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Keet Mobile 4.0.0 Changelog ๐Ÿ Features - Keet 4.0.0 introduces a new engine which improves performance, app scalability and sets the ground for a new set of features development. Improvements - Faster room loading with optimised icons and image-preview caching. - Media previews respect maximum image size to save...

25,883 views โ€ข 1 year ago โ€ขvia X (Twitter)

4 Comments

Pavlenex's profile picture
Pavlenex1 year ago

For next release, @WebWorthy this but with @NicolasDorier as OIIA cat PLEASE

M's profile picture
M1 year ago

Lol looks like Rick Ross, watch out he might sue yo ass

METAMICK | GEYSER.FUND โšก's profile picture
METAMICK | GEYSER.FUND โšก1 year ago

so cool, what tool did you use?

Mรกrio's profile picture
Mรกrio1 year ago

Will I be able to see that the message has been delivered and read?

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800,752 views โ€ข 2 months ago

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Lee Robinson

117,624 views โ€ข 1 year ago

This Chinese guy created agents in Claude Code for landing pages and single-handedly serves 47 small businesses a month, taking $400 from each. He built a system of 7 agents on Claude Sonnet 4.6 that analyzes Google Maps in small towns, finds small businesses without websites there, and over 1 weekend takes each one to a finished mockup with video and cold message. No assistant, no sales team, no SDR. Just him, a MacBook, an iPhone, and 1 API key. And traditional web design agencies keep teams of 8 people on salary for the same order flow, while his expenses are only tokens and subscriptions to Lovable, Higgsfield, and Calendly. 7 agents work through 1 orchestrator on Claude Code Router. Usage is about 3 million tokens a day, the average API bill is about $480 a month. All 7 go through MCP servers and write shared state to the file system, without shared state in memory and without race conditions, and 1 of them lives right in the iPhone and picks up positive replies from the subway, a taxi, or on walks. And here is the system prompt he put into the orchestrator before launch: "You are the orchestrator of a solo agency that sells ready-made websites to local businesses. You delegate read-only tasks to 6 sub-agents and own all writes. sub-agents: // Scout (walks through Google Maps in selected cities, looks for narrow niches: 5+ years on the map, fewer than 50 reviews, no website or a website from 2014, but high ratings) // Diagnoser (for each lead writes a 50-word diagnosis, hero angle, tone matched to the industry, and a cold message under 70 words) // Builder (generates a landing page mockup in Lovable through MCP only for the top 5 leads per day, with the sharpest diagnoses and the biggest gap) // Filmer (pulls 5 screenshots of the mockup and through Higgsfield renders a 10-second vertical video 1080x1920 with a soft zoom) // Pitcher (sends a personalized cold message through the right channel for the niche: email to roofers, SMS to tradesmen, IG DM to salons, LinkedIn to realtors) // Checker (runs every message through evals for personalization, absence of AI markers and buzzwords before sending) // Mobile (lives in the iPhone, handles positive replies in real time, books Zoom calls in Calendly through MCP while the owner is on the go). You never let 2 sub-agents touch 1 lead. You stop and request approval from the human only when a deal exceeds $3,000 or the reply rate in a niche for the day drops below 12%." Meaning the system knows what it is and within what boundaries it is allowed to act. It knows it is supposed to find leads on its own. It knows it is supposed to take each one to a mockup, video, and cold message without intervention. It knows the human only steps in when a deal goes above $3,000 or the reply rate stops converging. โ†’ The system runs 24 hours a day โ†’ Scout goes through about 220 local businesses on Google Maps per day and leaves 30 new leads in the queue โ†’ Diagnoser outputs 30 structured diagnoses + briefs + cold messages per day โ†’ Builder assembles 3 to 5 finished landing pages in Lovable for the sharpest leads โ†’ Filmer renders a 10-second vertical video in Higgsfield for each one โ†’ Pitcher sends 30 personalized messages per day across 4 channels with a reply rate of about 14% โ†’ Checker runs every message through evals before sending And only when a deal breaks $3,000 or the reply rate for the day drops below 12% does the orchestrator wake the owner. And when the owner at that moment is sitting in the subway or a taxi, the Mobile agent in his iPhone picks up 1 move on its own: replies to a fresh positive reply from a dentist, books a Zoom through Calendly synced to the local time of the client, and puts the lead back in the queue. The owner only has to tap "approve" and in just 10 minutes join the call. Here is what the system writes in his log during 1 of the Saturdays: "scout report: 218 businesses checked in Austin, Denver, and Miami, 34 without a website, 19 with a website from 2014, 6 with an active redesign request in reviews. passing top 30 to diagnoser." "pitcher: 30 cold messages sent across 4 channels, 14 replies, 5 positive, 3 Zoom calls booked for Sunday. passing to closer." "builder: landing page for Westside Cosmetic Dentistry built in Lovable, 5 sections, mobile, soft beige. URL placed at /Users/dev/maps-agency/clients/westside/v1. filmer launching Higgsfield." "eval flag: deal with The Lotus Salon at $3,400 exceeds the approved limit of $3,000. sending for manual review." He has no server of his own and no separate backend. Just a local file sandbox at /Users/dev/maps-agency, an MCP router, 1 API key to Claude, and the same key forwarded to Claude Code on his iPhone. Out of everything I have seen this year, this is the cleanest one-person agency for selling websites to small businesses: $480 a month on the API, about $18,800 into the account, and between them 7 prompts, 1 file system, and 1 phone in the pocket.

