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🕹️ Paris-based creative studio Little Workshop (Little Workshop) just reminded us why browser-based 3D experiences still have so much untapped potential. For Netlify's 5 million developer milestone, they built a full Marble Madness-inspired game that runs flawlessly in the browser. The technical execution is impressive: → Three.js + custom...

18,949 views • 7 months ago •via X (Twitter)

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GeoLibre v1.2.0 is here! GeoLibre is a free and open-source, lightweight, cloud-native GIS platform for visualizing, exploring, and analyzing geospatial data. One application that runs everywhere: in your web browser, as a native desktop app, on your phone, and inside a Jupyter notebook. No account, no server, no cost. Everything runs locally and your data stays private. This release packs in 35+ pull requests of new capabilities. A few highlights: - Run SQL right in the browser. The SQL Workspace pairs DuckDB Spatial with a new in-browser PostGIS engine (PGlite), so you can query layers, local files, and remote URLs without a server. - A smarter attribute table. Add fields, run a field calculator, and explore your data with a built-in Charts panel (histogram, scatter, bar, line, and box plots). - More ways to add data. OpenStreetMap PBF extracts, Cloud-Optimized NetCDF/HDF via kerchunk, georeferenced video overlays, authenticated 3D Tiles, and a Layer builder for custom overlays. - Better visualization. Heatmap rendering, point clustering, and H3 hexagonal grids for spatial binning. - New analysis and routing. A Directions plugin, plus Spatial Join, Select by Value, and Select by Location vector tools. - Print and share. A print layout composer that exports your map to PNG or PDF. - Work faster. A command palette (Ctrl/Cmd + K), global keyboard shortcuts, and undo/redo for layer and style operations. - Built for everyone. New internationalization framework, an accessibility pass with automated axe checks, an installable offline-capable PWA web build, React error boundaries, and Playwright end-to-end tests. Try the live demo: Star it on GitHub: Docs and roadmap: Release notes: #GIS #OpenSource #Geospatial #MapLibre #WebGIS #DuckDB #GeoLibre

Qiusheng Wu

39,890 views • 1 month ago

Inspired by Grok as a developer and a heavy gamer for over 15 years, I spent some time last week building a few things. Thrilled to unveil my latest creation: an infinite runner game built almost entirely by Grok from xAI! This project showcases the incredible power of AI in game development. Grok handled everything—from designing the game mechanics to writing the code and even helping me debug issues along the way. I brought it to life using some amazing free assets from a treasure trove for indie developers. You can play the game now at Elon Musk, I’d be honored if you checked it out. AI is revolutionizing game development, and Grok is at the forefront with its outstanding capabilities. It’s more than a tool—it’s like a tireless co-developer. Grok grasps complex concepts, provides suggestions, and turns rough ideas into working code fast. For this infinite runner, it crafted smooth player controls, randomized obstacle generation, and an engaging scoring system, letting me focus on the overall vision. And cross_protocol, founded by Henry @CROSS is set to harness AI’s full potential in gaming, pushing the boundaries even further. This is just the beginning. With Grok’s help, I’m planning future projects: 1) Physics-based puzzle game where players tweak gravity and momentum to solve puzzles 2) 2D RPG with deep storytelling and branching dialogue 3) Fast-paced 3D shooter with immersive worlds Each genre requires unique skills, but Grok’s versatility makes it ideal for all of them. It adapts to any challenge—be it physics simulations, character AI, or level design—producing results that could rival a full dev team. AI like Grok is opening up creative doors I couldn’t tackle alone, and I can’t wait to see what’s next. Stay tuned for more.

