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RPCS3 just keeps raising the bar for PS3 emulation. Another massive update has arrived, making the emulator faster, more stable, and more compatible than ever. What's new? • Dynamic resolution scaling • Vulkan & OpenGL improvements • Dynamic V-Sync • Firmware 4.93 support • Reworked Home Menu • Better...

66,163 просмотров • 14 дней назад •via X (Twitter)

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Just wrapped up Hardwood Empire 3.2. A lot of the most asked for features / improvements you guys have been pushing for are in this one. Live Interactive Court: Biggest visual upgrade we've made. Gamecast now has a full live court built into the sim with dynamic home court branding, center logos, arena styling, and live shot mapping. You can actually see where shots happen in real time instead of just reading text. Dynamic Crowds: Arenas feel alive now. Crowds scale based on prestige, so blue blood home games feel packed while smaller gyms feel smaller. Neutral site games can have split crowds depending on who's playing, and fans react live during big moments. Usage Control System: Still the normal 1st / 2nd / 3rd option setup, but now there's also full usage sliders if you want total control over offensive shot distribution. One guy taking over or a completely balanced system, totally up to you. Plugs directly into the actual sim. Music: Added in-game soundtracks for a more immersive experience, with more music coming next update. Gameplay / Sim Improvements: Big realism pass. Late game logic is much smarter, offensive systems behave more realistically, and I spent a lot of time tuning sim rates so scoring, assists, rebounds, pace, and advanced metrics better match modern college basketball. Also tuned long-term dynasty balance so smaller / mid-major schools can still have real breakthrough runs without turning into permanent national powers every save. Other Fixes + QOL: New Player IQ attribute. Working haptics on iOS + Android. Transfer portal affordability indicators. Career / retirement history fixes. International recruit fixes. Schedule + MTE fixes. UI polish. And more. Everything in this update is completely free. No God Mode purchase needed. 3.1 got submitted before I was even home from school, so 3.2 had way more time for polish and bug fixes, and the update after this will probably be way more bug-focused since the game has a ton of features now and making everything as polished and stable as possible is the priority. Most of these features will also be toggleable, so if you want the more classic Hardwood Empire experience you're more than welcome to play that way too. Seriously appreciate all the support, this community has grown way faster than I ever expected. Submitting to iOS + Android as soon as this post hits 500 likes ❤️

Hardwood Empire

50,601 просмотров • 2 месяцев назад

Beta Blocker 3.6 is here and it introduces a BIG new feature. Here's everything that's new: 🖥️ UI Overhaul. The entire interface has been cleaned up to feel more premium, modern, and less boxed-in. 📐 Better Window Scaling. Wider windows now properly use the available space instead of stretching awkwardly or leaving everything floating in the center. 🎨 Live Preview. The Style tab now includes a real-time preview, so you can see exactly what your block will look like before you enable it. ⚙️ Cleaner Detection Settings. Detection settings have been reorganised and simplified so everything is easier to understand. 🧭 Reworked Help & Settings Layout. Important options are now easier to find with a cleaner settings and help structure. now for the big one… 🔄 REVERSE CENSOR REWORK This is the biggest part of the update. Reverse Censor has been completely rebuilt. Instead of blocking detected areas, it now applies your block across the screen while leaving detected parts visible. This also adds: ✨ New Reverse Censor settings tab 🌀 Blur or mosaic modes 🎚️ Strength controls 🖥️ Full monitor selection support ⚡ Live setting updates while blocking is active BUG FIXES & POLISH 🛠️ Fixed Reverse Censor sizing issues on second monitors, including Windows scaling modes like 125% 🖥️ Improved multi-monitor behaviour for effects and Popup Storm 🧹 Cleaned up the Help tab 🎯 Fixed Auto-Detect changing results after switching tabs 📷 Improved camera handling in virtual camera mode 🎮 Reduced cursor flicker while Beta Blocker is active for a smoother gaming experience 🖤 & lots more smaller QoL improvements throughout the app. sfw

Isla

316,720 просмотров • 2 месяцев назад

Beta Blocker just got a big update on Windows and Android. Buckle in 🐾 🎨 New Censor Styles Windows gets a full new lineup of effects: Static, Glitch, RGB Shift, Terminal and lot's more. Android gets also gets most of them too! 🎭 Preset Styles Windows now has themed preset styles, letting you swap between complete censor looks instantly instead of tuning every setting by hand. 🔄 Reverse Censor Reverse Censor is now available on Android, with a new Reverse Strength slider to choose your strength. There’s also a setup popup when enabling it, plus stronger One App coverage through Android Accessibility. On Windows, Reverse Censor is now more consistent across live mode, exports, recording, and virtual cam. 🎯 Per-Detection Overrides Windows now supports per-detection customization, so different detections can have their own style, text, and image instead of all sharing one global setup. 🧹 Fixes & Polish Fixed heavy cursor flickering during active blocking, improved performance for animated effects and larger boxes, and cleaned up several parts of the UI. This update also brings better language access, smoother scrolling, cleaner style controls, updated Android device targeting, support for the new Android settings in packs, cleaner overlay behaviour, and a smoother install/update experience. Oh, and the pack creator program was also updated to support all of the new features, and got a major cleanup, so this is essentially 3 programs getting major updates at the same time 🤗 Enjoy 💕

