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【Roblox Studio VFX】Energy ball explosion wip[85%] HD video: Try to create the same effect as Unity in Roblox. #zzzero📷📷#仪玄 #vfx #realtimevfx #stylized #RobloxDev #Roblox #RobloxVFX

22,252 görüntüleme • 8 ay önce •via X (Twitter)

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THIS 15-SECOND ANIMATION EXPLAINS THE BASIC MATH OF HOW ROBLOX PAYS DEVELOPERS. WHAT IT DOESN'T EXPLAIN IS THAT THE TOP GAME ON THE PLATFORM EARNED OVER $1 BILLION IN LIFETIME REVENUE FROM THE EXACT SAME FORMULA. NOBODY OUTSIDE GAMING TWITTER IS PROCESSING WHAT THIS MEANS. The formula is brutally simple. 100,000 Robux converts to $350 USD through DevEx. Top games earn billions of Robux per year. That math creates real billionaires in real bank accounts while parents tell their kids to stop playing video games and study for a real career. Here are the numbers from the last 12 months that should change how you think about this platform. Steal a Brainrot crossed $1.1 billion in lifetime revenue from a game that looks like a kid built it in a weekend. The mechanics are basic. The graphics are rough. The execution timing was perfect. The numbers don't care about quality. They care about retention. Blox Fruits earned $29 million from Premium Payouts alone. Not from in-game purchases. Not from game passes. From a passive revenue stream most developers don't even know exists. The total revenue across all streams is closer to $1.9 billion across the game's lifetime. A solo developer named ReallyReal earned $21,000 in his first month from a basic incremental tycoon game built without hiring anyone. He was living paycheck to paycheck 60 days before recording the video showing his Creator Hub dashboard. A different solo developer made $52,500 from an aimbot arena game built in 3 hours using free models with zero original code. Roblox developer payouts hit $923 million across all creators in 2024. The number cleared $1.4 billion in 2025. The trajectory for 2026 is $2 billion plus. Now here's the thesis after watching this economy for 18 months. The Roblox economy is the App Store 2008 moment that nobody outside the platform recognizes. The first wave of developers who shipped on iPhone in 2008 became millionaires by 2012. The kids shipping on Roblox in 2025 will become millionaires by 2027. The parallel is exact. A new platform. A new monetization model. A new generation of builders who understand the audience better than the previous generation. A 4-year window before saturation kills the easy money. We are 18 months into that window. What I learned watching the Roblox creators ship over the last year applies to every emerging platform. Niche selection beats execution. Shipping speed beats perfectionism. Cultural awareness beats technical skill. Distribution mechanics matter more than feature depth. These same principles apply to AI agent platforms launching in 2026. They apply to spatial computing platforms launching in 2027. They apply to whatever comes after that. The kids who learned the playbook on Roblox will dominate the next 3 platforms because they already understand how attention economies work. The parents who told them to stop playing games will spend the next decade wondering how their kid built a 7-figure business at 17. This is the last thing I'll write about Roblox for a while. The economy is real. The opportunity is open. The math is verified. Open Roblox Studio this weekend and ship something or accept that you're watching the platform from the sidelines while teenagers in Manila and Lagos and Buenos Aires build the next generation of digital wealth.