J

99,725 views • 1 year ago

Vibe Coding 3D Garment Software with ThreeJS : A Small Step For Me So, after modeling the human i did what any reasonable vibe coder would do, i asked codex how to get clothes for my models After it was done running subliminal ad campaigns for Marvelous Designer and CLO 3D, i asked it to explain their architecture to me and adapt it to my threejs app. Guess what it did? You damn right, it built the most basic shit interpretation you can think of. And this is the average interaction the Anti-AI coders have until they conclude that AI is slop and/or it can only work if you micro manage it on every line of code. Well, eons of humanities knowledge are now packaged in tiny silicon and transferred across the globe in realtime, available on tap. So anyways i just iterated quite a lot over it, told it repeatedly why it was bad (the initial one used rapier physics and a naive cloth simulation) We found out together that: 1. A ground truth document model is needed 2. The visual mesh in 3D should be triangulated from the 2D shape 3. The physical object is running independently through different solvers: - A fast proxy which is generated by reading all the bones in runtime and just inflating these areas with spheres and capsules - A medium quality proxy which resamples the human model and creates a lower-poly mesh for simulations - Full mesh simulation (can't run it, every simulation tick takes about 5 minutes on my machine) It ended the session by telling me that this is still crap because it runs everything on CPU (thanks, not that i care, but i guess we'll be fixing that?) Oh yea also built a 2D canvas editor with boolean operations so i can build cool stuff like ponchos. It also allows me to mark stitches between two objects, which is how the shirt in the video pulls towards the other half. The garment's properties and materials are not yet exposed, yes i know it looks very stiff like a poncho made from a persian rug, we're working on it, okay? So, yea, tbh this is another endless rabbit hole, let's go i guess

robot

38,935 views • 2 months ago

🚨 We’re officially launching : ANIMA STUDIO 🚨 ⭐️ To celebrate, we’re kicking off a 30-DAY CHALLENGE ⭐️ Every day, you’ll find a new case study across our platforms – showcasing our creative vision and technical expertise. Expect: - Brand ads (real or fictional collabs) 👟 - Short films 🎥 - Product reels 📱 - Character design 🦖 - Set design ⛰️ - Art direction 🎨 ..and more. All powered by AI tools + design expertise. We've been producing visuals (images & videos) for brands, entrepreneurs & companies for over 6 months — and have been doing it manually for over 3 years. But Anima Studio is a much bigger vision. We’re blending our roots in design with cutting-edge AI to build something new. In fact, months before this announcement, we started working with a major US production (multi-million budget). 🇺🇸 We can’t say more for now — but it’s moving fast. Our studio covers a full creative scope: - Art Direction 🎨 - Visual / Communication Design & Branding 👁️ - Ad Creation & Deep Brand Identity 🛜 And for Film & Entertainment 🎬 : - Pre-production (worldbuilding, chara & set design) ⭐️ - Production/Post-prod (AI animation, VFX…) 📺 - Transmedia (comics, merch, narrative extensions…) 🪐 - Short Film 🍿 And a lot of innovative ideas to come. We’re still continuing our content creation & training activities on AI & design. Today, we’re just sharing a fun little teaser to launch the challenge — but a proper trailer is coming soon. 💛 Thank you all for the support. 🙏 This wouldn’t be possible without your encouragement. See you tomorrow for the first fictional ad of the challenge! Let’s go. 🚀

Anima

72,791 views • 1 year ago

Here is the Geometry Nodes Weighted Normals with Laplacian Blur on a full character (a vroid). It easily improves the shading even on game topology with almost no setup. I built this as part of my quest to improve real time toon shading. 3D anime models are popular, but use of dynamic light is rare even among high quality vtuber models. This is for several reasons, but a big one is simply that it takes a lot of Custom Normals work to make 3D cel shading not look like a jagged mess (other pieces of the puzzle are issues like deformations, multiple lights, etc). And fixing Normals is tedious, especially on existing game topology. I have focused on proxy meshes for priority areas like character faces, but they aren't an efficient solution for the whole body + outfit. I wanted something I could just throw on any model and make it at least not a jagged mess anymore even if it wasn't perfect. As you can see from this clip, this does that very well! And vertex groups can be used to control the style of the effect and power. It still can't smooth beyond what the topology density can support, but the topo itself is no longer a problem (for higher res, could be run on a subdivided version of the model and then baked to a Normal Map.) The only changes I made to this model were adding a weld modifier to merge split edges during interpolation, and a vertex group to select the skirt. I have not yet added full handling and logic for detecting edges with big angles like the skirt, or for handling boundaries like on the hair, so both those areas can get better too. You can also see that while it successfully smooths out the Face, it isn't really stylistically correct there. That is still best done with a proxy mesh to define a new shape. This is part of the tools I am working on for Fondant. We are putting together a Blender Addon to release this + a proxy mesh tool for the face, and are working on resolving other problems in-engine to fully bring dynamic light to real time 3D toon shading. Give us a follow, and send them a DM if you are interested in testing these tools as they develop!

