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New Release → Tic Tac Toe Game Widget ⭕️❌ includes a detached top 5 leaderboard widget too ~ ⟡ Challenge a viewer with channel points ⟡ Use chat commands to play ⟡ Classic and speed mode ⟡ (3) Board layouts // (9) icons // sounds Links & more ⤵︎

34,349 Aufrufe • vor 1 Jahr •via X (Twitter)

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Adelaide's Dice Adventure is now LIVE 🎲 and the 10,000,000 $AVRK airdrop pool is calling your name! Play Now: Avarik Saga is launching Adelaide's Dice Adventure to provide a gamified experience for our community to participate in our ecosystem and earn rewards for four (4) weeks. With our flagship product, Red Covenant, currently in development, we are excited to build momentum towards the release of our flagship game on both Android and iOS platforms. You can find more details on our flagship product in Discord! 1. Earn Dice: Complete challenges to earn dice. The more challenges you conquer, the more dice you get! 2. Roll the Dice: Roll your dice to move around the maps. Each roll brings you closer to valuable rewards. 3. Accumulate Points: Earn points as you navigate through the maps. Higher points unlock even greater maps with bigger rewards and rank you on the leaderboard. 4. Unlock Maps: Explore new maps with higher stakes and more exciting treasures. Keep rolling to see what awaits! Partner NFT holders unlock exclusive maps with benefits. Bonus Tip: Be on the lookout for Avarik Arcane Packs! These $AVRK token bundles can be unlocked with UGC and other special tasks. Join the Discord to learn more about these $AVRK Arcane Packs! At Avarik Saga we are leading the charge in transforming anime mobile gaming by building an anime gaming ecosystem like no other. We’re combining blockchain technology and AI through Large Language Models (LLMs) to set a new standard for interaction and immersion. Our flagship game, Red Covenant, is slated for a 2024 release on both Android and iOS.

Avarik Saga

258,341 Aufrufe • vor 2 Jahren

Hold up, here is the prompt: works with almost any model. enjoy :) Role & Objective: Act as an Elite UI/UX Front-End Engineer specializing in Apple-tier micro-interactions and advanced CSS. Your task is to program a perfectly centered navigation bar in a strictly SINGLE HTML file containing all HTML, vanilla CSS, and vanilla JavaScript. No external libraries or frameworks (No Tailwind, React, etc.). Design Concept - "True Liquid Glass": CRITICAL INSTRUCTION: Do NOT generate standard, flat "glassmorphism" or basic frosted glass. I require a physically accurate "Liquid Glass" aesthetic. It must look like wet, poured clear resin, combining the high-gloss specular highlights of classic macOS Aqua with the volumetric spatial depth of modern Apple VisionOS. 1. The Liquid Glass Material & Lighting (CSS): - Deep Refraction: Use `backdrop-filter` with extreme blur (e.g., 50px) and over-saturation (200%). - Specular Highlight: Create a curved, semi-transparent white gradient on the top half using a pseudo-element (`::before`) to simulate a hard light reflection on a wet, rounded 3D surface. - Caustics & Volume: Use multi-layered inner and outer `box-shadow` properties to simulate light refracting at the bottom edge and casting a realistic ambient drop shadow. - Interactive Glare: Implement a soft radial-gradient spotlight inside the glass that dynamically tracks the user's mouse cursor (X/Y coordinates) using JavaScript and CSS variables (`mix-blend-mode: overlay`). 2. Navigation Layout & Elements: - Center the pill-shaped navigation bar perfectly in the middle of the viewport. - Include 3 main navigation items with minimalist, inline SVG stroke icons and text labels: "Home", "Call", and "List". - Add a subtle vertical divider line after the main buttons. - Next to the divider, add a Dark/Light Mode toggle button containing inline SVG Sun and Moon icons. 3. Animations & "Apple Magic": - Sliding Active Pill: Create a solid background "pill" that sits *behind* the active navigation item's text/icon. When a different item is clicked, this pill must dynamically recalculate its width and slide to the new position. - Spring Physics: The sliding transition MUST use an exact Apple-style bouncy spring easing curve (e.g., `transition: all 0.5s cubic-bezier(0.34, 1.2, 0.64, 1)`). - Tactile Feedback: Buttons and icons must physically press down slightly (`transform: scale(0.92)`) when clicked (`:active`). - Theme Switch: The Sun and Moon icons must smoothly rotate, scale, and cross-fade during the transition. 4. Background Environment (Crucial): - Glass needs light and color to refract! Create a full-viewport, smoothly animated mesh gradient background using 3 large, heavily blurred, floating color blobs. - Implement full Dark/Light mode logic using CSS variables (`:root` and `[data-theme="dark"]`). Toggling the theme must seamlessly transition the background blob colors, glass opacity, shadow intensity, and text colors. Output ONLY the pristine, production-ready code. Prioritize maximum visual fidelity and silky-smooth 60fps animations.

