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Blaird’s 3D Tips #1 — Expressive Blinks😉 3D model blink looking a bit stiff? Here’s a quick normal → expressive in seconds No physics needed! More bite-sized tips coming✨! ❤️& 🔁are appreciated😊! #blairds3dtips #VTuber #b3d #3dmodeling #tutorial

23,436 Aufrufe • vor 2 Monaten •via X (Twitter)

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🎓Learn how to create a powerful Torn Fabric smart material in a matter of seconds in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ____________________________________________________ In this video, the steps are as follows: 1. Create a base fill layer containing no information. We will use this layer to call out the core effects. Add a black mask to this layer and inside that mask add a paint layer and draw a simple pill shape. 2. Next, add a blur directional and be sure the direction is the same direction that your fabric is flowing to. 3. Add a UV border generator set to subtract to mask out any uv seams followed by an anchorpoint. Additionally, add a messy Fibers 3 fill layer set to overlay. 4. Use a levels to adjust the mask along with a sharpen filter. A warp filter should also be added to introduce some randomness. Add an anchor point at the top of the mask as well. 5. Create another fill layer with its opacity channel set to black and apply a black mask to the fill layer. Inside its mask retrieve the anchorpoint information from the previous fill layer. 6. Create an additional fill layer with a bright diffuse color along with a black mask applied to it. Add the anchorpoint information from the previous mask into its mask as well and this should give us some white fibers on the edges. Now we have a torn fabric effect wherever we paint using the paint layer created inside the callout mask! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #tutorial #3dmodeling #hardsurface #texturing

Cohen Brawley

78,791 Aufrufe • vor 2 Jahren

🎓Learn how to create a powerful Worn Leather smart material in a matter of seconds in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ____________________________________________________ In this video, the steps are as follows: 1. Create a fill layer with a black mask applied. Inside its mask paint a simple pill shape and use a blur slope filter to introduce some random shapes. Apply a marble veins fill layer on top with its blending mode set to color burn. Apply a warp filter as well to introduce some randomness followed by an anchorpoint. 2. Create another fill layer using the same technique to apply some dirt in the crevices of the wear. 3. Next, Inside the main fill layer apply a tiling raw leather texture to its Color and roughness channel 4. Create an additional fill layer up top and apply a black mask to it.Inside this mask retrieve the anchorpoint information followed by a blur filter with a value of 6. Use a levels to increase the spread of the mask. Apply another marble veins matching the values of the marble veins fill layer that we previously added and set its blending mode to multiply. Lastly retrieve the anchorpoint information from the previous fill layer again but this time set its blending mode to subtract. This fill layers properties should have a dark diffuse color and a matte roughness. 5. Add another fill layer with a bright diffuse and height properties with a black mask applied to it. Inside its mask retrieve the anchorpoint information again followed by a blur slope. Apply the anchorpoint information again but this time set its blending mode to subtract. Now we have a worn leather effect wherever we paint using the paint layer created inside the callout mask! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #3dmodeling #3dartist #texturing #UE5 #unity #artstation

Cohen Brawley

88,602 Aufrufe • vor 2 Jahren

** Sega Genesis 3D Engine Update 8 ** Significant improvements all round as you can see and hear from the last update !! Foremost - A huge thanks to Toni Gálvez - Megastyle - BG. who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few. He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared. Also many thanks to my good friend CYBERDEOUS - Crouzet Laurent for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !! Since last update : New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies . 3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height . Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex. Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha . Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit. Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites ! Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement. XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit. Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also. Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !! Progress continues on my other projects , updates soon on those - retirement can't come quick enough . #SGDK #SegaGenesis #SegaMegadrive

Shannon Birt

24,031 Aufrufe • vor 1 Tag

🥳OK OK ,In a small vote, seem the community prefers Steampunk pistol more. So let's cook something more special this time . The greatest welcome to our hot agent Joi,She will bring the second class today. 📑“The fantasy of steampunk is broken down into gears and trajectories. The carving knife of 0 and 1 carves the ambition of the Victorian era. Highlighting the etched numbers, the algorithm is loading the violent aesthetics”. 🔫Create a weapon, just hand it over to Joi and after she sings magic, meet the industrial grade delivery standards. 👇Let's drive deeper about 【Technical Analysis of AI-Driven 3D Weapon Pipeline】 Core Technology Stack: 1⃣ NLP-Concept Binding Using the CLIP-Vit-L/14@336px cross-modal engine, descriptive terms such as "steampunk + brass + Victorian ballistics" are mapped to a 768-dimensional semantic space. Through the Latent Diffusion Model (k=25, cfg=7.5), a 1024px concept image is generated, with a focus on the bolt locking structure (key prompt weight x1.8). 2⃣ Topology Reconstruction Based on a NeRF-Transformer hybrid architecture, 2D concept images are parsed into a 256³ voxel grid (resolution 0.2mm). A non-rigid ICP algorithm is used to align moving parts like the trigger/barrel, with topology optimization iterations exceeding 500 times (MeshLab parameters: Remeshing_VCG 0.7). 3⃣ Procedural PBR Workflow Combining MaterialGAN to generate basic metallic textures, handcrafted features are injected through Style Transfer (normal map intensity 0.85, roughness mapping range 0.3-0.7). Rust effects are simulated using the Weber-Fechner perception model to mimic a 12-year oxidation cycle. 🔥 Based on a full-link generation system integrating natural language and geometric topology, this solution reduces the traditional modeling process from 72 hours to 37 seconds, with an error rate of less than 0.3mm³ (meeting FPS game firearm assembly standards). This technology has achieved an 89% reduction in modeling costs in AAA studio prototype verification. ✍️Finally, what props would you like Joi to make for you? Looking forward to assets being put on the chain? Just leave your thoughts here.

Kingnet AI

17,798 Aufrufe • vor 1 Jahr

🎋MOCOPI vs VIVE TRACKERS🎋 I got a crazy crazy upgrade on full body tracking thanks to the support of my bambuds, so I made a silly dance comparison to compare the tracking between my old FBT and my new one!! ✨ I danced Bibbidiba by Suisei! (ft. bae as my guide lol) I had to use a different model for the Vive comparison because my Toffee model doesn't work well with the trackers! PROS AND CONS 🔽 1. Mocopi is SO MUCH EASIER to set up! It's very very beginner friendly as well and a great asset to get if you're just starting on doing 3D stuff or want to try it out! Vive trackers are lowkey a pain to set up each time! 2. Vive trackers are EXPENSIIIVEEEE!!!!! The tracking is so so so good but only invest in it if you plan to do lots of 3D content! Mocopi is a much affordable option! 3. Related to point 2, but you get what you pay for when it comes to tracking. Vive may be more expensive, but the tracking quality and accuracy makes it worth it. 4. This is only for people that don't have the Valve Headset, but I use a Quest 3 and I have to do EXTRA SETUP to calibrate the trackers with an external program to use in VRChat! (Mocopi also needs an external program (SlimeVR) but it's much easier to set up imo). 5. Since calibration is paired to your headset with the vive trackers, if your headset goes to sleep or something the calibration will be LOST and you will have to recalibrate again which may take 1 to 2 minutes. Mocopi doesn't have this issue and recalibrating is only one button. 6. Mocopi is an IMU so no base stations required but because of this the trackers need to be recalibrated A LOT of times. This may be annoying if you're streaming and you constantly have to press the button to recalibrate. Vive trackers may take longer but you VERY RARELY have to recalibrate if your headset doesn't go to sleep. 7. Vive trackers take a lot of space on your setup. Each tracker needs to be connected to the PC so if you have a lot you may need to buy an USD hub! 8. You need to have a good room space to use vive trackers properly because the base stations need to have a clear view of your trackers or else they can lose tracking! Mocopi is an IMU, so no amount of obstruction will make the trackers lose tracking. 9. The amount of poses and movement that you can do with vive trackers is NIGHT AND DAY compared to the mocopi. A lot of poses or rapid movements will make the mocopis mess up their tracking and you will have to recalibrate. Vive trackers will not need any recalibration. Basically if you're a vtuber that only wants to dabble into 3D content as a fun little thing I think mocopis are very much a good choice! But if you'd like to do 3D stuff that require more intensive tracking like dancing, vive trackers are excellent and very much worth the price!

