PS5 emulation is making steady progress. CraziiEmu's latest development... update brings a few promising milestones: • Among Us now renders at a stable 60 FPS, reaching the Innersloth logo. • Several Unity Engine games have started booting to their startup screens. • The emulator itself has become more stable overall, although it's still far from being fully playable. The next major focus is shader support and Vulkan rendering fixes, which are key to improving game compatibility and getting titles in-game. For those unfamiliar, CraziiEmu is an experimental PlayStation 5 emulator written in C#. It features a PS5-inspired dashboard UI, native CPU execution, an HLE syscall layer, and Vulkan-based rendering, based on SharpEmu by par274.show more

Techjunkie Aman
44,037 görüntüleme • 1 ay önce
BREAKING: SpaceXAI has released another major new update for... Grok Build (v1.0.17) This update adds multi-step input support for MCP tools, allowing tool calls that require additional information to resume correctly on retry. It also makes next-prompt ghost suggestions less frequent and more accurate, while improving table selection in /btw panels with proper cell highlighting and TSV copying. Features • MCP tools now support the 2026-07-28 multi-round-trip elicitation flow where a tool call can return an input_required state that is resumed on retry. • Next-prompt ghost suggestions now appear less often and are more accurate by preferring silence when the next line is not obvious. Bug Fixes • Table cell selection inside /btw panels now correctly highlights cells and copies as TSV instead of drawing a linear rectangle. Download Grok Build: Update to the latest Alpha release: grok update --alpha Update to the latest Stable release: grok updateshow more

DogeDesigner
36,438 görüntüleme • 3 gün 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
26,219 görüntüleme • 2 ay önce
Chiliz's Highlight of The Week: Chiliz Farm: Play &... Earn | Mobile Farm Game 🌶️ 🎮 🌶️🧑🌾 Take a moment to stretch your fingers, because this week's highlight is going to ask a lot from them. Welcome to Chiliz Farm! ✨ 📚 Introduction: Chiliz Farm is a play-to-earn mobile farm game on Chiliz Chain. It started as a casual Telegram clicker game, like Notcoin & Hamster Kombat, but has already introduced many new features and mini-games such as Snake, Match-three and auto-farmer. Since the launch on August 10th, Chiliz Farm already onboarded 6,000+ users, with over 200,000+ mini-games played and 10,000,000,000+ coins being farmed. 💥 Why to play the game: First of all, it is fun to play! Second, all players will receive an airdrop of the upcoming Chiliz Farm token based on the number of coins you've accumulated in the game. But that's not all! The top 100 players that acquired the most coins, the top 20 players in each mini-game and the most active participants in the community will also receive special NFTs, which will be incredibly valuable and offer unique boosts in the future game where you can earn real tokens. These NFTs will also provide additional advantages within the larger ecosystem. 🏗️ What to expect in the future: Chiliz Farm is dedicated to release an Android & IOS app for Chiliz Farm at the end of 2024. With their own cryptocurrency on Chiliz Chain being the backbone of the mobile based game. This token will have real value, and can be earned by simply taking care of your farm. In addition, they will be integrating NFTs for rare items that will significantly impact your progress. 🤝 Partnerships: Chiliz Farm has already partnered up with one of the major DEXs on Chiliz Chain: KEWL. KEWL Swap integration is coming soon to the Chiliz Farm game, bringing new tasks and opportunities for KEWL's users. 🎮 You can play the game via the following link: Chiliz Farm is an independent third-party project and has no affiliation with or endorsement from Chiliz Group, and their terms. Term and conditions might apply. That's it! Make sure to follow Chiliz, as we will be highlighting KEWL, the first and one of the major DEXs on Chiliz Chain, on next week's edition. 🌶️show more