Leon Lin

127,732 Aufrufe • vor 4 Monaten

8 free Polymarket Trading Bots on GitHub (from Beginner Friendly to Advanced Level). Each of these repos comes with a detailed step by step setup and usage guide in English. > Beginner Level - 5 min setup 1. This bot includes 120 ready to use strategies and tools for trading on prediction markets (Binance-Polymarket latency, Smart Routing, Penny Clipper, Momentum, DCA bots, Expiry Fade and more). It was built by a Cambridge computer science student who won a hackathon with this bot. GitHub: 2. A trading bot with a Smart Money strategy - it finds top traders in selected markets, filters them by Pnl, win rate, stable performance and then creates a list for automated copy trading. GitHub: 3. This is a bot toolkit that includes Polymarket - Kalshi arbitrage, whale alerts, market making, spread farming, sports trading and more. GitHub: 4. A weather trading bot from Chinese dev that analyzes different sources in real time, like forecasts, airport data and aviation observations (METAR + SPECI) to get the latest temperature data and generate a detailed weather report for a specific city and day. GitHub: 5. A huge collection of 30+ free trading bots and services for prediction markets. GitHub: > Advanced bot setup 1. This bot analyzes the real trading behavior of any Polymarket trader. It finds repeated patterns in his trades, shows which strategies he uses and helps you understand how to adapt them to your own trading. GitHub: 2. A bot that automatically manages all your limit orders on Polymarket to maximize liquidity rewards. GitHub: > A full ML weather model 1. A machine learning weather model that learns from weather forecasting errors. Instead of blindly trusting forecasts, it analyzes how different weather sources have historically overestimated or underestimated temperature values in specific cities and conditions. Then it automatically adjusts new forecasts to produce more accurate predictions. GitHub: All of these bots also support Dry Run mode, so you can test them on real markets without risking any funds.