Toffee 🐾🎋

80,586 Aufrufe • vor 11 Monaten

T-1: Countdown to the ARC Customization Portal Launch 🟣 Heads Up! Spoiler Alert – Hold Off Watching If You're Not Curious 👇 Quick Tips Before You Dive into Stellar Customization Crafting the Stellar Experience In the world of Creativity and Events, it's all about the experience. It's not just about the looks or avatars, but the whole adventure into the ARC universe to claim your stellar identity. (That's why our avatar strikes that pose.) In the world of Stellars, our identities aren't bound by who we are, but what we're passionate about - ARC My advice? Grab a seat, set up your desktop. Bigger screen is better. Turn on the audio. Get ready to enjoy this journey of self-discovery. Amazing Artwork Already? It's Just the Preview The customization site's artwork is seriously impressive. As you pick different traits or move the mouse around, the colors and shadows play along. And guess what? This is just a sneak peek of the full 3D version of the stellars. Why? Because most of our computers, mine included, can't handle it. Not even my trusty Macbook. Here's the twist (what makes our 3D art cool): ARC renders the entire stellar as a whole, not just bit by bit. That's why you get those subtle reflections on sunglasses, layers of light and shadow. All the traits interact, changing with the light source. Yes, we have to wait a bit longer. But trust me, it's double the excitement. Even if you have a rough idea of how your stellars will look, the fully rendered version will blow you away. Cheers to ARC Diamond Squad & Early Contributors Being part of the ARC Diamond Squad with early contributors is an honor. We're the ones testing concepts, giving feedback, and supporting the community. Over the past months, we've had so many talks, all pointing to one thing from the ARC team — they want to give the best to the stellars. They've really taken the community's needs to heart, especially this identity customization thing. It's a privilege to get a head start on customization. We're glad we did it with limited info so all the stellars can have more reference of the traits, "rarity" & "relatability". So every stellar out there can get the best first-stage customizations. Hats off to the Early Contributors: Collin Seow CFTe @fridgeintheopen Doc Noel.hl (theo arc) Skid @ddskiwi SatoSwee | sweenee.eth ❤️ Memecoin 🏴‍☠️🐉$MON Ben Choo 🇸🇬 fuzzcheek 0xAndy.eth CK4 ⚽️-' 🐐 Divergence 🔮 Bella 𝚙𝚊𝚙𝚎𝚛 🎒 luke Jun theoriginaldy.kongz.eth ❤️ Memecoin @YPSONO_33 Brownworkglov3 🧸 @wideeyekarI @etttrader inkshepherd.eth wassieloyer Manox @chrisngoi Lowes 🧘🏻 (d/acc) J.Peh (Jason) @Airgeek_ JT criticalz 🐉$MON @Chrislhz Newar Tanguy Girault 🇰🇷🇫🇷 CATMEATPARTY Jo | Joanne And a Big Shoutout to the ARC Team: icunucmi Gab Yang Jaclyn Lee ✦ ARC keane joey Nickoo firmanata Akari Clifford Alvinology

𝚙𝚊𝚙𝚎𝚛 🎒

15,608 Aufrufe • vor 2 Jahren

I think I can finally report some success training a quite accurate IDM capable of recovering keystrokes from Minecraft gameplay, even in quite PvP-heavy situations. At this point the model does not only know what keys are pressed to the extent reasonably discernible, it also knows how fast it is moving in 3D space at all times, even when knockback is mixing with the self-move impulse. Now, recovering keystrokes from normal external capture footage is just about impossible. E.g. W/A/S/D does exactly nothing during partial tick frames and jumping mid-air is also equally useless, so asking the model to recover key down states is inherently unreasoanble. Mouse deltas are also completely arbitrary units, as game mouse sensitivity introduces an arbitrary scale factor into the equation. The only good option is to think carefully about your model-environment contract, and only record "logical actions", not raw keystrokes. So here's a few unfortunate lessons I had to learn in roughly this order. - Choose good units. (bad: mouse deltas, good: delta radians [yes, you will need game-internal state]) - Capture from inside the main game loop and read the game fbo to get consistent frame-action pairing. Doing post-mortem pairing is hopeless. - Carefully define when you think keystrokes actually have an effect. (jump only works on ground, when flying or in water etc.) More subtle: The key may already be down, but no tick has happened yet to actually use the value. Hence: ignore Seperate gamestate into "fast and slow-moving" components. E.g. movement is likely tick based, camera rotation is very likely updated every frame in essentially every game ever. - Think about your frame-action correspondance contract (How old is the frame in relation to the inputs you capture? Will double or tripple buffering affect you?) Think about the game loop timeline, where you are sampling, how old the data you are reading is, and where the ticks are happening around you. Language models used to simply not have a model-environment contract, but even now with the model "living" in a designated harness, the contract still boils down to formatting, and tool implementation intrinsics. While also important, it is still quite a bit more obvious because the violations are in some way shape or form reflected as text you can actually see. - ffmpeg dropping frames cummulatively screws the model the further you get into the sequence because your targets are now shifted. If you can't encode the video in real-time, too bad. - Sodium has a frames in flight system different from vanilla Minecraft, which will also offset your targets from your frames. (there goes that data...) - Models are succeptible to latency. If there is too big of a delay between action and on-screen reflection, your performance degrades. At this point I realize ~100hours of gameplay is essentially no longer usable as a dataset. You can train on this data, but all you'll get is a mushy mess. However, some good news: - Making the model predict physics gamestate scalars helps the model generalize. For instantaneous events like jump, it's unreasonable to ask the model emit a short burst of jump=true at exactly the right time, however if you also predict your current y-velocity, the model has supervision signal for the "latent" from which that onground jump becomes apparent. Recovering x/z motion is also somewhat easier than unmixing it into plausible keystrokes for inertia-heavy player controller logic. - Regressing physics gamestate scalars also seems to make your dataset "bigger". While pure keystroke classification will overfit quickly, predicting exact physics gamestate scalars forces the model to generalize more and you can tolerate far more epochs before validation loss starts to stall out. This is the only reason why it was bearable to dump 100h+ of dataset hours and replace it with ~3 hours of gameplay after the 4th revision of the file format (yeah...) and somehow still have better performance. Now, you might be asking, "isn't this brittle?" and the answer is yesn't. Frame-action correspondance matters for training, but not so much during inference. So as long as you are sampling in roughly the same interval as your training data, you aren't violating any hard contract per-se. Somewhere around the frames ticks are happening, and during training you capture various tick-capture offset relations per random chance, so nothing is too obviously wrong here. HOWEVER, you will get screwed by gui scale, shaders, resource packs, "shit that recording is 1920x1040 because somebody doesn't know fullscreen exists" and other unfortunate edge cases of reality. But I suppose this is the role of dataset size. If all those "contract violations" that a youtube video has compared to the training data are addressed, I think this is a way to turn Youtube into a labeled dataset. I could never shake the feeling that VPT is a sound idea in practice, while never having been properly executed, and I think one reason why it hasn't is because that label boostrapping part is just a pain in the butt to get right. Now, what the player is doing is of course not the only label you can extract from video, but it has to be one of the targets predicted during pretraining to "align" the pretraining objective. Some notes on the video here, the colored dots on the analog visualizer are the ground truth, while the gray dot is the model prediction. Green means correct prediction, red means incorrect prediction at that frame. Model P(key) reports how wrong the prediction is from green (0.0) to red (1.0). You will also notice that during periods of rapid slow down, left and right actions become close to irrecoverable, because there is just that little motion. And some jump actions are not predicted correctly because I got the detection condition for jump events wrong... (duh) LMB/RMB for other than sustained events (like item-consume and block break) also seem to be hopelessly irrecoverable for now. Swing was supposed to do the same thing as motion y did for jump, but its too well behaved as an increasing counter. Maybe partial-tick interpolated values work better (v5 file format then... ugh..)

mike64_t

18,762 Aufrufe • vor 3 Monaten

My fox shooting garden defending AI robot is finally done and WORKING! 🤩 (Don’t worry it only shoots 💦 water) After months of slowly moving forward with each part I finished the last step to train a TensorFlow model on the footage of the 🦊 fox I collected hours of footage 📹 with the fox roaming around my garden, from this I labeled around 2000 images with the fox by hand ✋ Honestly, I was quite skeptical training the model was actually gonna work, maybe this was partly the reason I avoided working on this until the very end. If I couldn’t train a model to detect the fox, this whole robot would never be able to function properly. On the flipside though, with no previous experience in hardware or electronics there was a bit of a learning curve and I didn’t want to end up labeling thousands of images, training a TensorFlow model, only to fail on building the hardware. As I started building, I realized that mixing hardware and software adds quite another dimension to debugging things. At times I wasted hours debugging code in my IDE, only to realize the issue was somewhere in the electronics. Furthermore, combining this side project with a full time job and a young family, is not always easy. It can be quite frustrating, to know you only need 4 hours of concentrated effort for a small task, having to spread it out across a week of 20min increments. Then, a few months into the build I noticed the fox had stopped coming to my garden, in fact one day, I recorded her walking with 3 cute little 🐶 pups, and the next day I saw her moving out of my garden completely. Did she know I was building a robot? I had this strange mix of feelings, happy my garden was safe from poop and digging, happy she was safe with her pups, but how was I gonna finish this project if my robot had no fox to detect? For sure they would be back next year, I figured I could postpone the whole thing until next winter, but I also knew it was gonna be much harder to pick up momentum if I did let it sit there for six months. So I decided to keep working, hoping the fox would reappear,.. but she never did. As I finished labeling the footage and started training my model, I could finally see the mAP results, quantifying the precision of my object detection model. It was measuring at 78% across different metrics on detecting my fox. I quickly ran the model on some of the video footage I got from my fox. Inference speed took a hit, but it did a near perfect job detecting the fox, even when she was deep down in the grass or wizzing past in a motion blur. It took me by surprise how well it worked. With the default model I had to drop my confidence threshold way down to 15%, to recognize the fox as 🦜“bird” in one or two frames, with my custom model it followed the fox all the way down to the back of the garden! Still this didn’t solve the issue of there being no actual fox in my garden and how was I gonna wrap this project in a short timeframe. I played with the idea of putting a fox toy 🧸 on an RC 🚗 car, or borrowing a dog to run around the garden to test. Friends suggested I run around the garden in a fox costume.. what a ridiculous idea. I wasn’t really feeling the idea of running around the garden in a floppy cloth fox 🎭 costume, but had a look anyway. I came across these self inflating costumes. This actually could be perfect. Since it’s inflated, it would hold its shape super well, making it much easier to label, train and be recognized by my robot. So I got the costume and shot a time lapse of myself as a fox walking around the garden. I labeled it to around 600 images. Ran the model training again and got a mAP result of 82%. This was even better than my real fox! At this point I knew this was gonna work. So here’s the final 🎥 video, just having some fun with it. I’ll update here whenever the real fox does come back. On a final note, I’m looking for (remote) jobs in these fields of AI now: - object detection - visual generative AI - 3D (nerfs + gaussian splats) So if you know anything let me know! My DMs are open 😊

