Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

EVIL KYNAN VERTEX ALPHA AR -5 HD FLOW AIM MAX

27,942 görüntüleme • 1 yıl önce •via X (Twitter)

10 Yorum

ahasver profil fotoğrafı
ahasver1 yıl önce

twitter compression so bad you can still see the circles after they faded away

Ab(n1nj4)Dive profil fotoğrafı
Ab(n1nj4)Dive1 yıl önce

Evil Kynan: EAT BURGERS, DRINK SODA, DON'T WORK OUT

vastly profil fotoğrafı
vastly1 yıl önce

wtf is wrong with you

2 Time Honesty 1 Slider Break Champion profil fotoğrafı
2 Time Honesty 1 Slider Break Champion1 yıl önce

Bro I know like 5 players capable of this and youre 6 of them

gurbonsk profil fotoğrafı
gurbonsk1 yıl önce

thats insane

Kori 🏳️‍⚧️ profil fotoğrafı
Kori 🏳️‍⚧️1 yıl önce

skin?

Rektygon's Dad profil fotoğrafı
Rektygon's Dad1 yıl önce

@KoriVRCMusic

Kojio profil fotoğrafı
Kojio1 yıl önce

?

Mornis profil fotoğrafı
Mornis1 yıl önce

Nanyk in 2014

EnigmaIsBoss🎼 profil fotoğrafı
EnigmaIsBoss🎼1 yıl önce

evil kynan in 2014:

Benzer Videolar

🧑‍🏫 How to make a glass/refraction shader: 🍷 Refraction will ultimately have the effect that whatever is behind your mesh should appear distorted by the surface of the mesh itself. We're not going for external caustics projection, just modelling glass-like, distorting "transparency". 🌆 In Unity, you can sample the *global* _CameraOpaqueTexture (make sure it's enabled in your URP asset settings), which is what your scene looks like rendered without any transparent objects. In Shader Graph, you can simply use the Scene Colour node. 🔢 The UVs required for this texture are the normalized screen coordinates, so if we offset/warp/distort these coordinates and sample the texture, we ultimately produce a distorted image. We can offset the UVs by some normal map, as well as a refraction vector based on the direction from the camera -> the vertex/fragment (flip viewDir, which is otherwise vertex/fragment -> camera) and normals of the object. 📸 Input the (reversed) world space view direction and normal into HLSL refract. **Convert the refraction direction vector to tangent space before adding it to the screen UV.** Use the result to sample _CameraOpaqueTexture. refract(-worldViewDirection, worldNormal, eta); eta -> refraction ratio (from_IOR / to_IOR), > for air, 1.0 / indexOfRefraction (IOR). IOR of water = 1.33, glass = 1.54... 💡 You can also do naive "looks about right" hacks: fresnel -> normal from grayscale, which can be used for distortion. Or distort it any other way (without even specifically using refract at all), really... 🧠 Thus, even if your object is rendered as a transparent type (and vanilla Unity URP will require that it is), it is fully 'opaque' (max alpha), but it renders on its surface what is behind it, using the screen UV. If you distort those UVs by the camera view and normals of the surface it will be rendered on, it then appears like refractive glass on that surface. > Transparent render queue, but alpha = 1.0.

Mirza Beig

125,253 görüntüleme • 1 yıl önce

Space Nation Ultimate Ship Configuration and Strategy Guide Ready to dominate Space Nation 🛸? Here is a guide that provides essential tips on configuring your NFTs, utilizing your fleet, and maximizing rewards through gameplay strategies: 1. Space Nation NFT Staking Staking is crucial to use your NFTs in-game. Head to the staking address: Ships: Stake long-term. Other NFTs: Stake for 3 days; you can unstake anytime for transactions. 2. Top-Grade Account NFT Configuration 4 Alpha Gates: Maximize contribution percentage in-game. 10 Avatars: Boost achievement points, no need for rarity—just fill up with avatars. Essential Ships: T1 Combat Ships: Own 1 (cheapest is the Enforcer) or 5 for each ship type. T2 Combat Ships: Own 1 (cheapest is the Humpback). T1 Mining Ship: Optional, own one for added efficiency. T1 Exploring Ship: Recommended for chip production and market sales. Crew Members: 5 blue crew members provide the best value. Additional NFTs: Hold 1 Certificate of Glory for added rewards. 3. Top-Grade Account Strategy Stake NFTs: Stake all assets, with long-term staking for ships. Game Progression: Start upgrading fast, swap to T1 ships, and buy cheap green weapons and ship parts in the auction. Ship Leasing: Rent spare combat and mining ships for in-game currency (CHR). Lease them for 3 days, twice weekly. Daily Tasks: Use T1 ships until level 45, switch to T2 ships afterward. Complete daily missions and chip instances using T2 ships. Aim for 1000 activity points weekly for max contribution. Suggested weekly tasks: Kill 500/1500 enemy ships, using 100 repair bots. Achieve 5/15 A-rank scores in chip instances. Join a large guild and participate in guild boss battles at least once a week. Donate strategic materials to the guild for 100,000 points. Lease ships, craft 5/15/30 parts weekly, and participate in PvP. 4. Secondary Accounts Setup: T1 and T2 ships, an explorer ship, and a Certificate of Glory. Upgrade quickly to 20+ level and get green weapons. Daily Tasks: Explore daily using the explorer ship. Use T1 ships for missions and T2 for chip instances. Weekly tasks like boss battles, donations, and crafting for 1000 activity points. 5. Mini Accounts Setup: One T1 ship and a Certificate of Glory. Quickly upgrade to 20+, focusing on missions and chip instances. Daily Tasks: Follow a similar structure to secondary accounts but focus on basic tasks. Aim for 500 enemy ship kills weekly, along with chip missions, guild participation, and crafting. #spacenation