aVersionOfReality

14,679 views • 1 year 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. It’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, we’ve been able to learn from UE’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 doesn’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 don’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 everyone’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 • 5 months ago

Introducing Workshop: cloud + on-device agentic AI. And to celebrate, we're giving away $250k in Google Gemini AI credits. (details below). The future of AI work is neither cloud-based nor local. It's both. In Workshop Cloud, you can use agents powered by frontier models like Claude and/or open source models like Z.ai's GLM-5 to build internal tools, dashboards, and AI web apps. Or, breeze through tasks like managing your Google and Meta Ads. In Workshop Desktop, you can do all the same right on your computer, plus make desktop apps, mobile apps, and 3D creations. Our favorite part? You can power the full agent experience with local models like Qwen 3.5 family on your computer. Fully offline. 2026 is the year in which local models for agentic tasks will become viable for mainstream use. But the setup for tools like OpenClaw is like setting up Linux from scratch on your computer. Workshop Desktop is one-click to install on Windows, Mac, and Linux. It recommends which open source model you should use for your hardware and lets you download and run it right in the app. And its agent harness allows you to chat, create websites, build personal utilities, and analyze data. 100% offline. Or multitask with AI models in the cloud while running other agent threads locally. Start in Workshop Cloud when you want flexibility and speed. Download your project and continue in Workshop Desktop when you want local files, privacy, and/or better performance on large code bases. Publish from either. The agent tooling space is maturing and discerning users have come to expect a lot from their tools. We've packed Workshop with features to help you 10x your productivity. - Native support for skills - Autocompaction for seamless context management - Built-in AI for your apps - Dozens of connectors, like Google Drive, Big Query, and Supabase - dbt integration to ground your dashboards in your semantic layer - Native Github integration - Private app deployment - ... and more (+ we're shipping super fast) To access the free credit offer, RT this post and reply with "Workshop". Make sure you are following us so we can DM you the instructions to redeem. - First 100 to RT + comment get $500 in credits. - Everyone else gets up to $250 And thanks to our partners Modal, Google Gemini, and Z.ai!

Workshop AI

28,510 views • 4 months ago

Special thanks to Google DeepMind for inviting me to try out Genie 3. I'm excited to share my thoughts on this early research prototype and also some of my live recordings below: I spent the whole day playing with the system and when it works, it is truly mind blowing🤯. It is the first neural game engine / world model I have tried that generalizes so well and has long term world consistency. Here’s a couple of examples from my live recording and some thoughts on what it means for the future of gaming, robotics, digital experiences and ASI. Where it shines: - Truly general-purpose and quick startup time. Works exceptionally well for gaming environments but also generalizes to other industrial and real-world scenarios. - It learns physics. Although there are systematic failures even for rigid body physics, it was clear to me that it can learn game engine and non-rigid physics without an underlying engine (and in limit learn from game engines via training data). - It works exceptionally well for stylized environments with characters walking around. This will have implications for concept artists, level designers and game devs. - It is way more fun than video models, indicating that there are high retention consumer experiences waiting to be built with this in the future - Photorealistic walk throughs and drone shots work exceptionally well - Global illumination and lighting works surprisingly well - Visual memory is quite powerful and the same objects approximately remain coherent under occlusion and longer time horizons Open Problems: - Physics is still hard and there are obvious failure cases when I tried the classical intuitive physics experiments from psychology (tower of blocks). - Social and multi-agent interactions are tricky to handle. 1vs1 combat games do not work - Long instruction following and simple combinatorial game logic fails (e.g. collect some points / keys etc, go to the door, unlock and so on) - Action space is limited - It is far from being a real game engines and has a long way to go but this is a clear glimpse into the future. The Future: - It is impressive enough for me to have strong conviction that this is going to disrupt the gaming industry. It is super early days and there are a lot of failures but the writing is on the wall. Lots of challenging scientific, engineering and scaling problems to be solved but it is going to happen in the next 5 years. - This is the final piece before we get full AGI and now I think we are well on our way to truly solve it once something like this is scaled up. In many ways it is more ASI than AGI but this is a matter of definitions. The fidelity and generalizability will reach human-level and quickly surpass humans - People are going to combine this with 3D AI and LLMs to build AAA games.