Jeroen Pixel

55,797 Aufrufe • vor 2 Jahren

Thought experiment for people regarding the concept of Absolute Time. Absolute means NO EXCEPTIONS. We are NOT looking back in time when we see galaxies and stars. We are NOT looking back in time 1.25 seconds when we see the moon. We're Not looking back in time 3 minutes when we see Mars. We're Not looking back in time 8.33 minutes when we see the Sun. If an astronaut lit a matchstick on Mars, the distant observer would see predator heat waves at the top of the matchstick in real-time while the matchstick started to blacken towards the astronaut's fingers. But there would be no orange light from that chemical reaction or flame seen. If the matchstick burnt out before the packet of orange light from that particular chemical reaction made it to Earth… then the distant observer would just see a disembodied orange flash of light with a lag. But the Earth-bound observer would never actually see the flame associated with the orange wavelength it put out. The wavelength of color emitted by the flame is not a recording of reality. If the orange light is 650 Thz, that means there are 650 trillion individual and separate bursts of orange light pulsating in 1 second. NOT that "the same light" is "waving" 650 trillion times a second and that light is a recording of reality. There are 650 trillion brand-new lights flashing in 1 second. Each Hertz is a brand-new emission and packet unto itself. Time does not re-emit 650 trillion times a second, nor is a photon a particle or a packet of reality acting like the frame of a reel of footage. The orange light that already left the flame will continue to propagate out until it meets the electrons making up the distant observer. But remember, it is never the same light within that packet. And the electrons making up the observer will absorb all of those different lights within that packet and re-emit brand-new lights that produce the product of illumination. A photon is a massless packet of energy, spherically expanding at the rate of c from the source it comes from. Illumination is the result of that energy being absorbed and RE-emitted by any other electrons that did not output that primary packet. But time is not associated with the same light. It's never the same light and time does not re-emit between packets. Time is not relative. Do NOT allow your mind Carte Blanche to think along the lines of relative time. DROP IT for this thought experiment. We are thinking along the lines of ABSOLUTE TIME/ Galilean VARIANCE. What does absolute time mean? It means time is constant in ALL frames of reference. Any frequency shifts between atomic clocks IS a literal change in the speed of light. But relativity forbids the speed of light from Ever changing, so relativity (Lorentz INVARIANCE) invented the concept of the 4th dimension and space-time. Because Relativity doesn't allow light speed to shift.. they interpret the same frequency shift between atomic clocks as being conclusive, irrefutable evidence that time and reality itself shifts. Rather than say it's just that ONE clock being affected by Earth's gravity and the oscillation of that ONE cesium clock is being altered compared to other clocks. People don't realize that in relativity... time dilation is SYMMETRICAL! Not even most relativists know their own theory. If Clock A and Clock B are synchronized and together... and then they accelerate apart... Einstein said Clock A would see Clock B as being slower itself. And Clock B would view Clock A as slower than ITself. NOT that only one observer would see back in time and the other would see forward or not at all. No... BOTH observers are supposed to see each other BACK in time relative to each other according to Einstein and the consequence of the math. It doesn't make ANY sense!! But relativists toss that part of time dilation under their 4th dimensional rug. The rug is woven from threads of gold that only the smart people can see apparently. So... here's a thought experiment/ Gedankenexperiment for absolute time. NO paradoxes... no nonsense or confusion. What do you see in a club? You see disco lights changing and a color wheel effect. You see everyone in REAL-TIME. Not just because they are so close to the lights. Light is not a recording of reality. Light is simply color. Illuminating reality in a certain color. Just because you can't see something yet or the color hasn't reached you doesn't mean it isn't happening in real-time. Zoom out and look at the people in the club through binoculars a mile away. You are still looking at them in real-time. The colors are shifting with a delay in the club. Now look at the club through a telescope from the surface of the moon. You're still looking at the people in real-time. But now there is a lag of the colors shifting by 1.25 seconds because it takes light 1.25 seconds to travel from the Earth to the moon. Now look at the club through an even bigger telescope from the surface of Mars. You're still looking at the people in real-time, but now there is a lag of the colors shifting by 3 minutes because it takes light 3 minutes to travel from Earth to Mars. fr you are a third hypothetical observer zoomed out and watching the person from Mars AND seeing the club on Earth... you're still seeing everything happening in real-time as well. But you see the colored wavepackets traveling with a delay to the observer on Mars. And the disco color wheel effect is just lagging before it affects the observer from Mars and the observer on the Moon. It doesn't matter how far you zoom out! There is only now to observe. But there WILL be a lag and delay for a given color/wavepacket to reach distant observers. But all points in space are already illuminated by other starlight. So if you're too far away... you'll just see the club in real-time but without any disco lights. Just see them in white light because that's the source already illuminating the scene. This is where it gets the most difficult because people think light itself is a recording of reality that replays a scene from where it came from. But another punch in the gut of relativity is that in order to see REFLECTED light... that would require a TWO-WAY transit. Which means the light would have to be sent out... record the scene of a distant event and then RETURN in order to REplay the event. Which means it would take 6 minutes to see the club from Mars by that logic and 2.5 seconds to see the club from the moon by that logic. The difference in tick rates between clocks has NOTHING to do with time dilation. Wait.. what?! How can that be? Because a clock itself doesn't represent all of time and reality. The difference between clocks is a "Transverse relative time shift." If the only light in the universe was from the lighter… the only way a distant observer would be able to see the astronaut on Mars is if the astronaut held down the button of the lighter for longer than 3 minutes. It takes 3 minutes for the packet of light to travel from Mars to Earth. The distant observer would never be able to see Mars, unless the light stretched from Mars all the way to Earth, and illuminated the path between Mars and Earth. And that would take 3 minutes for the boundary and first part of that wave packet to reach Earth. But if the distant observer wanted to observe Mars in real-time… then that packet of light would have to be on for longer than 3 minutes. So if the astronaut on Mars flicked the lighter at 12:00, the distant observer on Earth wouldn't see anything until 12:03. If the light was on for 3 minutes and 10 seconds, and the distant observer is 3 light minutes away... the distant observer would be able to see Mars in real-time for 10 seconds starting at 12:03. In the 20 second video clip of the rotating planet with shifting colors... just imagine you're a couple light minutes or light seconds away. You're still seeing the planet spin in real-time. But there is simply a delay of switching colors. You are Not looking back in time. It's just a color wheel effect from a great distance away. That's it!! There are many major flaws which tarnish people's critical thinking on this thought experiment. 1. Light does NOT ricochet or bounce. Electrons absorb, emit and re-emit ALL electromagnetic radiation. The electrons, making up the glass of a mirror will absorb the incoming light and re-emit a brand-new light as an equal and opposite reaction. NOT that "the same light" bounced off the mirror and continued on within the same frame of reference.  2. Light is NOT a recording of reality. 3. It is NOT the same light being observed from a source. It's never the same light. Each Hertz is a new light. Think of half of a sine wave as being its own emission. On an oscilloscope, a stimulus generates a peak which initiates an equal and opposite trough. Or vice versa. That repeating process is not "the same light." If you cut and paste that sine wave to another sine wave, the boundary between the waves will always be in phase. (thus refraction) 4. The speed of light is NOT the same in ALL frames of reference, no matter what. 5. Light is NOT made of particles and waves that flip back-and-forth. 6. Time is NOT connected to the speed of light. Time remains constant regardless if you accelerate towards or away from a clock. The clocks themselves will indeed be off! But that's an affect on the electrons making up the atomic clock affecting the oscillation of the isotope which is ASSUMED to ALWAYS be the same. So ANY difference in oscillation is treated as a literal distortion in space-time. 7. Space and time are not linked at all. That is a mathematical artifice under Lorentz invariance. Time is relative under Lorentz invariance. But time is absolute under Galilean VARIANCE. When people hear or see the word GALILEAN... their brains switch to auto pilot to "aether theory" and "classical physics." What people don't realize is that aether theory used Galilean INVARIANCE. Rather than space-time being used as an excuse to explain the difference in frequencies between atomic clocks... it was originally aether being used as an excuse to keep the speed of light the same. But None of those things are valid! We are thinking under the framework of Galilean VARIANCE! Completely new revolutionary model returning to Isaac Newton and Classical physics but without the corpuscular theory (particle) theory for light... without a particle-wave duality... without an aether... without a 4th dimension. Just good ol elementary math within 3D Euclidean space. Everything happening in real-time, right now. This reformulation of Galilean transformations was offered by Dr. Edward Dowdye in 1991 called The Extinction Shift Principle. Effectivity as opposed to Relativity. If light required a two-way transit, in order to travel out… Record an event, and travel back to replay the recording…  then it would take 6 minutes to see the astronaut on Mars instead of 3.  Remember… They say the SAME light is a recording, and must travel there and travel back in order to REplay. Relativity says time is relative: t' ≠ t time is NOT the same from all frames of reference) and t = tₒ / √1 - v²/c² but Galilean Variance says time is not relative: t' = t (Time IS the same from all frames of reference) and τ_tr = τₒ / √1 - v²/c² Relativity says c' = c (The velocity of light is the same from all frames of reference) but Galilean variance says c' ≠ c (The velocity of light is NOT the same from all frames of reference) and that c' = c ± v (The velocity of light in one frame of reference is dependent upon the velocity of the light source relative to an observer in another frame of reference. Whether that light source is approaching or receding away from that observer) Relativity says E = mc² (Energy and mass are universally equivalent and literally interchangeable under All conditions.) but Galilean variance says E = Δmc² = mₒc² (Energy changes in a system are the result from changes in mass. mₒ represents the original mass. Mass and energy do not literally interchange. There is an equivalence, not an interchange.) The Rebirth of Classical Physics: Time, Light & Gravity Star light and illumination: Flicking a Lighter on Mars visual example:

TheRealVerbz (Jason Verbelli)

16,608 Aufrufe • vor 1 Jahr

just copy the prompt below and paste on Utopai the PAI agent turns it into script, create storyline, generate clips and edit all by itself prompt: High-energy 3D CGI animated comedy short, Pixar quality, ultra-detailed character animation, exaggerated physics, vibrant colors, warm orange kitchen lighting with glowing flames, bright daylight city streets, dynamic camera work with fast pans, tilts and dramatic angles, subtle motion blur on fast movements, comedic timing and expressions, upbeat energetic music with whooshes and impacts. **Main Character Casting Descriptions:** - **Pizza Chef - Jack (main actor in kitchen)**: Early 50s energetic male, messy silver hair, large prominent nose, thick expressive eyebrows, sharp intense eyes, fair skin with slight blush from heat. Wears white double-breasted chef jacket, wear white chef hat with text “el.cine” in front, gree neckerchief. Highly animated face — furrowed brows, focused squint, dramatic determination turning to exhaustion. - **Pizza Delivery Guy - Tom (main actor on street/scooter)**: Late teens/early 20s lanky male, long blue hair, huge expressive brown eyes, long nose, very animated facial expressions (surprise, determination, panic, relief). Wears white helmet with spinning yellow propeller on to, light blue leather with text el.cine at back, white pants, sneakers. Fast, exaggerated movements. - **Customer (final shot)**: Large, middle-aged stern woman, brown hair, heavy eyebrows, downturned mouth, wearing beige suit jacket, white shirt, dark trousers. Standing in doorway with impatient/annoyed expression. SHOT 1 (0:00–0:02) – Cinematic fast motion, dramatic low angle with subtle Dutch tilt and intense push-in: fast push from kitchen wide shot to close up on the Pizza Chef’s face in the bustling kitchen. He grips the large pepperoni pizza on a metal tray with raw, over-the-top determination — brows dramatically furrowed into deep angry V-shapes, eyes sharply narrowed with a fierce glint and slight crazy wideness at the edges, teeth gritted in heroic effort, dramatic sweat beads flying off his forehead. Bright orange flames explode upward from the pizza in the foreground with massive sparks and heat waves licking toward his face. Dynamic camera orbits left while pushing in for maximum tension, subtle motion blur on the flames. Background shows chaotic kitchen with stacked pizza boxes, glowing ovens, and flying embers. SHOT 2 (0:02–0:04) – Medium close-up, eye-level: Chef lifts the flaming pizza higher with both hands, leans forward, eyes wide with concentration as flames lick upward toward his face. SHOT 3 (0:04–0:06) – Medium shot, eye-level, dynamic pan: Chef dramatically spins the flaming pizza on the peel in a huge fiery arc above his head, left hand on forehead in dramatic pose, right arm extended. Flames trail in a perfect circle. SHOT 4 (0:06–0:08) – Low-angle dramatic shot looking up: Chef tosses the flaming pizza high into the air with both hands. The camera follows the spinning fiery pizza as it arcs toward the ceiling tiles. SHOT 5 (0:08–0:10) – Extreme low-angle on ceiling: The flaming pizza spins in a perfect circle of fire against the tiled ceiling, sparks flying. SHOT 6 (0:10–0:12) – Wide dynamic shot, low angle: Chef does a full acrobatic flip in mid-air, upside-down, catching the flaming pizza behind his back while still in the air. SHOT 7 (0:12–0:14) – Wide action shot, eye-level: Chef lands in a wide stance, spins the flaming pizza on one hand like a basketball, then dramatically throws it forward toward the open doorway with full body power, flames trailing, quick push in and follow the close up of the flying pizza in slow motion SHOT 8 (0:14–0:16) – Medium shot on street, eye-level: Pizza Delivery Guy stands outside the shop holding an empty pizza box, looking down at his watch with bored expression, propeller on helmet slowly spinning. SHOT 9 (0:16–0:18) – Medium close-up, eye-level: Chef (partially visible inside doorway) throws the flaming pepperoni pizza directly toward the Delivery Guy. Delivery Guy looks up with wide-eyed shock. SHOT 10 (0:18–0:20) – Medium shot, eye-level: slow motion, close up of the flaming pizza flies straight into the open pizza box held by the Delivery Guy. Flames whoosh past his face as he catches it perfectly. SHOT 11 (0:20–0:22) – Close-up on Delivery Guy’s face: His eyes go extremely wide in surprise, mouth open, propeller spinning faster, and talk excitedly SHOT 12 (0:22–0:24) – Extreme close-up on smartphone screen held in hand: Red digital timer clearly shows “00:30” counting down. SHOT 13 (0:24–0:26) – Close-up on Delivery Guy’s face: Expression changes from shock to intense determination — eyebrows lowered, mouth set in a smirk, eyes focused. SHOT 14 (0:26–0:50 end) – Wide tracking shot from behind, fast-paced: Delivery Guy jumps on his purple scooter and speeds away down the sunny city street, pizza box secured on the back. Camera follows as he weaves between cars, jumps over red-and-white construction barriers, rides up stairs, does rooftop jumps, and finally stops smoothly in front of a house. He turns with a confident smile as the stern Customer opens the door and stares at him and says with an angry tone “you are late” cut to Tom smiling awkwardly and scratch the back of his head, he takes the pizza from his back and suddenly he slide and fall down on the ground Cinematic 3D CGI animation style, highly exaggerated comedic action, perfect continuity of the flaming pizza and characters, dynamic camera movements exactly matching the original video’s pacing, framing, and energetic tone. Photorealistic 3D render quality, 1080p, 24fps.

el.cine

12,990 Aufrufe • vor 1 Monat

Video: China firm to unveil world’s most ‘adorable’ humanoid robot for homes, schools | Christopher McFadden, Interesting Engineering Fourier’s latest humanoid robot, the GR‑3, is designed for domestic and educational environments. Fourier Robotics, the Shanghai-based robotics firm behind the GR-1 and GR-2 models, is preparing to launch its GR-3 humanoid robot on August 6. Early glimpses of the new robot, including a sneak-peek video, reveal a smaller, friendlier design, described as possibly the “most adorable humanoid robot yet.” Concrete information is scarce, but early reports suggest the robot will be smaller than its predecessors. According to some reports, the GR-3 will likely stand at around 4 feet 5 inches (134 cm). This makes it notably smaller than the earlier GR-1 (5.4 feet/165 cm) and GR-2 (5.74 feet/175 cm) models from Fourier. Most notable is its apparent “softer,” almost cuddly aesthetic.” The robot is likely intended for use in homes, schools, hospitals, and public spaces. It also features an integrated large language model (LLM) to enable natural speech engagement with users. To this end, the GR-3 will likely be marked as a companion‑style or caregiver bot (AKA a “Care‑bot”) aimed at friendly human interaction in personal or learning environments. GR-3: Fourier’s cutest robot yet “This softer aesthetic is a nice change compared to the usual designs we see with humanoid robots. The eyes are a much-needed touch,” comments a member on the Companian Robot Forums. “It’s so expressive and draws you in. Can’t wait to see what this looks like. Hopefully it is reasonably priced. Could definitely see myself owning one of these,” they added. The GR-3 is a natural progression of the company’s previous models. The first, the GR-1, was launched by Foureir in 2023 and was its first mass-targeted humanoid, featuring 44 joints and capable of walking at 3.1 mph (5 kph). Capable of carrying around 6.6. pounds (3 kg) of weight, it featured advanced perception via six RGB cameras that formed real-time 3D occupancy grids, an LLM-based emotional interaction system, and modular Fourier Smart Actuators (FSA) delivering around 230 N/m of torque. The GR-2 was debuted in 2024 and raised the bar with a taller frame (~175 cm, 63 kg), 53 degrees of freedom, enhanced 12 degrees of freedom (DoF) dexterous hands with tactile sensors, and power-dense FSA 2.0 actuators (around 380 N/m torque). Given this lineage, the GR-3 is likely to continue innovating in areas such as compact hardware design, featuring a shorter, lighter frame tailored to domestic spaces. It will also build on the company’s focus on friendly user interaction thanks to its softer aesthetic and approachable interface. The GR-3 will also likely feature use-case-specific actuation and sensing, likely simpler than the GR-2’s high-precision hands but optimized for social or light domestic tasks. Scheduled for release in August It will likely also feature an accessible software stack continuing Fourier’s support for developers via pre‑built APIs and possibly integration with LLMs and vision systems. Fourier has confirmed the robot’s official reveal is scheduled for early August, with teaser posts on X and robotics forums generating anticipation among fans and researchers. When formally revealed, the GR‑3 could represent Fourier’s first small-form social humanoid, bridging the gap between research platforms and home or classroom robots. Read more:

Owen Gregorian

64,074 Aufrufe • vor 11 Monaten

🚨 BREAKING: Italian radar scientist detected what appears to be a massive grid of eight cylindrical structures, each 20 meters in diameter, descending over a kilometer beneath the Giza pyramids using Synthetic Aperture Radar Doppler Tomography. The cylindrical columns have coils wrapping around them resulting in a megastructure that looks like an ancient energy grid 🚨 So I brought in Geoffrey Drumm, one of the most technically rigorous pyramid researchers alive, to stress test every claim in real time. What followed was a four hour technical interrogation that revealed both stunning validations and unresolved questions about what may be the most significant archaeological discovery of the century. Biondi holds a PhD in radar science, 30 years in the field, and invented a proprietary method called the Biondi Protocol that reads surface micro-vibrations detected by Italian COSMO-SkyMed satellites to reconstruct what lies inside and beneath solid structures. His first peer-reviewed paper scanned the Great Pyramid in 2020. His second project scanned the Khafre Pyramid and the wider Giza Plateau, producing the 3D model that broke the internet: eight tubular columns with coils wrapping around them, sitting on a foundation of enormous cube-shaped structures, extending beneath all three pyramids and the Sphinx. Drumm is the author of The Land of Chem YouTube channel, lives in Egypt, and has developed a comprehensive hypothesis that the pyramids functioned as industrial-scale chemical reactors powered by lightning during the Saharan Humid Period. He knows the Giza Plateau like the back of his hand and has previously stress tested and poked holes in Biondi’s findings. This conversation is an unfiltered exchange between two heavyweights: 1. Biondi's Best Scan Is Jaw-Dropping As validation, Biondi presented a proof-of-concept scan of Italy's Gran Sasso National Laboratory, buried 1.4 kilometers inside a mountain. The image is stunning. You can see the tunnel cutting through the mountain, the interior of the facility, and even the interferometer inside it using the same technique Biondi used to scan beneath the pyramids. Drumm called it the single most convincing piece of evidence that this technology works. The Gotthard Tunnel in Switzerland produced a similarly clear image at two kilometers depth through solid rock. These are not theoretical demonstrations. They are working scans of known structures at extreme depth, and they validate that the Biondi Protocol can see through kilometers of stone. 2. He Found a Hidden Corridor Before Anyone Else In his 2020 paper, Biondi identified a feature on the northern face of the Great Pyramid labeled Tag 17. A dead-end corridor behind the chevron stones that nobody knew existed. Years later, the ScanPyramids muon team confirmed it and drilled in with a microscopic camera. Biondi's measurements of the corridor's length and the positions of its floor and ceiling matched what was found. This is a confirmed prediction from satellite radar, made years before physical verification. 3. He Detected a Sealed Shaft Beneath the Queen's Chamber One of the most compelling findings from the 2020 paper is a shaft and chamber system descending from the bottom of the Queen's Chamber. This structure was actually reported in 19th century excavation documents. Explorers found a pit in the Queen's Chamber floor, excavated down, and discovered a tunnel system below it. The Egyptian authorities then permanently sealed it with modern blocks. Biondi's scans picked it up independently, with no prior knowledge of those historical records. Drumm, who had already proposed this exact extraction shaft in his own chemical reactor model, called this the most promising result in the entire dataset. 4. The Substructures Are Enormous The tubular columns beneath the Khafre Pyramid measure approximately 20 meters in diameter each, spaced about 5 meters apart. That is 65 feet across per column. Eight of them. For context, the Queen's Chamber sometimes fails to register in certain scan slices because it is too small relative to the tomographic line. Biondi's argument is that megastructures at this scale are exactly what the technology is built to detect. Small chambers can be missed depending on the angle of the satellite pass. Repeating cylindrical structures 20 meters wide, appearing consistently across multiple scan geometries and multiple satellite sensors, are a different category of detection entirely. 5. Drumm's Challenge: The Processing Gap Here is where the debate gets sharp. The Gran Sasso and Gotthard scans used an advanced processing technique that averages noise across adjacent tomographic slices, requiring months of computation on borrowed hardware. The pyramid scans used a faster but noisier method on Biondi's own limited computers. Drumm pointed out that the quality difference is massive. The proof-of-concept images are transparent like a crystal. The pyramid images require expert interpretation to read. Biondi's response: he needs an array of GPUs he cannot afford. With that hardware, he says he could produce Gran Sasso-quality scans of the Giza substructures in near real-time. Estimated cost: millions. This is the bottleneck standing between a controversial claim and a potentially world-changing confirmation. 6. Other issues: Known Chambers Sometimes Do Not Appear Drumm walked through the 2020 dataset scan by scan. The Queen's Chamber shows a strong, consistent signature and serves as a reliable benchmark. But in several tomographic slices, the King's Chamber does not appear. The Grand Gallery does not appear. The subterranean chamber does not appear. Biondi attributes this to single-slice geometry. Each scan captures one vertical curtain through the structure in 15 seconds. If that curtain does not intersect a chamber precisely, it will not register. He says the real-time GPU system would allow him to sweep through hundreds of adjacent slices and reconstruct a full 3D volume. That system does not yet exist. 7. Biondi Challenged the Muon Team's Interpretation The ScanPyramids muon team claims the Big Void inside the Great Pyramid runs north to south, parallel to and above the Grand Gallery. Biondi's scans show it running east to west, connected to structures wrapping around the King's Chamber. Looking at the muon data during the conversation, Biondi argued they may have confused the floor and roof of the Grand Gallery for two separate features. The Egyptian Ministry of Antiquities is using the muon team's interpretation to justify drilling into the Great Pyramid in 2026. If Biondi is right about the orientation, that excavation could validate SAR Doppler tomography over the established method in one stroke. 8. The Signal Fades at 600 Meters and Nobody Knows Why The model shows structures extending over a kilometer deep. But in the raw data, the signal tapers around 600 meters. Drumm pressed Biondi on this. The initial explanation was the water table, but both agreed the actual water table sits only about 50 meters below the plateau. When pushed further, Biondi said he cannot yet explain the change but hinted at something he is not authorized to disclose. The structures do continue in the model below that line, detected across multiple satellite sensors showing the same cutoff pattern. What changes at 600 meters remains an open question. 9. Drumm's Model Says the Substructures Could Make Functional Sense Drumm's hypothesis is that each pyramid produced a specific chemical in sequence, from methane extraction at the Step Pyramid to ammonia synthesis in the Red Pyramid to sulfuric acid production in the Great Pyramid. He places the operational period during the Saharan Humid Period, roughly 8500 to 5300 BC, when massive thunderstorms provided the electrical input. The Big Void sits exactly where a heat exchanger would need to be to manage exothermic reactions in the Grand Gallery. The sealed shaft beneath the Queen's Chamber aligns with his proposed product extraction system. He confirmed that he has already integrated Biondi's substructure findings into a working functional model. If the deep structures are real, they connect to known hydrothermal mineral deposits, iron ore veins, and rare earth elements embedded in the Giza bedrock. Drumm and Biondi both agree: whoever built these structures chose the Giza Plateau for a very specific reason tied to what lies beneath it. 10. Validation & What Comes Next Biondi wants to establish a foundation in Malta with a dedicated data center and GPU array to reprocess the Giza data using his superior technique. Drumm wants to go to the Giza Plateau with Biondi's team to physically investigate anomalies he has already identified near the Osiris Shaft and along the Khafre causeway. Both say the SAR method and the muon method should be combined rather than treated as competitors. Both state that the conventional dating and tomb explanation for the pyramids is wrong. And both Drumm and Biondi agree that what lies beneath the Giza Plateau is more important than what sits on top of it. They also agree on the need for further validation and stress-testing. Why This Matters A satellite technique that can see through 1.4 kilometers of mountain and accurately image the Gran Sasso Laboratory. A confirmed prediction of a hidden corridor inside the Great Pyramid years before physical verification. A detection of a sealed shaft that matches 19th century excavation records. And now, scans showing a repeating grid of massive cylindrical structures beneath the entire Giza Plateau that no conventional archaeological framework can account for. The technology has demonstrated real capability. The substructure claims remain extraordinary. The 2026 Big Void excavation and GPU-powered rescans could settle this within months. If even a fraction of what Biondi is detecting turns out to be real, we are looking at the largest undiscovered structure on Earth, hidden in plain sight beneath the most studied archaeological site in human history. Full conversation covers all of this and much more. One of the most important technical examinations of the pyramid mystery ever recorded. Live now👇

