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M-ultra Gen2 USB-C port Cable security clasp Bigger screen Button LED rings Shadow hunting switches Function little buttons material and Hand Feel Optimization New button layout Optimized wrist area curve New Metal CNC spraying process instead of CNC anodizing(More durable, more stain-resistant) Larger anti-slip pad on the back Which...

15,667 просмотров • 10 месяцев назад •via X (Twitter)

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Here’s a new video showing what looks to be Tesla’s production-ready version of the Cybercab. What's different/new compared to what we saw previously: • Redesigned trunk with slightly less wide opening. Side humps are gone. More rugged lining material (no longer fabric). Powered, significantly stronger struts. Also looks like there could be venting towards the back? • New door card design with new trim and redesigned handle area • Frameless windows • Updated ambient lighting • New carpet material on the interior • Powered butterfly doors with open/close button located near bottom of b-pillar • New wheel covers with thicker tires • New seats with upgraded bottom seat cushions • New powered door mechanisms • Updated front lightbar with headlights • Dual front windshield wipers (vs one in previous) • New open slit across the dashboard (air vents?) • Redesigned roof/headliner area, including different break points • New front bumper design with extended bottom splitter • Two USB-C ports facing upwards in the center console • Slightly updated rear hatch design • Powered door struts are all new • The ~21" center screen, the largest ever in any Tesla, is now more integrated into the dash (pushed in), rather than have a suspended/hanging look More photos of this Cybercab are in the thread below. Thanks for providing me with the pics cory! This was located at Tesla's Santana Row showroom. Cybercab is on track to start in ~4 months 😎

Sawyer Merritt

239,855 просмотров • 8 месяцев назад

The beauty & technology packed in the upgraded Model 3 is greatly under-appreciated, just look at all the new things that are in this car and then tell me you don’t want it. 👇 • Same prices as old Model 3, under $40K • Up to ~2.4% higher range on Long Range trim (341), same range on RWD (272) • 50% of the parts in the car are new • 4.3% more cargo capacity • Long Range is 4 lbs lighter than before, RWD is 29 lbs heavier than before • 0.1" lower ground clearance vs old 3 • 30% decrease in wind and ambient noise, 25% improvement in impact noise and 20% improvement in road noise • Redesigned interior w/ new door cards • More premium interior materials. The fabric is softer to the touch and sewn with a more refined process to present a better overall texture • Two new colors: Ultra Red ($2K) & Stealth Gray (no extra cost) • No more stalks. New steering wheel contains the turns signals, light controls, horn, new camera button, wiper controls and mic control • New dash design with textured/woven material • Multicolor ambient LED interior lighting extending from dash to rear seat doors • Updated center console w/ real metal handles, giving a more premium feel. • Acoustic glass on rear windows and back window (was only on front windows before). "360º acoustic glass" • More sound insulation for a quieter ride • Uptick in hood to let wind go over more quietly • Upgraded suspension for a more premium ride. New springs & dampers. New geometry on front suspension. New bushings. New way they mount the sub frame to the chassis • Stiffer body, better handling • More premium sounding door "thunk" • Passengers are more protected from door impacts due to new latch at the bottom of the door • Two motors close the trunk now vs one before, resulting in a quieter automatic close • Tires have more cushioning for improved ride • Center touchscreen now brighter, has smaller bezels, higher contrast & is more responsive • More comfortable rear seats • Redesigned lower rear bumper • All seats are now perforated • No fog lights anymore • Front seats are now ventilated, in addition to heated • 8" touchscreen for rear passengers in the back to control climate & enjoy entertainment. You can connect two headsets at the same time. • Better drag coefficient of 0.219 Cd • Upgraded 2.0 ventilation system. You can now separately turn off the passenger side air • Slimmer and sleeker headlight and taillight design • Single wing-shaped taillight design, meaning better reliability and low chance for leakage/part misalignment • New 17 speaker sound system (up from 14 before). It now includes 2 subwoofers and 2 amplifiers. More punchy • 65W USB-C charger in center console so you can charge a laptop • Improved bluetooth • Upgraded microphones. Now one on each passenger side. New mics make phone calls clearer and "smooth" • 5G connectivity. 50% improved cellular service. 2X greater WiFi range (dual-band) • Improved connectivity to phone so car will recognize your phone from farther away • Two new wheel designs that better optimize battery life • New Tesla lettering replaces rear Tesla logo badge • Car is 8% more efficient thanks to better aerodynamics • Car is 1" longer overall (Original vid from Andy Slye, cooked by me)

Teslaconomics

73,057 просмотров • 2 лет назад

China Tank General: C&C Untitled (Generals Zero Hour Mod) Let's Play #CommandAndConquer #CNC #VideoGame #Mod #RealTimeStrategy #LetsPlay #RTS #VideoGameMod #Gaming #CommandAndConquerGenerals #GeneralsZeroHour The Tank General of the C&C Untitled mod for C&C Generals Zero Hour is also heavily edited like the other factions, with reskins and new units, a emphasis on heavily armored units gives him a different arsenal of land vehicles with even his supply truck and listening outpost replaced with heavier armored variants, the heavy supply truck can carry bigger resource loads funding your base faster. Units include: Warmaster which replaces the battle master and has a working machine gun and 2 autocannons in addition to it's tank cannon, Tiananmen SPAAG (a anti air unit that replaces the gatling cannon), Locust Tank (a light and cheap tank), Emperor Overlord (has a high caliber cannon and autocannon instead of 2 tank cannons), ECM overlord which is surprisingly cheap for it's massive size and unlike the other Chinese ECM vehicles in this mod is powerful enough to shut down buildings with it's ECM gun, and Immolator (a heavily armored flame tank that can shoot fire in multiple directions), Armored Outpost (listening outpost but tougher), Heavy Supply Truck (carries more resources and is tougher). The mod can be found on ModDB, look it up. The old C&C games as part of the Ultimate Collection can be found on the Official EA App or Steam. It is also possible to procure C&C Untitled through the GenLauncher tool for C&C Generals Zero Hour which can be found on ModDB (where it also has the 1920x1080 resolution). I also upload videos on YouTube and Facebook that look at and profile video game mods.