Recogard

55,383 Aufrufe • vor 8 Tagen

Release: LichtFeld Studio v0.5.3 is out! With 316 commits merged into master, this release is a huge step forward for LichtFeld Studio. What's new in v0.5.3 • Vulkan viewer/rendering migration: New Vulkan viewport pipeline, pass graph, VkSplat renderer, Vulkan point-cloud renderer, 3DGUT/VkSplat support, improved alpha/depth composition, tighter CUDA/Vulkan interoperability, and device matching on multi-GPU systems. • RAD + LOD workflow: Added RAD file export/import, RAD LOD viewer, Spark-style GPU LOD selection, GPU-driven page prefetching, a bounded VRAM pool, out-of-core PLY-to-RAD LOD conversion, and RAD import/export speedups of approximately 3–5×. • HiGS / macro-tile inference: Added a macro-tile inference path for the Vulkan viewer, including macro sorting, batched rasterization, composition, and capacity management. • Asset Manager: Added and significantly enhanced the Asset Manager with thumbnails, SH information, faster synchronization, import-from-URL support, docked mode, data-loading popup integration, and general UI cleanup. • Viewport export: Integrated viewport export directly into the application as a toolbar/overlay tool, added fast render_view_u8-style readback paths, fixed high-resolution clipping issues, improved orthographic export parity, resolved 32K image/video export problems, and added post-export GPU resource cleanup. • Selection and tooling: Added and reworked selection toolbar controls, the Select menu, ring selection, color eyedropper, distance-from-center selection, faster point-cloud and zoomed-out selection paths, Vulkan measurement tool fixes, and drag-and-drop scene graph improvements. • UI/RmlUi platform work: Major RmlUi redesign efforts, hot reloading for RML/RCSS/Python UI files, reactive UI/store integration, viewport toolbar flyouts, improved histogram interactions, input settings enhancements, custom TRS gizmos, and numerous panel, tooltip, and localization fixes. • Windowing and UX: Added borderless window support, title bar drag/maximize/restore behavior, work-area-aware maximize functionality, resize responsiveness and performance improvements, and DPI/UI scaling fixes. • Training and data features: Added adaptive depth loss and depth gradients for the EWA rasterizer, mask loading/application fixes, a new combined Ignore+Segment mask mode, --add-splat, --freeze, improved checkpoint and training state handling, and training speed and VRAM optimizations. • COLMAP/equirectangular support: Added SPHERICAL/equirectangular camera model support and canonical EQUIRECTANGULAR handling, along with fixes for undistortion and camera export. This release will be available to all supporters as a Windows binary via approximately in about an hour. At the same time, LichtFeld Studio remains committed to being free and open source under GPLv3 and can also be built directly from source. Please consider supporting the ongoing development of LichtFeld Studio through a donation via the portal or the supporters page. Thank you to everyone who supports this project financially, contributes code, reports bugs, provides datasets, helps with the website, and contributes in countless other ways. A special thank you to our foundational sponsor Core11 and our Gold Sponsor Volinga, whose support has helped make the current state of the software possible. Thank you as well to every donor and to all of our new Bronze Sponsors. Looking ahead to v0.6 For the next major release, work will focus primarily on stability and user experience. This includes improved cleanup workflows and the ability to modify training parameters while training is in progress. I would also like to introduce a native .licht project format that allows users to save and restore their complete editor state. You can find links to our main sponsors below. Please also visit our website to discover all our Bronze Sponsors. Hint: We do not yet have a Silver Sponsor or Platinum 😉

MrNeRF

25,496 Aufrufe • vor 24 Tagen

It's here - Avail's Clash of Nodes incentivized testnet is officially up and running! 🌟 This is a major step towards Mainnet, with a chance for validators, light clients, and everyone to test our network, earn points, and more. Ready for a journey? Here's what's ahead... We’re calling all validators, light client enthusiasts, and blockchain buffs -- Clash of Nodes is your playground. Rack up points, top the leaderboard, and embrace the challenges for a mix of fun and potential perks to come. We’re looking for those who’ll step up to the challenge: • Validators who consistently validate the chain throughout the testing period • Full nodes and light clients who complete challenges to mimic a world full of rollups on Avail • Brave validators and participants who help us simulate disaster scenarios Dive into the Details: Here's a snapshot of the specific challenges that await in Clash of Nodes. 🛡️ Gladiator's Entry: Show your mettle by becoming a block authoring champion. Outlast and outperform, one block at a time. The more you author, the higher you score. ⚖️ Noble Warrior: Uphold the validator's code. Stay active, avoid penalties, and keep your record clean. Honor earns points, while lapses cost you. 🔍 Finding Yourself: Embrace the quest of self-discovery by adding and verifying your identity. Prove who you are and carve your name in the annals of Avail. Each challenge is your chance to shine and shape the future of Avail. Here's the game plan: 1️⃣ The first invites will go to our existing validators from the Kate Testnet. Their unwavering support earns them the vanguard spots. 2️⃣ To the newcomers: Every validator will get their turn as we're setting the stage for 300 in this testnet. 3️⃣ We’ll share more challenges on how anybody of any technical ability can participate. Remember, we're still in test mode. Expect the occasional hiccup during the testing phase. Your insights are essential to building a robust Mainnet - even if that means taking on some big bugs. 🚧 To every blockchain visionary, from validators to app rollup devs, you're the architects of this rollup revolution. We’re excited to see what you build, and how you compete. Read more: 🛠️🚀