Deydara

25,456 görüntüleme • 4 ay önce

Has been a while since I've given an update so here's a breakdown of where Sappy is at right now and what we're focusing on going into this year. Pre-amble: With altcoins & NFTs the market is definitely not the same as it was before. I think this is obvious to everyone but I've noticed there are still japanese soldiers that are convinced old tricks and mechanics work. They don't. Liquidity is thin; people want to bid assets that feel like "real companies" not vacuous memecoins. There's still room for memecoins, social currencies, and "utility tokens" (I would say without these functions, tokens are hard to justify versus equities). I'm not part of the camp that thinks there will never be hyperspeculation in crypto again, because there will be; we all love ponzis and PvPing each other onchain. Just not with solved games -- people need something new and fresh. So the overarching plan is to continue building for users, sustainable revenues that aren't tied to directly to crypto, and doubling down on the areas that we've already found PMF / Brand Market Fit. Then leaning into crypto during cyclical periods where liquidity is sloshing around at an accelerated rate. Where we've found early PMF / what we're leaning into: Roblox: we're going to continue to go hard and accelerate here. It's our main objective to ship more seal/brainrot focused games across most genres to cast as wide of a net as we can for the brand, and to also iterate and see what works and stays sticky. Our initial incursion into Roblox was very successful peaking at 2M+ MAU and still sustaining a large portion of that player base... for all of its success, that was a relatively amateur first attempt; we've been setting up better AI pipelines for Roblox development that makes it reasonable to ship many more games and 10x those player counts in totality. It's my belief that Roblox is the sandbox whose audience will be the most valuable on the internet once they are grown up. That intense feeling you get when you see a TikTok referencing an old game you enjoyed on the PS2 or the Gamecube, or when you see a Pokemon card is the exact same feeling the youth of today will get when reminiscing on the things they enjoyed engaging with when they were younger. Fortnite and Roblox are functional equivalents to the old school consoles and exactly where that is taking place. Which is why as much as I care about scaling revenues through Roblox, the long term brand equity gained purely through being popular on the platform is totally invaluable. It also can heavily convert to merchandise sales today if all touchpoints for the brand are dialed in (which is why brands get overcharged so much by Roblox dev shops for the same ROI that only cost us a few thousand $). We have the playbook, it's just about iterating new concepts and then aggressively scaling. Brand Expansion & Merchandising: I've started to create a content pipeline that is easily repeatable, cost efficient (costs next to nothing through either AI or smart reusable concepts), while still being very tasteful and meeting our quality standards for the brand. We are mostly focusing here on reaching people where they're at through nostalgic/emotional content, or just being visually stimulating through carefully curated aesthetics. Content that isn't superficial and touches people in a memorable way. I've attached some examples to the post so you can see what I mean rather than just read it. I don't think it's long until larger brands start doing this at scale, but it's always good to be ahead of the curve and most importantly winning on taste -- knowing what will resonate with people and what won't has always been our edge. The purpose for these accounts is not only to rack up attention but also to begin converting those into sales of both of physicals (plushies & gacha collectibles) and digital avenues like our games, and any other apps we produce. Because they're offshoot accounts it's also a lot easier to be aggressive/experimental with said conversion strategies. Sappy Studio: I'm wrapping everything like Omnia, and everything else into this category because they're all tangentially related. Beginning with Omnia, our current focus is gearing up for Season 0 which involves players competing in the ranked ladder for a prize pool that has rewards through Monad Momentum as well as a player-funded prize pool. This season will be fairly simple with us mostly logging retention, deck building habits, as well as qualitatively observing how aggressively players push the combat system. Deeper monetization wont exist yet outside of the player buy-in (to be eligible for P2E rewards). Beyond that our overarching principle this year is to focus heavily on risk-to-earn mechanics where a portion of that excess value is circular i.e. revenues flow back to prize pools or other parts of the economy, treating the game almost like a protocol where the objective is to amass TVL or player liquidity. Social is also a big focus, and that means implementing the Open World hub which from an infrastructure perspective has already been built out and tested by all of you previously. Right now we are scaffolding the environment in 3D and working through how that hub should look and feel, so players are excited to hang out & idle together while they're queuing. For sappydotlol, what I'm about to say is still early days from a design perspective so a lot can change, but I'm pushing the site in the direction of being a virtual game console. An intersection between Nintendo & Myspace where users can play, trade, and socially interact in a way that's deeply personalised; a breathe of fresh air from the hostility of the current internet. If you go back to my thesis on Roblox above and the game console references, you can kind of see how this will all sequentially tie together. In essence, the strategy is to acquire a critical mass of players through traditional platforms like Roblox, and use that attention and trust to provide an onboarding funnel for web2 users into our own sandbox filled with a mixture of our own browser-based experiences as well as an aggregation of others. The aim is to make the platform a breath of fresh air & bunker from the enshittified platforms like TikTok/IG/X where users are actually served in ways that delight rather than agitate, and where self-expression is incentivised. Closing: As always everything here is subject to change but I've never felt more conviction in our direction until now; I know exactly what we need to do and how, with everything aligning with our team's strengths. Very excited and grinding through things to the point where I'm getting headaches and can't sleep from being hyperfocused for long periods of time lol. There probably has never been a better time to join the ecosystem from a price to fuck around and find out perspective.

