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Jane's getting along with Sprite Animator SilentSins VAs 🔞🥐ScyllaScolopendra🐛🍌 @Flintdoesnsfw Sprite belongs to Toonguy Model was made by DeltaRisque 🔺🔞

50,819 views • 1 year ago •via X (Twitter)

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*** Mega Parodius Sega Megadrive Update *** Lately I've been having some fun seeing how far we can push the Parodius game engine . This is not arcade accurate - just for testing, decreased bullet timers and upped the bullet count to see what would happen re cpu usage when things are made a lot busier ! Maybe something like this could be insane mode in the options etc. Since last update we are a lot more optimised under the hood . The C based sprite engine, particularly visibility checking was speedup , overall 25 % faster. Then re-wrote the sprite engine completely in 68k assembly , 30% faster again. It took about 3 days and 1500 lines of assembly , thankfully the gains were worth it. All these gains will be back ported to S.O.T.A also as its using the same sprite engine. Usage is around 19% of cpu per frame with a full sprite load - 33 % cpu left in the busiest frame currently . Parodius is using a write the sprite list every frame type engine , so priority and meta-sprite objects can be handled with ease albiet its still a bit slower than static allocation sprite engines such as the one in lufthoheit but this is a bit easier to code for in the long run. All collision checks are been done , we are using a spatial grid system to get the collision checks done faster than a brute force approach . To get to maximum sprite count destruction is disabled in the video. We hit 80 sprites onscreen in this sequence , the sprite counter is one the Left side. We use about 16 sprites in the top hud and water line , about 21 for player attacks / missiles / shots / options . Up to 35 bullets + enemies . No lazer usage here as the Lazers use zero sprites thanks to the raster tricks , this video is all about the sprites ! Improved the water line when the Catboss is active , as he is Sprites + Forground we are doing some tile rotation tricks eg bit scrolling to give the impression of parrallax at that point . Vector Orbitex has updated the stage 1 music again and has made things even higher quality , hes mixed pcm and fm channels together to create higher quality orchestral hits for example . Pyron has started converting assets from stage 2/3 , some amazing work there . Hes well ahead of me at present which is a good thing. Still lots of incomplete animations missing logic etc , its slow going with RL getting in the way haha and 2 other projects !! Still its fun !! #SGDK #SegaMegadrive #SegaGenesis #Parodius

Shannon Birt

16,084 views • 7 months ago

** Mega Parodius Update ** The team have been busy over last couple of weeks , implementing more of the games engine. WIP since last update : White Bell power up ( this is the text attack ) Blue Bell power up ( full screen explosion ) Catboss & animating Trees Updated Lazers to work on the BGB layer ( Plane A updated to 64x64 tilemap ) . Pyron has been doing excellent work on Blue bell Explosion, Whitebell power up text gfx - the slogans are great !! Arcade quality tree animations have been added. Feeding me a lot of videos so we can replicate the arcade port more accurately. Vector Orbitex has updated the music to mark IV for stage 1 making it smaller yet again , he's also added the Orchestra Hit in , potentially more samples can be added back in now also as the song now is a miniscule 57 kb. I keep telling him its 2025 - not 1990 for rom sizes haha , a professional is always a professional though !! The Blue Bell power up uses the static large sprite class I made for SOTA where it supports unlimited amount of sprites per object and detects all the reverses / flips & uses the same tile pointers where it can and crunches it down into single sprite object. We use up to 40 sprites in the Explosion but only 147 tiles needed in vram thanks to clever use of mirroring. The Catboss is easily the hardest enemy in the level for a few reasons - we also had to free up Plane A so the boss could shift upwards onscreen, so lazer effects were shifted to Plane B. The bit that caused me the most issues was when he sits in the water line between the two islands. He is quite wide and also has overlapping palettes and animating parts , to do it solely with sprites would have lead to severe dropout at times. At the waterline we have to simulate 3 background planes and sprites at that point and we only have 2 background planes. Luckily the MD sprite engine is very flexible and we were able to recreate the arcade look at this point with some sprite trickery, the water-line is now sprites . So we use Plane A + sprites to recreate him and use a lot of plane animation to reduce the amount of sprites needed. For example the face, the tail the propeller are all plane A animations . I analysed the SNES/PCE versions and we use less sprites than those versions for him so that will help reduce the chance of sprite dropout when attacking. The Catboss is only about 1/2 done , all damage states, the onboard penguin factory, bullets from Cannons yet to added etc. He wraps around at the end of the vid as theres no destruction routine in for him yet . No extra enemies in at this stage , tackling the hard parts first etc. We took the arcade GFX for the Trees that sway around under the Catboss, all the animations are in. There were some DMA bandwidth issues originally I had to sort out as the Catboss has several animating parts + swaying Trees was leading to overload so after some load balancing it all is playing nicely !! We still have loads of stuff to add , collisions are not in - normal enemy waves etc but yeah a lot of future issues were sorting out just getting this far. So the team is very happy with the progress !! #SGDK #Parodius #SegaGenesis #SegaMegadrive #indiegame