Chiliz - The Sports Blockchain
43,550 görüntüleme • 2 yıl önce
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 görüntüleme • 2 ay önce
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
52,857 görüntüleme • 6 ay önce
Transformer by hand ✍️ ~ 6 steps walkthrough below... Open the hood of a transformer and the parts list is overwhelming: embeddings, positional encoding, attention weighting, self-attention, cross-attention, multi-head attention, layer norm, skip connections, softmax, linear, Nx, shifted right, query, key, value, masking. Which of those actually make the car run? Two of them. Attention weighting and the feed-forward network. Everything else is an enhancement to make it run faster and longer, which is how we got from a car to a truck, and to the word "large" in large language model. So I drew and calculated those two parts entirely by hand. Goal: push five features through one transformer block, filling in every cell yourself. 1. Given Five positions of input features, arriving from the previous block. 2. Attention matrix Let us feed all five features to a query-key module (QK) and read back an attention weight matrix, A. The details of that module are a post of their own. 3. Attention weighting We multiply the input features by A to get the attention weighted features, Z. Still five positions. The effect is to combine features *across positions*, horizontally: X1 becomes X1 + X2, X2 becomes X2 + X3, and so on. 4. First layer Let us feed all five weighted features into the first layer of the FFN. Multiply by the weights and biases. This time the combining happens *across feature dimensions*, vertically, and each feature grows from 3 numbers to 4. Note that every position goes through the same weight matrix. That is what "position-wise" means. 5. ReLU We cross out the negatives. They become zeros. 6. Second layer Let us bring it back down: 4 dimensions to 3. The output feeds the next block, which has a completely separate set of parameters, and the whole thing runs again. You have just calculated a transformer block by hand. ✍️ The takeaway: the two parts are doing two different jobs, and neither one alone is enough. Attention mixes *across positions*, so a feature can see its neighbours. The FFN mixes *across feature dimensions*, so each position can think about itself. Horizontal, then vertical. Then that pattern repeats N times, each block with its own separate set of weights. That is the Nx from the list up top, and that is what makes the transformer run. 💾 Save this post! #AIbyHand #Transformers #DeepLearningshow more

Tom Yeh
26,089 görüntüleme • 1 ay önce
The once-profitable CS2 skins market has collapsed by a... billion dollars! The culprit is a new update in the game - now you can craft knives that previously only dropped from cases with a random chance. Their prices have plummeted, while the skins needed for crafting knives have skyrocketed. Valve added an exchange mechanic: now 5 items of covert quality can be turned into a knife. For $5, you can get a blade that yesterday cost $5000 — and sell it right away. As a result, knives have depreciated, while red guns have surged in price by 10–20 times. Trading sites crashed from the influx of panicking players selling off their items, and the market, which was recently called "the most reliable asset at $6 billion," is bursting at the seams. In the end, overnight the richest knife collectors lost millions, while owners of cheap "red skins" became fabulously rich. At the same time, analysts had previously noted that weapon skins from CS2 turned out to be more stable than crypto, American stocks, and precious metals.show more