Blaze

2,707,075 views โ€ข 2 months ago

Look ma new Codex Updates! 0.119.0 and 0.120.0 are here. And with it, a HUGE number of quality of life updates and bug fixes! > Hooks now render in a dedicated live area above the composer. They only persist when they have output, so your terminal stays clean. If you're running PreToolUse or PostToolUse hooks, this is a huge readability win. > Hooks are now available again on Windows > CTRL+O copies the last agent output. Small but clutch when you're pulling a code block into another file or chat. > New statusline option: context usage as a graphical bar instead of a percentage. Easier to glance at mid-session when you're trying to gauge how much runway you have left. > Zellij support is here with no scrollback bugs. If you've been stuck on tmux just because Codex was broken in Zellij, you're free now (shout out Felipe Coury ๐Ÿฆ€) > Memory extensions just landed. The consolidation agent can now discover plugin folders under memories_extensions/ and read their instructions.md to learn how to interpret new memory sources. Drop a folder in, give it guidance, and the agent picks it up automatically during summarization. No core code changes needed. This is the first real extension point for Codex's memory system, and it opens the door for third-party memory plugins. > Did you know, you can /rename a thread? But what's really cool about that is, after you rename it, you can resume it with the same name, no more UUIDs. codex resume mynewapp or directly from the TUI: /resume mynewapp > Multi agents v2 got an update to tool descriptions More reliable multi agent environments and inter agent communication > You can now enable TUI notifications whether Codex is in focus or not. Modify this in your config: [tui] notification_condition = "always" > MAJOR overhaul to Codex MCP functionality: 1. Codex Tool Search now works with custom MCP servers, so tools can be searched and deferred instead of all being exposed up front. 2. Custom MCP servers can now trigger elicitations, meaning they can stop and ask for user approval or input mid-flow. 3. MCP tool results now preserve richer metadata, which improves app/UI handoff behavior. 4. Codex can now read MCP resources directly, letting apps return resource URIs that the client can actually open. 5. File params for Codex Apps are smoother: local file paths can be uploaded and remapped automatically. 6. Plugin cache refresh and fallback sync behavior are more reliable, especially for custom and curated plugins. > Composer and chat behavior smoother overall, resize bugs remain though. > Realtime v2 got several significant improvements as well. > You're still reading? What a legend. ๐Ÿซถ npm i -g @openai/codex to update

am.will

738,887 views โ€ข 3 months ago

๐Ÿ˜ฑ How to Build & Launch Your Base Mini App in 10Mins. โ–  Investment: 0$ ( Free of Cost ) โ–  Potential: $BASE โ–  Exprience: No coding experience needed ( anyone can build ) ๐Ÿ‘€ Just watch full video & follow my simple 9 steps & Boom : Tools : 1.) Create V0 account :- 2.) Create Farcaster Account :- 3.) Create Baseapp Account :- โ€ขโ€ข Must link your farcaster account in base app Step 1 : Create the Calculator Application - Built a functional calculator with add, subtract, multiply, and divide operations - - Creat `/components/calculator.tsx` with full calculator logic and UI - - Creat `/app/page.tsx` as the main entry point - - Use React hooks (useState) for state management - - Designe with a modern dark theme using Tailwind CSS - Step 2 : Deploy the project & copy the url & save it . Step 3 : Create the Farcaster Manifest File - Created `/public/.well-known/farcaster.json` - This file tells Base about our app - Configured app metadata: My project name : My url link : { "accountAssociation": { "header": "", "payload": "", "signature": "" }, "miniapp": { "version": "1", "name": "My project name", "subtitle": "Fast & Easy Math", "description": "A simple calculator for basic arithmetic operations", "homeUrl": " "iconUrl": " "splashImageUrl": " "splashBackgroundColor": "#1a1a1a", "screenshotUrls": [ " " ], "primaryCategory": "utility", "tags": ["calculator", "math", "utility"], "tagline": "Calculate Instantly", "heroImageUrl": " "ogTitle": "Calculator", "ogDescription": "A simple calculator for basic math", "ogImageUrl": " "noindex": false } } Step 4 : Added Required Images - i attach a image , so convert that image as required ratio and attach the same image in our mini app for all 3 forms . `โ— icon.png` (300ร—300px) - A small icon of your app โ— splash.png (200ร—200px) - A splash screen image โ— screenshot.png (1284ร—2778px) - A screenshot showing how the app looks Step 5 Added Embed Metadata - Add `fc:miniapp` meta tag to layout.tsx metadata - Configure embed preview with: - Image URL for the 3:2 aspect ratio preview - Button configuration ("Open Calculator") - Launch frame settings - Splash image and background color Step 6: Added Farcaster Miniapp SDK Integration - Install `@farcaster/miniapp-sdk` package (automatically included) - Update `/app/page.tsx` to import and use the SDK - Call `sdk.actions.ready()` when the app loads - This is the **critical step** that tells Base to hide the splash screen and display your calculator Step 7: Update Next.js Configuration - Update `/next.config.mjs` to work with Next.js 16's Turbopack - Add `turbopack: {}` config to ensure clean builds - Remove webpack-specific configurations Step8 : โ€ขโ€ข Now for one time , click on deploy & deploy again โ€ขโ€ข Then Open Farcaster in Pc/Laptop โ€ขโ€ข Enable Developer Mode โ€ขโ€ข go to Developer section then & click on Mini app manifest tools โ€ขโ€ข then paste url ( check vidoe ) โ€ขโ€ข then click on fetch & then click on Genrate account association โ€ขโ€ข scan qr code and verify your farcaster account โ€ขโ€ข Now copy everything and paste in V0 ( add prompt ) Add this as account association โ€ขโ€ข then Reverify and Submit . Step9 : โ— Download Base App : โ€ขโ€ข Create Account with email โ€ขโ€ข then connect same farcaster account โ— Then Visit : โ€ขโ€ข signin with same base app email . โ€ขโ€ข and follow video process ๐Ÿ“Œ๐Ÿ“Œ Join Our TG for More Alpha:-

