from another NFS client. Auto mode no longer instantly runs destructive git checkout -- commands; they now go through the model for safety. Fixed a crash that could occur when restoring pasted content after certain skill injections or rewinds. Subagents and workflows now respect the same bash timeout and auto-background settings configured for the parent session. Fixed model backend selection so an explicit chat_completions setting in config.toml is no longer overwritten by same-slug siblings. Slash command advertisements no longer spam repeatedly when your current directory is your home folder. Foreground shell commands no longer produce spurious background-task reminders or incorrect kill results. Queued follow-up buttons now appear in the order [Send now][edit][Cancel]. /compact instructions in the pager are now passed to the compaction backend. Bare /compact is unchanged. /goal, and resume after pressing Esc, now correctly starts the goal planner instead of failing with “Planning failed.” run_terminal_cmd now correctly tells the model that foreground commands are backgrounded after approximately 15 seconds instead of the 120-second timeout value. Skill announcements no longer repeat the same list of available skills multiple times in a session. Monitor events in multi-session processes now correctly wake idle sessions instead of being buffered until the next prompt. Performance Opening or resuming sessions no longer pauses the interface while reading MCP configuration files. Download Grok Build: Update to the latest Alpha release: grok update --alpha Update to the latest Stable release: grok updateshow more

DogeDesigner
62,365 görüntüleme • 1 ay önce
This is my "feel the AGI" moment: I used... GPT-5.6 Sol to train my own autocorrect model that outperforms GPT-5.6 Sol (wtf??) I have no ML background. I have no idea what I'm doing. I just kept pushing Sol until it spat out a SOTA model. And I spent $0. The motivation: Years of talking to AI have made me terrible at typing. Rather than fix my skill issue, I decided to throw more AI at it. My idea was: instead of autocorrect that interrupts my flow, I want to type fast with mistakes and have AI clean it up after. I wanted the smallest local model possible, for speed, for battery life, for science! So I decided to train my own. Inspired by Andrej Karpathy’s autoresearch, I ran Codex /goal with this setup: pick an experiment, try it, record the results to a doc, throw it out if it fails, and plan the next experiment without repeating failures. I gave a few examples that had to pass, tight latency targets, and let it run. Sol did some amazing things. First, it scanned benchmarks and shortlisted base models: Qwen 3.5, Gemma 4, Liquid LFM 2.5. It found a dataset on HuggingFace for typed text. Then it built a simulator for fingers striking a Mac keyboard, modeling the physical layout with a Gaussian distribution around each key. It simulated striking the wrong key, wrong order, fat-fingering, etc. With the models + data + simulator, it fine-tuned using MLX right on my MacBook. It had a working prototype within an hour! But accuracy was pretty poor. — Problem 1: Tokenization Sol read papers, ran tests, and identified that the tokenizer was the bottleneck. Tokenization makes typos hard for the model to see, so it memorizes mappings instead of using its language priors. Sol tried ByT5, Google’s tokenizer-free byte-level LLM. This made a big improvement, but the model is old and lacked the knowledge needed to reach Sol performance. Sol dug deeper and realized a tokenizer-free model isn’t needed; instead, it used T5Gemma, an encoder-decoder model. This can understand the input deeply before producing output, and furthermore, Sol could post-train the encoder to improve performance. This gave a much higher ceiling. — Problem 2: Loss function Now the model was correcting some typos perfectly, but ignoring most. Sol realized that standard cross-entropy loss was teaching the model to avoid edits, because the vast majority of characters in the training data were left unmodified. The fix was wild: Sol wrote a custom loss function that byte-aligns the source and target strings, uses a dynamic programming algorithm to compute the minimum edits between the two, then weights correct edits much higher than copies. After a lot of tuning, this dramatically improved accuracy. — Problem 3: Autoregression One failure mode remained: if the model made a mistake, it couldn’t backtrack. It could only predict the next token. Teaching it to “think” like a reasoning model would solve this, but would be far too slow. Sol found a beautiful solution: instead of greedily predicting the next token, beam search over all possibilities. This parallelizes the exploration instead of one linear chain-of-thought. At the end, choose the path with highest cumulative log probability. This worked great, but made the experience worse, since the user wouldn’t see progress until the whole search was done. To fix this, Sol made a clever observation: after each search step, the longest common prefix among surviving branches is guaranteed to appear in the final result, so it can be displayed immediately. As the search progresses, weaker paths are dropped and the prefix grows, so the user sees continuous progress. Sol built all this as a custom MLX pipeline that does the parallel decoding on the MacBook GPU, with just ~40ms TTFT. It’s crazy fast and entirely local. — Final eval (error reduction rate, higher is better): - Apple autocorrect: 49.66% - GPT-5.6 Luna: 82.47% - GPT-5.6 Terra: 87.64% - GPT-5.6 Sol: 90.56% - Our model (1.7B): 91.02% Final cost: - 1 quota reset (thanks Tibo) - $0 (And yes, I verified there's no cheating. In fact, we test words scrubbed from the training data to prove the model isn’t memorizing) There were a ton more details and tangents I could write about: contrastive learning, GRPO, DPO, dynamic masking, and more. Sol is a fascinating and creative model. It blew my mind so many times. Don’t let a lack of experience stop you: Sol makes AI experiments accessible to anyone!show more

