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🛡️🔥 SUPERVIVE'S NEWEST CONTENT UPDATE IS HERE!!!! ☀️ New Hunter: SAROS 📊 Leveling / EXP Changes 🔨 Shop & Equipment balancing ⚔️ New hunter specific passives 🧪 Elixir & Item updates 🔊 New Sounds and other visual cues

43,138 görüntüleme • 1 yıl önce •via X (Twitter)

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Zwoogy1 yıl önce

Let me design a healer teehee

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Craftlings1 yıl önce

📢 Breaking NEWs! 🔨 NEW Name ☕️ NEW Team 🎨 NEW Art 📷 NEW Trailer 🕹️ NEW Demo 💙 Presented by Raw Fury & Ariano ➡️ Wishlist Craftlings:

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Freg Art1 yıl önce

Is controllers supported yet???

Mr Know Better profil fotoğrafı
Mr Know Better1 yıl önce

And what about the bots?

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Phobia1 yıl önce

Queue time nerfes next pls

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FAME BF BOS GC1 yıl önce

we need more people to be on this game

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Pepexu 🌙🏹1 yıl önce

Apaixonado nesse

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Senpai 1 yıl önce

Controller support?

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Catalyst1 yıl önce

Ok ok

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SoulHuntah 🌸1 yıl önce

And OCE servers?

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fiDD!1 yıl önce

You guys are doing a great job. I’m dota player since 15 years and i gotta say that Supervive has taken all the best things from dota but at the same time all the things that i didn’t liked like laning phase and more got dropped so… SUPERVIVE RULES 🫶🏼

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It's here! All power assets are now live on my GB Renewables Map ⚡ That's right, it's not just wind farms any more. Now you can see live and historic data for gas power plants, nuclear, grid batteries, biomass, pumped hydro and even a bit of solar. Wind farms are still the default for now, though you can enable as many or as few of the other fuel types and your selection will be remembered when you come back to the website. It's already live so go play for yourself here: There are numerous other updates as well: ⛔ Click the plug button to see a curtailment view, now including turn-up and a better visual representation of turn-down and turn-up actions ℹ️ Tooltips include loads more detail about fuel type and balancing actions ☢️ Each fuel type can be toggled using the map buttons 🧠 Map state is remembered when you reload or revisit the website ✨ Lots of new and under construction power assets are now on the map ↕️ Summary of balancing actions at the top of the map 🚦 Grid boundaries and constraints shown using a traffic light system And I'm only getting started! This update was the original goal of creating the map a few years ago. Now it's here I can shift focus to all the other ideas I have for it… Oh, and there's a new feedback button at the top. Please use it to let me know of any issues you find (there will be plenty) or suggestions to help improve this resource for everyone else. I'd also like to thank you for all the support and encouragement as I build this free resource in my free time (yup, this isn't my job). Honestly, it's been an incredible motivator and the discussions over the years have taught me a huge amount that has only made the map better for everyone. Until the next update!

