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Grok 4.6 built this 🤯 An exploded jet engine. High-bypass turbofan, then ignited. Fire, heat, N1/N2 spool, engine roars with sound. Procedural Three.js. No downloaded models.

689,966 просмотров • 3 дней назад •via X (Twitter)

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Two British men built the machine that changed the world. 🇬🇧⚙️ An ironmonger. And a plumber. You've never heard of either of them. 1690s. Britain's mines were drowning. The deeper they went, the more they flooded. Men drowned in those tunnels. Children hauled water out by hand. Bucket by bucket. When the water won, the mine closed. And the village starved. Thomas Newcomen. Ironmonger. Dartmouth, Devon. John Calley. Plumber and glazier. Both Baptists. Both barred from the universities. Both outsiders. One knew metal. The other knew water. They worked for a decade. With their own money. No patron. No institution. Just a forge, a bench, and an idea. For years, it wouldn't work. Then cold water leaked through a crack. The steam condensed instantly. The engine fired. The flaw was the answer. 1712. A coal mine near Dudley Castle. They built their engine at the pit head. Twelve strokes a minute. Ten gallons a stroke. Not horses. Not children. A machine. But they couldn't patent it. Thomas Savery already held the rights — to every engine that raised water by fire. Even machines he never built. Calley died in Holland. 1725. Far from home. Still working on their engine. Newcomen died in London. 1729. His grave is lost. Decades later, a young man was asked to fix a model of their engine. While fixing it, he saw how to improve it. His name was James Watt. You've heard of him. But without them, there is no engine for Watt to fix. No Industrial Revolution. No modern world. Every factory. Every railway. Every power station. British men. An ironmonger. And a plumber. And that's only a fraction of what we have done for the world. 🇬🇧 Names like theirs are buried everywhere. We dig them out. No sponsors. No algorithms. Just a community that believes its true history matters. Our community makes that happen 👉 Be part of us.🙏 Be Proud Of Us. 🇬🇧

Proudofus.uk

25,446 просмотров • 5 месяцев назад

Day 05 of building the space game I saw in a dream. 🌙🚀 3D spacecraft made COMPLETELY FROM SCRATCH by Fable 5 + Grok 4.5, not a single downloaded asset. The entire ship is generated by Python code in Blender: geometry, UVs, textures, rigging, even the marketing renders. The display showcase is Three.js Meet the Meteor V2 "Fable" — a 12.5 m single-seat light interceptor from a fictional manufacturer called Kizuna Technologies: 🛠️ 86k tris, 6 PBR texture sets baked at 4K, AI-generated surface detail — panel lines, rivets, ceramic heat tiles, weathered decals + full brand livery Complete FPV cockpit interior watertight from every head position (VR-ready), lit MFD avionics screens, switch panels, warning placards, night backlighting, ejection seat... Fully rigged as game modules: retractable sliding canopy, folding landing gear with rolling wheels, elevons, rudders, 20-petal variable engine nozzle, animated air ingestion 🚀 Dynamic hardpoints — quad-tube missile loader with 8 internal reloads + heat-seeker and striker missiles, all swappable in the hangar. The output also included a full brochure for ingame lore, but I didn't include it in the video. And the testing "hangar" is its own build, a three.js staging ground with lighting (studio/day/sunset/night), weathering sliders (scratches, grime, engine soot), wireframe, true-scale dimension lines, a render album, and an annotation tool I use to give the AI visual feedback directly on the model. Zero manual modeling. I describe, review, and direct the agents measure, build, validate, and fix their own mistakes. Tomorrow - let's see how this thing flies!

Startracker 🔺

76,686 просмотров • 26 дней назад

⚡️🇷🇺🏭 Rostec's unique machine creates an aircraft engine part right at the Metalloobrabotka exhibition. The video shows one of the most technologically advanced domestic machines: the 2000VH five-axis milling machining center. It was created for the needs of the aircraft, engine and defense industries. During the Metalloobrabotka-2025 exhibition, the machine processes one of the most important elements of an aircraft engine - an impeller (blade machine). Such parts are used in aircraft engines. The diameter of this aluminum product is 70 cm, the height is about 30 cm, the weight is about 15 kg. The machine copes with the work perfectly - pay attention to the screen! The equipment was created by our holding company "STAN" . The machine is designed for large-sized parts of complex shape. It is capable of working with products up to 2 m in diameter and weighing up to 5 tons. At the same time, the accuracy achieved is up to hundredths of a millimeter. The model is built on a high-rigidity structure, its internal cavities are filled with synthetic granite. As a result, the vibration resistance of the equipment frame is comparable to heavy cast iron. The machine is equipped with a Russian numerical control system and a liquid cooling system. The use of direct drives allows achieving high dynamic stability and eliminating backlash in movement. Among the built-in functions are systems for measuring tools and parts, monitoring processes and industrial safety. 2000VH has no analogues in technical characteristics among domestic equipment and will replace imported models at Russian enterprises. rostecru

