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71,033 次观看 • 5 个月前 •via X (Twitter)

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The Boring Company’s Prufrock machine is upending a century-old tunneling industry built on painfully slow, stop-and-go cycles. While traditional tunnel boring machines must halt every few feet to install concrete liners, Prufrock excavates, lines the tunnel, and removes spoil all at once—never stopping. Legacy contractors reliant on outdated equipment suddenly face a competitor that can dig faster, cheaper, and with far less labor, rendering their bids uncompetitive almost overnight. This isn’t incremental progress; it’s Ford-style industrialization applied to underground infrastructure. Automation and remote operation slash costs and risks while scaling output dramatically, turning tunneling from a bespoke, high-risk craft into a repeatable, factory-like process. The result: tunnel networks that once cost billions and took decades can now be built for a fraction of the price and time, forcing every major tunneling firm to either adapt or fade into irrelevance. By making vast underground transportation networks economically viable, Prufrock changes the game for urban traffic decongestion worldwide. Cities can now weave layered 3D tunnel systems beneath existing roads, moving cars and transit away from surface congestion without tearing up neighborhoods. The era of endless gridlock ends not through wider highways or more trains above ground, but through scalable, affordable tunnels that finally unlock the third dimension cities have always needed.

🌋🌋 Deep₿lueCrypto 🌋🌋

22,825 次观看 • 3 个月前

🇺🇸 THOMAS JEFFERSON WARNED US, CAREER POLITICIANS WERE NEVER THE PLAN David Friedberg from The All in Pod pulled out two Thomas Jefferson quotes that hit harder than ever, framing the fight between public service and career power as America’s oldest moral test. He argued the Founders never meant for politics to be a lifelong hustle... it was supposed to be a duty, not a paycheck: "There are two quotes from Thomas Jefferson. I’ll just read because I think it’s actually very important. He said in a letter in 1788, ‘I apprehend that the total abandonment of the principle of rotation in the elected offices will end in abuse.’ And then he also later said in 1809, ‘Nature intended me for the tranquil pursuits of science, which is what he was into by rendering them my supreme delight. The enormity of the times in which I have lived have forced me to take a part in resisting them and to commit myself on the boisterous ocean of political passions.’" Friedberg said Jefferson’s warning was prophetic, the Founders wanted free people chasing science, trade, and progress, not politicians hoarding wealth and power. He called today’s career officials the opposite of Jefferson’s vision, contrasting them with business leaders like David Sacks, Sec. Bessent, and Administrator Loeffler, who “already made their money” but chose to serve out of patriotism. His message: the real test isn’t wealth, it’s motive. Are they serving the nation or milking it? Source: The All-In Podcast

