Video wird geladen...

Video konnte nicht geladen werden

Zur Startseite

finally liquid glass web is here and it's open source. real WebGL refraction, chromatic aberration, liquid motion not usual backdrop-filter css hack. playground at code at MIT so do whatever you want with it #LiquidGlass #OpenSource #ReactJS #WebGL #UIComponents #FrontendDevelopment #CSS #JavaScript #WebDev #UI #UX #React #ComponentLibrary #OpenSourceSoftware #Frontend

64,271 Aufrufe • vor 1 Monat •via X (Twitter)

0 Kommentare

Keine Kommentare verfügbar

Kommentare vom Original-Post werden hier angezeigt

Ähnliche Videos

Anthropic's most viral feature is now open-source! Until now, Anthropic's Generative UI capabilities only existed inside its own products. CopilotKit🪁 just shipped Open Generative UI, an open-source implementation of Claude Artifacts that works in any app. The agent generates HTML/SVG at runtime, and CopilotKit streams it token-by-token into a sandboxed iframe inside the app's chat. So the user can watch the UI assemble itself in real time, not after the full response is ready. The sandbox is fully isolated with no access to the parent app, the DOM, or user data. So if the agent hallucinates broken markup or unexpected JavaScript, nothing leaks outside the iframe. Under the hood, the agent does not select from pre-built components. Instead, it generates arbitrary visuals from scratch every time. The output is unconstrained by default, but you can shape it by defining prompt-based skills that teach the agent specific visual formats or guidelines. For instance, a skill prompt can guide the agent toward producing a Chart.js dashboard with proper axis labels and responsive sizing, or an interactive 3D model with rotation controls. The video below shows this in action, and the output quality you see actually comes from the skills layer. Open Generative UI runs on AG-UI, so it works out of the box with LangGraph, CrewAI, Mastra, Google ADK, AWS Strands, and more. It also ships with a standalone MCP server that plugs into Claude Code, Cursor, or any MCP-compatible client. And the entire stack is built on top of CopilotKit, the open-source frontend framework for agents and generative UI. 30k+ GitHub stars, with SDKs for React, Next.js, Angular, and Vue. I have shared the GitHub repo and a live playground in the replies!

Akshay 🚀

86,515 Aufrufe • vor 3 Monaten

NOBODY wants to send their data to Google or OpenAI. Yet here we are, shipping proprietary code, customer information, and sensitive business logic to closed-source APIs we don't control. While everyone's chasing the latest closed-source releases, open-source models are quietly becoming the practical choice for many production systems. Here's what everyone is missing: Open-source models are catching up fast, and they bring something the big labs can't: privacy, speed, and control. I built a playground to test this myself. Used CometML's Opik to evaluate models on real code generation tasks - testing correctness, readability, and best practices against actual GitHub repos. Here's what surprised me: OSS models like MiniMax-M2, Kimi k2 performed on par with the likes of Gemini 3 and Claude Sonnet 4.5 on most tasks. But practically MiniMax-M2 turns out to be a winner as it's twice as fast and 12x cheaper when you compare it to models like Sonnet 4.5. Well, this isn't just about saving money. When your model is smaller and faster, you can deploy it in places closed-source APIs can't reach: ↳ Real-time applications that need sub-second responses ↳ Edge devices where latency kills user experience ↳ On-premise systems where data never leaves your infrastructure MiniMax-M2 runs with only 10B activated parameters. That efficiency means lower latency, higher throughput, and the ability to handle interactive agents without breaking the bank. The intelligence-to-cost ratio here changes what's possible. You're not choosing between quality and affordability anymore. You're not sacrificing privacy for performance. The gap is closing, and in many cases, it's already closed. If you're building anything that needs to be fast, private, or deployed at scale, it's worth taking a look at what's now available. MiniMax-M2 is 100% open-source, free for developers right now. I have shared the link to their GitHub repo in the next tweet. You will also find the code for the playground and evaluations I've done.