ZanyOnePip

10,394 просмотров • 2 лет назад

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 просмотров • 2 лет назад

[New Xbox Controller Review] #ad Special thanks to Qrdgame_offcial for supplying me with a review unit of their Ferrox M5 Xbox & PC Controller QRD Ferrox M5 The QRD Ferrox M5 is a Wireless Xbox One–style gamepad with a transparent design. Since it targets Xbox One natively, it works automatically on PC and Xbox Series S/X. The included 2.4Ghz USB Dongle also supports Switch and Android with the right adapter (USB C), but I was not able to test those in time for this review. A Wireless Xbox Controller The QRD FERROX M5 comes in a familiar Xbox layout with Hall Effect joysticks, RGB rings around the sticks, and a magnetic & detachable clear shell that shows the internals. The controller feels very similar to a standard Xbox pad in terms of shape and size, but it’s slightly lighter at compared to the usual Xbox controller weight. The lighter weight makes it easier to hold for longer sessions without hand fatigue. The D-Pad is surprisingly good at dialing special moves feels as solid and responsive as the official Xbox controller, and that’s impressive at a lower price point. I spent a few days trying out the Mortal Kombat Legacy Kollection exclusively using this controller and I did not notice any difference at all. Capabilities From what I’ve tested, the controller performs extremely well for action games, fighting games, and shooters. The Hall Effect joysticks offer smooth movement and precise control with no drift issues. The D-Pad uses micro switches, so every input is tactile and accurate. The back triggers support an adaptive “trigger stop” mode, which shortens the travel distance for faster reaction time in FPS games or quicker blocks in Fighting Games. You also get 4 back macro buttons, turbo mode, and adjustable joystick sensitivity with deadzone options. Vibration strength and RGB lighting modes are also customizable. What can it do The FERROX M5 includes an 800mAh battery that lasts around 8 hours of gameplay. It only uses the 2.4Ghz wireless connection, not Bluetooth, so it always requires the included USB Dongle. The good thing is once you sync it with your Xbox or PC, you don’t need to sync it again—it carries over between both devices automatically. The 2.4G connection is stable and low latency, and the controller has a 3.5mm headphone jack for audio and mic support. It also features a quick calibration system to keep sticks and triggers accurate over time. The overall grip and shape feel close to the official Xbox controller, comfortable for long gaming sessions, and the transparent shell gives it a distinct look. Areas of improvement I initially had trouble charging the controller while playing because connecting it to the Xbox via USB would disable all inputs, making it unusable in wired mode. But luckily QRD Support helped and provided me with an updat - I had to connect it to a PC, download the firmware tool from QRD’s website, and update the controller manually. After installing the new firmware, the controller can now charge while being used normally on Xbox, so the issue is fully resolved. The Xbox button also behaves differently on Xbox, where the single press acts like hold and the hold acts like single press; this issue doesn’t appear on PC. Syncing with the dongle took a few attempts on both Xbox and PC, but once paired, it never needed syncing again. The wireless mode is strictly 2.4G with no Bluetooth support, so it cannot connect without the dongle, though the benefit is that one pairing works across both Xbox and PC. Final Summary ✅ Hall Effect Joystick ✅ Lights in the dark ✅ Good D-Pad for input dialing ✅ Light Controller ❌ First sync can be annoying on PC ❌ No bluetooth for phone usage - Dongle is necessary ❌ Needs an update for the Xbox Wired issues which require a PC The Controller is available on Amazon for $59.99, and will be part of the Black Friday Deals on their official website for even more discount! Amazon Link Website Link

thethiny 🐰🍉

16,864 просмотров • 9 месяцев назад

I finished the DLC for Ninja Gaiden 4: The Two Masters. Here’s a quick little analysis. I liked it quite a lot. It lasts around 3 hours (I played it on Hard). It has small references to the previous games, and that’s definitely appreciated. You can tell they refined the combat system even more and made the game harder, because the three chapters really kicked my ass is a not stop action combat. Maybe I’m just rusty, but enemies respond much better during combat now. One good thing is that when you lose, you can now skip the death dialogue. If you run out of health and press the button, it immediately restarts, which makes everything feel smoother (that was one of the things I had been asking for). However, things like being able to save the game at UMI or the HDR issues were not added or fixed, which is a shame. I liked the new stages — especially the “hell” one. It feels like a sea without water. You can tell this game was designed to be played at night, because in daytime stages the characters look kind of weird. Maybe it’s just something you have to get used to. Yakumo’s new weapon is incredible. Ryu’s new weapon, on the other hand, I didn’t fully understand. It’s simple, but it feels like it’s missing hits — I noticed it felt kind of empty. It’s more of a “connector” weapon than anything else. It’s great that they added the option to customize which weapons you want to use, or even equip them all together. The new enemies definitely add challenge (there are 4 new enemies or bosses), and I liked the final boss — I’m not sure if more than the others in the base game, but I really enjoyed it. To sum it up, I liked the DLC. However, I feel like they’re going to release a BLACK version, because it’s missing unlockable content, costumes, and characters like Ayane. That honestly makes me sad. A game with such a fun combat system really needed that extra content. If this DLC had been included in the base game, it would have been incredible. Later I’ll talk about the new 100-level mode (it has 3 accessories to unlock — they’re probably for the new weapon). But overall, it’s a good, very playable DLC, just lacking in content. Great job by PlatinumGames and Team Ninja — but please learn to listen a bit more to the fans who have been supporting you for years. Adding more costumes or another playable character is enough to make us happy. 🥷 🥰 Team NINJA PlatinumGames Inc. Super Ninja™