Jesse Michels

1,070,961 Aufrufe • vor 4 Monaten

CANCEL Your Weekend Plans, and Learn Claude Code Today. $5,000/month. $10,000/month. $20,000/month. People are building entire apps and charging clients thousands using Claude Code. You're still Googling 'how to center a div.' While you're binge-watching a show you won't remember next week, a 19 year old with zero coding experience just built a $5,000 SaaS product in one afternoon using the tool I'm about to break down. Same laptop. Same internet. Same 24 hours. He has Claude Code. You have Netflix. That's the only difference. This YouTube video is a goldmine. Full Claude Code tutorial. Beginner to pro. Every feature. Every setup step. Every best practice. Zero prior knowledge needed. Save it. Watch it tonight. Not tomorrow. Tonight. Save this post. This is your complete Claude Code roadmap. Lose it and you lose the next 12 months of income. Follow Himanshu Kumar so you don't miss the breakdowns for each feature. ↓ 1. Understand What Claude Code Actually Is. You think Claude Code is just another chatbot. It's not. And that misunderstanding is why you're broke. ChatGPT gives you text. Claude Code gives you software. It runs in your terminal. It reads your entire codebase. It writes files directly to your project. It runs commands on your machine. It debugs errors autonomously. It builds features end to end. You're not chatting. You're deploying a developer. One that works 24/7. Never asks for a raise. Never calls in sick. Never pushes broken code at 5 PM on a Friday. People are charging clients $5,000-$10,000 for apps they built with Claude Code in 3 hours. And you didn't even know this tool existed because you're still asking ChatGPT to write you a to-do list. The gap between you and people making money with AI isn't intelligence. It's awareness. Now you're aware. Save this post. Follow Himanshu Kumar for the complete breakdown of every Claude Code feature. ↓ 2. Set Up Claude Code Properly. Most people quit here. "It's too complicated." "I don't know terminal." "I'll set it up later." Later never comes. And "complicated" means "I watched for 30 seconds and gave up." The setup takes 10 minutes. Install Node.js. Install Claude Code via npm. Authenticate your account. Open your terminal. Done. 10 minutes. You spent longer this morning deciding what to have for breakfast. The video walks through every single click. Every command. Every screen. Assuming you know absolutely nothing. If you can download an app on your phone, you can set up Claude Code. It's the same level of difficulty. But you'll still tell yourself it's "too technical" because that excuse is more comfortable than admitting you're just scared to try something new. This is the setup that everything else builds on. Skip it and nothing works. ↓ 3. Use the Desktop App. You don't even need to live in the terminal if you don't want to. Claude Code has a desktop app. Clean interface. Visual feedback. Everything you need without touching command line. But here's the thing most people don't know: The desktop app isn't just a pretty wrapper. It lets you manage projects visually. See file changes in real time. Switch between projects instantly. The people making money with Claude Code use the desktop app for client projects because it's faster to manage multiple builds simultaneously. You're still opening 14 browser tabs to organize one project. They open one app and everything's there. Efficiency isn't a personality trait. It's a tool choice. Save this post. Follow Himanshu Kumar for the desktop app workflow that handles 5 client projects at once. ↓ 4. Install the Right Dependencies. This is where beginners silently fail and blame the tool. Claude Code needs certain dependencies installed to work properly. Miss one and everything breaks. Then you go on Twitter and say "Claude Code doesn't work." It works fine. You just didn't read the setup guide. The video covers every dependency you need. What to install. How to install it. How to verify it's working. No guessing. No Stack Overflow rabbit holes at midnight. No "why isn't this working" for 3 hours. Watch the dependency section once. Follow every step. Never deal with setup issues again. You spent more time last week troubleshooting a printer than this takes. ↓ 5. Work Inside Your Code Editor. Claude Code integrates directly with your code editor. VS Code. Cursor. Whatever you use. It's not a separate window you alt-tab between. It's right there. In your workflow. You type a request. Claude writes the code. The code appears in your editor. You review it. Accept it. Done. No copy pasting between windows. No reformatting code that got mangled in transit. No "which version was the right one." It's like pair programming with someone who never gets distracted, never argues about naming conventions, and actually writes code that works on the first try. Your current coding process is: Google the problem, read 5 answers on Stack Overflow, copy the wrong one, debug for an hour, find the right one, paste it in, break something else, repeat. Claude Code's process is: describe what you want, get working code, move on with your life. Same hour. One method produces working software. The other produces frustration and a browser history full of Stack Overflow tabs. Stop coding the hard way. Save this post. Follow Himanshu Kumar for code editor setup guides and integration tips. ↓ 6. Master Basic Usage. Most people learn 5% of a tool and say they "know" it. You "know" Photoshop because you can crop an image. You "know" Excel because you can sum a column. You "know" Claude Code because you asked it one question. Basic usage means: How to give Claude Code context about your project. How to ask for changes to existing code. How to generate new files and features. How to review what Claude produces. How to iterate when the output isn't perfect. These basics are the foundation of everything. Skip them and every advanced feature feels confusing. Master them and every advanced feature feels obvious. The video breaks down each one with real examples. Not theory. Actual usage on actual projects. You've been using AI tools at 5% capacity and wondering why your results are 5% of what others get. Save this post. Follow Himanshu Kumar for daily Claude Code usage tips. ↓ 7. Learn Every Command. Claude Code has commands that most users never discover. Because most users type one message and expect magic. That's not how professionals use it. Professionals use specific commands that tell Claude Code exactly what to do, how to do it, and what constraints to follow. The difference between a beginner and someone making $10K/month with Claude Code is knowing which command to use and when. The video walks through every single one. Not just what they do. But when to use each one. And why one command is better than another for specific situations. You've been using Claude Code like a hammer. These commands turn it into a full toolbox. Stop treating a power tool like a blunt instrument. Save this post. Follow Himanshu Kumar for the command cheat sheet I use daily. ↓ 8. Understand Modes and Shortcuts. Speed matters. The person who builds an app in 2 hours charges $5,000. The person who builds the same app in 2 days charges $2,000. Same app. Same quality. Different speed. Different income. Claude Code has modes that change how it operates. And shortcuts that cut your workflow time in half. Most people don't know either exists. They use Claude Code in default mode for everything. Like driving a car in first gear on the highway. Technically it works. But everyone is passing you. The video shows you every mode. Every shortcut. Every time-saving trick that separates the people charging $2,000 per project from the people charging $10,000. Speed is money. Literally. Save this post. Follow Himanshu Kumar for the shortcuts that cut my build time by 60%. ↓ 9. Write a Proper Planning Prompt. This is the section that separates amateurs from professionals. And it's the section most people skip. A planning prompt tells Claude Code what you're building before you start building it. Architecture. File structure. Technologies. Features. Constraints. Edge cases. Without a planning prompt, Claude Code guesses. And guessing produces garbage. With a planning prompt, Claude Code executes a clear plan. And clear plans produce working software. The video shows you exactly how to write a planning prompt that makes Claude Code produce professional-grade output on the first try. "But I just want to start coding." That's why your code breaks every time. That's why you restart projects 4 times. That's why nothing you build ever gets finished. Because you refuse to plan. A 5-minute planning prompt saves you 5 hours of debugging. But you'd rather skip the 5 minutes and suffer through the 5 hours because patience isn't your thing. And that's exactly why you're not making money. Planning is the most underpaid skill in coding. And the most overpaid when you master it. Save this post. Follow Himanshu Kumar for the planning prompt templates I use for every client project. ↓ 10. Choose the Right Model. Claude Code lets you select different AI models. Not all models are the same. Not all tasks need the same model. Using the most powerful model for a simple task wastes credits. Using a basic model for a complex task wastes time. The video explains: Which model to use for quick fixes. Which model to use for complex architecture. Which model to use for debugging. Which model to use for code generation. Most people pick one model and use it for everything. That's like using a sledgehammer to hang a picture frame. Model selection is strategy. And strategy is money. The people making $10K/month with Claude Code are strategic about every credit they spend. You're burning through credits because you use the most expensive model to write a hello world. ↓ 11. Use Git and Version Control. If you're not using version control, you're one mistake away from losing everything. Claude Code integrates with Git. Every change tracked. Every version saved. Every mistake reversible. Without Git: Claude makes a change. It breaks something. You can't undo it. You start over. 3 hours wasted. With Git: Claude makes a change. It breaks something. You roll back in 5 seconds. Keep working. Version control isn't optional. It's insurance. And the people not using it are the same people who say "I lost my entire project" like it's something that just happens. It doesn't just happen. It happens because you didn't set up Git. The video walks through the entire Git integration. Save this post. Follow Himanshu Kumar for the Git workflow that's saved every project I've ever built. ↓ 12. Set Up Claude.MD and Memory. This is the feature that makes Claude Code feel like a real team member instead of a stranger you explain everything to every time. ClaudeMD is a memory file. You tell Claude Code about your project once. It remembers forever. Coding style preferences. Project architecture decisions. Technology stack. File naming conventions. Business logic rules. Without ClaudeMD: Every new conversation starts from zero. You explain the same things repeatedly. Output is inconsistent. With ClaudeMD: Claude knows your project. Claude follows your rules. Claude produces consistent, professional code. The difference between a sloppy freelancer and a reliable agency is consistency. Claude. MD gives you consistency without the agency overhead. Most people don't set this up and wonder why Claude Code gives different answers every time. ↓ 13. Automate with Tasks. This is where Claude Code stops being a tool and starts being an employee. Tasks let you define repeating workflows. "Every time I push code, run tests." "Every time I create a new file, add boilerplate." "Every time I start a session, check for errors." Automated. Hands-free. Consistent. You're doing these things manually every single day. The same checks. The same steps. The same routine. Tasks do them automatically. So you can focus on the work that actually makes money. Every manual task you automate is time you get back. And time is the only thing you can never make more of. Save this post. Follow Himanshu Kumar for the task automation templates that run my entire workflow. ↓ 14. Explore Features Most People Never Touch. The video covers features that 95% of Claude Code users don't know exist. Because they watched a 3-minute TikTok about Claude Code and think they're experts now. They're not. They're using 5% of a tool that can do everything. The full tutorial goes deep into features that most tutorials skip because they're "too advanced." They're not too advanced. They're too valuable for lazy creators to bother explaining. This video explains all of them. Clearly. For beginners. The 5% of features you don't know about are the 5% that make people rich. ↓ Let's zoom out. I just broke down 14 sections of Claude Code. Setup and installation. Desktop app. Dependencies. Code editor integration. Basic usage. Commands. Modes and shortcuts. Planning prompts. Model selection. Git and version control. Memory and Claude. MD. Tasks and automation. Advanced features. All in one video. All free. All beginner friendly. The person who masters even half of these in the next 2 weeks will be in the top 1% of Claude Code users. The top 1% of Claude Code users are the ones charging $5,000-$10,000 per project and building them in a single afternoon. Everyone else is asking ChatGPT to fix their resume. Same tools. Same access. Completely different outcomes. Because one person treats AI like a toy. And the other treats it like a business. ↓ Here's the hard truth nobody wants to hear. You don't have a talent problem. You don't have an intelligence problem. You don't have a resources problem. You have an action problem. Everything I just listed has a free tutorial right here in the attached video. 33 minutes. That's it. 33 minutes to learn the tool that people are using to build $5,000-$20,000/month businesses. You spent more time today scrolling Twitter than it takes to watch this video. You spent more time this week watching Netflix than it takes to master Claude Code basics. You spent more time this month doing nothing than it would take to completely change your income. The information is free. The tool is accessible. The opportunity is here. The only thing missing is you caring enough to start. ↓ CANCEL your plans this week. This isn't optional anymore. The people learning Claude Code right now will be building apps for the people who didn't learn it. That's not a prediction. That's already happening. Companies are replacing $150/hour developers with one person and Claude Code. If you code: learn Claude Code or become half as valuable by next year. If you don't code: learn Claude Code or miss the biggest opportunity to start earning from tech without a CS degree. There's no path forward that doesn't include AI coding tools. None. You have one window. Right now. This week. ↓ Here's your action plan for the next 7 days: Day 1: Watch the full video. Install Claude Code. Set up dependencies. Day 2: Learn basic usage. Try 5 different commands. Day 3: Write your first planning prompt. Build a small project. Day 4: Set up Claude. MD. Configure your memory file. Day 5: Master modes and shortcuts. Build a second project faster. Day 6: Set up Git integration. Automate with tasks. Day 7: Build something real. A tool, an app, a website. Ship it. 7 days. One tool. One completely different skill set. One completely different income potential. Or 7 more days of scrolling Twitter watching other people build things while you "plan to start." Your call. ↓ This is the most important video you'll watch this year. 33 minutes. Complete Claude Code mastery. From zero to building real projects. Save this post. Come back to it every single day this week. Check off each section as you complete it. Follow Himanshu Kumar for daily Claude Code breakdowns, advanced tutorials, and the exact workflows that are turning beginners into $10K/month builders. The only thing between you and $10K/month with Claude Code is this video and 7 days. Don't waste them. You Must Follow me Himanshu Kumar, so i can send you DM.