Isla

73,975 просмотров • 1 месяц назад

Tony Robbins on the three questions that reveal why you're unhappy: "People don't experience life, they experience the life they focus on. If you're happy, you are deleting all the things you could be pissed off about. If you're unhappy, you're deleting all the things that are great in your life. Our brains delete and distort and generalize, so if you don't direct it, you get whatever shows up" "What's wrong is always available. What's right is also available. It's just which one you pick. And it isn't about positive thinking. I've never been into positive thinking. I believe in intelligence, because when you're in a lousy state of mind, you treat people poorly, you don't perform, you're not happy" "There are three decisions you're making every moment of your life. The first one is what are you going to focus on. If you're supposed to meet someone at 7 o'clock and it's 7:30 and they haven't called, some people are pissed off, some people are worried. It's the same event. Whether you're angry or worried had nothing to do with the event, it's the habits of your mind" "Do you tend to focus more on what you have or what's missing? Do you focus more on what you can control or what you can't? Do you focus more on the past, the present, or the future?" "If you constantly look at what's missing, it's hard to ever stay fulfilled. If you focus on what you can't control, you're overwhelmed and stressed. And if you focus on the past, which you can't change, that makes you angry or sad or frustrated. If you focus on what you have, you're going to be more fulfilled" "Instead of saying I want a New Year's resolution, another rule for myself, I need to change the ruler. A lot of times we don't even see that we're the ruler"

Jaynit

273,595 просмотров • 8 дней назад

David Friedberg: “Gaming is the future of entertainment, and the future of gaming is AI.” @jason: “Friedberg, what are your thoughts on the gaming industry versus social media versus traditional media?” david friedberg: “One way to answer that question is to think about how people spend their time.” “Do you spend more minutes on social media, or on traditional media, or playing games? And how is that trending?” “But importantly, which of those will accrue more benefit, and as a result, drive more hours spent from AI?” “One way to think about this thesis is that AI is going to ultimately accrue to video game entertainment far more than social media entertainment or traditional content.” “If you believe in AI, and you believe in the improvements in productivity, generally speaking, people in the industrialized world will generally have more free time on their hands and be able to support themselves with the deflationary effects of AI over time.” “So if there's more time on people's hands, the general market for entertainment is growing, and if the general market for entertainment is growing, gaming is the future of entertainment, and the future of gaming is AI.” “Because I think you can create dynamic, more engaging experiences that will benefit from a back and forth sort of relationship than you can with traditional content or with social media.” “If you're a noob in Fortnite, like you're an early player in Fortnite, you're mostly playing against AI, because what they do is they tune the AI to be easier to beat so that you can slowly develop your skills.” “What was happening early was they were seeing a high degree of churn in Fortnite because kids would go on and play for the first time and they'd get paired up with kids that were better than them, and so they would never win, and they would get frustrated and they would quit the game and stop.” “So the churn rate was high. So AI unlocked higher engagement and higher retention, and I think we're seeing that in a lot of different gaming platforms now.” “So AI can be used, for example, to maximally increase time, engagement, satisfaction, happiness.”

The All-In Podcast

70,365 просмотров • 10 месяцев назад

Borderlands 4 previews have dropped and they are insanely positive, It is being praised across the board as being a massive step up from Borderlands 3 and possibly the best BL to date! Here’s some highlights of the new info: - Borderlands 4 features a more grounded and darker story set on a dystopian world ruled by the Timekeeper - Humor is still present but more restrained to suit the darker narrative tone, Less cringe humor as in BL3 - The game feels like a soft reboot for the franchise, introducing new lore and gameplay structures - Movement has been completely overhauled with double-jumping, gliding, dashing, grappling hooks, and swimming - Four new Vault Hunters are available: Vex (Siren), Rafa (Gadget Soldier), Harlowe (Sniper), and Aton (Brawler) - Kairos, the new planet, is one seamless open world with no loading between zones - Split-screen co-op returns for local multiplayer - The game adopts a Destiny-like structure with side activities, dynamic events, and exploration hubs - Vehicles can be summoned anywhere on the map, making travel smoother and more immersive - The world of Kairos features dynamic weather systems and environmental variety - Combat pacing is faster with smarter, more aggressive enemies that emphasize dodging and movement - One boss previewed was the most complex and mechanics-rich in Borderlands history - Buildcrafting is significantly deeper with new enhancement gear slots and item augments - Weapon rarity is better balanced, legendary drops are rarer - Mission and boss replays are now built-in, allowing players to farm specific content - Online matchmaking is improved with simplified lobbies and clearer difficulty scaling - Gearbox aims to avoid turning Borderlands into a live-service GaaS model - Borderlands 4 aims to reclaim its position in the looter shooter genre after years of stagnation Borderlands 2 is one of my fave co-op games ever and BL3 really let me down but this is sounding like a massive improvement, definitely will be playing this at release this September 12th