Bayonetta Stuff

21,548 просмотров • 5 месяцев назад

EllesmereUI's Biggest Patch since Raid Frames is live! Aug Evokers since Blizzard won't give you an active state on your CDM for Ebon Might, I decided to give you one. check out the video! This feature also allows trinkets/pots/racials to get custom active states Players who share profiles: you can now include your full spell layout (which spells go where) and per-spell settings for CDM when exporting profiles! ----------- Full patch notes with new features and bugfixes: **Profiles:** - **NEW:** Profile exports can now carry your entire Cooldown Manager setup - which spells sit on which bars plus every per-spell setting - for the specs you choose, so importing a profile recreates your CDM layout instantly. **CDM:** - **NEW:** Give any trinket, potion, racial, or custom spell an Active State that adds its own glow and color while active, plus a Cooldown State Effect that changes its look based on whether it's ready. - **NEW:** Sync your trinkets, potions, and racials across specs with one button so you only set them up once. - Sound pickers for Focus Cast Sound and per-buff Audio Effect now have a search box. - Pandemic glow's Apply to All now also syncs tracking bars and keeps the same glow style everywhere. - A trinket, potion, or racial already on another bar now auto-moves to the new bar instead of being grayed out. - A buff saved under two spell IDs now shows as a single icon in the buff bar preview. - Cooldowns you remove from Blizzard's Cooldown Manager now disappear from your previews, while trinkets, racials, and custom spells are kept. - Added tracking for the Nightborne racial (Arcane Pulse), which was missing from the racial list. **Tracking Bars:** - **NEW:** Grouped bars now pack together with no blank gaps, always filling the next available slot. - Eclipse (Solar) and Eclipse (Lunar) now each drive their own bar. - Switching specs while the page is open now refreshes the selected bar correctly. - Pandemic glow now fires for Lifebloom on you or a group member. **Resource Bars:** - **NEW:** A new GCD Bar fills over your global cooldown, with full control over size, position, color, and look. - Expand Power Bar if No Resource now also expands when the class resource is toggled off or disabled for the spec. - Fixed the threshold color not showing with Enhance 5 Bar Style. - The cast bar latency overlay now reads live latency, so spell queueing no longer stops it showing. **Raid Frames:** - **NEW:** New healer tools including heal-absorb text, a crowd-control glow on debuffs, and more ways to position and highlight dispellable debuffs. - The Auto Resize toggle is now a dropdown that scales Indicators & Auras and Tracked Buffs independently with frame size. - New Show Over Dispels toggle lifts the heal-absorb overlay above the dispel gradient. - Fixed custom (non-20-player) sizes loading at the wrong position after login. **Unit Frames:** - **NEW:** A non-tank threat border shadows your player frame when you pull or hold aggro, with Has Aggro and Close to Aggro colors. - **NEW:** Player health text gains Heal Absorb Amount and Heal Absorb Short options. - **NEW:** Mini frames and Boss frames gain a per-frame Bar Texture dropdown. - **NEW:** Boss frames gain a Hover Borders control with its own mouseover and target colors. - **NEW:** Independent Spacing X and Spacing Y sliders for buff and debuff icons. - **NEW:** Absorb and heal-absorb style dropdowns now include your installed SharedMedia textures (also on Raid Frames and Nameplates). - A new Hover Borders control lets you turn the mouseover highlight border on or off per frame. - New Show 2 for Boss option adds a second decimal to boss frame health text. - Buff and debuff Offset X/Y sliders now reach plus or minus 1500. - A new Cast Bar Position cog adds an Offset Y slider for the boss cast bar. - Player, target, and focus cast bars now show above other frames instead of behind them. - Cast bar timer text now has room so it no longer cuts off early. **Action Bars:** - **NEW:** A new When Not Dragonriding visibility mode hides a bar while skyriding and shows it the rest of the time. - The When Dragonriding option now also shows the bar in Druid Flight Form. - The stance bar now shows its GCD swipe even for spells that don't change form. - Bars are briefly forced visible while Myslot's window is open to stop a stall during import/export. **Minimap:** - **NEW:** Hovering the calendar button now shows your raid and dungeon lockouts with boss progress, server time, and time until the weekly reset. - The Omnium Folio button no longer goes missing or drifts after a loading screen, and its position and scale now persist. **Mythic+ Timer:** - **NEW:** A new Show Time Remaining toggle adds an MM:SS countdown to the +2/+3 threshold row that reddens as time runs out. - Fixed timer and detail text cutting off after a font swap. **Colors:** - **NEW:** A new Global Colors section lets you share one profile's custom colors across all profiles or give each profile its own. **Localization:** - **NEW:** Full Russian language support. **Auras, Buffs & Consumables:** - Warrior stance reminders now read the stance bar, so each spec is reminded of its correct stance and clears the moment it's active. - The Inky Black Potion reminder now clears after you drink the potion and reappears on cancel, expiry, or death. - The last-used flask, food, and weapon-enchant preference now saves correctly. **Nameplates:** - A new sync icon on the Pandemic Glow Style row applies the nameplate's pandemic glow to all CDM and tracking bars at once. **Chat:** - The Whisper Sound dropdown gained a search box. **Bags:** - Mythic Keystone dungeon abbreviations now split on hyphens (Nexus-Point Xenas shows as NPX) and handle localized names.

Ellesmere

53,393 просмотров • 2 месяцев назад

tired: Claude Code ports my personal website to a new framework wired: Claude Code generates a command center UI where I can execute the port! with live feedback, including a side-by-side preview of old / new site 😎 this is an example of what I call an "AI HUD" -- a "heads-up display" that gives me visibility into what's going on. i can see: - what terminal commands are running - what files are being created on disk - a live running preview of the old / new website (!) this HUD was actually my third attempt at doing this task, and I liked it the best. here's why I landed there: I wanted to move from middleman to astro for my personal site. These are both static site generators that output html, so I suspected an AI agent could do a good job with a port -- since it could compare old / new build output and try to match. Attempt 1: Agent I just had Claude Code do the port. It went pretty well. But it was hard for me to review what had happened! The git diff was dozens of new files and it was hard to tell how they mapped to the old site. I think the LLM also tried directly writing some files rather than doing deterministic copying, which felt dangerous. Attempt 2: Script I realized a better approach was to have Claude Code write a script that would do the port. The script would execute shell commands like "copy all the markdown files from this directory into this other directory in the new site". This worked much better because I could review the *process* rather than the *results*. Still, even with a nicely commented script, it felt like I was doing a lot of work to review. I wondered: how could I make it ridiculously easy to review this? Attempt 3: HUD Enter the command center! This is an entire web app that I had Claude build just for this one task. I can click buttons to run each step of the port, and watch the new website gradually materialize. It has a node server that runs on my local machine that executes commands on my filesystem and coordinates dev servers for the old/new site. And then a web UI that talks to that server to visualize terminal commands, file trees, and live running previews. It's a HUD because I feel like I can ambiently see everything that the port process is doing 🧐 Was this whole thing worth making for this one-time task? I'm not sure, maybe it was overkill 😅 But it did help me feel more confident that I understood what was going on, and total time was still less than it would have taken me to do the whole port by hand! One way to look at this experience is: "AI can put absurd amounts of effort into a pull request description." What do I mean by that? Well, a PR description is a way to communicate a code change to a human. Typically we do that by writing a bit of text, because that's all we have time for. But given more time and effort, we can do better! An interactive command center / HUD can help a person understand what a code change is actually doing. Historically you'd never imagine investing the effort to do that for a single PR. But now it's within the realm of possibility. So, next time you have an agent do something for you, and you wish you understood better what it was doing, consider: instead of just asking for textual descriptions, maybe ask the agent to make you a HUD!