Shannon Birt

19,241 views • 9 months ago

We made a thing! Very happy to announce sqlcoder-pro and the Defog Alignment Platform. Available to use immediately without a wait-list, weights will be open-sourced very soon. The video does a quick show and tell comparison against ChatGPT (with gpt-4o). Read on for more details! TLDR 💪 equal (or better) performance on text-to-SQL as the most capable Claude-3.5 or GPT-4 models 🤝 You can use it today on a free plan/free trial, without a waitlist 🪽 self-hostable on a single RTX4090, with 2 second median generation times for SQL queries 🔁 exactly the same output every time, give the same prompt 👨🏻‍🏫 teachable and steerable: show the model what you want it to do 🛞 debuggable – you can understand WTF is going on inside the model, instead of treating it like a black box Let's dig into each of these one-by-one! Performance SQLCoder-8b-pro significantly exceeds the performance of our previous sqlcoder-8b model on Postgres text-to-SQL (from 88.2% to 90.2% accuracy - gpt-4o is at 87.6%, for reference). It is also better at following instructions. This was done via self-merges, hand crafted fine-tuning data, and adapting the training data to fit our tokenizer. Cost You can host this on the model on a single $3,500 RTX4090, and support ~5 requests/second via VLLM. If you're looking to host on the cloud instead, you can run it on a single L4 GPU that costs $300/mo on GCP Repeatability We have a dense 8b model with no MoE shenanigans. For the same prompt with temperature=0, you'll always get the same answer – which is critical in BI. Teachable In our alignment and feedback modes, you can give the model feedback on how it answered certain questions, and it will automatically adapt to the feedback. Debuggable You can use logprobs and attention scores to determine where, exactly is the model paying attention to inside a prompt + what it's getting confused by when generating outputs. Available today You can use Defog on the cloud today by going to docs[dot]defog[dot]ai, and getting an API key. Excited to hear what you think!

