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HeroUI Native alpha 13 is here 🚀 What’s new: ⚡️ New Dialog component (performant, swipable, customizable) 🌀 Beautiful animations out of the box 🎨 New Showcase: Linear Issue screen built only with HeroUI components + default theming Big step forward ✨

61,282 Aufrufe • vor 1 Jahr •via X (Twitter)

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PREVIEW: I was invited to a press preview of Assassin’s Creed Black Flag Resynced in Paris, back in April, as I previously mentioned, and I played ~3 hours🚀 Here are my impressions: 🎞️Visuals & Performance: being a remake, the visuals are quite well upgraded, making the most of modern tech and the beauty of the setting, creating a breathtaking atmosphere ✅Stunning environment ✅Dreamy natural beauty & grounded world ✅Photorealistic character models ✅Smooth animations ✅Sharp resolution ✅Runs at 60fps 🕹️Gameplay & Upgrades: The game is a faithful remake, with new gameplay systems, along with enhancements to the original formula ✅New gameplay systems ✅Faithfulness is the main priority ✅Enhanced parkour (still faithful) ✅Manual jumps and side ejects ✅Seamless exploration of cities ✅Zip-lines added ✅Dynamic weather ✅Brand new content expanding narrative ✅Quests with new secrets ✅Original modern day replace with rifts ✅Rifts explore “what if” scenarios ✅6 hours of extra gameplay ✅3 new recruitable officers ✅New storylines for the new officers ✅New chapter to play as Robert Mena ✅Extended endings for iconic characters ✅Hideout side quests ✅New collectibles ✅Forts modernized with new content ✅New voice lines for activities ✅New islands with rewarding secrets ✅New world moments ✅New content for the hideout ✅History of the villa explored ✅Heated shots new naval weapon in seq 3 ✅Explosive fire barrels w/wider effect ✅Swivel gun can now be manually aimed ✅Rebuilt combat system rewarding to skill ✅No skill trees, all unlocks from the start ✅Enemies now have defense meter ✅Meter is depleted with a perfect parry ✅New perfect parry depends on weapon ✅Heavy strike (high damage/wide area) ✅Shove to wall/ground > new take downs ✅Stealth inspired by Shadows ✅Crouch option added ✅Visibility affected by day/night & weather ✅Whistle/breaking things blow your cover ✅Rope dart unlocks in sequence 3 ✅Ambient dialogue leads to new quests ✅Raise and lower your hood option The new enhancements make the game far more entertaining compared to the original, except for one controversial change of bit having Hidden Blade combat, except in stealth assassinations/take downs Everything else effectively elevates the original design and makes gameplay either feel just as good, or more refined 🧬Changes: with this remake comes a few elements that were removed from the original, which may upset some players ✅Menus have been revamped and they don’t feature the DNA sequence tracker ✅Difficulty can be tailored with much more detail from the menu ✅Switch between and choose your favorite Sea Shanties to be performed by your crew ✅No hidden blade combat. The Hidden Blade is mainly used for stealth take-downs ✅No present day segments. I was informed that it will be replaced with new moments that explore Edward’s past with his wife, along with some “what if” scenarios like Edward siding with the Templars, for example, likely related to Juno’s involvement in the original narrative 📜Thoughts: While the demo I played featured only a portion of the map, Resynced has potential to replace the original as the definitive experience of Edward Kenway’s story I also wasn’t able to experience any of Rifts that replace the modern day, so for me, as a fan of the series’ lore and present day since 2007, the absence of a traditional modern day is the only let down that prevents me from fully replacing the original with it, as present day and sci-do elements are the DNA of the franchise and what makes it stand out It would also be great if mission replay is added later, a feature the OG had by default, like its predecessors That said, everything else very much elevated what was in the original, which made going back to replay it show how dated it feels by comparison I look forward to the final game, and to see future games inherit this formula of a defined protagonist, focused progression and no RPG elements😎