Synth Potato🥔

1,728,460 просмотров • 1 год назад

Here's a sneaky peak the next release of the GB Renewables Map, or should I say the GB Not Just a Renewables Map… That's right, all types of power assets are coming to the map! Plus a whole bunch of other improvements. It's been an absolutely massive piece of work that's sucked up most of my evenings and free time, but I'm very nearly there now. And if you didn't already know, yup, this a hobby project I do for fun outside of my day job… because I'm weird like that. This video shows how things currently look with all the power assets visible, though you might also notice a few other additions if you look closely… It still has some rough edges so I'm in two minds whether to just put this live and work on fixes and improvements as I go. This is a huge change to the code and to the whole concept for the map, so I'm not entirely sure I'll ever have it 100% nailed down. I'm also cautious letting perfect be the enemy of good enough. I don't think there's anything awfully broken though, I've tested it so much it's probably more robust than the current version of the map! Though there will inevitably be things that I've overlooked. Even in its current state it's already proven incredibly valuable for me to learn more about what's happening during periods of constraint on the grid, like seeing which assets are being turned up to balance things out. What do you think? Shall I put this live and we can find the quirks together?

Robin Hawkes

19,419 просмотров • 6 месяцев назад

LET'S GET IT, PROP HUNT! This isn’t just your everyday prop hunt, so much time has been put into this that it has more content than 99% of UEFN experiences out there. With 12 rotating arenas that you can vote for in-game, customizable loadouts for both prop and hunter teams, upgradable abilities, and quests (including daily rotating ones), this game is packed. AND A PROP COLLECTION?? HELLO? Yes, that's right, I figured out how to track what players turn into! On top of that, there’s a rank system, togglable settings, I save a million different things and display it ALL for the player in the player stats page, and just overall an insane menu system that you need to see for yourself. Words cannot express what this project means to me. I think I’ve officially peaked, how do you even top something like this? This was a massive team effort, with nearly a year of work (on and off) poured into it. Every single person who contributed to the project or even answered a random question along the way has been credited in the game. I’m beyond excited for this to finally be out in the public. I’ll also be diving deeper into how I accomplished certain features soon. Massive shoutout to my team and everyone at Alliance Studios! I may have been the brains behind it, but this project wouldn’t have been possible without the help of so many people. And the best part? We’re just getting started. There’s a long list of new content in development. If you see a “coming soon” sign, trust me, it has a purpose and is already planned out. Stay tuned for some insane updates that will make the game even better. Happy Prop Hunting! 🔥 Fortnite Creators #UEFN