DeGame

21,990 görüntüleme • 1 yıl önce

I built a powerful real-time edge terminal specifically for Polymarket - multi-timeframe dashboard covering all coins! (100% FREE & fully open-source) In one sentence: This Python bot gives you live alpha on Polymarket’s Up/Down crypto binaries by fusing real-time Binance order flow, current Polymarket probabilities, and multi-TF technical analysis. Spot mispricings fast - where the market odds haven’t yet caught up to momentum, aggressive delta, or strong signals. Perfect for lightning-fast 15-minute scalps (markets resolve every 15 min with constant repricing) or cleaner swings on 1h / 4h / daily horizons. Pure decision-support tool - no auto-trading, just sharp, actionable insight delivered straight to your terminal. > Coins covered: BTC, ETH, SOL, XRP > Timeframes: 15m, 1h, 4h, daily - All 16 market combinations are live and heavily traded on Polymarket (especially the 15m contracts - ultra-fast flips) Features at a glance: > Streams live trades + full order book from Binance > Pulls real-time Up/Down prices & depth via Polymarket WebSocket > Computes 11+ indicators on the fly > Rolls everything up into a clear BULLISH / BEARISH / NEUTRAL bias score + probability estimate per timeframe > Displays a clean, colorful, auto-refreshing terminal dashboard Order-book signals: > OBI (imbalance) > visible buy/sell walls > liquidity depth (0.1% / 0.5% / 1.0%) > net flow & volume > CVD (across 1m/3m/5m windows) > 1m delta > Volume Profile + POC Technical indicators: > RSI (14) > MACD (12/26/9) + signal line + histogram > VWAP > EMA 5 / EMA 20 cross >Heikin-Ashi candle streak count Important: this is NOT an auto-trading bot. It highlights where Polymarket odds are lagging real Binance order-flow and multi-timeframe TA - giving you an edge on 15m scalping, 1–4h momentum trades, and daily directional confirmation. Built with: Python (asyncio + Rich/Textual for a slick CLI look) One-line start: python Refreshes every few seconds Completely free & open-source → GitHub repo Want access? Like + RT + drop a reply or quote below - I’ll DM you the GitHub link Don’t miss the edge - especially on those 15-minute markets that flip every quarter hour. Seeing all timeframes at once is real alpha. Here’s to green candles and fat PnL!

st1ne

175,279 görüntüleme • 5 ay önce

Grok 4 prompt to generate the video's generative art: You are an expert P5.js developer with expertise in generative art, mathematics (vector fields, Perlin noise), and aesthetic design. Create a visually stunning, interactive particle flow field sketch that mimics ethereal, fluid dynamics with glowing trails and cosmic vibes. Key Features to Implement Exactly: Use P5.js via CDN (version 1.4.0). 1500 particles with random positions and sizes (1-4 pixels). Flow field via multi-layered Perlin noise: base noise + 0.5 * octave at 2x scale, using 3D noise with zOff incrementing by 0.002 per frame; noiseScale = 0.005. Particle physics: Vectors for pos, vel, acc; maxSpeed = 3; force mult 0.15. Dynamic colors: 5-color palette in HSV, baseHue = (frameCount * 0.1) % 360, each hue offset by 72 (pentadic), saturation 80, value 100, alpha 8; update in draw(). Interactivity: Mouse press attracts particles with normalized vector force, strength 0.05 * (1 / (dist + 1)). Aesthetics: Additive blendMode(ADD); noStroke; background fade fill(0,5) rect over canvas; variable sizes for depth. Utilities: Edge wrapping in Particle class; windowResized to resize canvas and reset background. Comments: Explain enhancements (time-based colors, mouse interaction, layered noise, trails), math (vector attraction, multi-octave noise). Step-by-Step Reasoning for Your Response: Analyze: Dissect user intent for aesthetics (glowing, dynamic, interactive) and math (noise layers, forces). Plan Code: setup() for init (canvas full window, particles, placeholders); draw() for fade, color update, zOff++, particle loop; Particle class with constructor, update (noise angle, force, mouse attract, physics), display, edges. Implement: Write modular, readable code with exact values; ensure performance. Verify: Mentally run: Particles flow smoothly, colors cycle, mouse pulls inversely, no errors on resize/edges. Enhance Output: Rate aesthetics/correctness (target 9.5/10); suggest tweaks (e.g., numParticles for perf). Output Structure: Full HTML with for P5.js code. Explanation: Brief on visuals/math/customizations/running.

tetsuo

44,518 görüntüleme • 7 ay önce