Avail

351,950 Aufrufe • vor 2 Jahren

While working on a new video with solutions to the previous one, I found ChatGPT's new UI struggles even more with concurrent updates: entries lose state and stick around for too long (see video). If this was a LiveView app, we would be getting so much flak.😅 --- I believe part of the problem here is having separate mutate and fetch requests on every deletion. The first fetch is cancelled when the second one comes up, causing items to stick around for longer. Many said yesterday that you could do the mutation and fetch as a single request, but that leads to other problems, such zombie entries. For example, imagine you delete link1 and link2 within a brief period of time. There is no guarantee the deletion order in the database will match the order the client receives the response, so you may end up with this: 1. (client) request to delete link1 sent 2. (client) request to delete link2 sent 3. (server) deletes link1 and loads a new list (includes link2) 4. (server) deletes link2 and loads a new list (no link1 or link2) 5. (client) receives link2 response 6. (client) receives link1 response So if you choose to use the latest response (link1), you brought link2 back to life. If you say you will use the response from the last request, events 3-4 can be swapped, and now you bring link1 back to life. Another way to solve this is by basically not allowing concurrent requests at all but that can affect the user experience drastically in other ways. Next week I should publish a video explaining how LiveView tackles this. Stay tuned!

José Valim

22,976 Aufrufe • vor 1 Jahr

One player I've really grown to like over the last several months is OF Kane Kepley (Carolina Baseball). Started right away at Liberty where he hit .310/.457/.432 with 13 XBH, but had a breakout summer in the Coastal Plain League to the tune of a .339/.468/.546 slash line with 8 2B, 5 HR, 26 SB and 29 BB to 11 Ks. Carried that momentum over into last season and hit .330/.482/.521 with 12 2B, 9 HR, 25 SB and an impressive 53 BB to just 27 Ks. Kepley then proceeded to have a productive summer on the Cape in which he was named an All-Star. Compact build at 5'8" and 165-pounds with sneaky strength packed into his frame. Crouched stance in the box with a medium-high handset and slightly open front side. Kepley has a minimal load and utilizes a toe tap that leads into a normal stride. With two strikes, Kepley will widen his stance and sit deeper in his base, choke up a bit, and shorten his stride in order to maximize his chances of moving the baseball. Quick hands with present bat speed. Will drop his back side to help create leverage. Overall, it's a compact operation in which he takes an efficient path to contact. Kepley's bat-to-ball skills and hand-eye coordination are outstanding. Last spring at Liberty, he boasted a 90% overall contact rate and a 93% overall IZ contact rate. It was a similar story this summer, as he ran an 89% overall contact rate and a 94% overall IZ contact rate. Kepley's pitch recognition skills and approach are both highly advanced and he rarely expands the strike zone. On the Cape, his overall chase rate was a minuscule 13%. Kepley has high-level barrel skills, a trait that is on display day in and day out. His bat control and adjustability are also advanced. Kepley is capable of using the entire field, but his highest quality of contact does come to the pull side. Hit tool is comfortably a 55, but it's closer to a 60. Kepley without a doubt is a hit-over-power profile, but there is a little bit of thump to the pull side. Has shown the ability to turn on pitches on the inner-half and drive them to the PS. For a player with this kind of profile, he posted respectable Max EVs of 106.1 and 101 during the spring and summer, respectively. Below-average power, but he'll run into a ball on occasion and hit 10+ HRs this spring. Not only is Kepley a plus runner, he most importantly knows HOW to run and get the most out of his legs. Quick first step and really advanced baseball sense both translate to the base paths where he's a chaos causer and speeds up the game for opposing teams. Kepley's speed also allows him to take an extra base on a ball in the gap or down the line. Across 179 games between college and summer ball, Kepley is 89-for-97 on stolen base attempts. Kepley this spring will rove CF for North Carolina. His speed and instincts plays at the position and he has gap-to-gap range with solid closing speed. Gets good reads off the bat. Kepley's arm is fringy, but his overall defensive skillset will give him the opportunity to prove he can stick at the position professionally. Versatile enough to play all 3 OF spots. Kepley is an old-fashioned baseball rat who plays at one speed. Selfless, high-energy player who can affect the game in a myriad of ways. A little reminiscent of Tommy Hawke. Top-5 round type this July.