Sanu Gupta

40,411 views โ€ข 5 months ago

Sure, but the idea of simplifying the appearance of Fortnite, the locker and the shop are all going in the exact opposite direction of simplicity. Equipping cosmetics takes double, if not triple the clicks. The UI is impractical and janky, not to mention the introduction of buttons and drop-down menus that were far easier to access previously. Selecting a skin to rotate it, preview it or even spin it around now requires clicking on it, which then applies it to your loadout. Previously this needed a confirm button so you could preview and choose skins, backblings etc without loosing your currently equipped on if you want to go back. Wraps are not included as part of a character's preset despite being completely relevant to the skin worn. Changing emotes, lobby tracks, and all cosmetics now means you have to back out and change tabs, something that could have previously been done on 1 page. The sectioned tabs make sense with new types like LEGO Kits, Cars, Instruments but there's no need to separate Character from Wraps, Emotes or Lobby. Archiving or Favoriting items can no longer be done in batches or quickly. Previously all you had to do was click once per cosmetic on the button but now you have to enter a drop down and select it for every individual item. Applying wraps to all slots now requires a drop down menu rather than simply clicking the button at the bottom. Swinging a pickaxe or redeploying a glider is near impossible to do and feels like more of a chore to actually accomplish with the drop-down menu. It overlays onto other items meaning as soon as it's clicked the menu vanishes and switches to another cosmetic before the animation can even begin. Cosmetics in the locker can be searched by seasons using "S1-17" but after S18+ they no longer filter. Entering the drop-down menu or right-clicking anything in the locker accidentally immediately takes you all the way back to your currently equipped item when exiting. The filter menu requires an "apply" button to be pressed rather than simply closing and applying when selecting one of the filters, taking longer and more clicks to simply find your recent items or remove a filter. The filter menu was also better as a side panel so you don't have to move your cursor to the center of the screen and back every single time. As a side panel it also allowed for more options to be displayed, whereas the current one requires a huge scroll bar to simply filter by favorite. The presets menu scroll wheel also zooms the skins in and out as you scroll up and down the list. Because of the randomize preset button, the list compared to when saving a preset is all moved up by 1, becoming disorientating to where the preset was in relation to the rows. The shop no longer displays item descriptions or set names on cosmetics - now requiring a click on each individual item when there is adequate space to do so. The new shop and locker appearance can be accustomed to, however, it NEEDS the basic functionality and user-friendly UI elements that the previous ones had. Simple buttons at the bottom to favorite, swing, redeploy and equip. Less tabs to switch between, less clicks required to complete simple tasks and less feeling like there's a battle against the UI itself just to equip the cosmetics you paid for. We appreciate the moves the renew the locker and shop, but in terms of functionality and user interaction, there is nothing we want more than the old one back or the old one's elements merged into the new appearance. Thank you.