Akshay 🚀

50,323 Aufrufe • vor 8 Monaten

I've been building a music player with Next.js for fun. Here's a quick demo of how it works (it's open source!) • Demo: • Code: If you want to learn more about how it's built, here's more details ↓ I'm using Postgres (with Drizzle) to store information about the songs and playlists. Audio and image files are stored in Vercel Blob (object storage), and the URLs are then referenced in the database. For the UI, I'm using shadcn/ui (so Tailwind CSS and Radix). This made it easy to copy/paste in some nice components, like the dropdown menus. I built the entire first version of the UI in v0 and then iterated from there, feeding it my Drizzle schema as a source in the project and having it scaffold some of the boilerplate for me: I added support for keyboard navigation (using arrow keys) or vim motions (j/k to go up/down, and h/l to go between playlists and tracks). Also, space to toggle the now playing song, and / to focus the search input. The search function has a nice utility to highlight the currently searched text on the page in yellow. Then, I was exploring how to pass metadata from my application to macOS or iOS. Turns out there's an API for that – MediaSession. Web apps can share metadata about what media is playing (title, artist, album artwork) and sync play/pause/seek with system media controls. Works across modern browsers — even integrates with iOS dynamic island and shows up on lock screens: I set up my app like a PWA – it has a manifest.json file, so it can be installed to my iOS home screen or added to my dock on macOS. On iOS, it then uses the full screen height `100dvh` (dynamic viewport) and has padding on the bottom for the safe area with the `env()` CSS function. Finally, I was able to use the Vercel AI SDK in a script to clean up the metadata on audio files I downloaded from YouTube. Bonus: I even was able to dogfood the React Compiler, which helped me fix a performance bug! That's all! It's fun to make personal software:

Lee Robinson

118,242 Aufrufe • vor 1 Jahr

Great question! 🤔 How do you simulate *multiple* layers of glass/refraction in video games? In the last breakdown, I discussed how to create a glass shader in Unity URP. In essence, we were taking the render of the scene from the camera without any transparent objects. This is available in URP as the global _CameraOpaqueTexture. This is good enough for most use-cases, and more or less the classic way of doing it. 🔍 What is _CameraOpaqueTexture? As the name implies, there are no transparent objects rendered into this texture, so it's not possible by default to have something like a transparent-type ocean material/shader rendered through a refractive glass shader (which samples and distorts this texture to render on its surface, as if it's transparent). ⚠️ Why it’s tricky: It's much easier to sort without much further setup if you don't have refraction, and only a transparent material, because in that case you're not simulating the transparency yourself via sampling the rendered scene texture. But for refraction, it's required-- unless you want to go down the ray/path tracing route. You could simulate accurate, real dispersion... and that's about as expensive as it sounds, and it requires a rework of your entire rendering. --> 🚫 It's not a viable suggestion to offer. 📚 There are well-known terms regarding transparency sorting you can search up, but as you've specifically asked for refractive boxes, I'll discuss briefly about that. 🧱 Simulating layers of refraction: For this kind of rendering, you need some way to render the backfaces before rendering the front. And the backfaces that are rendered may contain whatever data you'd like for additional processing in the layer front-facing mesh render. 🧪 Examples: You could render the back face as a glass shader of its own, as an intermediate step after _CameraOpaqueTexture. Then you sample this texture instead and you end up with multi-layered refraction, "just like that". You can also render the back normals only, via a fully opaque shader, and use that to manually account for that during the front render. You could even bake in data needed for thickness in realtime. 🛠️ Without making it complicated for yourself, the most straightforward method is via render textures, and you can easily set some fractional resolution. Cameras in Unity have an open slot for target textures to render to. You can use custom render textures to process _SelfTexture2D. ⏱️ It's great to do low-resolution processing for more complex tasks, like blurring and caustics. You can get massive performance boosts, considering the square law and number of pixels/fragments that need calculations (quadratic scaling). 🚧 I've not fully exploited the possibilities myself, but research/development with PRISM is ongoing!

Mirza Beig

61,468 Aufrufe • vor 1 Jahr

CSS Trick 🧲 You can create magnetic links with the power of custom properties and some JavaScript 💪 a { translate: calc(clamp(-1, var(--x), 1) * var(--pad-x)) ...; transition: translate var(--s, 1s) var(--ease, var(--elastic)); } a:hover { --s: 0s; } The trick here is to pad out the list items wrapping your links and use that as a translation limit 🛑 Start by using some JavaScript to calculate a value between -1 and 1 for both the x/y axis on pointermove for each list item, not the link! 🔗 If your pointer was at the center of the item, you'd get [0,0]. If it was in the top right, you'd get [1,-1] ☝️ It's worth checking out the JavaScript snippet to see how the mapping function works. Essentially, you create a function that when given a value between two bounds, will give you a mapped value back 🤙 const mapX = mapRange( item.offsetWidth * -0.5, item.offsetWidth * 0.5, 1, -1 ) Then, on pointermove, you plug the pointer position in to get the value back out and pass that into your CSS const x = mapX(item.centerX - event.x) document​.documentElement​.style.setProperty(--x, x) When the pointer leaves the list item, you make sure to reset these values back to 0 ✨ Once CSS has your values, it's the trick of updating the translation of each part You know that in each axis, you only want to translate the link by the padding amount li a { translate: calc(clamp(-1, var(--x), 1) * var(--pad-x)) calc(clamp(-1, var(--y), 1) * var(--pad-y)); transition: translate var(--speed, 1s) var(--ease, var(--elastic)); } This will translate the link within the list item by the desired amount. The cool part here is that you can set an offset for the text inside the link and have that move at a different rate ⭐️ By only updating the --pad-x/y custom properties for the inside the link, you can control how much it moves nav a span { --pad-x: 0.25rem; --pad-y: 0.25rem; } And the last piece, how do you update the behavior for transition speeds? And so it springs back like that? Again, use custom properties ✨ a:hover { --s: 0s; } a { transition: translate var(--s, 1s) var(--ease, var(--elastic)); } By default, a link will use --elastic easing via linear() and have a transition-duration of 1s. When a link is hovered that speed becomes 0s because you want the link to magnetise to your pointer. How about that little gap between when your pointer enters the item but hasn't hovered the link? Set a different transition so it transitions to being hovered 🫶 nav li:hover a { --ease: ease-out; --speed: 0.1s; } That's kinda it! 🙌 Use JavaScript (~40 loc) to get the information and then let CSS do all the lifting for you 💪 Any questions or suggestions, let me know 🙏 If you want a walkthrough video, also let me know please 🙏 CodePen.IO link below 👇