Peter Flaherty III

34,227 Aufrufe • vor 1 Jahr

Played Kingdoms of the Dump for 30 hours, here is my review: -The game is a loving homage to classic SNES RPGs like Chrono Trigger and Final Fantasy, perfectly capturing their atmosphere -A tactical turn-based combat system with active elements, reminiscent of Super Mario RPG or more recently Expedition 33 -One of the most unique settings ever in an RPG -Incredible variety of enemies, all beautifully rendered in pixel art (boss design by Look Outside pixel artist) -The game is divided into multiple acts, taking you through a wide variety of regions and kingdoms -It’s full of charm and incredible attention to detail. Heal with rotting items, fight flying jellyshorts, and save using toilet paper rolls on toilets. Just lovely. -Fun fact: Game is made by 2 real janitors -The original soundtrack is an absolute banger, instantly transporting you back to the SNES era -There’s a Mode 7-style overworld that you can explore on foot, on a mount, or by airship -The overworld invites exploration and is packed with secrets and hidden areas -What brings the game into the modern era is a dedicated jump button. You can jump pretty much anywhere and explore the world on entirely new levels -There are also various characters, each with unique abilities outside of combat, and you can switch between them at any time -Characters are just lovely -The game is wonderfully written and well paced, full of great story moments and twists, but it’s only available in English at the moment -I would compare the difficulty to Chrono Trigger. It’s challenging but never unfair, and grinding is never necessary -If you die in a battle, you can retry it immediately -Enemies are visible before battle and can be avoided -Fast battles, quick in and out -Various battle themes -Fallen characters and those outside your active party still gain experience -The game is pure indie at heart, over eight years in the making and packed with content -Lots of side quests -Dedicated character quests that explore each character’s backstory -Secret weapons and bosses -Dungeons with puzzle elements -25 hours of story content (more with side stuff) -Only 20 bucks (discount right now) -Great on Steam Deck -Full controller support -Sometimes the jumping sections demand too much precision -I ran into a few bugs during my playtime. The game froze, I got stuck in walls, the music sometimes cut out, and I wasn’t able to use an item at one point -I reached out to the developers, and they have already responded with multiple updates Kingdoms of the Dump is a love letter to an era that produced some of the greatest RPGs of all time. It’s a modern classic, only held back by some technical issues. For me, it’s the best SNES game that was never actually released on a Super Nintendo. Verdict: 9/10 #KingdomsoftheDump 👑 Kingdoms of the Dump - OUT NOW

