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I make PSX Retro Tools: a free Blender addon for PS1-style graphics It helps with: - low-poly cleanup - low-res texture baking - dithering - vertex wobble - screen snapping - retro post FX If you make retro art, horror scenes, or indie game visuals, try it here:

274,698 次观看 • 4 个月前 •via X (Twitter)

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If you think this is just another silly demo made with AI, read this post. You might change your mind, because this demo is about MATH. What you see on the screen is not a render from Blender (obviously, it’s not that good). It’s a three.js app built with Toolcraft. Available on the web and rendered in real time(link in the comments). But Blender still has a lot to do with it. Blender has Geometry Nodes - a powerful node-based system for creating and manipulating procedural geometry. In other words, it’s math. And math is a universal language. And who do you think is pretty good at math? >>> AI. Now you can download or buy Blender files from marketplaces, and when they contain Geometry Nodes for procedural animations, objects, surfaces, or effects, you can transfer that logic to the web. Make it real-time, make it interactive. Materials are a separate story, of course. They can still suck unless you use the right tricks: PBR, HDRIs, material blending, displacement, and faked surface relief. So why is Blender important here? Blender is open source, and many tools around it are open source too. An AI trained on their code. That means it can translate the math from one environment to another quite accurately. If you’ve been struggling to reproduce some idea with AI that you had in your head or seen in some references, and it has something to do with Geometry Nodes, and you can find that idea or a close one in the Blender ecosystem - it means you can transfer it to the web. Thank me later.

Alex Barashkov

28,300 次观看 • 1 个月前

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

72,828 次观看 • 1 年前

Introducing fx, a tiny, open, native coding agent from Vercel Labs. Originally an internal tool, fx is a harness and CLI written in Zig, optimized for research and embedding in larger systems. Today, we're open sourcing it. fx is built on three principles: 1. Fast. A single native binary, no runtime to install. It cold starts in 10µs and does no unnecessary work or I/O before accepting input. fx is the answer to "how fast can a coding agent be?" 2. Light. The 6.3MiB binary uses single-digit megabytes of memory at baseline, made for instant installation and embedding in resource-constrained environments and agent sandboxes. 3. Open. Apache-2.0, model and provider agnostic, suitable for local and cloud inference. Its small core extends through skills, plugins, and MCP. Minimalism is an obsession throughout the entire harness: system prompt, tools, features, binary. The goal was to keep context usage and time to first token low, and make fx optimal for model benchmarking, sandboxing, evals, and gyms. You can use fx directly or embed it as infrastructure. The CLI feels more like a Unix shell than an IDE in the terminal: it preserves scroll history, produces minimal output, and uses complex TUI rendering very, very sparingly. Programmatically, 𝚏𝚡 𝚊𝚜𝚔 --𝚓𝚜𝚘𝚗 gives structured output, 𝚏𝚡 𝚊𝚌𝚙 connects to editors and other clients, and WebAssembly can even run the whole thing inside the browser (see: Privacy is a design constraint: no product telemetry, sessions and usage stay local, and no source code or prompts are shared with any endpoint other than inference. With local inference and auto-updates off, fx is fully hermetic. fx is experimental. Use at your own risk and expect frequent changes. Chat with us on X ( or file issues ( 𝚌𝚞𝚛𝚕 -𝚏𝚜𝚂𝙻 𝚏𝚡.𝚜𝚑/𝚜𝚎𝚝𝚞𝚙.𝚜𝚑 | 𝚋𝚊𝚜𝚑

Vercel Developers

942,789 次观看 • 8 天前

🎨Welcome to CANVAS REIMAGINED🎨 Thursday QT CHALLENGE Theme: Painterly Art What is Painterly Art? Painterly art celebrates the visible, expressive brushwork and textured surface of traditional painting. It emphasises the artist’s hand, thick impasto strokes, blended edges, and the tactile quality of paint rather than smooth, photorealistic finishes. Rooted in movements like Impressionism, Post-Impressionism, and Romanticism, it captures mood, light, and emotion through loose, dynamic brushstrokes that make the medium itself part of the beauty. Challenge: Create your own painterly inspired piece! Capture the rich texture, visible strokes, and artistic energy of classical oil or acrylic painting. Let the brushwork tell the story. Use elements like: • Thick, expressive impasto brushstrokes with visible texture and direction • Soft, blended edges mixed with bold, energetic marks • Rich, layered colours with subtle variations and harmonious palettes • Dramatic light and shadow play, atmospheric depth, and emotional mood • Loose, gestural forms that feel alive and handmade rather than perfectly rendered Here’s a basic template you can try: [main subject], painterly style, expressive brushstrokes, thick impasto texture, visible oil painting marks, loose and gestural, rich colour layering, soft blended edges with bold accents, atmospheric lighting, emotional depth, textured canvas surface, masterpiece, traditional fine art aesthetic, in the style of John Singer Sargent, Vincent van Gogh, or Claude Monet 🎨QT or Share your art. Let’s celebrate the joy of visible brushwork and the soul of painterly expression—most of all, have fun!🎨 #CRTHEMES