Rino🚀

21,098 Aufrufe • vor 4 Monaten

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Valiants

81,691 Aufrufe • vor 2 Jahren

Deconstructing the iconic Yellow Crane Tower in 3D. 🏛️ Created entirely using Opus 5 + Seedance 2.0. AI-driven architectural breakdown in action! Prompt: Video Description:Create a 15-second, 16:9 widescreen architectural instructional video showing the step-by-step construction of the Yellow Crane Tower. The layout, structural components, leader line callouts, dimensional scales, numbering labels, and color palette must remain strictly consistent throughout. Do not add, remove, or alter the shape and quantity of any architectural components. Core Instruction:This is an architectural assembly video designed to show how the Yellow Crane Tower is constructed layer by layer. Every component must be highlighted and clearly visible individually—no simultaneous motion or cluttered group movements. Motion Style: All components translate purely along their respective vertical axes (no rotation, arc trajectories, or mesh clipping/interpenetration). Only one group of components moves at any given moment while all other components remain stationary. The active moving component maintains 100% brightness, while inactive components are dimmed to approximately 60% brightness to guide viewer focus. Once a component settles into place, it restores to full brightness. Include a brief ~0.15-second pause after each component group settles before moving to the next, establishing a clear rhythm. Timeline (Bottom-to-Top Construction Sequence): 0.0–1.5s: Hold the initial exploded/deconstructed floating state. The camera slowly rises and pushes forward slightly (angle change < 8°). Leader lines move with their corresponding components, pointing accurately to each part. 1.5–2.6s: The stone podium base lowers vertically into place, establishing the ground baseline for the building. 2.6–3.8s: Major columns (interior gold pillars and eave pillars) drop vertically into the stone plinths from above, perfectly aligned. 3.8–5.0s: Tie beams and lintels slot horizontally into the column tops, interlocking with mortise-and-tenon joints. 5.0–7.0s: Bracket sets (Dougong) assemble individually from bottom to top: bearing blocks, bracket arms, angled levers, and cap blocks lock together layer by layer. (Key sequence: slow motion to clearly showcase the intricate stacking). 7.0–8.2s: Eave rafters and flying rafters align and settle along the roof pitch, forming the deep overhang eaves. 8.2–9.4s: Board tiles and semi-cylindrical roof tiles lay down row by row from bottom to top, covering the rafters. 9.4–10.5s: Roof ridge components and the central finial drop into place. The full building structure is now complete. Leader lines and text labels fade out smoothly. 10.5–12.0s: The fully assembled Yellow Crane Tower remains stable as the camera orbits extremely slowly around it. 12.0–15.0s: All components separate vertically in the exact reverse order, returning to the precise initial exploded/deconstructed layout. The final frame composition perfectly matches the first frame to allow a seamless loop. Negative Constraints:No simultaneous component movement, random scattering, shattering, melting, rotating, or flying off-screen. No changing component counts or morphing architecture. No incorrect Dougong stacking order, tile-rafter clipping, misaligned leader lines, garbled label text, fast camera orbits/zooms, black screens, white flashes, frozen frames, fade-outs, watermarks, or platform end cards.

Lee Lin | AI

12,159 Aufrufe • vor 2 Monaten

Impeccable 3.7 brings linting to design. Until now it was a skill you asked for help. Now it's a design-system-aware feedback loop that runs while your agent builds, catching slop and design drift before they land. 🪝 Design hooks for Claude, Codex, and Cursor They run after every UI edit and quietly nudge your agent to fix slop and drift. The output isn't another wall of lint: it separates new findings from already-seen ones, flags clean scans, and asks the agent to use judgment. Fix real issues, leave intentional demos alone, save exceptions to config instead of littering your source. 🎨 Slop detection is now project-aware Reads your actual design system from DESIGN.md, your typography, palette, radius scale, and tokens, and flags drift from your system, not just generic AI slop: • this font isn't in your design system • this color is outside your documented palette • this radius doesn't match your rounded scale The same engine powers both the hooks and the CLI, and it's where we're investing next. 🖥️ Live Mode, ready for real projects Svelte/SvelteKit now preview variants as temporary framework components with live params, then accept cleanly back into your source component. Manual text edits got evidence / apply / discard routes, insertions preserve their anchors, and mapped lists and JSX slots clean up far more reliably. ⚡ Leaner core, sharper detector Rule-level evals across 3 providers and 4 niches cut guidance with no measurable lift and dropped examples that taught models bad patterns. The detector now skips hidden and screen-reader-only elements, understands OKLCH alpha and Sass-like inputs, and tightened checks for repeated kickers, oversized H1s, clipped overflow, and cramped padding. 🛠️ CLI caught up impeccable detect loads DESIGN.md by default, motion findings name the exact token or cubic-bezier instead of just "bounce," and impeccable ignores gives real CRUD for exceptions. Hooks and CLI share the same ignores. No split-brain config. Plus a much-improved interactive installer with hooks setup built in. Upgrade: npx impeccable install npm i -g impeccable

Impeccable

233,051 Aufrufe • vor 3 Monaten

As a graphics engine coder I think when you look at a flickering bug like this one in the video below it’s not immediately obvious what is going on. The key here is observation - to study this flickering/bugged render carefully - what do we see? Firstly for me it was very obvious that nearly all of the scene shadows were flashing on and off - but (but!) there was a secondary issue where some buildings and parts of the sky were also flashing purple. Hmmmm. Interesting. I initially thought then this might be two separate bugs - but because the sky purple element could only based on full screen post fx and not 3D rendering I looked at this first with a few GPU captures to step through all our post processing to find the rendering stage which made these pixels turn purple: When I did this I found the colour 3D texture LUT grading that makes our different biomes have unique colour palettes was going very wrong - colours near 0 or 1 were wrapping and making the purple elements that we see in the said sky and base parts. The only way this could happen was if the texture was corrupt (which it was not) or if the 3D texture sampling was wrapping and not clamped as intended. That was the Eureka moment - because if the post fx had the wrong texture sampler then the disappearing shadows which also require an exact texture sampler for comparing depth might be also wrong because of the same kind of texture sampling issue! So with this idea that the engine was using the wrong texture samplers, but only in very high draw call scenes like the big base here I the looked at some engine limits and found the bug very quickly - a circular dx12 descriptor buffer for samplers running out over multiple frames, reusing the wrong data for new scenes inflight. Hence the flickering, as the GPU randomly got wrong samplers for some post textures or shadow depth. Easy to fix with triple limits for future expansion and also adding an assert/debug spam in case this limit is ever reached again - QA testers would see this message and report if they ever saw a flicker with this style of bug. My bug and my bad from 2017 porting NMS to DX12 without foreseeing how massively complex bases and our game would grow.

Martin Griffiths

72,855 Aufrufe • vor 1 Jahr