DolphinDom 🐬 | Dominic Catelani

19,786 просмотров • 1 год назад

Introducing RaidSharksBot V3 – A New Era of Raiding Begins! 🦈🔥 The wait is over! RaidSharksBot V3 is here, bringing a wave of powerful new features, enhanced gamification, and a smoother, more competitive raiding experience. Whether you're a seasoned raider or just getting started, this update will take your journey to the next level. 🌟 What’s New in V3? 1️⃣ Fresh New UI – Sleek, Organized & User-Friendly We’ve completely revamped the mini app UI, making it cleaner, more structured, and easier to navigate. Whether you’re checking the leaderboard, tracking your progress, or jumping into raids, the new design ensures a seamless experience. 2️⃣ User Levels – Progress & Recognition Raiders can now level up based on their participation and earned points! 🎯 Here’s how it works: ✅ The more you engage in raids, the higher your global level. ✅ Your level will be visible in the leaderboard, showcasing your dedication. ✅ Join a new group as a high-level raider? The bot will automatically notify the chat that an experienced raider has arrived! This system adds more gamification and keeps raiders motivated to keep grinding and level up. 3️⃣ User Ranks – Compete & Show Off! Taking competition to the next level, we’re introducing global ranks for raiders. 🎖️ Now, you can: 🏆 Climb the RaidSharks ecosystem ranks and earn a prestigious spot among top raiders. 🌎 Get featured on our website, allowing projects to identify and reach out to elite raiders. 🔥 Enjoy exclusive bragging rights and recognition for your hard work. 4️⃣ User Profiles – Track & Display Your Achievements With just one click, you can now view detailed user profiles within the leaderboard. This includes: 📊 Stats & Performance Overview – See how well a raider has performed. 💎 Top 3 Projects – Highlighting the projects they’ve raided the most. This feature makes it easier for projects and fellow raiders to recognize top talent and connect with experienced raiders. 5️⃣ Integrations – Expanding the RaidSharks Ecosystem We’re building a stronger network with partnered projects! With V3, you’ll find: 🔗 A dedicated list of partnered projects that benefit from our integrations. 🚀 Cross-integrations that add value and expand opportunities for everyone involved. 6️⃣ Performance Enhancements – Smoother, Faster, Stronger We’ve made a series of performance improvements to ensure that RaidSharksBot runs faster and more efficiently. Expect: ⚡ Faster response times for raids and leaderboard updates. 🔄 Better stability even during high activity. 📈 A smoother overall experience, making raiding more enjoyable than ever. 🌊 Why This Update Matters RaidSharksBot V3 isn’t just an upgrade—it’s a game-changer. By adding levels, ranks, user profiles, and integrations, we’re creating a fully gamified ecosystem that rewards commitment and builds a stronger, more competitive community. 🎯 For Raiders → More ways to track progress, gain recognition, and compete. 📢 For Projects → Easier access to top raiders and better engagement tools. 🔗 For the Community → A stronger, more connected raiding experience. 🐋 Ready to Dive In? RaidSharksBot V3 is live now! Start raiding, level up, and claim your spot at the top. The future of raiding is here – are you in? Let’s raid! 🚀🦈🔥

RaidSharks

45,339 просмотров • 1 год назад

I was quoted $40,000 to replace my roof. It was only nine years old. Like, how is that possible? How are we thousands of years into this whole shelter thing and we still don't have anything better than asphalt shingles that crumble the second they get hit with hail like here in Texas? And I'm not the only one thinking about this because every time there's a hailstorm, entire neighborhoods get re-roofed. Insurance companies pay out billions. Insurance costs are through the roof. Homeowners are dealing with the chaos. And then we just put the same stupid, fragile shingles back on and wait for it to happen all over again. There has to be a better way. How do we have phones that can survive being dropped from buildings and cars that take impacts at high speed? We've got freaking rocket boosters landing themselves in the middle of the ocean But we can't make a roof that handles a little ice for falling from the sky. It just doesn't make sense. And when you see something like this, something that's clearly more durable, more advanced, something that actually solves the problem, you realize we've just been accepting mediocrity for way too long. It's not asphalt. It's engineered to last for decades. It's designed to take in impact. It looks better. It performs better. And it should have been the standard years ago. What frustrates me is that innovation in roofing has been so slow because nobody wants to be the first to try something new. Contractors just stick with what they know. "If it ain't broke, don't fix it." Homeowners go with what's cheap upfront, even if it costs more long term. And meanwhile, we're all just replacing roofs every decade like it's normal. It's not normal. It's a waste of money and resources. Someone finally said enough and built something that actually works. So here's an open call to all the innovators out there. We need more solutions like this. We need better materials, smarter designs, roofs that last 50 years instead of 10 because the market is massive and people are ready for something better. Curious on what Cole Simpson might say on this.