Geoffrey Litt

63,532 просмотров • 1 год назад

💫 GM ASTRALS 💫 The time has come. ASTRALS ANIMA is now **LIVE** Head to: to begin your new self. Astrals Anima is the new Customizer platform that lets you mint a new NFT, that is completely customizable as an avatar. All assets are 3d assets built by @GuimoneauDamien. Purchase and combine different pieces of equipment to define and represent yourself as an Astrals Avatar. All pieces of gear are SFT (semi-fungible tokens) that although aren't currently backed by markets like Magic Eden 🪄... are entirely tradable and end up in your wallet. Your Astrals Anima is a traditional NFT that you can change, modify, and re-equip... to appear however you see fit. Represent yourself in a new way. Quick start guide: - Click the link above. - Click the "MINT" button in the bottom right corner. - Press the icon in the center of the page that pops up to exchange your "Rookie Badge" in for your new Astrals Anima. - Select "Back to Traits" to return to the "Bazaar". - Select your newly minted "Anima". - Explore the different options of gear you can purchase with $GLXY - The info box on the left will tell you the price of the item, and how many XYONS are earned for equipping that item. - Once you have purchased a piece of gear, go to the "Armory" to equip them on to your Astral. - Select a piece at a time, and once you've decided which one you like, press "Customize". This will equip the item on to your NFT. - Rinse and repeat. What are XYONS?: - XYONS are points you earn by purchasing, and then equipping certain types of gear. - Earning XYONS will bring you up the ranks. Upgrading your class at certain XYONS points. - Higher classes get access to purchase higher tier gear. - The more XYONS you have, the bigger arsenal you have access to. "BAAZAR" Go here to purchase gear. "ARMORY" Go here to equip the gear you've purchased and earn XYONS. "RANKS" Start as a "Rookie", with limited access to certain equipment. Work your way up to a "Destrcutor", capable of equipping LEGENDARY gear which will have a limitation of how many you can buy per Anima, of each. Having your Anima will have you geared up and ready to enter any world Astrals may visit. So rise those ranks. Be the best of the best. Represent who you are in the Astrals Army!

ASTRALS 💫

14,510 просмотров • 3 лет назад

ALICE in Mecha Land 🐇⌚️ You already know this story. That's the whole point. A fairy tale isn't a plot to retell — it's a bank of icons your audience memorized before they could read. Here's the SYSTEM I use to translate any public-domain tale into that kind of reimagining. Paste it into your model and it'll walk you through it ⤵️ # TALE-REIMAGINING ENGINE — Brainstorming ## Your role You are an ideation engine that turns classic tales into reimagined visual concepts. You don't retell the story: you disguise it. ## Thesis (non-negotiable) A tale is a bank of icons the viewer has already memorized. The pleasure is not in novelty, but in RECOGNITION UNDER DISGUISE. Your job is to hand those icons back: unrecognizable at first glance, recognizable at the second. ## Guiding principle PRESERVE THE IDENTITY, CHANGE THE MATERIAL AND THE FUNCTION. Restyling is NOT translating. Painting the wolf in metal is restyling. Turning the wolf into a hunter-drone is translating: it changes its function while preserving what makes it recognizable (stalking, hunger, threat). ## Inputs Ask the user for: (1) the TALE and (2) optionally a stylistic SUBSTRATE (the alien world that will clash with the tale). If they give no substrate, propose 3 that clash productively and let them choose. If the tale is missing, ask for it. One question at a time. ## Process 0. VIABILITY GATE. Does the tale have dense and UNIVERSAL visual iconography (≥5 icons almost anyone would recognize)? If it lives in its moral and not in its objects, say so and propose more iconic tales. Don't force it. 1. INVENTORY. List 6–8 icons. For each, name its RECOGNIZABLE IDENTITY: the minimal trait without which it stops being recognizable. 2. SUBSTRATE. Set or propose the stylistic world. The more it clashes with the tale, the better. 3. TRANSLATION. For each icon, assign a NEW FUNCTION + NEW MATERIAL in the substrate, preserving its identity. Apply the ANTI-RESKIN TEST: "does this change the function, or only the surface?". If it only changes the surface, reject it and redo it. 4. ENTRY MECHANISM. Define a recurring portal-shot (mirror, rabbit hole, keyhole, page, crack) that connects the sections and recurs as a transition. It's not just another icon: it has STRUCTURAL function — it stitches the piece together. 5. ARC. Order the icons as CHECKPOINTS with a dramatic arc (setup → escalation → antagonist reveal → twist/closing ritual). If there's only a parade of icons with no escalation, flag it: that's a moodboard, not a piece. 6. PROTAGONIST. Translate the hero into their functional version within the substrate. Define a croppable EMBLEM: silhouette + a number + a symbol. 7. CLOSE. Choose one icon as a LOOP-SYMBOL that closes and rewards re-watching. ## Output (in this order) A. ONE-LINE CONCEPT (quotable). B. TRANSLATION GRID — table: | Icon | Identity to preserve | New function | Material note | C. CHECKPOINT ARC timed for ~45–60 s. D. 3 ALTERNATIVE SUBSTRATES in case they want to pivot. ## Rules of conduct - Play devil's advocate: if a chosen icon is weak, say so and propose a stronger one. Don't validate for the sake of it. - IP: use ONLY public-domain tales and ONLY their generic iconography. Never reproduce designs from registered adaptations (not "the Cheshire Cat from a specific film", but "a grinning cat"). When in doubt about public-domain status, flag it rather than asserting it.