Tejas Kulkarni

87,960 views • 11 months ago

"Please fix Markdown tables!" Okay: text-only, wrapping, columnar selection, proper border conjunctions, fill full width, in opencode beta now. "What took so long?" Here's a writeup: OpenTUI uses yoga layout and has elements called Renderables. Boxes with borders, plain text, code with tree-sitter backed highlighting and other primitives. Organised in a tree structure resembling somewhat of a DOM. Approaching a table naively, given the primitives are there, one would think to just stack box and text elements the right way in a flex-box layout to visually represent a table. Boxes support borders. Problem solved. This is what an LLM would one-shot in a working state, given OpenTUI's API surface. Ignoring the fact that just using box local borders don't handle border conjunctions properly. Benchmarking something like that quickly shows that instantiating an average table takes >70ms and incremental updates become expensive. Hugely due to yoga-layout via wasm having a painful price on yoga API calls. The whole ordeal becomes memory hungry, because a Text element handles more than just plain text. A simple 4x6 table needs a Box and Text per cell, ending up with 48 heavy nodes that yoga must lay out. "But that's just OpenTUI being slow" - you might say. Yes, but no. Yoga should be integrated in the zig native binary core of OpenTUI. It is on the roadmap to do so, which will speed up render passes by 2-5x. Yoga-layout has an open PR to support CSS Grids, which would greatly ease building something like a table. We will use that for fully laid out tables when it gets there. Below the typescript core level Renderables, there are lower level primitives like TextBuffers and TextBufferViews, bound via FFI and completely handled in Zig. I was stuck expecting a table primitive to handle a full layout like a table in the browser does. For Markdown all we need is a text-only table. So we had to come up with a better idea, something that is feasible now. A table layout is pretty straight forward. No need to have yoga deal with that. Using TextBufferViews for cells directly gives lower level control and eliminates some overhead that Boxes and Text renderables have. A simple native method to draw a grid with proper conjunctions is a nice library method. It will surely be used for other cases, so that's what we added. Using this simplified approach we were able to bring down initial instantiation to <1ms, more than 70x improvement. With a far smaller memory footprint. Given all the low level primitives are known and implementing a text-only table like this is possible, Codex was of great help to carve out the PoC, setup the benchmarks and tests. That's only a fraction of what was needed though. The table needs options to span the full available width, render different border styles, show/hide borders, padding, selection etc. So many iterations later OpenTUI now has a text-only, performant and relatively cheap TextTable that we can leverage to render Markdown tables in a streaming/incremental manner. Efficiently and properly.