Chris Koerner

43,601 просмотров • 5 месяцев назад

Today marks a momentous occasion for our community, our 2nd year anniversary! 💊 The past year was all about learning and building, turning vision into reality, and now it's time we share a glimpse of the exciting future we've been creating together. We're thrilled to announce the launch of our upcoming mobile game: BYORacer: Sons of Valkyrie! We've been passionately working on this project, and your patience and unwavering support have been instrumental in making it happen. But first, let's dive into what's coming 👇 1⃣ Early Access - The game will initially launch as a closed early access for our BYOCraft holders only. This invaluable period will provide us with much-needed data and feedback, helping us optimize and improve the gaming experience for the full access launch. 2⃣ Early Access Rewards - Early birds get the worm, or in our case, higher rewards! We'll be distributing greater rewards among a smaller player-base, thanking those who've stuck with us through thick and thin. The early access phase will include several seasons lasting several weeks, each with its own set of rewards and new features. 3⃣Time-Trial Mode - Are you ready to race against the clock...and the ghosts? Our innovative Time Trial mode records your best times and performances, creating 'ghost' hovercrafts of your top runs. But it's not just about your ghosts! Every time you race, you'll be competing alongside the ghosts of other players' best runs, creating a thrilling, always-on multiplayer atmosphere in every single race. 4⃣ Tiered Leaderboards - The early access rewards will be distributed among different leaderboards, each representing a different craft tier. The rarer the craft tier, the higher the reward allocation. 5⃣ Procedurally Generated Obstacles - No two tracks will be the same, with procedurally generated obstacles adding a new challenge every time. 6⃣ BYOCraft and Apostle Multipliers - BYOCraft and Apostle multipliers based on tiers will impact how fast you can level up and upgrade your craft. This means better lap times and a faster climb up the leaderboard. 7⃣ Community Battles - The early-access seasons might bring with them community-battles, where Apostles can take on other NFT communities wearing a BYOSuit. And there's more once we hit full access... 8⃣ Full Game Features - Following early access period, we'll roll out the full free-to-play game. Expect a full on multiplayer mode with power-ups for fierce in-game battles. The game will also introduce achievements to boost your VYBE score. 9⃣ TRYP Tempests - An innovative season mechanic with increasing dangerousness and reward track. The intensity of these tempest levels can be manipulated by the community, causing increased environmental hazards unique to each racetrack and biome. Remember, how you manage death will significantly impact your final ranking and the rewards you reap. 🔟 Power-Ups - The game will introduce BYOPills, power-ups that will bring dynamic twists to the game, especially in real-time multiplayer mode once we release the full game. 🔜 More to Come - We're just getting started! Stay tuned for more exciting updates about BYORacer: Sons of Valkyrie. Thank you for being an invaluable part of our community. Your unwavering support, patience, and dedication have been the bedrock on which we have built. We're ready for an exhilarating journey together and can't wait to see you on the racetrack. Get ready, the race of a lifetime is about to begin! 🏁 Oh and a snapshot has been taken of all BYO holders 📸

BYOPills 💊

29,304 просмотров • 3 лет назад

Finished Pragmata. Genuinely a beautiful experience. A story about the family we choose instead of the one we are given. An inhuman girl on a different world learning what it means to be human, and an Orphan passing on the love his adopted parents gave him by doing the same for her. Certainly a game of the year contender, Pragmata has no fluff, bloat or instances of slow pacing. It offers a unique take on 3rd person shooter combat, blending it with a hacking mini-game that on paper sounds tedious and annoying, but somehow ends up being both creative and fun. Hugh and Diana are two halves of a whole, both in gameplay and the narrative. They don't work without each other, all of Hugh's weapons fulfill different roles inside the sandbox making no two options the same. Diana's hacking mods encourage strategy, quick thinking and moment to moment decision making without halting the fast paced combat. It's a system I don't think we've ever really seen before and the fact that Capcom was able to both make a hacking minigame that's fun instead of tedious and interweave it with real time combat without ruining the pacing, is truly a testament to how much creativity and thought went into the game design. The levels all encourage backtracking, have a ton of verticality and always remain a decent size so sections never drag on for too long, in fact I'd argue some sections of the game could've been longer. The small puzzles around levels or in training are less designed for challenge and more-so to breakup the combat, so you'll never be spending a lot of time frying your brain on any of them. The enemy design is varied and you have to approach all of them differently, using different weapons and hacking mods which are more useful on some than others, and the fact that all weapons (except your primary) and mods have very limited ammo means you'll be carefully considering what weapons/mods you use on what enemy, instead of randomly blasting any you come across with your strongest weapon. There's a good variety of unlockables as well, outfits for Hugh and Diana, new weapons, mods, the stuff you would expect, all the way up until you beat the game which will give you rewards to use in NG+, there's a good amount of stuff to play with and the customization is solid. If I had a few criticisms, I'd say I wish we got at least one more primary weapon and maybe a few more unique looking suits for Hugh, since some of them are borderline color swaps. The story is a fantastic one, character driven rather than plot driven. Hugh and Diana's adopted father/daughter dynamic carries the game on it's back, Hugh guiding and teaching Diana what it means to be human, providing her the small glimpses of joys that earth can provide and giving her the parental guidance and love she never received, just as his adopted parents did for him. It's all about the small character moments between these two. I teared up on multiple occasions, especially the ending which was heartfelt, satisfying and conclusive. Whoever decided that some of the collectibles would just be toys for Diana needs a raise, it might be the most sweet, wholesome collectibles in any game I've ever seen. I found myself wanting to find them just to watch Diana be happy and get her to draw more cute pictures, it's really the cutest thing. The music, art style, visuals, all of it is great though there's only two tracks that really standout in my mind and they both come at the every end. The game is on the shorter side, I did all available content and beat it within 13 hours, but NG+ offers additional content and beating the game unlocks a new mode, so there's still stuff left to do and new toys to play with. The shorter runtime encouraging replayability. This is what we needed, a cool new I.P with creative, innovative mechanics, a heartwarming story in an interesting new world and likeable new characters we all want to root for. Pragmata fucking slaps. 9/10.