AlexandrIA

34,200 просмотров • 2 месяцев назад

Today we're announcing $280M in Series B funding at a $2B valuation, led by our long-time investor and partner, Menlo Ventures. When we announced our Series A last May, most conversations I had about voice began with someone explaining why they doubted it. I don't have those conversations anymore. People tell me instead how much time they save talking instead of typing and what they want us to build next. In a little over a year, voice has gone from something people were questioning to something they rely on, and it happened faster than we expected. That shift is why we've raised a new round of funding. This funding represents a deeper investment in our products, lab, models, and our team. Alongside the funding, we're announcing a preview of our first proprietary speech model, Canto. Canto is a 2B parameter speech model trained for the places people actually talk: loud rooms, windy streets, a toddler in the background, a second language mixed into the first. Models like this will change how we all interact with devices, and Canto is the first in a rapid line of them. Each one will be larger and more capable than the last, and each should improve Flow's dictation in a way you can feel the day it ships. Larger speech models also open the door to the vision we dreamed up 5 years ago: using your voice as the primary way you interact with devices. That still has to be invented. A voice interface people rely on all day, in every app, doesn't exist anywhere yet. It's time for that to change. To Sahaj Garg, our team, and every person who gave Wispr Flow a chance - this one's for you.

Tanay Kothari

607,993 просмотров • 11 дней назад

讲解一下 Slide Deck 这个项目构建的整个过程,完全 Vibe Coding,怎么从一条提示词生成的简单版本,到最后复杂的能编辑和导出 slide 的功能。 项目地址: 初始提示词: Screen 1 (home page): - There is a text area, the user can type/paste text - A submit icon button Screen 2 (Slide outline): - Top navbar: - a back button - title - ... - Two columns - left: LLM output in realtime - right: - Display loading if it's generating - Display the slide outline AI genreated - User can update the outline or delete a page - a button to draw slide page by nano banana base one the outline - Redirect to Screen 3 (Slide show): Display the slides generated - Top navbar: - a back button - title - Download (download all images) - left sidebar - slide thumbnails - click a thumbnail to switch - main - slide image Tech Stack: - React, TypeScript - TailwindCSS 4, Shadcn/UI - lucide-react Prompt to generate Slide outline (just FYI) You are a world-class presentation designer and storyteller. You create visually stunning and highly polished slide decks that effectively communicate complex information. Think mastery over design with a flair for storytelling. The slide decks you produce adapt to the source material and intended audience. There is always a story and you find the best way to tell it. You combine the expertise of the creativity of the best designers. The slide deck will be primarily designed for reading and sharing. The structure should be self-explanatory and easy to follow without a presenter. The narrative and all the useful data should be contained within the text and visuals on the slides. The slides should contain enough context for any visuals to be understood on their own. Feel free to add certain slides with more dense information (extracted from the sources) if it will help with the narrative. You are now writing an outline for this slide deck described below. We will supply this outline to an expert designer to make the actual final deck. The slide content should be in English. The placeholders should be left in {language, default to English}. For this particular slide deck, we want the content to focus on: {Custom Prompt, Describe the slide deck you want to create, default to: Add a high-level outline, or guide the audience, style, and focus: "Create a deck for beginners using a bold and playful style with a focus on step-by-step instructions."} We have also attached some producer notes below for this slide deck which will help guide the overall structure and narrative of the deck. Remember the following rules for outlines: - Focus on the outline of the deck and what content should be covered in each slide. - The descriptions for each slide should be comprehensive. - However, do NOT yet focus on precise layout or visual details. - The point of the outline is to highlight the narrative. - Preserve key elements from the source material. - Every specific data point... must be directly traceable to the source material. - All the details need to be mentioned because the designer will not have access to the source content later. - Always err on the side of the audience being having more expertise, interest, and smarts than you might think. - CRITICAL: Never generate more than 20 slides. - Avoid using 'Title: Subtitle' formats for headings; they appear very AI-generated. Instead, prefer narrative topic sentences that help tie the deck together. - Explicitly avoid cliché 'AI slop' patterns. Never use phrases like ' It wasn't just [X], it was [Y]'. - Use direct, confident, active human language. - There is never a need for a "Thank you / Q&A" slide. - Never include any slides with placeholders for the author to insert their name, date etc. - Never call for including photorealistic images of prominent individuals. - Never end with a generic slide like What choice will you make?'. It's much better to end on a meaningful reference or takeaway.