Anshu
180,168 görüntüleme • 3 ay önce
My Lost Soul Aside Impressions: I’m playing on the... PS5 Pro in performance mode with a VRR display, and I’m very satisfied with the performance. For me, the image looks sharp and the gameplay runs very smooth with 60fps. Even during big boss fights, I haven’t noticed any significant drops. Claims that the game runs at 20fps are absolute nonsense. I wouldn’t recommend quality mode, as the missing frames per second and the input delay are a major disadvantage, especially with such fast-paced gameplay. Visually, I’d say the game looks very good, but not outstanding. Environmental details are sometimes not fully polished, and the facial animations could be better. On the other hand, the characters are incredibly detailed, which I really enjoyed. The combat animations are absolutely fantastic, and the choreographed fight cutscenes are brilliant. Boss fights are simply phenomenal and I loved every second of them. The whole experience feels like a mix of Final Fantasy and Devil May Cry. Bosses also come with certain mechanics you have to trigger, which adds depth. The soundtrack has impressed me so far, mixing rock tracks with softer melodies that really bring the fantasy world to life. However, the audio mixing between cutscenes and gameplay is sometimes off and should be fixed. The game is very linear, which I personally find refreshing and not a negative at all. The map reminds me of Final Fantasy X, with some side paths that hide chests or items. Puzzles are simple but help break things up. Larger areas are often rather empty though, and exploration can feel unrewarding when all you find is “+7 gold.” The story so far is quite predictable. I didn’t enjoy the English voice acting and switched to the Chinese original, which feels much better. I also made some adjustments to improve my experience: in the sound menu, I boosted the weapon effects and increased the music volume. In combat, I found there’s too much chatter and subtitles are distracting, so I turned them off completely. The game is challenging, and I’d definitely consider it demanding. There are no difficulty options, but if you die often enough, you’ll get amulets that make the gameplay noticeably easier. Now, onto the clear highlight of the game: the combat system. My goodness, it’s amazing. The chaining of attacks and overall complexity are simply brilliant. It’s an endless fireworks display of effects, and for me the wait was truly worth it. At first, combat might seem simple, but as you progress you unlock new weapons with their own skill trees, special attacks that can be upgraded, new combo actions, and the ability to switch weapons instantly in battle to chain them into even more combos. Different weapons can also interact with the environment and trigger special effects. It’s just genius. Another fantastic feature is weapon customization. You can freely change the appearance of your weapons, as every weapon can take on the look of another. You can also adjust details in real time, resize parts, reposition them, and all changes are applied instantly without requiring resources. Even better, these customizations carry over into cutscenes. When you move to the next level, the camera zooms out and shows your characters in a charming overworld view, similar to Expedition 33. A really nice touch. So far, I’ve been enjoying the game immensely, and I simply couldn’t put it down. If you’re expecting a combo-based combat system, you definitely won’t be disappointed in my opinion. The linear level design felt incredibly refreshing, and it genuinely transported me back to the PS2 era, always leaving me with a warm feeling in my heart.show more

GermanStrands
105,473 görüntüleme • 1 yıl önce
This is one week of rebuilding Soccer Pinball Pro... with Astra + Unity CLI. Day 1 vs Day 7. I see so many people on here one-shotting these incredible systems and games, and I’m constantly blown away by what people are building. But my approach with this has been a little different. This isn’t a new game or an experiment. It’s a rebuild of a game I originally made in 2019, and I’ve been trying to stay true to what made that game fun while finally building everything I wanted it to be back then. In seven days I’ve gone from getting the basic game working in a different engine to rebuilding the players, improving the AI, adding passing, tackles, bicycle kicks, better ball feedback, dynamic camera movement, new lighting and shadows, grass, a new scoreboard, goal effects, and an actual PvE match mode. And I’ve been able to iterate on all of it almost as quickly as I can think of things to change. But the important part is that this is my vision. It isn’t a screenshot or concept I pulled from somewhere and asked Astra/Codex to recreate. This is a game and an idea I’ve had sitting in the back of my mind for years. I executed on that idea in 2019, but what I was capable of making then was nowhere near what I had actually envisioned. Unity itself is still probably the slowest part of this workflow. Waiting on compiles, entering play mode, importing, building, and all those little interruptions add up. Unity 7 intends to address a lot of that, which makes me even more curious about where this workflow goes next. The part that excites me most isn’t just how much I can build in a week. It’s realizing I can go back to ideas I had years ago and finally build the games I saw in my head at the time. That has completely changed how I’m thinking about game development. There’s suddenly this massive backlog of ideas that no longer feels out of reach. Unity OpenAIshow more