wab.eth

18,317 görüntüleme • 9 ay önce

For the past few weeks I’ve been teaching 50+ kids how to create their own games with AI. The results have been incredible 🤯 I started with my 5 y/o nephew because I was worried about him spending hours doomscrolling and consuming brainrot content. He built his first game using v0, though I had to walk him through each step. Watching kids interact with these tools taught me so much about how they think, where they get stuck, and what keeps them motivated. The moment that really struck me came right after he finished that first game. Every time I saw him afterward, he’d run up and ask, “Did you bring your laptop so I can keep playing?”. For him, “playing” meant creating. That kind of excitement is organic pull. Don’t get me wrong, I love v0 and Lovable. They’re insanely powerful. Their UIs just aren’t designed for kids, and that’s totally fine. Kids still need guidance, structure, and a bit of tutoring to turn ideas into something playable. I’m seeing tech leaders push in this direction too, and I think there’s a real opportunity here (Matias Woloski Thomas Wolf). Kids are the future, and I don’t want to live in a world where they spend precious time consuming instead of creating. That’s why I love tools like v0, Lovable, wabi , Cursor . They’re empowering more people to become creators. I want that same feeling for kids. What Guillermo is saying is real. Kids need to be AI-literate from the outset. It honestly makes me sad to think about my nephew growing up and falling behind on AI and everything happening around him because he’s stuck in Roblox or TikTok. That’s why I built Rabbit 🐰 for him. It started as a simple prototype, but somehow I ended up talking with 200+ parents and kids, tech leaders, investors, and people I never imagined meeting around the world. Rabbit now has 100+ people on the waitlist, and 10 kids are using it two to three times per week on average to create their own games 🫡 I’m not sure yet if this will become my full-time project, but I deeply care about it. If you’re building in this space, I’d love to connect and share ideas. And if you’re a parent interested in Rabbit, I’d love your feedback. Sharing a short video of kids using Rabbit below:

Fausto

44,125 görüntüleme • 8 ay önce

GPT-6 Astra ✖️ Blender MCP 「花屋」のエクスプローデッドビュー・アニメーション Prompt Share 175 Use Blender MCP to build a small, stylized Japanese flower shop scene. Focus on faithfully recreating the key visual elements: the green awnings, the rooftop sign displaying the Japanese text “花屋”, flower pots and plants arranged in front of the shop, the vending machine, bicycles, traffic light, utility poles, surrounding trees, and other recognizable street details. Render the scene in a warm, charming cartoon style, with soft lighting, appealing materials, and a cozy atmosphere. Create a high-impact, dynamic exploded-view animation of the entire flower shop scene. The explosion should be bold and exaggerated rather than subtle. Smoothly and systematically separate the individual components outward to dramatically reveal the construction and interior of the flower shop. During the explosion, have the exterior walls, surrounding trees, utility poles, signs, awnings, bicycles, flower pots, plants, street props, and other environmental elements fly outward or backward, creating enough open space for the viewer to clearly see inside the flower shop. Break the building into meaningful structural layers so that the interior architecture, furniture, decorations, flowers, plants, shelves, and smaller details become clearly visible. The vending machine should also explode into its individual components. Its exterior panels should separate, and the individual soda bottles and cans inside should dynamically fly outward, spreading into an organized formation so they remain clearly readable. Small components and details can travel farther to make the sequence more visually exciting. Use staggered timing, different movement speeds, rotation, depth, and layered trajectories to give the explosion a strong sense of energy and impact while keeping every component visually organized and easy to follow. Avoid having everything move outward at exactly the same time or speed. Once the entire scene is fully exploded, hold the composition briefly so the viewer can clearly observe the internal structure and all the separated components. Then reverse the sequence: the soda bottles, vending machine parts, plants, props, interior objects, walls, trees, utility poles, signs, bicycles, and all other components should fly smoothly back into place and reassemble into the complete flower shop scene. The entire animation should feel energetic, cinematic, satisfying, and visually impactful, with strong motion and clear transformation between the complete scene, the fully exploded state, and the final reassembled scene. Keep the motion layered, readable, and carefully choreographed throughout. Use a neutral studio background during the exploded-view sequence so that the separated objects and internal structures remain clearly visible. Final deliverables: A fully rendered animation and an editable Blender 3D project file. All objects, components, collections, materials, and major scene elements must be clearly, consistently, and professionally named and organized.