宝玉

98,114 просмотров • 8 месяцев назад

Blades of Fire | Hands-On Gameplay Impressions ▪️Recap: New action-adventure IP from MercurySteam (Metroid Dread, Castlevania: Lords of Shadow) ▪️Coming to PS5, Xbox and PC on May 22 ▪️Around 60-70 hours long to complete ▪️You play as Aran de Lira, a forger and warrior who, after suffering a personal tragedy, "finds himself in possession of a magic hammer that lets him enter the forge of the gods to create the only weapons able to defeat Queen Nerea’s forces" ▪️The world is "squarely in fantasy territory", "rich, overabundant, lavish fantasy, as well as occasionally brutal and twisted" ▪️Magic courses through a land teeming with flowers and buzzing with wildlife, and creatures like trolls and elementals romp around ▪️Soldiers sort of look a bit like the Locust from Gears of War, chunky, loitering around. The whole game feels like it has a "chunkiness" to it, a bit like Blizzard games (hands and arms are oversized, buildings/walls are double thick). Combines to make a pleasing visual picture and give a sturdy, hefty feel ▪️"Wildly customizable weapons saves it from being just another action game", "combat is refreshingly different" ▪️Combat: Rooted in directional attacks that use every face button on a controller. On a DualSense for example, Δ aims for the head, X goes for the torso, while ⏹️ and ⭕️ swipe left and right respectively ▪️An enemy holding up a blade to protect their face for instance, can be overcome by aiming low and skewering through their gut ▪️Example: A troll boss can have a second health bar that can only be chipped away after dismembering it. If you use your right hand attacks, you can cut off its club-wielding left arm or cut off its entire face, leaving it blind and aimlessly flailing until it can regrow its eyes back ▪️Your attack and dodge stamina must be manually restored by holding the block button instead of automatically regenerating ▪️You can swap between 4 different weapons on the fly, wield your weapons via different stances, either slashing with the sharp edge or thrusting with the pointed tip; assess enemies to determine which methods are the most effective ▪️Rather than finding new weapons out in the game world, every weapon's life starts in the Forge ▪️You can create up to 7 different weapon types, from twin axes to polearms ▪️You start with your choice of a basic weapon template and tweak and modify and name, for example you can adjust the length of a spear's pole and the shape of its spear head which affects its stats ▪️A longer pole increases the spear's range, while its head shape dictates if its better at slashing or piercing ▪️Different materials also affect a weapon's weight which has an effect on your stamina pool ▪️You then physically hammer out the metal in-game on the anvil through a "remarkably involved minigame", where you control the length, force and angle of every hammer strike ▪️There is a curved line onscreen that represents the ideal weapon, you arrange a series of vertical bars to try and match the shape of that curved line with each hammer strike. Overworking results in a weaker weapon. You're rewarded with a star rating, the more stars you get, the more you can repair your weapon before it permanently breaks ▪️You can instantly remake weapons you've made before to save time ▪️Some found the weapon forging system to be "frustratingly obtuse", as there didn't seem to be a clear connection between the areas struck and the resulting shape of the metal; hoping for better tutorial or improvements before launch ▪️MercurySteam wants you to feel deeply attached to the weapons you create and carry them with you for the duration of your journey ▪️If you die, you lose your weapon upon respawning, but you can go back to where you died to retrieve them ▪️After playing for 3 hours, some hands-on impressions were unsure if the game can support a variety of a 60 hour game ("within 3 hours I’d fought the same gatekeeping miniboss 3 times") ▪️Others also felt there were uneven difficulty spikes, the game chucks multiple types of enemies at you, sometimes in confined areas. Can sometimes feel like you waste precious weapons, rest at an anvil to reforge and then enemies respawn again ▪️One previewer noted that when they started slowing down and nosing through the game's menus and built-in tips to see what they were doing wrong, they learned the game's nuances and it clicked Previews IGN: Full IGN Gameplay: Mirror: Eurogamer: #BladesofFire

Shinobi602

113,003 просмотров • 1 год назад

Tchaikovsky – Rococo Variations: The Secret of a Melodic Curve That Never Disappears In the art of variation, change has never been the greatest challenge. A melody can be clothed in countless new forms. It may become faster, more intricate, more brilliant, or more emotionally expressive. The real challenge lies in a deeper question: How can listeners still recognize the same voice after all those transformations? That is the problem Tchaikovsky solves in Variations on a Rococo Theme. He does not build the work around a monumental theme, nor does he seek to impress through complexity. Instead, he begins with a melody that is elegant, balanced, and clear. Yet beneath its apparent simplicity lies a profound organizing principle: a musical line capable of expanding, transforming, and evolving into many different forms while preserving its original identity. For that reason, Rococo Variations is far more than a virtuoso showpiece for the cello. It is also a demonstration of a fundamental principle of artistic creation: The more firmly an idea is built upon a strong foundation, the more freely it can change without losing itself. A Curve That Does More Than Beautify—It Breathes From the opening theme, the melody is already in motion. It begins by reaching upward, as though the music were taking a deep breath. But instead of remaining suspended in tension, it gently relaxes and returns to balance. Even within the very first phrase, Tchaikovsky refuses to let the melody linger around a single stable pitch. He urges it forward, creating a natural sense of expansion before allowing it to settle through graceful, flowing motion. At first hearing, it seems like a simple song. Yet that very naturalness is the hardest thing to achieve. A melody truly comes alive only when it knows how to gather energy and release it at precisely the right moment. If it only keeps rising, it becomes strained. If it only keeps falling, it loses its momentum. Tchaikovsky shapes the melody according to a rhythm remarkably close to the human act of breathing—inhaling and exhaling. Perhaps that is why listeners instinctively experience its natural flow without needing to analyze it. It is not merely a beautiful curve. It is a curve that breathes. What Keeps Every Variation from Losing Its Identity? This is where Rococo Variations becomes truly remarkable. In a work of variations, change is not the greatest difficulty. The real challenge is ensuring that the original theme remains present after every transformation. Tchaikovsky achieves this not by repeating the original notes verbatim. Instead, he preserves something deeper. He preserves the direction of the melodic motion. He preserves the theme's inner momentum. Just as a planetary system may contain countless different orbits while every planet continues to revolve around the same center, each variation in Rococo Variations follows its own path while remaining guided by the same underlying principle. The rhythm may change. The tempo may change. The technical brilliance may become increasingly dazzling. But that inner gravitational pull never disappears. That is why listeners always feel they are following the same melody, even though it continually appears in different forms. Simplicity Is What Makes Endless Transformation Possible There is an intriguing principle behind the art of variation. The more details a theme contains, the harder it becomes to develop. Conversely, the more distilled a theme is, the more possibilities it leaves open for exploration. Tchaikovsky understood this perfectly. He does not attempt to present every musical idea at the outset. Instead, he creates a melodic outline that is clear enough to support every transformation that follows. A line with balanced proportions. A clear sense of direction. And enough flexibility for each variation to reveal a new facet without obscuring its original shape. For that reason, the variations are not acts of breaking the theme apart. They are acts of revealing possibilities that were already hidden within it. Every transformation brings the melody not farther from its origin, but closer to its true nature. When Technique Illuminates the Shape of the Melody Rococo Variations has long been regarded as one of the cello repertoire's greatest technical challenges. Its rapid passagework demands precision. Its long lyrical phrases require extraordinary bow control to maintain an uninterrupted singing line. Yet if a performer focuses only on conquering the technical demands, the work loses what matters most. In Mstislav Rostropovich's performances, technique is never the destination. It is simply the means through which the work's inner architecture becomes more visible. The rapid runs never cause the listener to lose sight of the melody. Instead, they resemble light illuminating the same curve from different angles. The more the music changes, the more clearly the listener recognizes the essence of the theme. That is the hallmark of a truly great performance. Rococo Is Not Reconstructed—It Is Reawakened Tchaikovsky is often remembered as one of the great Romantic composers. Yet in Rococo Variations, he never allows emotion to overwhelm balance. Instead, he reaches back toward the elegance, clarity, and refinement of the Rococo style. What makes this remarkable is that he does not simply imitate the past. Had he merely recreated the style of the eighteenth century, the work would have become little more than a beautiful historical picture. Instead, he preserves the spirit of Rococo while breathing into it the expressive warmth of the nineteenth century. As a result, elegance never becomes cold. Emotion never destroys structure. The two worlds meet within the same musical motion—disciplined enough to preserve its shape, yet supple enough to carry Tchaikovsky's own unmistakable voice. A Curve That Lives Beyond Every Transformation Perhaps the enduring greatness of Rococo Variations does not lie in the number of its variations or the brilliance of its technical demands. Its lasting power comes from the fact that Tchaikovsky created a theme built upon deeply natural principles. It gathers and releases energy like the rhythm of breathing. It possesses an inner force that allows every transformation to find its way home. And it is sufficiently distilled that each variation strengthens its identity rather than obscuring it. Perhaps that is why, after all the dazzling transformations have passed, what remains in the listener's memory is not technical complexity, but a melodic curve that continues to live on. Every performer may tell that story differently, yet the original direction of the melody never disappears. That may well be the deepest secret of Rococo Variations: Tchaikovsky did not create an unchanging theme. He created a theme capable of surviving change. And when a melodic curve is built upon a firm foundation, every new transformation does not diminish it. It simply allows its original beauty to become even more clearly seen.