Officer's Notes
267,138 görüntüleme • 10 ay önce
Monthly WINR Protocol Development Update: To begin with, the... WINR Protocol has distributed $900,000 to token holders, generated more than $500,000 in pure profit for liquidity providers on WLP, acquired more than 5,000 users, and has almost 9% of the supply burned. In the upcoming months, the WINR Protocol, which has been in production for years, will introduce a range of new products and deployments. These developments will represent the practical and technical evolution to V2 of the protocol. Here are the latest updates and further details as they progress: Progress on WINR Bonanza, Casino Hold'em, and Blackjack is nearing completion. These games are in the final stages of testing. Additional games, including a new type of crash game, have been finalized and are set to debut with the JustBet v2 launch. Take a look at the gameplay videos for a preview. These games achieve the long-term goal of providing a full-suite WINR Game Engine SDK, which can be used to build games with complex logic on-chain with modular smart contract infrastructure. For example, any grid slot game that dominates the iGaming industry could easily be developed on-chain using the WINR Bonanza SDK. - Permissionless Frontend Operator SDK Dashboard Release: March is poised to be a milestone month with the launch of the Frontend Operator SDK dashboards. These dashboards will enable any WINR Labs game to be seamlessly deployed on frontends, marking a significant advancement in protocol accessibility and integration for future games developed by independent iGaming developers. The frontend operator can deploy any game they choose through a few simple steps while utilizing 10,000 WINR per game via the WINR Game Factory smart contract. Each operator is assigned a unique smart contract address(es) for every game they deploy, allowing their revenue to be tracked independently. The deployment process includes instructions on integrating the game as a package into the operator's frontend. In subsequent phases, the games will transition through WINR Chain, streamlining user onboarding steps like wallet connection and token bridging to Arbitrum. This abstraction will make it easy for any web2/web3 platform on any chain to seamlessly integrate WINR-based games with just a few clicks. The new budget system changes how the revenue is calculated on the protocol and will see daylight with frontend operator, Solana, and Fantom deployments. This model was first tested with a lightweight version on and gave a lot of actionable feedback. Shifting from the existing bribe model, which in practice distributes almost half of the edge of the games in volume to WINR holders, the brand-new budget system checks the profitability of WLP. It distributes a larger part of the profit to game providers, frontend operators, and, most importantly, WINR holders. Any time a game's budget is in profit, a part of every loss is distributed to stakeholders. Here is an example: 1. The WINR Bonanza Game has a 10,000 budget for a frontend operator. 2. Let's assume the bet amount was $50, and Bonanza paid back $10 on that spin. That leaves $40 of pure profit. 3. This is distributed amongst 50% to WLP, 20% to frontend operators, 20% to WINR holders, and 10% to game providers. 4. To achieve this, V2 of WINR Liquidity Engine (WLP) will have a buffer for purchasing and selling, working in epochs to determine the above distribution and math. - Solana Deployment and Expansions: Solana audits are in their final phase, and frontend tests are ongoing. Solana launch will be alongside the V2 launch of @JustBetOfficial, with a chain switch available on the top bar. The VRF system WINR developed already is seeing requests from builders around the Solana ecosystem, and this will over time add an extra layer of income to the protocol. Solana's bankroll, at first, will be a lighter version of WLP but will inherit the above-mentioned budgeting system to generate income immediately upon launch. - Fantom Deployment and Expansions: Fantom's upcoming Sonic upgrade, with its 200ms finality and fast block production is a perfect chain for WINR Protocol to expand. Through the partnership with WINR Protocol will tap into a brand new user base on Fantom. The bankroll on Fantom will consist of FTM and stables. The launch is planned for late March or early April. This expansion aims to open up new markets and collaborations with fresh teams. which operates independently, will integrate a broad spectrum of WINR technologies, including WINR Account Abstraction, WINR VRF, and WINR games, marking a pivotal step in WINR Protocol’s journey of horizontal expansion. - XAI VRF Deployment Progress Update: The WINR Account Abstraction Wallet and WINR Verifiable Random Function (VRF) deployment on the XAI 🎮⛓️ is well underway, with the majority of the work completed. This step forward showcases WINR's expansion beyond gambling and trading, highlighting the protocol's adaptability and commitment to broadening decentralized services. The process to automize and permissionlessly let game developers start using WINR VRF by paying (and burning) fees in WINR will launch alongside WINR VRF deployment on XAI and expand to further chains to help DApp builders with the tooling they need. This process will work very similarly to frontend operators, where DApp builders will be able to easily deploy their VRF contract, pay the WINR fees, and enjoy the fastest random number generation transaction, as showcased on @JustBetOfficial for some time. - JustBet v2 Development Update: Set to launch in March, the last testing phase with long-time community members of JustBet V2 is underway. Boasting a completely refreshed look, JustBet v2 aims to captivate more users with its modern features, a significant upgrade from the classic JustBet designed in 2019. Expect dynamic animations and a user experience that rivals traditional web2 casinos, setting a new standard for online gambling platforms and serving once again as proof of concept for all the new WINR features and infrastructure set to launch over the coming months. As always, WINR Labs simultaneously develops protocol infrastructure and platform to best address the needs of one and only goal: horizontal expansion. Easter eggs: Upcoming Gitbook update with all the technical information of WINR V2. CEX listing. Detailed product pages on WINR web. Pyth competitions. WIP-4 and WIP-5 are ready to deploy. And an 🪂show more

WINR
37,891 görüntüleme • 2 yıl önce
This broke my mental model of game dev 💀... 2.5 hours → fully playable ‘Worms’ clone. Built with Hermes agent by Nous Research Here’s what made that speed possible: Hermes used ‘Persistent Shell’ mode, which ensured it didn't forget its current folder or active tools. This allowed it to work smoothly, without the distraction of constantly having to recall where it left off last time. To optimize the workflow, the agent moved beyond linear execution and parallelized the workload. It spawned isolated subagents while executing multiple independent tool calls via ThreadPoolExecutor. Like, one subagent wrote Python RPC scripts for the projectile physics while another utilized vision tools for character sprites. When the complex terrain logic required debugging, the agent used filesystem checkpoints and the /rollback command to instantly return to a stable state. To fix UI bugs, it attached to a live Chrome instance via CDP (/browser connect), fixing rendering issues in real-time. The agent’s built-in learning loop was active from the very beginning. By the time the game was finished, this continuous process allowed the agent to autonomously convert the physics logic into a custom skill. This logic is now a permanent plugin file in the agent's plugin architecture, making the physics engine a native capability that the agent can reuse for future projects. Follow War_v3_FINALE.exe for updates!show more