kmdr

208,295 views • 5 months ago

I’ve been using GPT-5.6 Sol internally for the past two months, I've spent probably 25+ billion tokens. Here’s my review and comparison to Fable 5: > Let's start with the analogy because everyone seems to be giving theirs - GPT-5.6 is likely the last version of the GPT-5 training run series. It's kind of like an athlete at their peak. Through years of experience in the game, they've become the most reliable player and has the highest game IQ. But, there's no more room to grow. Fable on the other hand, being essentially the first version of a new training run, is the first round draft pick rookie. Raw talent mixed with the energy only a young person would have results in some incredible plays we didn't think possible, but also mistakes due to lack of experience. But that rookie will only improve and likely will be better than the veteran ever was because it's a new game and a new era. > GPT-5.6 is genuinely better at long, sustained work. With /goal, I've had it running complex projects for days with almost no intervention. It built a Minecraft-style game, kept adding features and mobs after the core game worked, and only stopped because I stopped the run. I never felt as though I had to jump in and guide it back to the right path. > It keeps finding useful work when you give it a concrete finish line. I had it recreate Excel with a loop. It inspected the real desktop excel app with Computer Use, comparing that against its own build, and closing the gaps. I stopped it after six days after it had built an incredible amount of functionality. > It's faster than other models in two different ways. The raw generation speed is higher, something OpenAI has been putting effort into. But it also takes a shorter path to solutions. It wanders less, changes less code, and generally knows how to get things done directly. In daily use, it feels about 2-3x times faster than Fable. That's my impression, not a controlled benchmark. The difference is large enough that I notice it constantly. > It works well across a wide range of tasks. I use it for one-line edits, quick questions, browser chores, and multi-day builds without changing my prompting style. Speaking of browser control, its the best ever I've used. To the point where I actually use it often. If a task lives on a website, GPT-5.6 usually opens the browser and does it there instead of asking for an API key or forcing everything through the terminal. When I switched back to GPT-5.5, it went straight to the command line even when the browser was clearly the better tool. > And it can handle real browser work, not just toy demos. During a data import, I had it monitor Supabase and resize instances as the load changed. It stayed on the dashboard, adjusted capacity, and checked the result without an API or a custom script. > I also gave it a full Google Workspace migration. It moved Forward Future from to preserved the old aliases, and configured MX, SPF, and DKIM. Before a consequential save, it stopped, explained exactly what would change, and waited for confirmation. > The reasoning setting matters a lot. Light is good for questions and small edits. High and Extra High are the sweet spots for serious work. Ultra usually takes longer than the extra thinking is worth and burns tokens. > I love that 5.6 is split into 3 sizes. Not only can you control speed and cost that way, but you still also have the thinking effort setting for each of them. Very precise controls. I just wish Codex automatically routed my prompts for me. > Its personality is blunt and a little bland. Claude feels warmer and more natural to talk to. GPT-5.6 is more clinical, but I like that for work. It gives me enough explanation and rarely pads the answer. I usually have to ask Fable to explain things more simply and/or more concise. > Its front-end taste has improved, but the default is predictable. Left alone, it turns websites into PowerPoint decks with huge statements and hard section breaks. The good news is that it takes design direction well and can revise without destroying the parts that already work. > It still makes confident mistakes. I asked it to rebuild parts of a system, and it told me the job was finished. Later, I found out it wasn't. Bits of its internal process also leak into the answer occasionally. > Claude Fable is more naturally autonomous on large, open-ended projects. GPT-5.6 is easier to reach for. I don't need to invent a huge project to justify using it. It works just as well for a small edit or browser chore. > GPT-5.6 is also cheaper. Sol costs $5 per million input tokens and $30 per million output tokens. Fable costs $10 and $50. Cached input is cheaper too. Still, cost per finished task matters more than cost per token. > GPT-5.6 isn't the best at everything, and it still needs supervision. But it generates faster, wanders less, works at almost any scale, and wastes less of my time. It's the model I have the most confidence in to get the job done right the first time. I put together a full breakdown with all the tests, prompts, and examples on a site. You can read it here:

Matthew Berman

186,680 views • 19 days ago

I'm up late with the rest of you building AI agents with the new AI browser from Genspark. We can see where this is all going: a new kind of operating system -- one that is very different than the Microsoft centric way that I've been working for 20 years. There are several things that these new agentic browsers bring to you: 1. They let you change how you browse. With an old browser like Google Chrome, you go to your email, Facebook, or X. 2. With these new browsers, you tell it where to go and what to do for you. 3. It can even build software for you. At the end of this video, I have it building me a little YouTube uploading utility, which is very helpful. 4. They have a ton of "applications" built in. Think of it as a new kind of office suite. Docs. Spreadsheets. Slide decks. And much more. All built with AI, not bolted on the side like with Microsoft's Office. 5. They have AI models built "underneath" so you can work privately and cheaply. There’s a lot of new choices you have to make with browsers like this. I’ve been playing with a bunch of them. Some have better user interfaces than others. Some have different versions, slide components, or applications. The reason I like Genspark is because they ship so fast. I’ve been watching this company since its very beginnings, and every week they ship new things. Just yesterday, they shipped a new photo editing feature for my iPhone. I upload a photo and then I can just talk to it and edit it with my voice. It's really cool. I try to reward companies that ship at such a fast rate and that are shipping innovation that improves our lives. It's not that I'm going to stop using Google Chrome. My whole life has been there for, I don't know, almost 20 years now. This is a different way of working and it gives me a space to run my AI tasks that's different than Google Chrome. I run them side by side. One doing old stuff, one doing new stuff. I can keep using Google Chrome for my old stuff, like my email and my calendar. And I use GenSpark or one of the new AI browsers to do new AI-centric things. All sorts of new things that these new agentic browsers open up! Have you tried it, or one of the other new ones yet? How has it changed your work? It takes a little time to get used to AI-centric ways of doing things. Pretend your browser is a team of interns. Give them a task, in this case I said "help me upload my videos to YouTube." You might be shocked at what Genspark does to improve your life. I am everytime I use it. Give it a try and let me know what you think! Oh, and I used another little tool to "write" this post. Typeless -- I push a button and talk and it writes. With fewer typos than I usually type in, to boot. It works great with Genspark's new browser too. Download it here:

Robert Scoble

70,991 views • 10 months ago

I believe PudgyWorld is the premier product for Pudgy Penguins. Here's my thoughts on why and how it will create new exciting opportunities for us going into 2025 1. Web-based Accessibility. No downloads or complex onboarding. Users simply load the site and start playing. It's a cost-effective way of development so execution costs are a fraction of building a console or iOS native game. This also allows us to test concept stickiness and determine mass market potential quickly and iterate rapidly. Lastly, in a crowded gaming space, this approach enables multiple "shots on target" to find product-market fit. 2. Optimized Performance. Deploying this type of experience on browser comes with it's pro's and cons. We spent month optimizing to ensure high performance across all device types. We've focused a lot on smooth gameplay for both mobile and desktop users. I believe there's no comparable browser-based game in the market. 3. Diverse Gameplay Elements. It's an immersive open world with expansive environments for players to explore. We've incorporated tried-and-tested mini-games with great game loops. Live-ops allows us to deploy dynamic content to keep the game fresh. We've also baked in retentive features like home and pet care mechanics to encourage regular check-ins. Lastly, it's all built around a unified reward system. Overarching currency and rewards link all experiences. 4. Onchain integration. Familiar web2 UX with web3 features. We've eliminated complex wallet creation and confusing jargon. Blockchain stays in the back-end like it should be. Blockchain should only improve gameplay where needed. 5. Content Expansion. We've realized that Pudgy Penguins is somewhat a media machine. PudgyWorld will enable rich world-building to grow the Pudgy Penguins universe. This also opens doors for streaming, gamer partnerships, and UGC. 6. Data-Driven Optimization. Here's what makes me super excited about building on browser, we get to aggregate data and optimize our conversion funnel instantaneously. Therefor, we're able to dynamically update content, user flows, and gameplay almost in real-time. Kinda crazy. Conclusion. PudgyWorld is shaping up to be a game-changer for Pudgy Penguins. We're making it super easy for anyone to jump in and start playing. With all the cool stuff we're packing into it and our ability to tweak things on the fly, we're mitigating any chances of over investing into something we don't know. If PudgyWorld proves to be a success, this will enable interesting partnerships and franchise opportunities.