🎼🌺Music Love♥️

16,086 просмотров • 1 месяц назад

consistency ≠ uniformity: for those who haven't lived through this era – we used to have beautiful, precision interfaces. now they're replaced by a design language that originated from the Apple Watch, with icons that only fit in squircles. but that's not even the point. the point is we used to design the whole stack – the technology, the concepts, the interfaces. when designers only care about superficial consistency, platforms lose their uniqueness. apple used to design systems. skeuomorphism wasn't just about leather textures – it was about teaching people new mental models. the trash can empties because you understand what a trash can does. aqua's lickable buttons and sheets had depth because the OS had layers you could understand. the old apple designed the whole stack – from metal to pixels to concepts. teams weren't just shipping features in the same box, they were building coherent platforms each with opinions about what computing should feel like for the medium. liquid glass is fine on a phone. but on macOS it's unusable – lack of precision, visual noise everywhere. this is what happens when UI language designed for fingers bleed into macOS. we went from interfaces designed for a 27" cinema display with a precise cursor to interfaces designed for a 1.5" screen you tap with one finger. the Mac is for creation and precision work. it needs information density. it needs chrome you can grab. it needs UI that gets out of your way but gives you power when you need it. instead we got padding and whitespace and translucent blurs optimized for touch targets nobody's touching. the squircle icon mandate is a symptom. when you force every icon into the same shape, you're saying "brand consistency" matters more than "each app icon needs to communicate its function instantly." we traded clarity for uniformity. we traded precise design for cross-platform sameness. consistency means your system has coherent rules within itself. uniformity means everything looks the same regardless of context. the hardware team still gets it – that macbook pro + M-series chips, chef's kiss. but software design feels like it's chasing fat fingers instead of remembering what people do on a Mac.

Ryo Lu

717,471 просмотров • 8 месяцев назад

How to Build a Proper Product Page It breaks my heart every time I see someone from Brazil, making just $200 a month, spend $40 on a test ad only to get a $2 CPC. Then, they cut the ad at $35 spend with 17 clicks and 0 conversions. What’s even more frustrating is when I visit their site and see it’s a complete mess. It’s like they didn’t even try. That’s why I’m making this post. *Disclaimer: If you're building a brand, this isn’t for you. This is for testing products correctly with a website that’s good enough to convert, but if you’re serious about your brand, hire a Figma designer and a developer to get things done right. As a fun fact, I tested the following product myself (In the video below) and with just one click at a $3 CPC, I got a sale with an $80 AOV (100% CVR). I paused the ads because the CPMs hit $150. If you're interested, save this product for the future. I'll share the creatives i used to ran the product with those who comment below. "jordan, stop teaching high school kids about selling reps and getting them sued by Prada or other big brands, ruining their payment gateways, and crushing their dreams." (with 5 random people only will do it, wouldn't make sense for everyone to be ripping it). Shoutout to Adrian for this one. 🫡 Back to the important stuff: Let’s talk about creating a great product page. First off, ditch the “Buy Now” button. By using this, you miss out on the chance to increase your Average Order Value (AOV) through upsells during checkout. Instead, replace it with an “Add to Cart” button. Also, remove the quantity selector. Hardly anyone uses them on the product page, but they do in the cart. Instead, offer bundles, which you can set up using the Kaching Bundles app or your theme if it supports this feature. The cart experience is crucial, and you can optimize it using the UpCart app. Enable all its product page features so it takes over the standard Shopify cart or your theme’s cart. The built-in cart systems are outdated—they don’t allow upsells like UpCart does. Plus, UpCart directly opens the cart after a product is added, where the upsell option appears at the bottom, increasing your chances of boosting AOV. Pay attention to color schemes. Don’t use neutral colors for headers and buttons if your product features a primary color. A yellow jacket with a black header is like pizza with raspberry syrup—just doesn’t work. If your product images are gray, white, or black, match those with your headers and buttons. Otherwise, play around with colors to give your page some dynamic appeal. Bookmark this site to get color palettes that match your primary color. For exact color matches, download the "ColorZilla" extension, which gives you the exact color code of whatever is under your mouse on the screen. If your product color is #6E402A, you’ll know it and can match it perfectly with your header and buttons, creating a visually appealing contrast like Cider did here below. Right now, when some of you send me these websites, they look like government pages from the early 2000s. Next, consider the typography and button styles. For fonts, use Helvetica Regular for body text and Helvetica Bold for titles, both at a minimum size of 100%. It’s simple and effective. As for buttons, they should have a corner radius of 8px. To change these settings, go to the theme settings - typography/buttons and adjust the buttons and typography accordingly. Rounded buttons create a modern, inviting feel, while full square buttons can give off an outdated vibe. Even casinos in Vegas design their buildings with curves, ensuring that visitors always have a view angle that draws them back in—it’s all about keeping things appealing and engaging. Finally, the product page layout itself should be clean and concise. Use collapsible rows for your product descriptions. No one wants to read a novel, so keep it compact and focused. Images and videos are what sell—this is why we don’t use text-heavy images in our ads; they just bore people. Keep the description short, with enough information to inform but not overwhelm. If you need to include more features, put them in the FAQs section—that’s what they’re for. The goal is to make sure that the "Add to Cart" button is visible as soon as possible once the customer lands on the product page, without overwhelming them but providing just enough information—some key benefits, high-quality images, and buying options in the bundles. Once they hit the cart, the upsells will do their job. Remember, the three essential apps for setting this up are Loox Reviews for customer feedback (use the product widget reviews at the bottom of the page before the FAQs and the rating widget just above the title), Kaching Bundles for offering package deals, and UpCart for optimizing the cart experience. Just for the record, this is to help newcomers and guide them to something taht works, me personally i don't use free themes, but this one i created could convert easily if the product, offer and ads match well. Good luck and keep testing! 🗳🥂💸🤑