FNAssist

178,290 views โ€ข 2 years ago

Padawans! We are excited to announce the return of Jediswap with concentrated liquidity, full audits, points, and incentives. Check it out at Since our last update two months ago, we have been working hard on a fresh new version of Jediswap, focused on bringing capital efficiency and the best price execution to our users. After two months of dedicated efforts, a full audit by Nethermind Starknet , and passing rigorous security tests, we are excited to announce the launch of Jediswap v2. Jediswap v2 significantly enhances user experience and performance while introducing new features and surprises. Our commitment to community and user growth remains strong, and we have exciting plans to expand the Jediswap ecosystem. Take a look at key updates coming with the launch. A points system that empowers genuine, loyal users: Jediswap's origins go back to early 2020 when we started our journey not as a product but as a community known as the Mesh community. Our mission was clear: bring Open Finance to billions of people. Recognising the strength of community-driven efforts, we understood that collective belief and collaboration, rather than individual or corporate endeavours, would be the most effective path forward. Early loyal users are the most crucial pillars of any community and product. This point system is Jediswapโ€™s first step in recognising and rewarding the value each user has added to the protocol. We have prepared separate point systems for liquidity providers and traders. In short, as an LP, you can maximise your points by earning more fees on your LP positions and maintaining your liquidity in Jediswap over the long term. You can check out the complete math behind points here. For traders, use Jediswap when you genuinely need to swap tokens. There is no need to do any wash trading. We have published the points system for Jediswap v2 and will soon release points for all the activity that has occurred on Jediswap v1 to date with a boost. Check out the points logic on our docs: Improved performance and user experience: We have significantly enhanced Jediswap's performance, making it faster and more user-friendly. One notable improvement is the integration of pool analytics directly within the Pool page, eliminating the need for users to navigate to a separate analytics page. Additionally, balance fetching has been optimised for smoother operation. Any liquidity added to pools now updates the My Positions page in real-time. Battle-tested security For this launch, we implemented several security measures. We underwent a rigorous 7-week audit process with Nethermind. With the help of the Nethermind team, we also created a test framework for Jediswap to compare security against Uniswap v3, which has been operational for 3+ years and is one of the most battle-tested smart contracts available. We simulated real data from different Uniswap v3 pools on Jediswap. We achieved a 100% match in the contract state after each on-chain action, such as swaps and liquidity adjustments, bolstering our confidence in our code's security. We will announce many cool things over the next few weeks. Keep an out JediSwap ;) Mint a Galxe NFT: To commemorate this launch, we have published a new campaign on Galxe, which rewards users with an NFT for being an early user of Jediswap v2. To earn the Galxe NFT, add at least $25 worth of liquidity to one of the pools listed in the Galxe quest.

JediSwap

107,510 views โ€ข 2 years ago

Big Update: Critters Quest Website Steps Into Production State with an Exciting New Design! Hey Critters, we're thrilled to share some major news, our website has officially migrated from mint state to production state, and we're taking our platform to the next level right here at After three weeks of dedicated work, we've transformed Critters Quest into a more organized, stable, and feature-rich experience, setting the stage for everything we've planned for the future. This isn't just an upgradeโ€”it's the first step before the real journey begins! Key Updates to the Homepage and Beyond Fresh Categories and Pages: We've added exciting new sections to help you dive deeper into the Critters Quest world: - Play $QUEST (Explorer Page for Staking $QUEST): Dive into our new $QUEST explorer page, where you can find games to stake your $QUEST tokens to earn rewards, track your staking progress, and engage in strategic gameplay challenges that grow your Critters' value. - Play Spins (Explorer Page for Spins): Spins are now front and center with a dedicated spins explorer page, designed to highlight Multipliers Spins, Terron Spins, Quest Tablet Spins(coming soon๐Ÿ‘€), and more. Organized as daily free spins, limited events, and partner spin opportunities for special loot, offering new ways to boost your rewards. - Breakdown Informational Page: We've introduced a comprehensive guide for new users (and a refresher for veterans) to explore how key features work. This page currently focuses exclusively on the mechanics and info for Master Edition NFTs, Cloned Editions, and Multipliers. It explains how Master Editions serve as the foundation for your Critters' value, how Master Editions allow Cloned Editions to be minted out for others, and how Multipliers enhance your rewards throughout critters ecosystem. Redesigned Homepage: Our homepage has been completely transformed into an intuitive experience that gives you a complete overview of the Critters Quest ecosystem at a glance. It features: - Feature Carousel: Highlighting new additions and important updates - Ecosystem Activities: Real-time data showing active games, spins, or other ongoing activities. - Mini-Leaderboards: Quick snapshots of top performers - PFP Activity Feed: See the latest community PFPs minted - Quick-Access CTAs: Every section includes direct links to the full experience, letting you dive deeper with just one click - Streamlined Introduction: New visitors get a concise overview of Critters Quest right away This overview approach makes navigation intuitive for both newcomers and veterans, ensuring you never miss important information or opportunities. Elevated Designs Across the Board: - Dynamic Castle Layout in the Banner: Our homepage now features a dynamic castle layout in the banner, with castles positioned in the order they appear on the leaderboard. The top leaders are showcased at the top, adding a visual representation of community rankings and bringing our competitive spirit to life. - Critters Terminal (Formerly $QUEST Terminal): Our terminal has been upgraded with a sleek new look and enhanced functionality, now known as the Critters Terminal. It's your go-to hub for finding the most powerful cards and looking for new Crittersโ€”it tracks $QUEST allocation on available Critters for sale, their power, equipment, and more, helping you build the ultimate team. - Equipment Viewing: Viewing Critters and their equipment has been elevated with detailed rankings, power levels, and stats, giving you a clearer picture of your team's strength and hinting at game mechanics like power-based strategies. - Spins Pages Redesign: The spins experience has been completely revamped with a fresh, user-friendly design, making it easier to spin for rewards and track your progress, with a focus on multipliers and special loot opportunities. - Partnership Sign-Up Page Update: On our main page, you'll see mentions of our legendary partnersโ€”GM Capital, Mintify, Sniper, and moreโ€”highlighting our growing ecosystem. We've also updated our partnership sign-up page for those looking to partner with us. This page now includes a detailed breakdown of partnership options and new form fields to streamline the collaboration process. We're excited to expand our network in the future! - Animated Banners: Across all pages, you'll notice new animated banners that bring our world to life, adding visual excitement and guiding you through the platform. - Archived Pages: To streamline the site and focus on the future, we've archived older pages like the Master Edition Mint and Referral pages. These will remain available for reference. Coming Soon: We're already working on exciting additions, including: - SHOP Page: A new experience for purchasing items and gear to enhance your Critters Quest adventures, where you can equip your Critters with power-boosting equipment. - Tokenomics/Liquidty Section (Addition to the INFO Page): We're working on a detailed tokenomics section to add to our INFO page, launching alongside updates to our plans for DEX integration. These changes will add more value to Master Editions, give participants greater confidence, and enhance the overall ecosystem. - Cloned Edition Minting: This innovative feature will launch when Master Editions begin to mint out their Clones, allowing people to mint these unique variations. Cloned Editions will inherit traits and offer new gameplay opportunities, expanding your Critters' potential and rewards. Backend Tweaks: While many of these improvements are visible, we've also made numerous backend tweaks that aren't immediately seen. These optimizations ensure better performance, stability, and scalability for the platform moving forward. Continuous Elevation: This migration marks our first massive overhaul, but it's just the beginning. We're committed to elevating Critters Quest on a continuous basis, refining and expanding the platform with each rollout to keep delivering the best possible experience for our community. Foundation for the Future These updates aren't just cosmeticโ€”they're foundational. After three weeks of hard work, we've created a more organized and structured platform that's ready to support the future rollouts we've been teasing, like Edition Minting, Items Shop, and Quest Games. This migration streamlines our process, allowing us to deliver updates faster and more efficiently for both new users and our longtime adventurers. This is truly the first step before the real journey begins. Our production state sets us up to expand Critters Quest into an even bigger, more engaging GameFi ecosystem, where your Critters can thrive through quests, spins, and community challenges. Whether you're a newcomer or a seasoned player, these changes make it easier to explore, compete, and grow your collection. Your Next Expedition We're just getting started! This production-ready overhaul is the launchpad for all the exciting features and expansions we have planned. Keep an eye on for more updates, and dive into the new pages to see how you can level up your Critters Quest experience. We want to hear from you! Share your feedback, suggestions, and experiences with our new production site in our Discord or commenting below. Your input directly shapes our future updates and helps us create the best possible experience. Thank you for your patience and support during this transition. Together, we're building something truly special!