GermanStrands

36,250 Aufrufe • vor 8 Monaten

Monthly WINR Protocol Development Update: To begin with, the WINR Protocol has distributed $900,000 to token holders, generated more than $500,000 in pure profit for liquidity providers on WLP, acquired more than 5,000 users, and has almost 9% of the supply burned. In the upcoming months, the WINR Protocol, which has been in production for years, will introduce a range of new products and deployments. These developments will represent the practical and technical evolution to V2 of the protocol. Here are the latest updates and further details as they progress: Progress on WINR Bonanza, Casino Hold'em, and Blackjack is nearing completion. These games are in the final stages of testing. Additional games, including a new type of crash game, have been finalized and are set to debut with the JustBet v2 launch. Take a look at the gameplay videos for a preview. These games achieve the long-term goal of providing a full-suite WINR Game Engine SDK, which can be used to build games with complex logic on-chain with modular smart contract infrastructure. For example, any grid slot game that dominates the iGaming industry could easily be developed on-chain using the WINR Bonanza SDK. - Permissionless Frontend Operator SDK Dashboard Release: March is poised to be a milestone month with the launch of the Frontend Operator SDK dashboards. These dashboards will enable any WINR Labs game to be seamlessly deployed on frontends, marking a significant advancement in protocol accessibility and integration for future games developed by independent iGaming developers. The frontend operator can deploy any game they choose through a few simple steps while utilizing 10,000 WINR per game via the WINR Game Factory smart contract. Each operator is assigned a unique smart contract address(es) for every game they deploy, allowing their revenue to be tracked independently. The deployment process includes instructions on integrating the game as a package into the operator's frontend. In subsequent phases, the games will transition through WINR Chain, streamlining user onboarding steps like wallet connection and token bridging to Arbitrum. This abstraction will make it easy for any web2/web3 platform on any chain to seamlessly integrate WINR-based games with just a few clicks. The new budget system changes how the revenue is calculated on the protocol and will see daylight with frontend operator, Solana, and Fantom deployments. This model was first tested with a lightweight version on and gave a lot of actionable feedback. Shifting from the existing bribe model, which in practice distributes almost half of the edge of the games in volume to WINR holders, the brand-new budget system checks the profitability of WLP. It distributes a larger part of the profit to game providers, frontend operators, and, most importantly, WINR holders. Any time a game's budget is in profit, a part of every loss is distributed to stakeholders. Here is an example: 1. The WINR Bonanza Game has a 10,000 budget for a frontend operator. 2. Let's assume the bet amount was $50, and Bonanza paid back $10 on that spin. That leaves $40 of pure profit. 3. This is distributed amongst 50% to WLP, 20% to frontend operators, 20% to WINR holders, and 10% to game providers. 4. To achieve this, V2 of WINR Liquidity Engine (WLP) will have a buffer for purchasing and selling, working in epochs to determine the above distribution and math. - Solana Deployment and Expansions: Solana audits are in their final phase, and frontend tests are ongoing. Solana launch will be alongside the V2 launch of @JustBetOfficial, with a chain switch available on the top bar. The VRF system WINR developed already is seeing requests from builders around the Solana ecosystem, and this will over time add an extra layer of income to the protocol. Solana's bankroll, at first, will be a lighter version of WLP but will inherit the above-mentioned budgeting system to generate income immediately upon launch. - Fantom Deployment and Expansions: Fantom's upcoming Sonic upgrade, with its 200ms finality and fast block production is a perfect chain for WINR Protocol to expand. Through the partnership with WINR Protocol will tap into a brand new user base on Fantom. The bankroll on Fantom will consist of FTM and stables. The launch is planned for late March or early April. This expansion aims to open up new markets and collaborations with fresh teams. which operates independently, will integrate a broad spectrum of WINR technologies, including WINR Account Abstraction, WINR VRF, and WINR games, marking a pivotal step in WINR Protocol’s journey of horizontal expansion. - XAI VRF Deployment Progress Update: The WINR Account Abstraction Wallet and WINR Verifiable Random Function (VRF) deployment on the XAI 🎮⛓️ is well underway, with the majority of the work completed. This step forward showcases WINR's expansion beyond gambling and trading, highlighting the protocol's adaptability and commitment to broadening decentralized services. The process to automize and permissionlessly let game developers start using WINR VRF by paying (and burning) fees in WINR will launch alongside WINR VRF deployment on XAI and expand to further chains to help DApp builders with the tooling they need. This process will work very similarly to frontend operators, where DApp builders will be able to easily deploy their VRF contract, pay the WINR fees, and enjoy the fastest random number generation transaction, as showcased on @JustBetOfficial for some time. - JustBet v2 Development Update: Set to launch in March, the last testing phase with long-time community members of JustBet V2 is underway. Boasting a completely refreshed look, JustBet v2 aims to captivate more users with its modern features, a significant upgrade from the classic JustBet designed in 2019. Expect dynamic animations and a user experience that rivals traditional web2 casinos, setting a new standard for online gambling platforms and serving once again as proof of concept for all the new WINR features and infrastructure set to launch over the coming months. As always, WINR Labs simultaneously develops protocol infrastructure and platform to best address the needs of one and only goal: horizontal expansion. Easter eggs: Upcoming Gitbook update with all the technical information of WINR V2. CEX listing. Detailed product pages on WINR web. Pyth competitions. WIP-4 and WIP-5 are ready to deploy. And an 🪂

WINR

37,891 Aufrufe • vor 2 Jahren