jhey ʕ•ᴥ•ʔ

164,863 Aufrufe • vor 2 Jahren

What they don't tell you about vibe coding: • Moltbook exposed 1.5M auth tokens. The owner hadn't written a single line of code. • Tea App leaked 72,000 government IDs. The database was just open, no sophisticated hack needed. • A researcher took control of a journalist's computer through her own vibe-coded game, without a single click. The code ran fine in all three cases, tests passed, reviews looked clean, and nothing raised a flag. That's the problem nobody is talking about. Teams are shipping faster than ever. AI writes the code. CI catches build failures. Tests catch regressions. Observability catches outages. But nobody is asking the one question that actually matters: What can an attacker do with this, right now? Because the bottleneck is no longer writing code. It's understanding what that code actually exposes once it's live. PR reviews miss auth edge cases. Unit tests don't probe broken access control. Staging environments don't simulate adversarial behavior. And business logic flaws look completely fine until someone decides to break them on purpose. Strix is an open-source tool that fills this gap. It reviews your running app the way an attacker would: - Crawls the app and maps every exposed route and flow - Probes abuse paths dynamically, not just at build time - Returns findings with proof-of-concepts and suggested fixes Strix was benchmarked against 200 real companies and open-source repos, where it found 600+ verified vulnerabilities including assigned CVEs. It's designed to fit into how modern teams already work. Run it before a release, after major changes, or continuously as the app evolves. If your team is shipping AI-generated code and you don't currently have a way to answer "what does this actually expose", it's worth looking at. GitHub link in the next tweet.

Akshay 🚀

52,399 Aufrufe • vor 4 Monaten

UFO Revolution: S2E3 - 2027 and the Approaching Craft. Is it a Lie? "You're gonna be told that there is a craft on its way to Earth. That 100 f**king percent is the lie you are going to be told." ~Corbell (Well, I was not expecting this. And right now, I don't know what to think. But we all know it's been hinted at by various folks, including Lue Elizondo. So what's going on?) ~ Jeremy Kenyon Lockyer Corbell: "Your government now wants you to know one truth, and that truth is that UFOs are real. They've already done told you. Sometimes, when you want somebody to know a truth, it's so you can set them up to believe a lie, and that's coming. I have zero doubt that lie is coming." Producer: "What is the lie?" Corbell: "Specifically, you want me to say it right now, for real, real? On camera, to be put in the show?" Producer: "Yes." Corbell: "Okay. Problem with that: If we tell the lie before it's told, they can adapt. That wouldn't be wise. I'll tell you privately, but I would really think about if you want to put this in your show. For real. That's a real thing I'm telling you. So, will you think about it before putting it in your show?" Producer: "Absolutely." Corbell: "Okay. So UFOs are real, and they've been here a long time, and that's the truth. But the lie is coming. All indications, like ALL of them, is that that lie is going to be that there is a craft slowly making its way to us here on Earth. And that is the lie they're gonna want you to believe. "It's nuanced, how they explain that, the nature of that threat. But that 100 f**king percent is the lie you are going to be told. You even got a date. People been whispering a date for a long time now. I know where that lie comes from. I know, specifically, what document from the 70s initiated the idea of that lie. A classified document. That is the lie you will be told. You're gonna be told that there is a craft on its way to Earth. That's the lie. "Maybe I'm wrong. Hope I'm wrong. I sent you two texts today with a year (Messages showing 2027 are shown on a cell phone). Not from me. Nope, I'm not gonna propagate that lie. I'm not gonna be part of it, I'm not going to say it to the camera. Everybody knows. Just start paying attention. And they'll change the date - especially if they see this - things will change. Because maybe I'm trustworthy, maybe I'm worthy of your trust, maybe I've told you the truth the whole way through it and now and you can verify it. If that's the case, then I'm f**king dangerous. "You've been told the truth about UFOs for a long time now. It's been pretty orchestrated, it's been pretty clear, and it's using people that are telling the truth and wanna tell the truth. Ultimately, they want you to know something. They want you to know UFOs are real. Thank God, we're finally there, we're all there now. They want you to know the truth. But why [do] they want you to know that truth now. I hope I'm wrong, but it's terrifying. Think about it "Maybe it's good to get ahead of it, call it out now, before they do it. I'll be called crazy. That's okay."