Zzzz

42,318 просмотров • 2 лет назад

Is Petoskey Becoming Traverse City 2.0? A housing development full of condos costing over $1.8 million is sure to only bring the worst sort of people to town By O.W. Root O.W. Root Petoskey — Whenever a new residential building goes up in a Northern town, the reaction from the locals is almost always the same. Squinted eyes and skepticism. The orange cones, the overturned soil, the trucks, the trees coming down, and the mini billboard out front designed to give everyone a little taste of what’s to come. It’s all viewed as a worrying harbinger of unwanted change. That sounds like fuddy-duddy-ism, I know. But it isn’t entirely. The towns on the lake Up North are quaint, beautiful, old, and almost every new build is the exact opposite. True, a new build can’t be an old house. But a new place can be designed to blend naturally with its surroundings. Curiously, they almost never are. The new buildings are almost always ugly eyesores sullying villages that remind us of more human times. New builds also mean more people are coming, and that’s not always a good thing. Yes, we need tourists in the summer, and a certain in-flow of new arrivals every so often is good and natural for a town. It means a place is attractive and desirable. But look at what’s happened to Traverse City. I hate to say it, but I hate going to Traverse City. It’s not a lake town anymore. It’s something much worse. In Petoskey, there’s a lot of construction going on, and it’s not all exactly encouraging. There are more buildings going up right now than any time in the past five years. Driving by some of these sites gives me somewhat of a sick feeling. It feels a little like an early stage Traverse City 2.0. Not all these new builds are equally worrying. The story is a little more complex. There is an actual housing shortage on Little Traverse Bay, and it’s not related to new arrivals who want to buy $750,000 homes. Reasonably priced housing is missing. A common complaint for many business owners is staff shortages. Simply put, normal working people can’t afford to live here, so there aren’t enough workers for the businesses here. That’s a real problem if you want your town to thrive. What we are seeing right now in Petoskey are two kinds of new buildings going up. The difference between them and their potential impacts are stark. Some are critical for the life of the town, and some will most likely attract the worst kind of people. Let us take a look at an example of each type of new build currently going up in Petoskey. The Block at Petoskey The Block at Petoskey is a brand new apartment complex on Standish Avenue, just west of Bear Creek River. It’s in a slow part of town, right at the edge where the houses trickle off and into the more commercial area approaching Meijer. Across the street are a tanning salon and an auto repair shop. The Block at Petoskey is set to include a gym, walking trails, a yoga studio, and a clubhouse. To be honest, The Block at Petoskey has nicer amenities than any apartment complex I’ve ever lived in. It includes just about everything you might want with a 2 bed-2 bath unit going for $1,724 per month. Aesthetically, the Block at Petoskey is okay. It’s not great, but it’s not terrible. It’s just fine. It’s not real bonafide cheap, but it’s not crazy either, and it’s certainly not luxury pricing. It’s built and priced for people who work for a living. It’s a needed development which will benefit the town. The Summit Over Bay Harbor The Summit Over Bay Harbor is an absurd development set to tower over US-31, just north of Bay Harbor. Based on the highly produced sleek simulations found on their website, the units might best be described as modern luxury. They are quite frankly, soulless expensive Lego slop. They have absolutely nothing in common with any of the traditional architecture of the area. They say Northern Michigan about as much as a cactus does. They start at—yes, start at—$1.8 million. Based on their map, they are planning almost 75 units. It’s a very nice area up here, but is it nice enough for 75 $1.8 million units? Eh, I don’t know about that. I’m not sure there is enough capital here to support 75 year-round residents who want to shell out $1.8 million for what amounts to a modern condo overlooking 31 and Bay Harbor. The traditional type of Northern resident (seasonal or year-round) who wants to spend $1.8 million will generally seek out a historical home or build something more culturally in-line with the area. Say what you want about Bay Harbor, but at least they try. There is something a little off about it there only because it’s impossible to build something new that also feels organic and old. But the spirit and direction is right. The hope is correct at Bay Harbor. At least the homes feel like they are attempting some kind of organic integration into the historical architecture and general spirit of the area. The Summit Over Bay Harbor is most likely not going to be for the traditional kinds of residents of Little Traverse Bay. I very much doubt that the majority of the units will be lived in year-round. Most will be short-term rentals. I suspect the units will function more as investments for people who don’t live here. There will be no positive cultural impact. Keeping the lake towns as the lake towns we love is an extremely delicate operation. Balancing new arrivals, housing, jobs, local culture, trying to remain vital while not destroying the reason we want to be here in the first place is like balancing on a tightrope. It needs to be done very carefully. Petoskey needs apartments like The Block at Petoskey. These more reasonably priced places will certainly help to keep working residents here and the town alive year-round. Petoskey doesn’t need the soulless investment units of The Summit over Bay Harbor unless we want to become Traverse City 2.0. And we certainly don’t.

Michigan Enjoyer

19,489 просмотров • 3 месяцев назад