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Runtime validation is killing your AI shader workflow. 😵 TypeGPU addresses that - type-safe primitives, less runtime surprises, GPU-driven simulation and rendering in pure TypeScript. The power of WebGPU and the flexibility of TypeScript at your vibecoding fingertips, just use our newly added TypeGPU skill: ➡️ 𝚗𝚙𝚡 𝚜𝚔𝚒𝚕𝚕𝚜 𝚊𝚍𝚍...

14,681 views • 3 months ago •via X (Twitter)

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That's sick! 🤯 Genesis AI simulates robots playing yo-yo! 🪀 Genesis AI just open-sourced Genesis World 1.0, and it might be one of the most important infrastructure releases in robotics this year. Robotics is still bottlenecked by the 1× speed of the physical world. Every model needs to be tested on real hardware, slowly, expensively, with limited coverage. Genesis World 1.0 from Genesis AI flips that equation: One hour in reality becomes 100 days in simulation. That turns a wall-clock bottleneck into a compute problem. And compute problems are solvable. The technical stack they rebuilt from scratch is serious: → GPU-accelerated cross-platform compiler via Quadrants, 10x faster launch time and up to 4.6x runtime vs the initial Genesis release → Penetration-free multi-physics contact solvers, the thing that makes simulation actually trustworthy → Unified rigid AND deformable physics in a single engine → Nyx, a high-performance path-traced rendering engine purpose-built for physical AI The sim-to-real gap has historically been the graveyard of robotics research. Policies that work beautifully in simulation fall apart on real hardware. Genesis World 1.0 is a direct attack on that problem. And it's fully open-source. The companies that master simulation infrastructure will train better robots faster than anyone else. Find it here: Genesis World 1.0: Quadrants: Nyx: Theophile Gervet, Zhou Xian congrats! 👏🏼 ~~ ♻️ Join the weekly robotics newsletter, and never miss any news →

Lukas Ziegler

56,807 views • 2 months ago