Critters Quest

26,155 views โ€ข 1 year ago

๐Ÿšจ horrible conditions of more than 6.000 Sudanese refugees in Kumar, Ethiopia ๐Ÿ‡ช๐Ÿ‡น ( This morning we woke up to several phone calls on our WhatsApp hotline as usual. But this time it is a number with the country code of Ethiopia. One goes into the guess: what would someone from Ethiopia want from Refugees in Libya? But letโ€™s answer the call! We picked up the call and someone started the conversation in an Arabic tone: โ€œAre you David Yambio?โ€ โ€œYes, I amโ€ i told him. He goes on to introduce himself and says that they are dying and they need help. But in the meanwhile he asks โ€œwill you allow me to turn on my camera to broadcast the situation?โ€ I tell him to wait while I ask immediately another comrade to start filming, because I donโ€™t know what he will show me on a video call or if we will ever get in touch with him or who knows if that is the last drop of his battery ๐Ÿชซ. We dive into the topic, as I ask curious questions about everything possible to foster my understanding of the situation. But the bandwidth is low. I canโ€™t see clearly what is happening, but I see throngs of people and his voice comes in and out. I tell him to rather record a short video of the circumstance and then tell me all details in a voice message via WhatsApp because that is easier in such situations. The network is still dropping and I am so lost, that I havenโ€™t convened the right message and at the same time I wonder if I raised his expectations for a rescue by asking him to record a short video. The call ends and I immediately sent him a voice message, explaining in details what I need to know: the location, what is happening, when did they leave Sudan and who is there helping on the ground, the UNHCR? The government? Charity organisations? I ask for anything that could help us understand the situation and who to target. It is more that two minutes that the message has been delivered, but in my WhatsApp status it indicates that he hasnโ€™t seen the message yet. I am lost and mad because I couldnโ€™t help, I wondered if I will ever hear from him again and if not, what will happen to the thousands of people that I saw in that video call? I went out to get some fruits for breakfast but every minute I check my phone as messages pop up but none is from that stranger from Ethiopia. in between, I receive two calls from Libya but I tell them that I will call them in a few minutes, because in my head I am hoping that the person stuck in a desperate situation in Ethiopia will call and he would find the line busy? I did the shopping and immediately went home, but I canโ€™t sit or start my breakfast as I move up and down in my room. I ask my comrade โ€œwhat if the person doesnโ€™t call back? How do we reach him? What do they want from Refugees in Libya? What if they send us the video we requested for, what will we do with it?โ€ โ€œWe can ring an alarm ๐Ÿšจ?โ€ I asked while feeling disappointed. A few more minutes passed and messages started to pop in: desperate faces, many more hundreds in one picture, signposts and banners about the situation at Kumar camp in Ethiopia ( In the pictures are persons wearing jackets with the UNHCR logo and I immediately tell myself that at least they will be helped. I insist for a video, because for me it would be easier to understand what is happening. He tells me, โ€œbe patient because our network is slow and the video is loadingโ€. Finally after 6 minutes, the video arrives and I am shocked. But what do I tell him: a โ€œthank youโ€? โ€œI will do something about your situation?โ€ โ€œI will report about it?โ€ I found out that in my head was this tag of war between choices and approaches to such miserable conditions. 1/3