🎮𝙆𝙖𝙞𝙮𝙖🎮

22,966 просмотров • 3 месяцев назад

I wonder how long the people are gonna shamelessly defend Samsung all over :] The Galaxy S26 Ultra, which costs about 1500$ for the 512GB variant, might probably be the MOST EXPENSIVE Android in the 2026 as well... yet it can't even run the well optimized mainstream games on 60FPS for just 01 MINUTE... like for real man!‽ 😂 In the recent post where I posted the poor performance of S26 Ultra foe Wuthering Waves, people blamed the game... so here some gameplay test results from your so-called "MOST PERFECT, MOST OPTIMIZED" Hoyo games 🙂‍↕️ The FPS drops to avg 44-47 while just walking around in Genshin Impact after just playing for 4 or 6 minutes. The device completely crashes while playing Zenless Zone Zero at max settings and the FPS even drops to 27 during heavy combat... not in a long gaming session but it was a result of a 15min gameplay test 🥀 Now as for Wuthering Waves, yet it is the most hungry game among the mainstreams, yet the game is also getting slightly better at performance with each new patch update (not major version updates) While devices like IQOO 15 and POCO F8 Ultra with the same Snapdragon 8 Elite Gen 5 are able to run the game for locked 60FPS for atleast 6mins, at the same session the S26 Ultra can't even reach 53FPS and the minimum it reaches during overworld battles is just 11FPS... crazy isn't it? 😂 Having a 200mp ai assisted camera and a so-called privacy display doesn't mean it's the best and has to be 1800$ while it can't even compete with a 450$ Chinese midrange smartphone at performance. Therefore now I guess why the Americans glaze with their IPhones over Samsung... welp, I've been also a Samsung user for 5 years and I still use one, but I don't think there's any of the devices that are more worthless than the S26 Ultra at its price point 😅 The only thing where Samsung is unbeatable might probably the official ui design and the customization features... which their devices are never made for gaming, but still their older devices delivered way more balanced performance at release. #WutheringWaves #WuWa #鳴潮 #WuWaCollection #WuWaAnniversary #GenshinImpact #Genshin #原神 #ZenlessZoneZero #アリア #ZZZ #SamsungGalaxyS26Ultra #zzzero

WuWa Timeline

86,998 просмотров • 5 месяцев назад

I've been building a music player with Next.js for fun. Here's a quick demo of how it works (it's open source!) • Demo: • Code: If you want to learn more about how it's built, here's more details ↓ I'm using Postgres (with Drizzle) to store information about the songs and playlists. Audio and image files are stored in Vercel Blob (object storage), and the URLs are then referenced in the database. For the UI, I'm using shadcn/ui (so Tailwind CSS and Radix). This made it easy to copy/paste in some nice components, like the dropdown menus. I built the entire first version of the UI in v0 and then iterated from there, feeding it my Drizzle schema as a source in the project and having it scaffold some of the boilerplate for me: I added support for keyboard navigation (using arrow keys) or vim motions (j/k to go up/down, and h/l to go between playlists and tracks). Also, space to toggle the now playing song, and / to focus the search input. The search function has a nice utility to highlight the currently searched text on the page in yellow. Then, I was exploring how to pass metadata from my application to macOS or iOS. Turns out there's an API for that – MediaSession. Web apps can share metadata about what media is playing (title, artist, album artwork) and sync play/pause/seek with system media controls. Works across modern browsers — even integrates with iOS dynamic island and shows up on lock screens: I set up my app like a PWA – it has a manifest.json file, so it can be installed to my iOS home screen or added to my dock on macOS. On iOS, it then uses the full screen height `100dvh` (dynamic viewport) and has padding on the bottom for the safe area with the `env()` CSS function. Finally, I was able to use the Vercel AI SDK in a script to clean up the metadata on audio files I downloaded from YouTube. Bonus: I even was able to dogfood the React Compiler, which helped me fix a performance bug! That's all! It's fun to make personal software:

Lee Robinson

118,242 просмотров • 1 год назад

It’s hard to believe it’s already been 100 days since I received my Neuralink N1 implant. Looking back, the whole journey feels like science fiction that somehow became my everyday reality. The surgery on Day 0 was surprisingly easy. A quick general anaesthetic, a small incision, and the robotic system did the rest — precisely placing the 1,024 ultra-thin threads into my motor cortex. I woke up alert and in good spirits and went home the next afternoon. By Day 3 I was feeling a lot better, and by Day 7 the little scar was already starting to fade. Recovery was genuinely minimal; I felt sharper and more positive than I had been in years after the BCI was turned on. The real fun started in Week 2 when we paired the implant with my brand-new Apple MacBook (my very first Mac). The Neuralink engineers walked me through calibration sessions, and within a couple of minutes I was moving the cursor just by thinking. At first it felt like trying to remember a dream, but by Week 3 it was second nature. Scrolling, clicking, typing — all mind-controlled. The Mac integration was buttery smooth; I went from total Mac newbie to power-user faster than I ever expected. By Day 80 I was ready for the big leagues. That’s when I fired up World of Warcraft of Warcraft for the first time with pure thought control. The first raid felt clunky, but once my brain and the BCI synced, it was pure magic. I’m now raiding, and exploring Azeroth hands-free at full speed — no mouse, no keyboard, just intention. It’s honestly brilliant. The freedom is addictive. The social-media side has been just as surprising. Every update I’ve shared has been met with genuine excitement rather than scepticism. Thousands of messages from people with disabilities, gamers, students, and scientists — all asking real questions about the tech and what it could mean for the future. The positivity has been overwhelming and incredibly motivating. 100 days in and I already can’t imagine life without it. The N1 didn’t just give me a new way to use a computer — it gave me a new way to live. Can’t wait to see what the next 100 days bring. Thank you all so much for your support and I will keep you all updated as we continue this journey together.

Jon L. Noble🇬🇧

1,792,832 просмотров • 4 месяцев назад

🔥 $KATA FAM! THIS IS HUGE!🔥🥳 The moment we’ve all been waiting for is finally here… Katana Inu Battle Royale is about to go LIVE. 🚀 PLAYABLE FULL GAME - 20th January! Our Battle Royale mode becomes playable for the first time. That is what the developers said. So hopefully, no delays! 😍 This will be a live test phase, and right after that, we’ll bring the game online for everyone to download and play right away! This isn’t just an update 👉 This is a massive milestone for $KATA ⚔️ WHAT HAPPENS AFTER THE TEST? Once the Battle Royale test is complete, we move fast. Now? 👉 WE’RE ALMOST READY.🔥 4 years of building, grinding, and perfecting 😍 We’ll start integrating our already developed Web3 infrastructure directly into the game, including: 🧠 Web3 Multichain Wallet in our Game 🎮 Player Progression UI UX 🖼️ NFT Purchasing in our Game $KATA burn activation, news coming soon! 🔥 And much more! 🚀 Most of this is already built... now it’s about clean structure, smooth integration, and solid testing! After that… 💰 PLAY-TO-EARN GOES LIVE FOR TESTING - TOGETHER WITH THE COMMUNITY 💎 $KATA TOKEN - WE’RE COOKING 👀🔥 With the game finally ready, unlocks real power: - Web3 gaming launchers - Gaming guilds onboarding - Play-to-Earn & Burn activation - In-game NFT skins & weapons - Play live with our Partners/collabs & more! Let's make $KATA great again! 🗺️ ROADMAP & MILESTONES (STRAIGHT TO THE POINT) The game will be ready now! We will just add more polishing to check every corner! Goal: Make the game GOOD and READY for everyone!😍 Here’s the current estimated roadmap we’re aiming to a better place that deserves! 🔥 JANUARY – FULL POWER MODE - General polishing across the entire game - Activate some new videos - Game/Server testing with all Modes - Server stress tests - Preparing for public access - Steam wishlist push & Epic Games - Improving animations, VFX, and sound FX - Integrating player progression into UI / UX - Pushing $KATA into the spotlight! 🔥 ⚡ FEBRUARY – SCALE & POLISH🚀 - Streamers start testing & mass gameplay sessions - Further polish across gameplay and visuals - Final player progression UI/UX integration - AI bots are fully ready inside the game - Bring the $KATA token more visibility into the Web3 community and Game Launchers with p2e. - Launch our first in-game NFT mint, fully integrated and playable directly inside the game ✍️Deliver on all our promises to holders! Allowing NFTs, including 3D characters and weapons, to finally come to life and be used in actual gameplay Focus on: - Visibility on $KATA & our Game - Real gameplay feedback - Steam wishlists & Getting Players for web3 🚀 MARCH – BOOST GAME READY - Final polishing complete - Public-ready version - Roll out $KATA utility and bring it to a much wider audience - Preparing for Steam / Epic Games launch - Streamers & communities fully activated🚀 Please wishlist Katana Inu on Steam: 📣 MARKETING & PLAYER GROWTH - Collaborations with streamers - $KATA into the focus for more holders - Coverage across multiple social platforms - Playing on different web3 game launchers to bring more players into Katana Inu! What comes next? After mid-March, we’ll share new updates and unveil the plan for the next 3 months! The reason for the delay was simple: Battle Royale is complex - and we refused to rush it. 🔥 DROP YOUR HYPE IN THE COMMENTS, FAM This is just the beginning of Katana Inu’s real journey. We’re giving our best for you, $KATA Fam! ❤️ LET’S BUILD. LET’S PLAY. LET’S WIN. ⚔️🐺🔥