Himanshu Kumar

101,105 Aufrufe • vor 3 Monaten

CANCEL Your Weekend Plans, & Learn Claude Code Today. This Claude Code teaches more about vibe-coding in 30 mins than most tutorials do in hours. Save this, it'll change how you build forever People are building entire apps and charging clients $5,000 to $20,000 using Claude Code. This Claude Code video is a goldmine. Full Claude Code tutorial. Beginner to pro. Every feature. Every setup step. Every best practice. Zero prior knowledge needed. Save it. Watch it tonight. Not tomorrow. Tonight. Follow Himanshu Kumar so you don't miss the breakdowns for each feature. This is your complete Claude Code roadmap. Lose it and you lose the next 12 months of income. ↓ 1. Understand What Claude Code Actually Is. You think Claude Code is just another chatbot. It's not. And that misunderstanding is why you're broke. ChatGPT gives you text. Claude Code gives you software. It runs in your terminal. It reads your entire codebase. It writes files directly to your project. It runs commands on your machine. It debugs errors autonomously. It builds features end to end. You're not chatting. You're deploying a developer. One that works 24/7. Never asks for a raise. Never calls in sick. Never pushes broken code at 5 PM on a Friday. People are charging clients $5,000-$10,000 for apps they built with Claude Code in 3 hours. And you didn't even know this tool existed because you're still asking ChatGPT to write you a to-do list. The gap between you and people making money with AI isn't intelligence. It's awareness. Now you're aware. Save this post. Follow Himanshu Kumar for the complete breakdown of every Claude Code feature. ↓ 2. Set Up Claude Code Properly. Most people quit here. "It's too complicated." "I don't know terminal." "I'll set it up later." Later never comes. And "complicated" means "I watched for 30 seconds and gave up." The setup takes 10 minutes. Install Node.js. Install Claude Code via npm. Authenticate your account. Open your terminal. Done. 10 minutes. You spent longer this morning deciding what to have for breakfast. The video walks through every single click. Every command. Every screen. Assuming you know absolutely nothing. If you can download an app on your phone, you can set up Claude Code. It's the same level of difficulty. But you'll still tell yourself it's "too technical" because that excuse is more comfortable than admitting you're just scared to try something new. This is the setup that everything else builds on. Skip it and nothing works. ↓ 3. Use the Desktop App. You don't even need to live in the terminal if you don't want to. Claude Code has a desktop app. Clean interface. Visual feedback. Everything you need without touching command line. But here's the thing most people don't know: The desktop app isn't just a pretty wrapper. It lets you manage projects visually. See file changes in real time. Switch between projects instantly. The people making money with Claude Code use the desktop app for client projects because it's faster to manage multiple builds simultaneously. You're still opening 14 browser tabs to organize one project. They open one app and everything's there. Efficiency isn't a personality trait. It's a tool choice. Save this post. Follow Himanshu Kumar for the desktop app workflow that handles 5 client projects at once. ↓ 4. Install the Right Dependencies. This is where beginners silently fail and blame the tool. Claude Code needs certain dependencies installed to work properly. Miss one and everything breaks. Then you go on Twitter and say "Claude Code doesn't work." It works fine. You just didn't read the setup guide. The video covers every dependency you need. What to install. How to install it. How to verify it's working. No guessing. No Stack Overflow rabbit holes at midnight. No "why isn't this working" for 3 hours. Watch the dependency section once. Follow every step. Never deal with setup issues again. You spent more time last week troubleshooting a printer than this takes. ↓ 5. Work Inside Your Code Editor. Claude Code integrates directly with your code editor. VS Code. Cursor. Whatever you use. It's not a separate window you alt-tab between. It's right there. In your workflow. You type a request. Claude writes the code. The code appears in your editor. You review it. Accept it. Done. No copy pasting between windows. No reformatting code that got mangled in transit. No "which version was the right one." It's like pair programming with someone who never gets distracted, never argues about naming conventions, and actually writes code that works on the first try. Your current coding process is: Google the problem, read 5 answers on Stack Overflow, copy the wrong one, debug for an hour, find the right one, paste it in, break something else, repeat. Claude Code's process is: describe what you want, get working code, move on with your life. Same hour. One method produces working software. The other produces frustration and a browser history full of Stack Overflow tabs. Stop coding the hard way. Save this post. Follow Himanshu Kumar for code editor setup guides and integration tips. ↓ 6. Master Basic Usage. Most people learn 5% of a tool and say they "know" it. You "know" Photoshop because you can crop an image. You "know" Excel because you can sum a column. You "know" Claude Code because you asked it one question. Basic usage means: How to give Claude Code context about your project. How to ask for changes to existing code. How to generate new files and features. How to review what Claude produces. How to iterate when the output isn't perfect. These basics are the foundation of everything. Skip them and every advanced feature feels confusing. Master them and every advanced feature feels obvious. The video breaks down each one with real examples. Not theory. Actual usage on actual projects. You've been using AI tools at 5% capacity and wondering why your results are 5% of what others get. Save this post. Follow Himanshu Kumar for daily Claude Code usage tips. ↓ 7. Learn Every Command. Claude Code has commands that most users never discover. Because most users type one message and expect magic. That's not how professionals use it. Professionals use specific commands that tell Claude Code exactly what to do, how to do it, and what constraints to follow. The difference between a beginner and someone making $10K/month with Claude Code is knowing which command to use and when. The video walks through every single one. Not just what they do. But when to use each one. And why one command is better than another for specific situations. You've been using Claude Code like a hammer. These commands turn it into a full toolbox. Stop treating a power tool like a blunt instrument. Save this post. Follow Himanshu Kumar for the command cheat sheet I use daily. ↓ 8. Understand Modes and Shortcuts. Speed matters. The person who builds an app in 2 hours charges $5,000. The person who builds the same app in 2 days charges $2,000. Same app. Same quality. Different speed. Different income. Claude Code has modes that change how it operates. And shortcuts that cut your workflow time in half. Most people don't know either exists. They use Claude Code in default mode for everything. Like driving a car in first gear on the highway. Technically it works. But everyone is passing you. The video shows you every mode. Every shortcut. Every time-saving trick that separates the people charging $2,000 per project from the people charging $10,000. Speed is money. Literally. Save this post. Follow Himanshu Kumar for the shortcuts that cut my build time by 60%. ↓ 9. Write a Proper Planning Prompt. This is the section that separates amateurs from professionals. And it's the section most people skip. A planning prompt tells Claude Code what you're building before you start building it. Architecture. File structure. Technologies. Features. Constraints. Edge cases. Without a planning prompt, Claude Code guesses. And guessing produces garbage. With a planning prompt, Claude Code executes a clear plan. And clear plans produce working software. The video shows you exactly how to write a planning prompt that makes Claude Code produce professional-grade output on the first try. "But I just want to start coding." That's why your code breaks every time. That's why you restart projects 4 times. That's why nothing you build ever gets finished. Because you refuse to plan. A 5-minute planning prompt saves you 5 hours of debugging. But you'd rather skip the 5 minutes and suffer through the 5 hours because patience isn't your thing. And that's exactly why you're not making money. Planning is the most underpaid skill in coding. And the most overpaid when you master it. Save this post. Follow Himanshu Kumar for the planning prompt templates I use for every client project. ↓ 10. Choose the Right Model. Claude Code lets you select different AI models. Not all models are the same. Not all tasks need the same model. Using the most powerful model for a simple task