Refugees In Libya

12,701 views โ€ข 3 years ago

Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. Itโ€™s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, weโ€™ve been able to learn from UEโ€™s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesnโ€™t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we donโ€™t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyoneโ€™s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

Naru

55,609 views โ€ข 5 months ago

I know Rivian and Wassym Bensaid can fix this. I know it takes time, but itโ€™s time. There is no other software out there like Rivian. They have made their own way in the vehicle software world. But, we have to stop calling out fixes when things arenโ€™t fixed. I love this company. And everything they stand for. But itโ€™s really time for it to be pulled together. I have offered to help in any way possible with getting software bugs fixed, noticed, etc., and here we are. I still stand fully committed to helping them. But below is a video of just a few things that still havenโ€™t been fixed yet. Yes, I know, it takes time, yes, itโ€™s easier said than done. I get it. Here is a list of bugs and SW issues still around: Tilt mirrors, still getting stuck in the downward position regularly, or they donโ€™t tilt at all. This has been noted as โ€œFixed,โ€ but itโ€™s not. This was released in SW 2025.06 -3/11/25 with a dedicated fix in 2025.10. Auto seat climate icon: this is supposed to change the DISPLAYED heated or ventilation seat based on outside temperature, but itโ€™s NEVER worked since it was introduced in SW 2024.47 12/18/24. This is still one that needs addressing or just give us true Auto seat climate where it runs based on the climate system. Apple Music: this one is a tricky one, but it still exists. My library doesnโ€™t load, sometimes not at all, it doesnโ€™t remember my last track, or it takes a long time to get music playing. Apple and Android donโ€™t always play nice together, but it still needs improvement and optimizing. Fog lights: are hit or miss now. Sometimes they work, sometimes they donโ€™t. This happened more frequently after a software update in Feb. Incoming phone call ringer volume: my phone is always on vibrate; however, when I do receive a phone call, the entire car rings at volume 9000. ๐Ÿ˜ฌ like why? A subtle chime or whatever they want to use is fine. But turn the volume downโ€ฆโ€ฆ PLEASE. LOL there is no way no one has experienced this. Driver +: itโ€™s sometimes too aggressive with where it โ€œTHINKSโ€ it is in the lane vs where it ACTUALLY is. This needs fine-tuning. It will try to push me over in the lane as if I drifted out of the lane when Iโ€™m dead center. However, being Gen 1, I think this might be what it is. Mobile app: can we get a fix for the laggy scrolling within the app? This was introduced with mobile app 3.0. Version 3.1.0 is out and itโ€™s still laggy scrolling. Multi-vehicle support: this needs to come IMMEDIATELY; the experience when you own more than one R1 is less than stellar. Way too many times I get in the opposite R1 and forget to swap to that car and get the dreaded โ€œ key not detectedโ€ to then have to pull out my phone, open the app, and swap to that R1. We really need the app to be able to handle more than one authentication for driving and profile swapping at a time. Itโ€™s time. With R2 less than a year away, we need this now so the โ€œbugsโ€ can be squashed by time R2 gets here, which will be many peopleโ€™s second Rivian. Overall system stability: you guys have come so far, but there is still more work to do. The HVAC control screen has GREATLY improved. Now we need that throughout the entire experience. That level of snappy, crisp feel. Again, Iโ€™m fully confident they can do this. Iโ€™m willing to help in any way I can. I just want the best experience possible for every Rivian owner. Iโ€™m willing to work hand-in-hand with Rivian on finding SW bugs and reporting and testing them fully on my vehicle. Wassym Bensaid, feel free to contact me to discuss further and continue the great work! RivianTrackr Tom Suburbs Tom Rivian RivianRoamer Chad Moran Hunter Noel Chris Hilbert RivianUpdates Rivian Darkout Fans Darren Fisher Mike Kantorski Zach