KANA|東京AI映像

39,637 görüntüleme • 26 gün önce

Reports Claim US Readying 'Long-Term' Attrition Op Against Iran Simplicius SIMPLICIUS Ѱ Feb 16, 2026 SUBSTACK link: Reuters reports ‘insider info’ that Trump is preparing for a large-scale Iranian strike operation lasting weeks or even months. This news comes as Trump sends a second aircraft carrier to the region. Recall that during Desert Storm and the 2003 Iraq War, the US had six carrier strike groups (CSGs) operating in the region. But there are already rumored to be problems with this. In a new interview, Colonel Daniel Davis Daniel Davis Deep Dive claims that Larry Johnson’s SonofNewAmericanRevolution naval sources told him that a serious “classified problem” has already stopped the USS George HW Bush from being able to transit the Atlantic, causing it to be replaced by the Gerald R Ford at the last minute It may sound farfetched at first, until you realize that the Navy’s top officials have been warning for months that Trump’s yanking about of the carrier groups is causing major concerns about the integrity of these aging hulks: More concerning is the fact that Trump has allegedly been weighing sending “commando teams”—or, in other words, ground troops—into Iran, presumably to attempt another snatch-and-grab-style raid as seen in Venezuela. The options U.S. President Donald Trump has been weighing include military action targeting Iran’s nuclear program and ability to launch ballistic missiles, with U.S. officials saying he is also considering options that would include sending American commandos to go after certain Iranian military targets. - NYT If you’re still wondering, what exactly would be the objective of such an operation? Well, Trump himself doesn’t seem to know. In a must-watch video, a reporter finally tasked him with the central question: what’s the purpose of striking Iran if the US had already allegedly taken out its nuclear program in the “Operation Midnight Hammer” strikes on Fordow? As I said, Trump’s response is a must-see, and demonstrates the contemptible criminality of the US’s lawless geopolitical “last hurrah”: You see, as per his usual M.O. Trump has no principled answers—he sticks to his tactic of playing both sides, wanting his cake and eating it too. He seeks our belief in his ‘miraculously’ executed Fordow strikes, yet at the same time wants us to accept the inanely contradictory notion that Iran still needs to be further bombed to reduce its nuclear potential. In reality, we all know what the strikes would really be all about: simply creating chaos to destabilize the Iranian government, foment more unrest, and attempt to create a ‘critical mass’-like situation of social panic that can be further exploited by co-conspirators like Israel. The good news is that this could be one of Trump’s threatening ruses with the purpose of leveraging Iran into negotiations concessions. As of this writing, there are new reports that Iran is willing to play ball to an extent, and could be willing to open up certain cooperative oil and gas development projects inside Iran to US companies: Though unsourced, one pro-Iranian account claimed: Iran will open certain economic sectors to US companies as part of an upcoming deal The Deputy Foreign Minister has stated that Iranian oil and gas fields and mining investments will be open to US companies Tehran also plans to purchase more than 100 passenger airplanes Total economic activity could exceed $500 billion This deal-making appeared to be supported by recent statements by top DC energy consultant Bob Mcnally who was virtually salivating in a recent speech over the potential of the US anarcho-extortion vulture capitalism bandwagon alighting in Iran, whose oil and gas fields he believes hold far more plunder potential than those of Venezuela: >>

𝐃𝐚𝐯𝐢𝐝 𝐙 🇷🇺

25,305 görüntüleme • 7 ay önce