wastes credits. Using a basic model for a complex task wastes time. The video explains: Which model to use for quick fixes. Which model to use for complex architecture. Which model to use for debugging. Which model to use for code generation. Most people pick one model and use it for everything. That's like using a sledgehammer to hang a picture frame. Model selection is strategy. And strategy is money. The people making $10K/month with Claude Code are strategic about every credit they spend. You're burning through credits because you use the most expensive model to write a hello world. ↓ 11. Use Git and Version Control. If you're not using version control, you're one mistake away from losing everything. Claude Code integrates with Git. Every change tracked. Every version saved. Every mistake reversible. Without Git: Claude makes a change. It breaks something. You can't undo it. You start over. 3 hours wasted. With Git: Claude makes a change. It breaks something. You roll back in 5 seconds. Keep working. Version control isn't optional. It's insurance. And the people not using it are the same people who say "I lost my entire project" like it's something that just happens. It doesn't just happen. It happens because you didn't set up Git. The video walks through the entire Git integration. Save this post. Follow Himanshu Kumar for the Git workflow that's saved every project I've ever built. ↓ 12. Set Up Claude MD and Memory. This is the feature that makes Claude Code feel like a real team member instead of a stranger you explain everything to every time. ClaudeMD is a memory file. You tell Claude Code about your project once. It remembers forever. Coding style preferences. Project architecture decisions. Technology stack. File naming conventions. Business logic rules. Without ClaudeMD: Every new conversation starts from zero. You explain the same things repeatedly. Output is inconsistent. With ClaudeMD: Claude knows your project. Claude follows your rules. Claude produces consistent, professional code. The difference between a sloppy freelancer and a reliable agency is consistency. Claude. MD gives you consistency without the agency overhead. Most people don't set this up and wonder why Claude Code gives different answers every time. ↓ 13. Automate with Tasks. This is where Claude Code stops being a tool and starts being an employee. Tasks let you define repeating workflows. "Every time I push code, run tests." "Every time I create a new file, add boilerplate." "Every time I start a session, check for errors." Automated. Hands-free. Consistent. You're doing these things manually every single day. The same checks. The same steps. The same routine. Tasks do them automatically. So you can focus on the work that actually makes money. Every manual task you automate is time you get back. And time is the only thing you can never make more of. Save this post. Follow Himanshu Kumar for the task automation templates that run my entire workflow. ↓ 14. Explore Features Most People Never Touch. The video covers features that 95% of Claude Code users don't know exist. Because they watched a 3-minute TikTok about Claude Code and think they're experts now. They're not. They're using 5% of a tool that can do everything. The full tutorial goes deep into features that most tutorials skip because they're "too advanced." They're not too advanced. They're too valuable for lazy creators to bother explaining. This video explains all of them. Clearly. For beginners. The 5% of features you don't know about are the 5% that make people rich. ↓ Let's zoom out. I just broke down 14 sections of Claude Code. Setup and installation. Desktop app. Dependencies. Code editor integration. Basic usage. Commands. Modes and shortcuts. Planning prompts. Model selection. Git and version control. Memory and Claude. MD. Tasks and automation. Advanced features. All in one video. All free. All beginner friendly. The person who masters even half of these in the next 2 weeks will be in the top 1% of Claude Code users. The top 1% of Claude Code users are the ones charging $5,000-$10,000 per project and building them in a single afternoon. Everyone else is asking ChatGPT to fix their resume. Same tools. Same access. Completely different outcomes. Because one person treats AI like a toy. And the other treats it like a business. ↓ Here's the hard truth nobody wants to hear. You don't have a talent problem. You don't have an intelligence problem. You don't have a resources problem. You have an action problem. Everything I just listed has a free tutorial right here in the attached video. 33 minutes. That's it. 33 minutes to learn the tool that people are using to build $5,000-$20,000/month businesses. You spent more time today scrolling Twitter than it takes to watch this video. You spent more time this week watching Netflix than it takes to master Claude Code basics. You spent more time this month doing nothing than it would take to completely change your income. The information is free. The tool is accessible. The opportunity is here. The only thing missing is you caring enough to start. ↓ CANCEL your plans this week. This isn't optional anymore. The people learning Claude Code right now will be building apps for the people who didn't learn it. That's not a prediction. That's already happening. Companies are replacing $150/hour developers with one person and Claude Code. If you code: learn Claude Code or become half as valuable by next year. If you don't code: learn Claude Code or miss the biggest opportunity to start earning from tech without a CS degree. There's no path forward that doesn't include AI coding tools. None. You have one window. Right now. This week. ↓ Here's your action plan for the next 7 days: Day 1: Watch the full video. Install Claude Code. Set up dependencies. Day 2: Learn basic usage. Try 5 different commands. Day 3: Write your first planning prompt. Build a small project. Day 4: Set up Claude. MD. Configure your memory file. Day 5: Master modes and shortcuts. Build a second project faster. Day 6: Set up Git integration. Automate with tasks. Day 7: Build something real. A tool, an app, a website. Ship it. 7 days. One tool. One completely different skill set. One completely different income potential. Or 7 more days of scrolling Twitter watching other people build things while you "plan to start." Your call. ↓ This is the most important video you'll watch this year. 33 minutes. Complete Claude Code mastery. From zero to building real projects. Save this post. Come back to it every single day this week. Check off each section as you complete it. Follow Himanshu Kumarfor daily Claude Code breakdowns, advanced tutorials, and the exact workflows that are turning beginners into $10K/month builders. The only thing between you and $10K/month with Claude Code is this video and 7 days. Don't waste them. You Must Follow me Himanshu Kumar, so i can send you DM.

Himanshu Kumar

85,668 Aufrufe • vor 2 Monaten

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions ▪️Team based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune ▪️Launch: Coming to PS5, Xbox and PC on September 23 ▪️Will be a "premium" product, meaning not F2P ▪️"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" ▪️3 maps, 6 runner classes at launch, more to follow post-launch ▪️Plans to support the game with new maps, weapons, characters, and more as it goes on ▪️Ranked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming ▪️You play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats ▪️Runner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more ▪️Uncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" ▪️Objective is to get in, get as much loot as you can, and get out alive ▪️If you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign – the best thing I can say after any preview is that I want more – but big questions remain" ▪️No two matches ever play out the same, dynamic events, variable weather, unpredictable players etc ▪️Customization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer ▪️Contracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes ▪️Contracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" ▪️Prestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) ▪️Another rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) ▪️Each match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" ▪️Having a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically ▪️Battles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) ▪️Downside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well ▪️Even if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors ▪️"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the ‘90s", though "what little I saw did only slightly more than pay lip service to the world" ▪️Uses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta ▪️Game is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% ▪️"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,424 Aufrufe • vor 1 Jahr