Rishabh Srivastava

13,433 views • 1 year ago

*** SOTA RETROCON S.O.T.A UPDATE *** Whilst the Versao LTDA team is busy at Retrocon showing off our latest Sega Genesis SOTA update, here is a small snippet of how the game is progressing. This video has 3 parts, our menu screen, rain - wind sub section of level 1, then the boss. Everything is still wip including my gameplay skill lol ( and i thought the controller would help .. ) Some challenges overcome : The Menu screen uses shadow and highlight transparency modes in two ways, the background mode for the light rays and then the sprite mode for the mist - it has a nice overlapping effect too, due to using the forground plane for the light rays (s & h background mode) the entire forground is made up of sprites - all the words are sprites . SaviorMarks sent me a screenshot of an issue with boss leftover Mist sprites affecting the menu screen and I thought that looks really cool - lets do that haha . Sometimes bugs are keepers !! The rain section uses more than 80 sprites, a sprite multiplexor handles the rain whilst normal non plexed sprites make up the moon / clouds in the far background , the lamp posts and lamp light in the mid forground and Fences in the front forground . Without the multiplexor there was too much drop out on the rain at times. The rain is still blinked in alternating X positions due to the pixels per line limit , but it gives a great result still. The lamp lights use Shaded Active Dither as S&H here would not overlap the enemies / player . The Boss was a challenge with its size and full frame updates, up to 650 tiles are changed per animation frame into vram. Custom Dual priority DMA routines and extended DMA timings are used (still NTSC 224 pixels tall screen size but most of the vblank was used for updating tiles ) . These methods were used to update the bosses dual display buffers. I needed to have dual priority DMA buffers as the player / waterfall etc had to update their frames whilst the boss is constantly streaming tiles. There are also S&H transparent Mist sprites used for the boss sequence. It seems if you want everything to break at once target a demo for a retrocon event haha, we had lots of issues mainly with vram getting stomped and as all animating sprites need to be DMA streamed to fit into VRAM as the forgrounds and backgrounds take up a lot of tiles. Some new tools which show the VRAM allocation for the sprite engine on a frame by frame basis helped and a self defragging VRAM system helped quite a bit also. Thankfully things are in a good state now apart from a couple of small bugs that persist. Thanks to SaviorMarks and GamesCare for putting up with and testing all the bugged updates haha !! #SegaGenesis #SGDK GamesCare SaviorMarks #VersaoLTDA

Shannon Birt

10,243 views • 11 months ago

Stratosphere was our biggest and heaviest character on #Transformers ROTB. He was a real challenge to deal with on the Modeling, Texturing, and Rendering side. He had 1434 UDIMs due to his immense scale and was made up of tens of thousands of objects. His level of detail was truly something else. His vehicle form was also a behemoth. We had also built a mortar for his robot form and a cannon for his vehicle form but neither of these made it into the film as his part in the final battle was cut out. He was originally supposed to help out in the final battle, using both of these weapons against the Sweepers and Predacons. The decision to cut him from the final act came very late as all of his assets were final at that point. We were never told the reason why his role was cut from the film. I had to re-design my texturing system in Mari when working on him to ensure that it could handle such a complex and large character. I had to simplify a lot of the procedural systems and even had to branch off some of them into their own files to ensure that artists could work with somewhat decent performance. We ran into a lot of issues pushing him through our pipeline, both as a model as well as rendering him due to the sheer amount of objects and textures that had to be processed. For shots, it was requested by Lighting that we reduce his memory footprint as Google had complained he was taking up too much memory and their I/O for rendering on the cloud was being affected. The leadership team and I decided that the best way to do this was to half the texel density on the parts that wouldn't be visible in our approved shots and to also half the resolution of the textures in the parts not visible to camera. This allowed us to optimize his memory footprint both in shots as well as storage and I/O. It was massive technical undertaking working on Stratosphere, so much so that we had to delay getting him into shots as we simply couldn't push him through with our normal tooling. I really enjoyed the challenge that he posed for us as a team. CREDITS: Primary Modeling by Oscar Lowe Support Modeling by Arthur Grandjean and his team Final Texturing & Lookdev by Yaz Raji Video credits: Breakdown shot by MPC Film footage by Paramount

Rassoul Edji

268,448 views • 1 year ago

Larry Ellison just told every software engineer on Earth their job description is dead. Not evolving. Dead. Ellison: “The code that Oracle is writing, Oracle isn’t writing. Our AI models are writing.” This is not a startup demo. This is one of the largest infrastructure monopolies on the planet telling you it already replaced the people who built it. For fifty years, building software meant translating human intent into machine instructions. Line by line. Bug by bug. Sprint by sprint. That entire layer is gone. Ellison: “We don’t write the procedure. We declare our intent.” That sentence just made the entire engineering labor market flinch. The procedure was the job. The procedure was the paycheck. The procedure was what made a developer valuable. And now the machine does it without being asked twice. Ellison: “We just tell the model what we want the program to do, and then the AI comes up with a step-by-step process to actually do it.” You are no longer paid to build. You are paid to think. And most organizations have no idea how to evaluate that. The companies still hiring armies of developers to grind through codebases are paying salaries the machine already made worthless. Not in years. In seconds. When a company worth hundreds of billions hands the keyboard to the machine and tells you the output is better, the debate is not winding down. The debate is over. The enterprise that wins this decade does not write the best code. It removes the human from the process entirely and runs on intent alone. The programmers who survive are the ones who realize the craft is no longer typing. It is architecture. It is judgment. It is knowing what to build and why. Everything else now belongs to the machine. And the machine does not negotiate severance.