Tyrone Holland๐Ÿš€๐Ÿง‘๐Ÿฝโ€๐Ÿ’ป

34,878 views โ€ข 1 year ago

Goodnight, ๐•..ยทหš เผ˜ โ˜พ โ‹†๏ฝกหš โ˜„๏ธŽ Here's a fun project you can start with Grok 4. Use Grok-Code-Fast-1 to build your own OS. Below is a prompt that you can give to Grok-Code, and it will set up a solid foundation for a Linux-based Operating system that you can build from the ground up with Grok4. >>> Grok 4 Prompt You are a fully capable AI developer agent with expert-level experience as an embedded Linux systems engineer. You have deep expertise in using automated build systems like Buildroot and Yocto to create custom operating systems from source. You have access to a sandboxed Linux shell environment that allows you to write, execute, and debug code. Your mission is to generate a complete project skeleton for a minimal, custom Linux OS, and then you will execute the build scripts yourself to verify their correctness, automatically fixing any issues that arise. This is NOT a request to follow the Linux From Scratch (LFS) book. You will use the Buildroot build system to automate the entire process. You will follow a two-phase process: Phase 1: Generation and Phase 2: Execution and Iterative Debugging. ------------------------------------------------------------- Phase 1: Code and Script Generation First, you will generate all the necessary files for the project skeleton. All generated shell scripts must be robust and path-aware, executing correctly from any directory [Previous conversation]. Detailed Implementation Steps (using Context-Aware Decomposition): 1. Generate the Project Directory Structure via setup. sh Create a setup. sh script that establishes the following directory structure: โ€ข buildroot/ - Where the Buildroot source code will be cloned. โ€ข configs/ - To store our custom Buildroot configuration (defconfig). โ€ข board/ - For custom board support, including a readme.txt explaining its purpose for filesystem overlays. โ€ข output/ - Where all build artifacts will be placed. โ€ข scripts/ - A home for our build. sh and test. sh scripts. Crucially, this setup. sh script (and all others) must begin with a preamble to define the project's root directory, making all subsequent paths absolute and robust: #!/bin/bash # Preamble to ensure path robustness and stop on error set -e PROJECT_ROOT="$(cd "$(dirname "${BASH_SOURCE}")" && pwd)" The script must then clone the latest stable branch of Buildroot into $ PROJECT_ROOT/buildroot/. 2. Create the Minimal and Correct Buildroot defconfig Create a file named configs/tiny_linux_defconfig. This configuration must be the absolute bare minimum required to boot to a shell and must contain the exact configuration options listed below to avoid ambiguity and known errors: โ€ข Target Architecture: x86_64. โ€ข Toolchain: Use the default Buildroot toolchain. โ€ข Init System: Use BusyBox init. โ€ข System Utilities (BusyBox): โ—ฆ To ensure BusyBox is statically linked without errors, you must include the following line directly in the defconfig file: BR2_PACKAGE_BUSYBOX_STATIC_LINK=y [Previous conversation, 298, 753]. โ—ฆ To prevent the ROJECT_ROOT error, explicitly do NOT use a configuration fragment for BusyBox. Do not generate any lines containing BR2_BUSYBOX_CONFIG_FRAGMENT_FILES [Previous conversation]. โ€ข Kernel: โ—ฆ Build the latest stable Linux kernel. โ—ฆ Use tinyconfig as a base. โ—ฆ Ensure the following options are explicitly enabled (=y) to make it bootable in QEMU: CONFIG_64BIT=y, CONFIG_DEVTMPFS=y, CONFIG_DEVTMPFS_MOUNT=y, CONFIG_BINFMT_ELF=y, CONFIG_BLK_DEV_INITRD=y (for initramfs support), CONFIG_TTY=y, CONFIG_PRINTK=y, CONFIG_DRM_FBDEV_EMULATION=y (for UEFI framebuffer console). โ€ข Filesystem Image: Configure it to produce a compressed cpio initial ramdisk (initramfs) image. โ€ข Bootloader: Do not include GRUB or other bootloaders. We will boot the kernel directly with QEMU. 3. Generate the scripts/build.sh and scripts/test.sh Scripts Generate path-aware build and test scripts, placing them in the scripts/ directory. โ€ข scripts/build.sh: This script must use absolute paths derived from a preamble. It must use make -C "$PROJECT_ROOT/buildroot" O="$PROJECT_ROOT/output" ... for a clean, out-of-tree build. It must include the -j$(nproc) flag to maximize build speed on multi-core systems [111, 967, Previous conversation]. โ€ข scripts/test.sh: This script must also be path-aware and launch QEMU using absolute paths to the kernel (bzImage) and initramfs (rootfs.cpio.gz) images. 4. Generate a Detailed README. md File Generate a comprehensive README. md file. It must explain prerequisites, "How to Customize Your Linux System" first, and finally, the "Quick Start" instructions for user clarity [Previous conversation]. ------------------------------------------------------------- Phase 2: Execution and Iterative Debugging Now, you will use your sandboxed Linux shell to verify and validate the scripts you just generated. This is a critical self-correction step based on the Recursive Criticism and Improvement (RCI) pattern. You will perform a full build cycle. 1. Execute setup. sh: โ€ข Run the setup. sh script you generated. โ€ข Capture the standard output and standard error. โ€ข If the script fails: Analyze the error, diagnose the root cause, generate the corrected setup. sh code, and then execute the corrected script to confirm it succeeds. 2. Execute build. sh: โ€ข After setup. sh completes successfully, run the scripts/build.sh script. This will trigger a full compilation of the Linux system. โ€ข Capture all output. โ€ข If the build fails: โ—ฆ Analyze: Analyze the compiler error output. โ—ฆ Diagnose: Identify the root cause (e.g., missing dependencies, incorrect configuration flags, pathing errors). โ—ฆ Correct: Based on your analysis, identify which file is responsible for the failure (e.g., configs/tiny_linux_defconfig, scripts/build.sh) and generate the corrected code for that file. โ—ฆ Repeat: Repeat the execution of scripts/build.sh until the build completes successfully without any errors. 3. Final Output: Once you have successfully executed both setup. sh and scripts/build.sh, you will present your final output. โ€ข First, provide the final, validated versions of all generated files (setup. sh, configs/tiny_linux_defconfig, scripts/build.sh, scripts/test.sh, and README. md) in separate, clearly labeled markdown code blocks. โ€ข Second, follow the code with a brief execution log. This log should summarize your actions, including any errors you encountered and fixed during the iterative debugging phase, demonstrating the self-correction process.