Joe Murgia

763,115 Aufrufe • vor 1 Jahr

hey here is the final result of octopus invaders on nvidia's flagship at full precision. nemotron super 120B on 2x H200 NVL. BF16 unquantized. 287GB of VRAM. hermes agent as the harness. 60 tok/s. first try it autonomously coded for 6 minutes straight. created 11 files. correct project structure. correct load order. started the server. i opened the browser and the result was a blank screen. i did not give up. second try i gave it a precise list of bugs and things to fix. it went back in for another 3 minutes. patched the code. served it again. still blank. so i did what any sane person would do. third try i just said the screen is blank, test it and fix it yourself. and this is where nemotron showed what it actually is. it became a debugger. you can see it in the video. realtime CSS test squares, red screen flashes, hermes agent browser tools, inspecting its own output. it built the parallax background with planets and comets. it rendered a rocket ship that tracks your mouse with fire and bullet physics. the aesthetic is real. but no enemies spawn. no collision. not playable. what surprised me is qwen 27B one shotted this exact game on a single RTX 3090 at Q4 quant. and here is nvidia's flagship at full precision on enterprise hardware needing 3 tries and still not getting there. that makes my hope high for the undisputed qwen 122B which is about to face the same test next. same hardware. same prompt and same harness. lets see if it one shots or not. full session in the video. no cuts. 5x speed.

Sudo su

11,011 Aufrufe • vor 4 Monaten

🎉 Tailkit 4.0 is here, and I couldn't be more excited! 🙌🥳 But first - Giveaway Alert! Want to get a free Tailkit Developer license? Just drop a reply and give a like or repost (totally optional, but super appreciated). The lucky winner will be announced next Tuesday (October 8th) – good luck! Can you believe it’s already been 4 years since Tailkit’s journey started? ❤️ It feels like just yesterday I launched Tailkit 1.0 as an offline standalone web app back on October 1st, 2020. I'm really attached to this project because it was launched just a few days before I became a dad 👶😍 Fast forward to today, and Tailkit has grown into a fully customizable, feature-packed online app that gives you access to: - 550+ Tailwind CSS components (fully responsive + dark mode support) - 1,750+ Code snippets for HTML, React, Vue.js, and Alpine.js - 7 Marketing & Application Templates for HTML, React, Vue.js, and Laravel (fully responsive + dark mode support) - 10 Starter Kits for HTML, HTML with Vite, React, Vue.js, Laravel, Next.js, Nuxt, Astro, Svelte and Angular - 30 Days of Unlimited Design Service with every new Team license - Exclusive deals on third-party tools and projects - Handy helper tools like Button Builder, Color Palette, and Icon Finder - 3,700+ SVG Icons from Bootstrap and Heroicons - Free lifetime updates - Email support whenever you need it And the 4.0 update is packed with even more awesome features and upgrades: - 6 new UI components (Notifications) were added in Application UI package - 20 new UI components (Image/Content Sliders++) were added in Marketing package - React version (uses Vite) is introduced for all Templates - React code snippets were improved in all packages - Astro Starter Kit was added - Remove Dark Classes (from code snippets) option was added in App - Universal Dark Mode (preview pane can default to global dark mode) option was added in App - New preview colors (fuchsia, gray) were added in App - Heroicons v2 icons were updated to v2.1.5 adding 28+ brand new icons in App - 3 new exclusive deals are now available - UI design improvements in App - Various improvements and fixes in App - All dependencies were updated in Starter Kits - All dependencies were updated in Templates - Marketing website redesigned - Color Palette tool was made available to all I’ve put over 200 hours into this update alone, and I’m beyond excited to finally share it with you. Your continued support has made this journey possible, and I’m so grateful to have you along for the ride. 🙏 Wishing you an amazing day – remember, YOU ARE AWESOME! Go build something incredible! 🚀

John Champ

10,940 Aufrufe • vor 1 Jahr