devseb
136,408 görüntüleme • 1 ay önce
✨ I open sourced my first Chrome extension 🚀... SuperLevels I vibe coded it to replace all my Chrome extensions that are increasingly being bought up by spyware and malware companies who sell your data or worse hack your accounts and steal your stuff/money/data, which I'd call one of the top security risks right now For example: Chrome extensions can read your cookies or localStorage data, including session tokens, then login to your web or email accounts and hack you, they can inject code into any site to pull data form any site you browse, then break into your crypto accounts, drain your wallets, and selling your browsing history to ad companies, but that'd actually be the most favorable thing to happen of all these! Chrome extensions are just very very very unsafe So I coded my own, that I can trust because I made it, and I can read the source code: my extension is called 🚀SuperLevels and has all the features that the Chrome extensions I used to use have but all built into one safe one The cool thing is it's 100% open source and free, and you can audit the code first with AI yourself before installing it, and then if you do install it, customize it to your liking again with AI It has these features that improve my daily workflow while browsing the web: 🚮 Tab Cleaner Automatically closes inactive tabs after a configurable timeout (default: 5 minutes). Set excluded hosts to keep important tabs alive. View and re-open recently closed tabs. 🍪 Cookie Editor Full cookie manager for the current site. View, edit, add, and delete cookies. Export cookies as JSON. Expand any cookie to see and modify all fields including domain, path, SameSite, secure, and httpOnly flags. 🔀 Redirect Tracer See every redirect hop your browser took to reach the current page. Shows status codes (301, 302, 307, etc.) with a visual chain. Copy the full redirect chain to clipboard. 🌙 Dark Mode Instant dark mode for any website using CSS filter inversion. Adjustable brightness. Toggle per-site or globally. Images and videos are automatically re-inverted so they look normal. 𝕏 X Dim Mode Custom dim theme for X/Twitter with 7 color palettes: Dim, Slate, Jade, Plum, Dusk, Ember, or a custom hue. Live preview in the popup. ⚡ JS Toggle Disable JavaScript per-site with one click. Useful for debugging, reading articles without popups, or testing progressive enhancement. Page reloads automatically. 🚫 GDPR Cookie Consent Dismisser Auto-hides and auto-clicks cookie consent banners. Supports OneTrust, CookieBot, Didomi, Quantcast, GDPR plugins, and dozens more frameworks. Toggle off if a site breaks. 🎨 Live CSS Editor Write custom CSS for any website, applied in real-time as you type. Saved per-domain. Supports tab key for indentation. 📺 YouTube Unhook Removes YouTube distractions: no homepage feed, no sidebar suggestions, no end screen overlays, no Shorts. Search still works — just no algorithmic recommendations. 🎵 Music Recognizer Shazam-like music identification for any tab. Captures 10 seconds of audio and identifies the song via ACRCloud (free signup, bring your own API key). Results link to YouTube. History of recognized songs. 🖼 Picture-in-Picture Pop the largest video on the current tab into a floating PiP window with one click. 🗺 Google Maps Links Re-adds clickable Maps links and map preview cards to Google Search results. 🖼 View Image Adds a "View Image" button back to Google Images, linking directly to the full-size original image. {} JSON Formatter Auto-detects pure JSON response pages and formats them with syntax highlighting, collapsible sections, and a dark theme. Copy or view raw with one click. Never triggers on regular HTML pages.show more

@levelsio
260,979 görüntüleme • 5 ay önce
BREAKING: SpaceXAI has released another major new update for... Grok Build (v1.0.19) This update improves background task handling, adds transparent terminal themes, worktree support for headless sessions, and better session/dashboard controls. It also fixes UI freezes, crashes, feedback issues, clickable URLs, and makes the first prompt after login faster. Breaking Changes • Scheduled /loop tasks always run in the background; they no longer inject turns into your conversation. Features • New terminal theme option makes backgrounds transparent so the terminal's own colors show through. • MCP servers blocked by organization policy now show clear messages and are refused before any config change. • Session resume now tells the model what loops, subagents, and workflows were still running. • Dashboard now shows newly dispatched sessions immediately instead of waiting for the store. • Headless sessions (grok -p) now support the --worktree flag to run in a separate git worktree. • Dashboard now says 'Open session' instead of 'Add session' for the session picker button. • Multi-line bash commands now render with proper wrapping and highlighting when opening the block viewer. • /usage now works from the dashboard and shows account allowance when no session is active. Bug Fixes • Fixed mid-turn UI freezes when the terminal stops reading output. • Fixed crashes that occurred when the terminal pane was closed while grok was exiting. • MCP server list in minimal mode now correctly shows policy-blocked servers. • URLs that wrap across multiple lines inside quotes or lists are now fully clickable. • The welcome screen composer now grows taller when you paste multi-line text. • Enterprise policy files are no longer deleted on startup when your team login is stored at a custom GROK_AUTH_PATH. • /feedback now drops unsupported images with a notice (matching the modal) and never loses your report text on save errors. • Feedback drafts keep their paragraph breaks when updated, and the modal no longer switches tabs unexpectedly. • Turn summary lines no longer lose their spacing after background tasks finish. • Thinking blocks no longer stay expanded after switching between fullscreen and minimal modes. Performance • First prompt after login is faster when MCP servers are configured; they connect in the background. Download Grok Build: Update to the latest Alpha release: grok update --alpha Update to the latest Stable release: grok updateshow more

DogeDesigner
443,850 görüntüleme • 1 ay önce