Katana Inu

12,768 просмотров • 7 месяцев назад

In a 1992 interview, Marian Wright Edelman was asked what she would like to tell her own children about how to find meaning amidst a world where we are bombarded with materialistic views. The list of values she shared over 31 years ago rings as true today as it did back then: • "My basic message to them first is that I just love them more than I can ever say. And there's nothing they can ever do or say that can ever take away that love." • "As they leave home, I go with them in my prayers and they are never alone." • "Despite the messages of this culture which say that life is about things, about acquiring, about fame, and about prestige that's not really what life is about. What's really important is caring for other people and trying to leave the earth better than you found it. It's about things inside that matter." • "Despite what they say about success, what success really has to be, what my father and mother taught me is about serving. That serving is the rent that everybody pays for living. Those with extra intellectual and material gifts have an obligation and a responsibility and a privilege of reaching back and helping others." –– Thought #1 As I watched this interview and listened to Edelman's speak, a single line in that last point stood out: "Serving is the rent that everybody pays for living." If we're not striving to serve others, to make the world a better place, to share our gifts, our talents, and ultimately give back, what's the point? To use Edelman's words, it's not only an obligation, it's a privilege. Bob Marley once said: "The greatness of a man is not in how much wealth he acquires but in his integrity and in his ability to affect those around him positively." –– Thought #2 As you go into a new week ask yourself: What gifts have you been given? How can you use them to lift up those around you, to teach others, to improve the life of someone else, and in turn your own? If you enjoyed this, follow me Blake Burge for more.

Blake Burge

387,704 просмотров • 3 лет назад

** MEGA Parodius Scaling Effects Part 1 ** One of the big challenges with the Parodius Megadrive port is Stage 8's boss - The puffer-fish *Pooyan* with his full screen scaling effect. The goal is to be very close to the arcade (with extras on top ) so I thought lets tackle it head on to see how close we can get. I was also keen to jump into another scaling code rabit hole haha. Pyron pulled out all the stops and got me the source frames and reworked the BG tiles for this test - a big thankyou to him , Vector Orbitex is busy working on Stage 2 tracks so the team is working hard all round on this port. The MD has no sprite / background GFX scaling hardware , however the VDPs Vertical scroll can be updated per scanline to help vertical scaling on backgrounds, but there is a cpu cost to manage all the interupts so thats not free either. With the Horizontal scaling there is no help at all , apart from a semi-friendly packed pixel format for the cpu to work with, its not quite chunky format but better than planar format still for scaling. So its falls back to the 68k CPU to do all of the horizontal expansion which is the largest cpu cost. Basically drawing strips of either 1x, 2x, 3x or 4x wide columns at speed. So we are one week into this Boss's routine and you can see from the below video the horizontal scaling is implented ( vertical will be in the next update ) . We are scaling from 1x to 4x in the video below in 74 steps for testing . The column distributions are always a bit painfull to do - thankfully they are all worked out now. This is the third scaler I have built and the goal was with this one to make it really flexible for use in other projects also, sometimes when you optimise something to the last degree all the flexibility gets taken out of it. Currenty scaling at 12-25 FPS update here, I had some rules against some optimisations which I would use and some I wouldn't , thankfully we are a bit ahead of the Arcades animation frame rate here still and I may yet find optimisations that fit within the scope. We have vertical scaling and sprite spikes to add yet so Im hoping i can find a few more optimisations to offset things when they are implemented also. In a scale frame update we are processing close to 42000 pixels in ram before using DMA to send to VRAM . Using a 41x16 (656 tile scale buffer) - single buffered for now due to its size in VRAM. So thats nearly 21k in tiles ! I had to re-organise ram a bit to support a buffer of that size for the stage. The scaling function is written in 68k assembly , with a little C code handling the Vertical interupt code ( so the game logic can actually run & DMA updates etc ) . The DMA routines are in assembly also and customised for large chunk size ( big blocks of tiles ) which suits the scaler. I had some race conditions to sort out where the cpu was faster than DMA (sending tiles from RAM to VRAM ) and in some cases where it wasn't so it had to be balanced. We may be able to add more detail into the top and bottom of the background yet but its low priority for now until all the other bits are in !! #SGDK #SegaMegadrive #Genesis #Parodius

Shannon Birt

25,545 просмотров • 6 месяцев назад