Art Muse

11,924 次观看 • 4 个月前

Seedance V2 I am your sister 🤣 core_style: - 80s-90s Shaw Brothers movie style - early Hong Kong wuxia drama aesthetics - nostalgic Chinese wuxia film - vintage TV quality - warm and high-saturation color palette - retro film grain texture - slight Technicolor chromatic aberration - classic studio backdrop feel - soft stage lighting visual_quality: - 35mm film photography - physical film defects - vintage film texture - subtle chromatic aberration (dispersion) - soft focus effect - slight light flickering - strong bloom on highlight surfaces character_modeling: female_character: - classic 80s period drama makeup - dark eyeliner - peach-pink lip balm - exquisite braids with pink silk ribbons and flower accessories - traditional light blue and white Hanfu with floral embroidery and silk texture male_character: - classic wuxia young scholar appearance - long hair tied with a white silk ribbon reaching the waist - signature sideburns - clean-shaven face - pure white scholar/swordsman long robe (Zhiduo) script_and_storyboard: logic: sitcom editing logic with early physical transition effects scenes: - shot_1: "Close-up: A young woman looks affectionately at a black and white cow cat on a wooden table. Dialogue: 'If only you could turn into a handsome guy.'" - shot_2: "Medium shot: The cow cat is licking its paws, followed by a burst of retro white physical smoke effects in the center of the screen." - shot_3: "Transformation: The smoke dissipates, and a handsome man in a white robe appears where the cat was." - shot_4: "Over-the-shoulder shot: The woman looks pleasantly surprised and reaches out to touch the man's shoulder or chest. Dialogue: 'Wow, you really became a handsome guy!'" - shot_5: "Medium shot: The man has a serious expression, gesturing with an orchid finger while speaking enchantingly. Dialogue: 'Have you forgotten you already had me neutered? I've changed now, I'm your sister!'" - shot_6: "Close-up: The woman freezes with a shocked expression. Dialogue: 'Ah!?'" audio_and_post_production: - "Poof" transformation sound effect - nostalgic Hong Kong background music - AI voiceover with "Old Film" or "TVB dubbing style" accent

Emily

30,856 次观看 • 4 个月前

I built a clone of the Yeezy store with Next.js. This was a fun challenge — the site has some smooth animations and feels very fast. But it was bothering me that I couldn't use the browser back button. Can we do better? So I rebuilt the site with v0 and Motion. Here's how it works: 1. When you click on a product, Motion is able to animate the original position of the product in the grid, to the zoomed in product detail page. 2. During this transition, we also shallow update the URL with the `/p/slug` route for the page. 3. If you press the back button in the navbar, or use the browser back button, or press escape — all options will take you back to the main product listing page. 4. If you reload the page while looking at a product, or someone sends you a link to a specific product, it still works! This is the best parts of a SPA and MPA mixed together. In the future, I can make this even better with View Transitions (I wasn't able to get the product animation just right, but if you can I'd love to see it!). I also took some creative liberties from the original design. The whole 1/2/3 size thing, where you needed to click the "?" to see SM/MD/LG was strange, so I just went directly to those sizes. Similarly, I prefered the more traditional style sheet/modal with the background color change, versus the full screen takeover. If you wanted to actually hook this up to Shopify now, you can swap the cart implementation with Next.js Commerce, which has all the APIs you need + optimistic writes 🔥 Should I make a video walking through the code?

Lee Robinson

148,937 次观看 • 1 年前

Fable 5 comes back!It can now build playable game prototypes. I think it is actually a signal for where AI coding is going. Making a game is not just “write some code.” Even a small browser game needs: game loop;character movement;collision logic;scoring system;UI states;physics tuning;visual feedback;bug fixing;playtesting This is why game prototyping is a great test for AI models. A model cannot fake it with a pretty answer. Either the game runs, or it does not. What impressed me about Fable 5 is that it is useful for the messy middle: turning an idea into mechanics, turning mechanics into code, debugging broken interactions, and iterating until the prototype feels playable. But here is the practical part: I would not use the strongest model for every step. For game building, I would split the workflow: 1. Fable 5 for game design + architecture 2. a fast coding model for routine implementation 3. a vision-capable model for screenshot/UI feedback 4. a cheaper model for docs, test cases, and small fixes 5. fallback when latency, cost, or output quality becomes a problem That is the real AI coding stack. Not “one magic model does everything.” More like: the right model, for the right task, at the right cost, with fallback when things break. This is why I’ve been looking at ZenMux ZenMux. ZenMux gives developers one gateway to access multiple leading AI models, with OpenAI / Anthropic / Google Vertex compatible APIs, cost tracking, quality benchmarks, auto-routing, and compensation when output quality, latency, or throughput falls short. If AI can now make games, the next question is not just “which model is strongest?” It is:how do we manage the whole model workflow Fable 5 shows the creative ceiling. ZenMux is closer to the infrastructure layer you need when AI coding becomes a real production habit.

Rachel🥥

61,441 次观看 • 1 个月前