SIMPLICIUS Ѱ

40,122 просмотров • 1 год назад

🇮🇹 Lancia Delta S4 The Lancia Delta S4 is widely considered the absolute peak of the Group B era—a "fire-breathing" monster that pushed the boundaries of engineering so far it eventually contributed to the category being banned for being "too fast to race." The S4’s most legendary feature was its twin-charged engine. In an era where turbo lag was a major handicap, Lancia and Abarth developed a system that used both a supercharger and a turbocharger on a 1.8L inline-four engine. The Supercharger (Abarth Volumex): Provided instant torque at low RPMs, "filling in" the gap before the turbo could spool. The Turbocharger (KKK): Took over at higher RPMs to provide massive top-end power. This meant a seamless power delivery that could produce 480 to 550 bhp in standard race trim. During extreme testing, engineers reportedly pushed the engine to 5 bars of boost, hitting an astonishing 1,000 bhp. While it looked vaguely like the road-going Lancia Delta hatchback, the S4 shared almost nothing with it. It was a bespoke racing machine built on a tubular spaceframe with a mid-mounted engine. A sophisticated AWD system (developed with Hewland) that sent roughly 70% of the power to the rear wheels, giving it the agility of a RWD car with the grip of a 4WD. Constructed from carbon fiber and Kevlar, the entire front and rear "clamshells" could be removed in seconds for repairs. It could reportedly accelerate from 0–60 mph in 2.5 seconds on loose gravel. The Lancia Delta S4 remains a symbol of an era where unbelievable power was driven by unbelievable drivers. 🎥 Credit to the original broadcaster 👏🏻👏🏻👏🏻 #finland #lanica #deltas4 #italy #cars

WRCPAST

14,845 просмотров • 3 месяцев назад

I ditched Unreal for AI. Kaiju Engine is a completely AI written replacement. To prove it was ready for production, I tested it by recreating and porting my old game, Firefall, into Kaiju, purely from the Steam download, no source. And it worked. Real game code is messy, full of difficult details and compromises. If our engine could handle a commercially released game, it proves you can ship a game with it. We're developing 2 orders of magnitude faster (93x) by lines of code and features. We have fewer bugs, and iteration is super fast. Build times have gone from 30 mins (Unreal) to 36 seconds. Feature rate is through the roof, days instead of months. Our original engine for Firefall took 2-3 years and cost over 5M to build (adjusted). Our new engine was written in 5 months for a couple grand. We built only what we needed, with none of the Unreal bloat. And we added some features: - Modern meshlet based rendering with PBR. - Vis Buffer/Forward+ with clustered lighting. - Id Tech 5 style megatexture streaming. - Planetary sized renderer (entire solar systems possible). - Seamless flight from ground to orbit and space. - No loading screens. - Procedural planet generation with plate simulation. - Client/Server at all times. - Ozz for animation. Jolt for Physics. - Companion Blender plug-in for AI directed asset exports. - 140fps currently, 200-300 projected after optimizations. You can see Firefall's assets and levels ported over into our engine in the video. Texture resolution and pop-in are limitations of the original game (high rez CDN based textures were lost when game went offline, fog hid the original's pop-in). Our meshlet renderer will be able to do much better with LOD and already supports high rez textures. I used Grok/Codex/Claude to tag team the code. This is not just a boon for indie games, it's a real game changer for game preservation. The reaction to seeing this 10 year old discontinued game revived is very emotional for Firefall fans. But we're not just preserving Firefall, we're going beyond, creating an original game that is the spiritual successor, Em-8ER. Gliding, jumpjets... it's all coming back. Moving past Unreal let us move much faster, without the bloat, and with better performance. If you want to signup to follow news on the game, sign up is free at

Grummz

285,864 просмотров • 1 день назад