正在加载视频...

视频加载失败

🇺🇸 GROK 3: NEXT-LEVEL PHYSICS VISUALIZATION IN MOTION 25 particles, each a different color, bounce inside a vacuum-sealed cylindrical container, leaving behind glowing trails. The container rotates slowly, shifting perspectives, while an outer spherical boundary adds complexity. Physics-driven collisions keep everything in motion, and a subtle zoom effect pulls...

2,017,331 次观看 • 1 年前 •via X (Twitter)

9 条评论

kikelv 的头像
kikelv1 年前

🔥 THIS IS GOING TO DOMINATE EVERY CONVERSATION!

Lurk 的头像
Lurk1 年前

this is crazy fam!

Matt_EUC 的头像
Matt_EUC1 年前

That would be crazy in a game i bet

Web3 的头像
Web31 年前

grok 3 is insanely superior

SharksCoins 🦈 Gem Hunter 的头像
SharksCoins 🦈 Gem Hunter1 年前

Glad to see it

Sherry Slatosky 的头像
Sherry Slatosky1 年前

Wow. Cool

Syeda Farheen فاطمة 的头像
Syeda Farheen فاطمة1 年前

GROK 3 is full updated for next GenZ

AJH - Question Everything 的头像
AJH - Question Everything1 年前

Wow 🤯……. Crazy impressive

Art Sarkisyan 的头像
Art Sarkisyan1 年前

so awesome

相关视频

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

48,703 次观看 • 8 个月前

Physics feels stable, predictable, and well-behaved largely because we learned it in 3D. That comfort hides a trap. In 1907, Paul Ehrenfest pointed out something unsettling. If you take the laws we treat as fundamental and transplant them into a different number of spatial dimensions, they often stop working the way we expect. Not just numerically different but qualitatively different. The issue isn’t the force law by itself. It’s geometry. Gauss’s law ties inverse-square forces to the surface area of spheres, and sphere geometry depends on dimension. Change the dimension, and the same-looking force produces a different potential, a different balance of attraction and inertia, and a different fate for motion. You can see this cleanly with a single problem of central force motion. In d spatial dimensions, flux conservation gives F(r) ∝ 1 / rᵈ⁻¹ so the potential scales as V(r) ∝ −1 / rᵈ⁻² (for d ≠ 2) Now add angular momentum. The effective radial potential becomes V_eff(r) = L² / (2 m r²) − C / rᵈ⁻² In 3D, those two terms balance in just the right way to allow stable bound orbits. Small perturbations stay small. Atoms don’t collapse. Planets don’t spiral away. In other dimensions, that balance breaks. In 2D, the force becomes 1/r, the potential becomes logarithmic, and bound motion sits on a knife edge. In 4D and higher, the attractive term becomes too steep. The centrifugal barrier loses the fight. Orbits plunge or escape. Same equations. Same initial conditions. Different dimension. Different physics. This isn’t science fiction. It’s a warning label. So it's clear that a lot of what we call physical intuition is really three-dimensional intuition wearing a lab coat. #Physics #MathematicalPhysics #ClassicalMechanics #DynamicalSystems #Geometry #Ehrenfest

Mathelirium

32,138 次观看 • 7 个月前

Prompt: Create a 43-second cinematic, photorealistic action-comedy sequence inside an old, cramped, slightly abandoned apartment/bathroom with realistic worn walls, tiled surfaces, warm practical lighting, and natural shadows. A young adult man in a light gray T-shirt is standing in front of a bathroom mirror. Suddenly, another man wearing a black-and-white striped shirt appears and aggressively grabs him. The two struggle physically through the small bathroom, with realistic body movement, pushing, pulling, stumbling and fighting. The action continues dynamically through the bathroom. One character crashes against the wall and breaks through a damaged section, creating a large opening into the adjacent room. Dust and small debris fall naturally as the wall breaks. Continue with a fast-paced chase through the apartment. The gray-shirted man runs toward a window while the striped-shirted man follows. Use handheld camera movement, realistic motion blur, quick tracking shots and dramatic close-ups to make the sequence feel like a real action movie. The characters then escape outside into an old brick courtyard/alley. One character climbs onto a rusty metal fire escape while the other follows from below. Show realistic physics, footsteps, clothing movement and environmental interaction. Final scene: transition to a large outdoor dumpster filled with cardboard and garbage. The gray-shirted man is inside the dumpster, looking exhausted and confused, holding a small green plush toy. He slowly looks around as the camera pushes in toward his face. End on a slightly comedic reaction shot. Visual style: ultra-photorealistic, cinematic action film, realistic human anatomy, natural skin texture, detailed environments, practical lighting, subtle film grain, realistic physics, believable facial expressions. Camera: dynamic handheld cinematography, wide establishing shots, medium tracking shots, close-ups during the struggle, smooth camera transitions, natural depth of field, 35mm/50mm cinematic lenses. Motion: realistic human movement, accurate weight and momentum, natural collisions, realistic debris and dust simulation, no slow-motion unless used very briefly for dramatic impact. Important: Maintain consistent character appearance, clothing, hairstyle and body proportions throughout the entire video. No random character changes, no extra limbs, no distorted faces, no cartoon appearance, no text, no subtitles, no watermark.

Karlos

25,750 次观看 • 27 天前

🔥 Limited edition drop • 6 conceptual video projects • 15 pieces each 🔴 Red: A dramatic and intense underwater video that captures the bold and passionate reds found in the water. The camera moves through the water, showcasing the rich and vibrant shades of red. Viewers can immerse themselves in the powerful and captivating world of "Red", where excitement and energy abound. 🔵 Blue: This video features a cool-toned underwater environment, with models gracefully swimming and posing amidst blue-tinted lighting. The serene and tranquil atmosphere creates a sense of calm and relaxation. 🔄 Reverse: In this video, the footage is played in reverse, creating a mesmerizing and surreal effect as the models move and interact with the water in unexpected ways. The reversed motion adds an intriguing and otherworldly quality to the underwater scenes. 🪶Sensual: The sensual video showcases intimate and evocative underwater moments, with close-up shots of the models' movements and interactions with the water. The soft, warm lighting enhances the sensuality of the footage, creating a captivating and alluring visual experience. ♥️ Amatory: This video explores themes of love and connection, engaging in tender and affectionate underwater embraces. The romantic and intimate scenes are bathed in a gentle, yellow, red and blue lights, evoking a sense of passion and emotional depth. 👾 Glitch: In this experimental video, the footage is manipulated to create glitchy and distorted visuals, adding an edgy and futuristic element to the underwater scenes. The glitch effects disrupt the natural flow of the footage, resulting in a visually dynamic and unpredictable viewing experience. • First conceptual video and link in next tweet ⤵️

demidovich.eth | SnapSign 📸

95,223 次观看 • 2 年前