Javier
38,414 görüntüleme • 5 ay önce
"PRICE IS WHAT YOU PAY. VALUE IS WHAT YOU... GET." I keep buying $Kekec and I have a strong conviction. Here's Why: While the market is down, and Kekec is declining with it, there are data points that few are considering. Kekec borned in October and since then has been posting a different and original 30-second video every day, which I find extremely funny. For the past couple of months, they have also been posting daily on Instagram, and the attention on Kekec (which doesn't present itself on social media as a memecoin) is growing, moreover, it's increasing exponentially. The number of followers is increasing by about 500-1000 a day. This is largely due to the fact that they are not just focused on the main account but have several others that post reels and redirect to the main one. In short, an excellent strategy to keep growing more and more. Instagram link: Guess What? Not only are the followers increasing, but the team's workload is also growing. In fact, for a little over a month, they have also started pushing on YouTube, and the data here is promising as well. YouTube link: If we want to make a comparison, we can take Pudgy Penguins as an example, which has shown it can reach millions and millions of users without mentioning that they are a WEB3 company that owns an NFT collection. Or, if we want to be more appropriate by comparing one memecoin to another, we could take PONKE. Thanks to the use of social media and the quality of their content, they managed to achieve incredible numbers, which then translated into an increase in the coin's price. Kekec came before PONKE, but that doesn't necessarily mean it's better than PONKE. I believe PONKE is unbeatable in terms of content, but I want to make you reflect on an important point. PONKE came after KEKEC, and after PONKE's success, many coins have emerged trying to imitate it. One of KEKEC's strengths, in my opinion, is precisely the fact that it leverages social media without being a copy-paste. Instead, it is a unique meme derived from a 90's film, and it uses a unique form of content. In short, KEKEC > KEKEC and no one else. I want to conclude by suggesting you follow them on Instagram and evaluate not only the exponential growth of their followers day by day but also observe how the views of each reel increase accordingly. Pay special attention to the comments. Many of the people commenting have no idea what it is, and you can see from the comments how Kekec generates particular emotions in people—strange but still emotions. Personally, I believe that when something is unique and even very strange, it needs time to be adopted. However, once it happens, it usually explodes and spreads like never before. A few days ago, a Kekec video was posted by a very popular meme page. They probably don't know what Kekec is about but thought the video could spark interest among their followers. How many other pages will do the same? Lastly, but not least, I want to point out how Kekec maintains a good market cap despite everything that has happened in the crypto world since October 2023. As far as I know and have personally observed, everything is extremely organic. There is no cabal behind it, and the quality is not reflected in a single jpeg but in work that has been ongoing daily for months. Every day they work harder, and the quality of their videos grows as well. I have no affiliations with the team, but I believe that Kekec truly deserves more in this world where we push celebrity or cabal-backed coins to hundreds of millions in market cap. I keep buying because the numbers suggest so. Don't just evaluate the chart (price), evaluate the data (value). BÂLKÂN DWÂRFshow more

