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Excited to share that our paper 🌊🤺 “CFC: Simulating Character–Fluid Coupling using a Two-Level World Model” has been accepted to #SIGGRAPHASIA2025! In this work, we build a two-level world model (neural physics) for rigid-body–fluid interaction and use it to train physics-based character controllers efficiently. We study: (1) learning to...

20,200 görüntüleme • 7 ay önce •via X (Twitter)

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Our general understanding of the characteristics of the physical world are largely restricted by the limited range of our senses. The world appears to be comprised of tangible objects positioned within empty space, separate and distinct. Neither of these characterizations are true. Our unaided senses generate a false interpretation of the true state of reality. Space is note empty, it is substantive with a quantifiable and measurable energy density. Space, in terms of quantum vacuum fluctuations, can be considered as a veritable sea of oscillating energy, like a fluid, quantized at the Planck scale (a billion trillion trillion times smaller than a centimeter) as Planck spherical units, and these tiny oscillators make up the fluid medium of space and comprise the "material" stuff as well. Imagine being able to directly perceive this level of reality. Our photodetector proteins in our eyes are sensitive to electromagnetic radiation in the frequency range of 400 to 800 terahertz (trillions of oscillations per second), and we call this "visible light". If, however, we could see light at the Planck scale, were photons oscillate at the Planck frequency— a mass-energy value that makes the electromagnetic component at order of unity with spacetime curvature— then we would theoretically see directly the substantive fluid medium of space and our sight would relay a world that is integrally interconnected and all one substance; objects would not appear as separate and distinct or even fundamentally different than the substance comprising the bulk space. "Material" objects would appear just as patterned vortices of the fluid that is the very substance of space. So, tangible objects are made of the same substance as space, and only seem physical to our limited senses because of electromagnetic repulsive forces. The electromagnetic repulsive forces are generated by how these PSUs circulate and flow within the structured patterns of space that we call particles and atoms. In this way, the coherent phases, circulation, flow, and pressure forces of this Planck plasma fluid are the source of mass, force, and charge. We are now coming to an understanding of these dynamics at a fundamental level, exemplified in the publication The Origin of Mass and the Nature of Gravity 🔗

Nassim Haramein

15,937 görüntüleme • 2 yıl önce

Tencent presents GameGen-O Open-world Video Game Generation We introduce GameGen-O, the first diffusion transformer model tailored for the generation of open-world video games. This model facilitates high-quality, open-domain generation by simulating a wide array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, thus allowing for the gameplay simulation. The development of GameGen-O involves a comprehensive data collection and processing effort from scratch. We collect and build the first Open-World Video Game Dataset (OGameData), amassed extensive data from over a hundred of next-generation open-world games, employing a proprietary data pipeline for efficient sorting, scoring, filtering, and decoupled captioning. This robust and extensive OGameData forms the foundation of our model's training process. GameGen-O undergoes a two-stage training process, consisting of foundation model pretraining and instruction tuning. In the first phase, the model is pre-trained on the OGameData via the text-to-video and video continuation, endowing GameGen-O with the capability for open-domain video game generation. In the second phase, the pre-trained model is frozen, and we fine-tuned using a trainable InstructNet, which enables the production of subsequent frames based on multimodal structural instructions. This whole training process imparts the model with the ability to generate and interactively control content. In summary, GameGen-O represents a notable initial step forward in the realm of open-world video game generation via generative models. It underscores the potential of generative models to serve as an alternative to rendering techniques, which can efficiently combine creative generation with interactive capabilities.

AK

367,088 görüntüleme • 1 yıl önce

Why the character movement in my custom game engine felt janky and how I fixed it. In a game engine, most often, a character moves using the physics engine. Meaning, the player is not just a coordinate in space but a physical body. It has velocity, it handles collisions, and it interacts with the world. Now, as you might know, physics engines need stability. If you run them at variable framerates, things start breaking. Objects phase through walls or fly off into space because the math becomes unpredictable. This is why most game engines lock their physics loop to a 60Hz fixed rate. But here’s the problem: If you have a high-end system, you don't want to limit it at 60 FPS. That's a waste of good hardware. Now, that said, if the GPU is rendering at 144 FPS but the player's position (physics driven) only updates 60 times a second, it creates a micro-stutter that ruins the "smooth" feel of the game. A good way to fix this is to treat the character as two separate things: 1. The Physics Body (Invisible part): This is the "real" character. It lives in the 60Hz physics world, it moves the player and handles collisions. 2. The Visual Model and Camera (Visible part): This is what the player actually sees. It doesn't care about collisions, its only job is to look nice and smooth at whatever framerate the GPU is pushing. Once you have this separation, you can use interpolation to keep them in sync. Every time the physics clock ticks, you save the previous position of the invisible body before moving it to the new one. Between those ticks, calculate how far we are between the last physics update and the next one. By using this to drive the visible parts of the game, the stutters disappear. The physics loop stays fixed behind the scenes, while the visuals slide smoothly between the snapshots. Example: - Right after a tick: blend_weight= 0.0 (The visual model stays at the old physics position). - Halfway to the next: blend_weight= 0.5 (The visual model slides to the middle point). - Just before the next: blend_weight= 0.9 (The visual model is almost at the new physics position). Pro-Tip A critical mistake I made initially, and one many devs make, is parenting the camera and visible parts directly to the player body. If you do this, the camera inherits the discrete 60Hz physics movement by default. In that setup, interpolation won't work because the camera is "stuck" to the physics clock. For this fix to work you must decouple the camera and visuals from the body and move them separately. Player movement processing in Detis Engine: - fixed_process: Physics runs at 60Hz. Handles collisions and raw movement. - process: Variable rate. Mainly used for player input caching in the player case. - late_process: Variable rate. Handles interpolated camera movement after physics and everything else is done being processed. - render. Submits the final interpolated transforms to the GPU. The test environment in the video is running on an old 2070-based laptop. Hopefully the video compression won't introduce any stutter... I’m sharing this in hopes it helps a fellow dev. Cheers.

Ioannis Koukourakis

48,518 görüntüleme • 6 ay önce

IF YOU SPIN A FEW MIN A DAY YOU REVERSE AGING, RAPIDLY, 1 OF 9999999999 BENEFITS OR CURES HOW TO SPIN: Move from left to right, spinning around and focusing your vision on your left thumb. Then spin from right to left, focus your vision on your right thumb. When you complete spinning, however many times you spin, bring your palms together at chest level. Press them together, keeping your eyes open, and balance yourself with your feet a shoulder's width apart so that you feel anchored and still feel the spinning at the same time. This tremendously accelerates the spinning of the chakra systems inside your body. Many suggest to spin only clockwise but from my experience both directions are necessary! I spin in both directions. I find that I can really stimulate the vestibular system by spinning one way and then suddenly switching to another direction. Its different for everyone but the main goal is to make the fluid in the vestibular system to move in as many different directions as possible. The fluid in the vestibular system has both physical and spiritual qualities. It can be influenced by physical movements and it also can be influence through non physical stimuli like thoughts, emotion, aura fields etc. Eventually you will be able to move the fluid by will. The fluid is what creates the vortex you see. The key to spirituality is the fluid. If you can manage to keep the fluid stimulated and in activity you will be truly spiritual. As a child you had a heightened spirituality! Dont worry, nothing has been lost it’s still all inside you!

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92,801 görüntüleme • 4 ay önce