Mario Nawfal

47,020 次观看 • 9 个月前

Keet Mobile 4.0.0 Changelog 🍐 Features - Keet 4.0.0 introduces a new engine which improves performance, app scalability and sets the ground for a new set of features development. Improvements - Faster room loading with optimised icons and image-preview caching. - Media previews respect maximum image size to save bandwidth. - Added a system-update banner to keep you informed of important upgrades. - Cleaner room creation flow and refined DM request handling. - Down arrow and room avatar colours match desktop application. - Bottom tab bar is now hidden until onboarding is complete. - Clearer username error messages and progress indicators on slow networks. - Better feedback form now includes your username automatically - Call experience tweaks: hangs up cleanly; DM ring logic improved; Android auto-end in background. - Introduced hang-up icon for when call ends in rooms. - Device naming screen now auto focuses the input field. - Updated confirm device screen. - Software version list now shows Hyperdiscovery and lists WebRTC as keet-webrtc. - Refreshed onboarding pages and UI text updates. - Improved audio record UX and many Fixes - Fixed avatar rendering issues. - Removed grey bars at the top of several pages. - Stopped the tooltip from appearing when the username is already set. - Aligned the error-log message-field layout. - Resolved cursor and emoji picker jumps when switching between emoji and keyboard input. - Corrected chat text input width. - Restored fullscreen video previews. - Fixed image loading status indicators. - Adjusted code block spacing for messages sent from mobile. - Prevented locked recordings from following you when leaving a room. - Fixed a crash when opening a room on Android. - Stopped unnecessary FlatList re-renders. - Center aligned preview images. - Resolved chat UI breakage after double tapping the emoji picker icon. - Corrected contentFit on image messages. - Ensured pinned messages remain visible during a call. - Fixed speaker tooltip content overflow. - Calls: fixed orientation breaks, crash when app is killed, call-ring answer now opens the screen. - Resolved unrecoverable error when sharing a file from Google Files. - Eliminated flicker when searching usernames. - Disabled button presses while a tooltip is visible. - Fixed Discover Communities being cut off on small devices. - Disabled bottom tab presses when no identity is set. - Corrected tooltip orientation on tablets. Keet Desktop 4.0.0 Changelog Features - Keet 4.0.0 introduces a new engine which improves performance, app scalability and sets the ground for a new set of features development Improvements - Introduced system-banner UI for updates and notices. - Added a 'Quit' button to uncaught error screens. - Displayed an app loader before the app initialises. - Added a toast notification and an informative banner when sending a DM request. - Consistent avatars between DM rooms and member views. - Added support to medium sized file previews in chat. - Smoother last message rendering in the room list. - Added a chat loader on start up when no cache is available. - Clearer version display in the software section and added hyper db version to the list. - Updated texts for system and migration banners. - Refactored DM request actions and block member logic. Fixes - Prevented image preview blinking while loading. - Fixed crash when removing an avatar file from a deleted message. - Onboarding status is now remembered after a restart. - Eliminated room menu blinking via useDeferredValue. - Prevented Rive animation from disappearing when switching monitors. - Stopped creation of duplicate DM rooms for the same member. - Resolved broken file preview when a file lacked a name. - Restored missing styles on error pages. - Prevented error pages from appearing behind the loader. - Corrected emoji rendering on macOS. - Repaired chat voice message playback. - Fixed useRoomConfig imports. - Corrected file item height in room info. And more

Keet

25,883 次观看 • 1 年前

Ouroboros "short" Leios Protoyping simulation & visualisation work in progress demonstrated by Duncan Coutts. Full P2P network running Leios Visualisation. You can see 100 different nodes and messages flowing between them all, with representation of Input Blocks (Top left, Endorsement Blocks (20 seconds In these increment), Votes (20 seconds in these increment as the pipeline hits a vote stage) You can see the votes continue to burst at roughly 20 seconds, input blocks also increase, the smoothness of message flows to reduce these bursts is something Duncan details they are working on to improve as-well as resource usage. Input Blocks (IB) - These blocks contain the raw transaction data submitted by users to the blockchain. Endorsement Blocks (EB) - These blocks reference multiple Input Blocks and are used by nodes to validate and vote on the readiness of transactions for inclusion in the blockchain. Votes- Nodes cast votes to achieve consensus on the state of the ledger, enhancing the speed of transaction finality. I believe this is completely off-chain so does not incur transaction costs (Someone keep me honest please) Keep an eye on the diffusion latency chart, as Duncan mentions this is very important, this refers more to time taken for propagation of information across the network I believe. This was an extract from a larger demonstration, really exciting, massive credit to the team working on this. It's going to be extremely impactful to Cardano and I will share as much as I can about it, I really like seeing these visualisations especially during a prototyping stage. What I find interesting is that the visualisation vote count is so much it slows down the browser rendering. Great work! web3innovationnerds & Duncan Coutts what a demonstration that was., keep them coming!

Dave

57,107 次观看 • 1 年前

** Sega Genesis 3D Engine Update 8 ** Significant improvements all round as you can see and hear from the last update !! Foremost - A huge thanks to Toni Gálvez - Megastyle - BG. who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few. He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared. Also many thanks to my good friend CYBERDEOUS - Crouzet Laurent for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !! Since last update : New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies . 3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height . Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex. Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha . Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit. Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites ! Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement. XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit. Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also. Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !! Progress continues on my other projects , updates soon on those - retirement can't come quick enough . #SGDK #SegaGenesis #SegaMegadrive

Shannon Birt

34,524 次观看 • 1 个月前