m0ment0
133,250 görüntüleme • 2 yıl önce
Sipher Odyssey and SipherAGI Update Dear Sipher community, 🔴... Sipher Odyssey is in its final stretch before Global Launch. • We’ve built over a year of live content, ensuring players will always have fresh challenges and events to return to. • Based on community feedback and play data, we’re refining FTUE and monetization systems so the game launches stronger, with better retention and long-term growth. • Sipher Adventure (World Exploration / Story Mode) is coming very soon to make onboarding easier for new players. The core roguelite ARPG depth remains intact for our midcore to hardcore community. While we won’t rush at the expense of quality, the launch timeline remains in our control. We’re focused on getting it right. We will deliver a launch that’s impactful from day one and sustainable over the long term. 🔴 Beyond Sipher Odyssey: The SipherAGI Vision While Sipher Odyssey is our flagship, it’s only the first chapter. Our roadmap has always been about Sipher AGI, building not just one game, but an ecosystem of impactful and lasting products across three pillars: • AI ( GAIA, KAIO) → AI and tools that enhance gameplay today, while also evolving into a platform that empowers creators and game developers in the future. • Gaming (multiple titles) → Sipher Odyssey, Sipher Strife, and a new soulslike is in development, with more ambitious titles planned to follow. • Infrastructure ( Funki✌🏻 ) → Our own Ethereum Layer-2 built on the Optimism Stack. Running our own chain gives us control over fees and incentives, cycling value back into the ecosystem. Superchain connectivity ensures a seamless experience for players. Each of these pillars connects through $SIPHER, our ecosystem token. Value accrues back to token holders across all our products and future titles. 🔴 Why This Matters Even in a challenging Web3 gaming market where many studios have closed, Ather Labs has a secured multi-year runway. This stability allows us to focus on delivering great games and ecosystem products without rushing into unfavorable deals. 🔴 What’s ahead: • Launch Sipher Odyssey strong • Expand with impactful titles and experiences • Advance GAIA and Funki Chain to make SipherAGI more than just a game studio, an AI × Gaming × Infrastructure ecosystem Thank you for being with us on this journey. advance, AtherLabs Teamshow more

SIPHΞR
12,058 görüntüleme • 1 yıl önce
"Rate my xeet deck" You can now paste your... wallet adress (if you are a XCC handle should work too) and get your deck's score and overall rank among all holders. The score is based on just one metric; Reach! Meaning the creators you have access either: Directly aka you own their card and can join the main squad for a tournament or Secondary access meaning creators you can join their A squad if you own a card of XCC that owns their card and joins their squad as a sub-squad leader. Site is on the comments, data are based on a snapshot less than 24 hours old from my own local database and results are pre-computed for all wallets. Will add live and some more experimental features like suggestions soon. Lmk if something breaks etc And most importantly, I'd like to give a shoot-out with all my love to Man Versus Coin who has inspired so much by showing what's possible and with his skills and patience. He has built his site that i've spent already so many hours on, being in the free plan and also i think he has the most efficient deck in terms of reach by unique cards among everyone. If you wanna bet on a dark, effective AF horse, he's an excellent pick 💛 -- Obviously not affiliated with Xeet or whatever, flex your deck and enjoy, cheers <3show more

Senti 🪄
11,985 görüntüleme • 5 ay önce
I actually first heard of $RBNT from Gilbert back... in 2019 He mentioned an impressive project being closely watched by the Australian Government.. one claiming transaction throughput in the hundreds of thousands Had my eye on their developments ever since.. Yes, its been a terrible start for the token and execution has been incredibly poor, to say the least.. which is why the token deserves the price its currently sitting at.. But I have no doubts about Redbelly Network from a technical pov.. Formally verified, fork-proof, instant finality.. one of the fastest, most secure and scalable blockchains in the world, already securing assets in the billions on chain.. I could go on $RBNT was always going to be a long term conviction hold for me It’s been on my radar for 6 years.. and it’s one of those assets I fully expect to still be holding in some capacity 6 years from now It's not how it starts.. it's how it ends $RBNTshow more

𝗗𝗥𝗘𝗔𝗗 𝗕𝗢𝗡𝗚𝗢
36,640 görüntüleme • 1 yıl önce
My stream has crashed every stream Ive done for... the last year and a half. I dont know what to do and im about to quit. I have a job- just my hobby is being destroyed ): Here are more videos. Please help. -started with OBS and now a bit less crashes in SLOBS - Nothing in the logs / event viewer says anything is wrong. - Ive reseated my ram. - All gamebar/overlays are off. - no overheating (CPU 38°, Mobo 42°, GPU 53°) -6 month old thermal paste -3 month old bios - all updated firmware on everything/storage/mobo/ram - power hub USB - no plugins - HAGS off - nvidia audio devices off - max game fps set to 60 /playing at low quality - NO overclocking - meld wont work - anker surge protector+2 outlets I cant play games on my powerhouse of a PC, only Playstation is working to avoid lags. Still crashes though. Specs belowshow more