Chef

57,979 views • 1 year ago

Anthropic released Claude Design TODAY and it's now accessible at I spent the last hour giving it a first look, and shared my thoughts and results in the video below. This is a BIG drop. This is a new design surface from Anthropic, and it changes what "AI design" means. Short version: Claude can now design. Not "describe a design." Not "generate an image of a design." Actual production work — prototypes, wireframes, high-fidelity mocks, slide decks, landing pages — editable, on-brand, and ready to hand off. Here's what stood out on first look: → Real design surfaces Prototypes, wireframes, hi-fi, and slide decks — each with templates and proper structure, not just pretty screenshots. → Comment-based edits Leave a comment on any element and Claude revises it. This is the Figma-style review loop, with the designer replaced by a model that works at 3am. → Brand design systems You can feed it your system — colors, type, components — and it actually respects it. On-brand output, not generic AI slop. → Export anywhere PDF, PowerPoint, Canva, standalone HTML. Plus a built-in handoff straight to Claude Code for engineers to implement. → Import from real tools Figma, GitHub, and captured web elements come in as inputs. Your existing work is the starting line, not the discard pile. → Collaboration Share links for view / comment / edit — the exact tier system teams already expect. What I tested on Opus 4.7: • A 5-slide deck generated from a single screenshot. Claude asked clarifying questions BEFORE generating and shipped speaker notes by default. • A landing page build. Solid first pass, real components, real layout logic. • Multiple chats running concurrently. You can parallelize design work across threads like a small team. Why this matters: PMs, founders, marketers, and non-engineers can now create designs that engineers can actually ship with production-ready output and a claude code handoff built in. The gap between "I have an idea" and "here's a working prototype with my brand applied" just collapsed to minutes. Full walkthrough, live demos, exports, and honest takes on where it breaks below. P.S. • This is an Anthropic Labs product — NOT GA yet. • Claude Design is currently webapp only (no API), and does not yet support the Analytics API, Compliance API, or cost/usage reporting. • Availability: – Default ON for Pro / Max / Team – Default OFF for Enterprise Enterprise admins can toggle it on via RBAC in console (comes with a ~$20/user initial credit).

JJ Englert

32,445 views • 3 months ago

this chinese developer making $320k/year as a solo contractor his secret: 5 AI agents running in parallel, each one a specialist architect, coder, reviewer, tester, ops they don’t share context, don’t step on each other, just ship he takes on projects meant for teams of 5-8 engineers delivers in half the time keeps the entire budget found this video on bilibili at 3am and watched it four times guy sitting at his desk, two monitors filled with code, and he’s barely touching the keyboard here’s what’s happening on his screen: > agent 1 (architect): designs system structure, breaks down features into tasks, decides what gets built first > agent 2 (coder): writes the actual implementation based on architect’s specs > agent 3 (reviewer): checks every piece of code for bugs, edge cases, security issues > agent 4 (tester): generates test cases, runs them, reports failures back > agent 5 (ops): handles deployment, monitoring, infrastructure five separate claude code instances running simultaneously each one has its own system prompt, its own context, its own specialty they communicate through a shared task queue, not through each other that’s the key insight - no shared context means no conflicts agent 2 doesn’t know what agent 3 is doing agent 4 doesn’t care what agent 1 decided they just pick up tasks, complete them, move on he showed his contract history: > 3D rendering pipeline for a gaming studio: $25k > automated trading dashboard: $33k > enterprise CRM rebuild: $44k all completed solo, all delivered early, all clients thought they were hiring a team the code on his screen is python with blender integration - complex stuff that would normally require 3-4 specialists he’s shipping it in days while the client expects weeks while he’s explaining the system to camera, commits are happening in the background, tests running, deployments going out all while he’s literally not touching the keyboard his API costs run about $2k/month his revenue averages $26k/month that’s a 13x return on his AI investment this is the new solo developer playbook don’t compete with teams become the team

regent0x

183,659 views • 2 months ago