Tetsuo

2,840,991 views โ€ข 9 months ago

Something amazing is coming to Apache Kafkaโ€ฆ Consumer Groups v2! If youโ€™ve ever used consumer groups in production at any non-trivial scale, you probably know all the problems with it: - โ›”๏ธ Group-wide synchronization barrier acts as a cap on scalability A single misbehaving consumer can disturb the whole group. Even if you have cooperative rebalancing and static membership enabled, you will still have rebalances happen. ๐Ÿคทโ€โ™‚๏ธ Itโ€™s a fact of life I've heard - death, taxes & consumer group rebalances. And the problem is that even with cooperative rebalancing (which helped a lot!), youโ€™re bound on waiting for the slowest member of the group to complete the rebalance(s). ๐ŸŒ The problem is that no consumer can commit offsets while a rebalance is in progress. โŒ Another subtle thing is that with cooperative rebalancing, a rebalance will take longer than usual. Why? Because consumers are allowed to process partitions during rebalances. They will call the poll() method more infrequently -- they're busy processing records after all. Thus, the overall rebalance time will increase. This makes it pretty hard to scale to 1000s of members. - ๐Ÿคฏ Complexity Thereโ€™s a reason youโ€™re reading this! The current protocol is pretty complex and hard to understand. It's used for a bunch of stuff, including metadata propagation in Kafka Streams. This compexity results in more: - ๐Ÿ› bugs The harder to reason about and the more moving parts you have - the greater chance for bugs. There have been quite a few in the protocol. And due to the fact that a lot of the protocolโ€™s logic lives on the clients, that results in: - ๐ŸŒ slow fixes Bugs require client-side fixes, which are slow to be adopted. If you run a Kafka ops team, you know how hard it is to get all of your clients' teams to upgrade! If you're using a cloud service, you need to wait for a new Kafka release to go out. Can't have the cloud provider handle it for you behind the scenes! - ๐Ÿ” hard to debug Debugging is harder because you need client logs. In the cloud, that's hard to do again. On-prem, it requires reading through a lot of logs and collecting a lot of files. - โš™๏ธ very extendable Thereโ€™s a reusable embedded protocol within the rebalance protocol, where clients are free to attach raw bytes that only they can then parse themselves. It's challenging to build compatible software for this cross-client protocol, as well as near-impossible to inspect from the broker side. - ๐Ÿ˜ข inconsistent metadata Clients are responsible for triggering rebalances based on the metadata, but different clients can have different views of the metadata. - ๐Ÿ˜ตโ€๐Ÿ’ซ interoperability Different implementations of the clients (i.e. anything besides the Java client) may have bugs. The complex logic needs to be re-implemented quite a few times. This usually means more bugs and slower time to ship features in your favorite client. A combination nobody likes. ... So what should an open source community do? Move the logic to the broker! Then? Simplify it. The new protocol is very elegant - it streamlines all of the regular Kafka consumer logic inside a new heartbeat API. It has the broker decide what partition assignments the consumers should have, and totally omits the notion of a Group Leader client. Another major change is that the notion of a group-wide rebalance is removed now. The rebalance is more fine-grained now. ๐Ÿ‘Œ When you think about it, a rebalance is simply a reassignment of some partitions from some consumers to others. ๐Ÿ’ก Why does the whole group need to stop and know about this? It had to before because the logic was on the client. It doesnโ€™t now. ๐ŸŽ‚ The new protocol is fine-grained in its assignments. It maintains per-member epochs, as well as separate epochs for the general group membership and the global assignment. The goal is simple - get all of those epoch numbers to be the same. The order is the following: 1. the group-wide epoch is bumped. 2. the target assignment epoch is bumped. 3. individual consumers catch up to the epoch via the heartbeat request, individually. (fine-grained) In general, what you have is a simple state machine inside the Group Coordinator broker thatโ€™s running a constant reconciliation loop. ๐Ÿ’ฅ Because every member converges to the target state independently, the coordinator is free to simplify that convergence member by member. ๐Ÿ‘ It has the logic to resolve dependencies between members - the act of: 1. revoking one memberโ€™s partition. 2. confirming the success of that. 3. bumping that member's epoch before assigning that partition to another consumer. Here is an example visual of what happens when two members join a consumer group one by one:

Stanislav Kozlovski

52,814 views โ€ข 3 years ago