WATCHHOLLIE
25,587 görüntüleme • 5 ay önce
🚨 CHINA IS RACING TO BUILD A SPACE SOLAR... POWER PLANT THAT COULD BEAM ELECTRICITY FROM ORBIT TO EARTH. Scientists at Xidian University have successfully tested a ground-based system that can wirelessly transmit kilowatt-level power over 100 meters using microwaves. Their ultimate goal is far more ambitious: placing large solar power stations in geostationary orbit (36,000 km up), where sunlight is available 24/7 with no weather or atmosphere blocking it. The project, called Zhuri (“chasing the sun”), uses mirrors to concentrate sunlight onto solar panels, converts the electricity into microwaves, and beams it down to a receiving antenna (rectenna) on Earth. Why this matters: • In space, solar energy is up to 6 times more efficient than on Earth because there’s no night, clouds, or atmospheric filtering • A single large space solar station could theoretically generate gigawatts of continuous clean power enough for millions of homes • The team has already proven the system can beam power to multiple moving targets at once • China is now among the world leaders in this technology, alongside the US and Japan The deeper implication: Space-based solar power has been a dream for decades because it could provide truly baseload renewable energy. While the technical and financial challenges are enormous (building massive structures in orbit, precise microwave beaming, and safety), steady progress like this brings the concept closer to reality. If successful, it could fundamentally change how humanity generates and distributes energy moving power collection off the planet entirely. Near-term applications could include wirelessly charging satellites or powering future lunar bases. Do you think space-based solar power will become a major energy source in the coming decades, or will it stay too expensive and complex? Follow for more frontier energy and space technology developments.show more

TheNewPhysics
15,361 görüntüleme • 2 ay önce
⚔️ Kingdom Come Deliverance first impressions ⚔️ Loving it... so far, basically a medieval detective simulator that really doesn't care that you are the main character. And I'm all here for it. ▪️The WORLD is the real star of the show here and even though it's got plenty of jank and lots of copy and paste NPC faces, it just feels so IMMERSIVE. Even the UI just transports me to the times with a bright colourful medieval art style. ▪️The MUSIC I love, absolutely sells the world and basically ASMR as you trot around on your horse through the world. ▪️THE Combat is a real interesting one, it's got quite the learning curve which I actually LIKE, it definitely has some jank to it as well but I really appreciate the attempt at an original and nuanced combat system. (Having to stop your bleeding with bandages is really cool) ▪️The Story has gripped me (19 hours in so far) And while it seems a simple revenge story on the face of it, I think the story is more about Henry making his way through the world after the horrors of Skallitz. The writing quality is top notch as well as the quest design also. ▪️The CHARACTERS are amazing and the humour is top notch. I'm not sure the last time I laughed so much at a game. Henry is great and so well voiced by Tom McKay This really feels like Warhorse Studios have put a lot of love and work into making an authentic medieval world and as a bit of a medieval nerd I can't get enough of this game. A True RPG as well by all accounts, the game really makes me think hard about how to approach situations. Also I can't wait to get to KCD2.show more

KJPlays
63,735 görüntüleme • 7 ay önce
Update on LAT Aerospace Our first uSTOL technology demonstrator... is ready. Today, we have a fully-electric, fixed-wing UAV, built from scratch and almost ready for flight. To make this possible in just a few months, we built our entire flight lab from scratch. Every bench, every tool, every fixture designed to push the aircraft closer to flight every single day. This aircraft is designed to takeoff in 40 meters (thanks to a massive CL of 5 which is more than 2x of what you see on most aircraft). Endurance of 60 minutes. With a range of being able to cruise autonomously from Mumbai to Pune. Ground rolls done. As I type this, we are pushing hard to get the bird in the air. Hopefully it doesn't blow up. Either way, I promise videos of our attempt sometime over the next few weeks. We have learnt so much over the last few months, and I am sure that there are a lot of hard learnings yet in store for us. Our research on hybrid-electric propulsion is already in full swing, and we’ve also started building a team to begin development on our own gas turbine engines. This is one of the hardest engineering challenges possible. Our team is relentlessly at it to make this a reality before the turn of this decade. To read more about LAT Aerospace, please visit -- PS: LAT is not a part of Eternalshow more

Deepinder Goyal
185,214 görüntüleme • 9 ay önce