Dustin

534,277 views • 3 months ago

🚨 ALERT FLORIDA: TAMPA WAS CHOSEN. CIVILIZATION JIHAD IS OPERATIONAL. A PARALLEL SHARIA SYSTEM IS RISING IN PLAIN SIGHT. DEMAND ACTION NOW. In late 2025, a major escalation of a long-running separatist project in Tampa—consistent with the Muslim Brotherhood’s ‘Civilization-Jihadist Process’—became visible with the launch of iTAMPA, the Islamic Tampa Area Muslim Professional Association.” Marketed as benign “professional networking,” iTAMPA is a physician-led Islamic organization designed to build a parallel Sharia-governed healthcare system. It openly prioritizes Muslim doctors, Muslim patients, and Muslim-only referral networks - using healthcare as the most trusted and durable entry point for institutional control. iTAMPA launched inside Universal Academy of Florida (UAF), part of a school network run by Magda Elkadi Saleh - the daughter of a senior Muslim Brotherhood leader - built to produce the next generation of Islamic institutional leadership.” These schools are taxpayer-funded through Florida’s voucher system. Public dollars. Private Sharia governance. We are funding our own takeover! At the launch, organizers made their framework explicit from the first moments — opening with Qur’anic recitation and laying out a governing structure centered on Sharia compliance. They outlined a system overseen by an Amir and a shura council to enforce full Sharia compliance - meaning healthcare, education, law, commerce, da‘wah, and political activity in Tampa would all operate under Islamic authority, eliminating reliance on the broader U.S. system. This is not integration. It is separation by design. Speakers openly described: 🔺A closed-loop medical directory - literally described as a “Google for Muslim providers” - built to route Muslim patients only to Muslim doctors 🔺Intentional steering away from non-Muslim providers, openly described as a religious preference 🔺A pipeline from clinics to fully Islamic hospitals 🔺 Waqf endowments used to lock institutions in permanently, shielding them from outside pressure, donors, or accountability 🔺Organized political coordination to secure legislation “in our favor” and block what opposes their agenda On camera, a board member bragged that he purged his healthcare network of non-Muslim providers wherever possible and encouraged Muslims to follow suit. The long-term vision was described openly: decades-long, generational, permanent. 🚨HEY TEXAS - During Q&A, participants explicitly discussed replicating the EPIC model from Plano, Texas....a fully self-contained Islamic enclave with its own sharia-compliant schools, businesses, residential development, medical facility, banking etc... They dreamed of having a complete Sharia-compliant medical system culminating in a Muslim hospital - JUST LIKE TEXAS! (Note: UAF's leadership has trained under Yasir Qadhi - the scholar behind Texas's EPIC enclave model that Tampa Muslims openly want to replicate.) The response from leadership was enthusiastic agreement. Tampa was not presented as an outlier. It was presented as a prototype. This structure follows the Muslim Brotherhood’s own doctrine — the 1991 “Civilization-Jihadist Process” — which calls for building parallel Islamic institutions inside Western societies until Islam becomes a viable civilization alternative, operating apart from and ultimately beyond the host nation. From birth to death — education, healthcare, employment, housing, commerce — everything routed inward. Non-Muslims excluded. Dependence on American systems deliberately severed. This is Hijrah in practice. It is civilization jihad in action. 📢 FLORIDA: This is happening inside taxpayer-funded institutions in your state. Alert your leaders. Demand oversight. 📢 TEXAS: You are the model they openly cited. 📢 AMERICA: This is being built for nationwide replication. RAIR Foundation USA once again exposed it. Now the public must demand action! WE CAN NOT ALLOW RED STATE FLORIDA TO FALL! SEE ALL THE VIDEOS (3 Hours) and THE REPORT HERE:

Amy Mek

237,559 views • 6 months ago