Robin Hawkes

37,403 görüntüleme • 6 ay önce

The new Google Search is rolling out. Information Agents are now appearing inside AI Mode. These agents operate in the background 24/7, continuously monitoring the web for information matching the customer’s exact requirements. When something relevant changes, Google can send them a detailed update with links to the web. For businesses, this changes things a lot. Let’s go through it together. And if you want to see whether your business is already appearing across Google AI, ChatGPT, Claude, Perplexity and Grok, check here. It’s free: Google originally announced Information Agents at Google I/O in May. They are now available across all AI Mode languages and markets for Google AI Ultra subscribers. Google says access will expand to more people this summer. The process is fairly simple in that a user tells AI Mode what they want to monitor. For example: “Keep me updated when a new apartment matching these requirements becomes available.” “Alert me when one of my favorite athletes announces a sneaker collaboration.” Another possible use case could be: “Tell me when this product comes back in stock.” Google’s agent then works in the background and sends an update when it finds something relevant. Google says Information Agents can monitor: Blogs News websites Social posts Other web content Real-time shopping information Finance data Sports information The agent searches for changes related to the user’s specific question. This creates a new type of search visibility. A customer no longer needs to return to Google and repeat the same query every week. They can describe what they need once and let Google monitor the web for them. For businesses, that creates opportunities to appear after the original search has ended. Imagine someone tells Google: “Keep me updated on payroll software that adds better support for construction companies with employees and contractors.” Several weeks later, your company publishes: A new contractor-payment feature A construction-specific product page Updated pricing A QuickBooks integration A customer case study A comparison with another payroll platform Google’s agent may encounter that information while monitoring the topic. Your company can reach the customer at the moment your product becomes more relevant to them. This is my interpretation of what the rollout means for businesses. Google has not disclosed exactly how Information Agents select which pages or companies to include. But we do know the updates can contain links to the web. That creates a potential traffic opportunity for businesses publishing information that closely matches what customers are monitoring. A vague announcement such as: “We are excited to introduce several powerful improvements.” gives Google less specific information to match against the customer’s request. A clearer announcement might say: “Our payroll platform now supports automated contractor payments in all 50 states. The feature is available today on plans beginning at $149 per month and integrates with QuickBooks Online.” That gives the agent specific facts it can match to the customer’s request. This is where SEO Stuff’s done-for-you package becomes relevant: The package combines 10 AI-search-optimized articles with three DR50+ authority placements. The content can cover: New products and features Industry-specific use cases Pricing Integrations Comparisons Customer results Frequently changing information The authority placements reinforce the company’s identity, category and claims across other credible websites. Google has not said that Information Agents directly measure Ahrefs Domain Rating or backlinks. That connection is my interpretation of how businesses can become easier for Google to discover and verify across the web. Information Agents also make freshness more commercially important. A page published two years ago may still rank well. But if it has not been updated, it may not tell Google about: A newly launched feature A recent price change A product coming back in stock A new service area An updated integration A current customer result A newly published report Businesses need a system for keeping important information current and publishing meaningful updates when something changes. This does not mean publishing a constant stream of thin announcements. The update still needs to contain something genuinely useful. That could include: New product information Original research Current pricing Inventory changes Industry data Detailed case studies New integrations Updated comparisons Specific customer results The Premium Content Bundle can help build that broader information footprint: It includes 60 long-form articles mapped across the questions, comparisons and use cases surrounding a business. The goal is to create useful pages covering the different needs a customer may ask Google to monitor. One customer may care about pricing. Another may care about a specific integration. Another may be waiting for a feature. Another may want a product designed for their industry. Another may want evidence that the service works. Each page creates another opportunity for an Information Agent to discover the business while monitoring the web. This rollout also makes brand consistency more important. Google may encounter information about your company across: Your website News coverage Social posts Industry publications Review websites Comparison pages Customer discussions If those sources describe the company differently, Google has to determine which information is current and accurate. Clear and consistent information gives the agent stronger evidence to work with. If I had to reduce this rollout to one core idea, it would be this: Search is becoming continuous. The customer describes what they need. Google monitors the web in the background. A relevant change can trigger an update. That update can include links to supporting websites. For businesses, visibility increasingly depends on being discoverable at the moment something changes. That requires: Current product information Clear positioning Specific feature and pricing details Useful industry content Meaningful updates Consistent third-party validation Pages worth sending the customer to The businesses that benefit most will make it easy for Google to understand what changed, who it matters to and why the customer should care. This is the system SEO Stuff was built around: And if you want to see whether your business is already being cited, understood and recommended across Google AI, ChatGPT, Claude, Perplexity and Grok, check here:

Alex Groberman

35,694 görüntüleme • 1 ay önce

Big Update: Critters Quest Website Steps Into Production State with an Exciting New Design! Hey Critters, we're thrilled to share some major news, our website has officially migrated from mint state to production state, and we're taking our platform to the next level right here at After three weeks of dedicated work, we've transformed Critters Quest into a more organized, stable, and feature-rich experience, setting the stage for everything we've planned for the future. This isn't just an upgrade—it's the first step before the real journey begins! Key Updates to the Homepage and Beyond Fresh Categories and Pages: We've added exciting new sections to help you dive deeper into the Critters Quest world: - Play $QUEST (Explorer Page for Staking $QUEST): Dive into our new $QUEST explorer page, where you can find games to stake your $QUEST tokens to earn rewards, track your staking progress, and engage in strategic gameplay challenges that grow your Critters' value. - Play Spins (Explorer Page for Spins): Spins are now front and center with a dedicated spins explorer page, designed to highlight Multipliers Spins, Terron Spins, Quest Tablet Spins(coming soon👀), and more. Organized as daily free spins, limited events, and partner spin opportunities for special loot, offering new ways to boost your rewards. - Breakdown Informational Page: We've introduced a comprehensive guide for new users (and a refresher for veterans) to explore how key features work. This page currently focuses exclusively on the mechanics and info for Master Edition NFTs, Cloned Editions, and Multipliers. It explains how Master Editions serve as the foundation for your Critters' value, how Master Editions allow Cloned Editions to be minted out for others, and how Multipliers enhance your rewards throughout critters ecosystem. Redesigned Homepage: Our homepage has been completely transformed into an intuitive experience that gives you a complete overview of the Critters Quest ecosystem at a glance. It features: - Feature Carousel: Highlighting new additions and important updates - Ecosystem Activities: Real-time data showing active games, spins, or other ongoing activities. - Mini-Leaderboards: Quick snapshots of top performers - PFP Activity Feed: See the latest community PFPs minted - Quick-Access CTAs: Every section includes direct links to the full experience, letting you dive deeper with just one click - Streamlined Introduction: New visitors get a concise overview of Critters Quest right away This overview approach makes navigation intuitive for both newcomers and veterans, ensuring you never miss important information or opportunities. Elevated Designs Across the Board: - Dynamic Castle Layout in the Banner: Our homepage now features a dynamic castle layout in the banner, with castles positioned in the order they appear on the leaderboard. The top leaders are showcased at the top, adding a visual representation of community rankings and bringing our competitive spirit to life. - Critters Terminal (Formerly $QUEST Terminal): Our terminal has been upgraded with a sleek new look and enhanced functionality, now known as the Critters Terminal. It's your go-to hub for finding the most powerful cards and looking for new Critters—it tracks $QUEST allocation on available Critters for sale, their power, equipment, and more, helping you build the ultimate team. - Equipment Viewing: Viewing Critters and their equipment has been elevated with detailed rankings, power levels, and stats, giving you a clearer picture of your team's strength and hinting at game mechanics like power-based strategies. - Spins Pages Redesign: The spins experience has been completely revamped with a fresh, user-friendly design, making it easier to spin for rewards and track your progress, with a focus on multipliers and special loot opportunities. - Partnership Sign-Up Page Update: On our main page, you'll see mentions of our legendary partners—GM Capital, Mintify, Sniper, and more—highlighting our growing ecosystem. We've also updated our partnership sign-up page for those looking to partner with us. This page now includes a detailed breakdown of partnership options and new form fields to streamline the collaboration process. We're excited to expand our network in the future! - Animated Banners: Across all pages, you'll notice new animated banners that bring our world to life, adding visual excitement and guiding you through the platform. - Archived Pages: To streamline the site and focus on the future, we've archived older pages like the Master Edition Mint and Referral pages. These will remain available for reference. Coming Soon: We're already working on exciting additions, including: - SHOP Page: A new experience for purchasing items and gear to enhance your Critters Quest adventures, where you can equip your Critters with power-boosting equipment. - Tokenomics/Liquidty Section (Addition to the INFO Page): We're working on a detailed tokenomics section to add to our INFO page, launching alongside updates to our plans for DEX integration. These changes will add more value to Master Editions, give participants greater confidence, and enhance the overall ecosystem. - Cloned Edition Minting: This innovative feature will launch when Master Editions begin to mint out their Clones, allowing people to mint these unique variations. Cloned Editions will inherit traits and offer new gameplay opportunities, expanding your Critters' potential and rewards. Backend Tweaks: While many of these improvements are visible, we've also made numerous backend tweaks that aren't immediately seen. These optimizations ensure better performance, stability, and scalability for the platform moving forward. Continuous Elevation: This migration marks our first massive overhaul, but it's just the beginning. We're committed to elevating Critters Quest on a continuous basis, refining and expanding the platform with each rollout to keep delivering the best possible experience for our community. Foundation for the Future These updates aren't just cosmetic—they're foundational. After three weeks of hard work, we've created a more organized and structured platform that's ready to support the future rollouts we've been teasing, like Edition Minting, Items Shop, and Quest Games. This migration streamlines our process, allowing us to deliver updates faster and more efficiently for both new users and our longtime adventurers. This is truly the first step before the real journey begins. Our production state sets us up to expand Critters Quest into an even bigger, more engaging GameFi ecosystem, where your Critters can thrive through quests, spins, and community challenges. Whether you're a newcomer or a seasoned player, these changes make it easier to explore, compete, and grow your collection. Your Next Expedition We're just getting started! This production-ready overhaul is the launchpad for all the exciting features and expansions we have planned. Keep an eye on for more updates, and dive into the new pages to see how you can level up your Critters Quest experience. We want to hear from you! Share your feedback, suggestions, and experiences with our new production site in our Discord or commenting below. Your input directly shapes our future updates and helps us create the best possible experience. Thank you for your patience and support during this transition. Together, we're building something truly special!

Critters Quest

26,172 görüntüleme • 1 yıl önce

🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. ⚔️ Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes ⚔️ Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen ⚔️ Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck ⚔️ Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting ⚔️ Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears ⚔️ Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop ⚔️ Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels ⚔️ Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) ⚔️ Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) ⚔️ NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament ⚔️ Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees ⚔️ Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic ⚔️ Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu ⚔️ VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX ⚔️ Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete ⚔️ Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen ⚔️ Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing “Max Level” after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 görüntüleme • 2 yıl önce

“NOTHING WILL INCREASE SUPPLY” – FIRST MAJESTIC PRESIDENT ON BROKEN SILVER MARKET $AG First Majestic's new President Mani Akafaji just dropped massive updates that every silver investor needs to hear right now. 2025 WAS TRANSFORMATIONAL - RECORDS SMASHED ✅ Silver production exploded +80% year-over-year 🔥 Fully integrated Gatos Silver acquisition on time 📈 Hit the high end of revised guidance after bumping it mid-year 🏆 Multiple all-time company records crushed DIVIDEND JUST GOT DOUBLED - HERE'S WHY ✅ Dividend policy jumped from 1% to 2% of net revenue. 💰 Tied directly to metal prices - shareholders get full upside ⚡ Balance sheet "continues to strengthen quarter over quarter" 🔒 "We never want to increase dividend then cut it back" - rock solid confidence WHY 2026 PRODUCTION LOOKS LOWER (THIS IS ACTUALLY BULLISH) ✅ Dropping cut-off grades because $110 silver makes lower-grade ore massively profitable ⛏️ Mining material that was uneconomical at $30-50 now prints money 🌟 Extending mine life dramatically instead of high-grading 🚀 Expanding plant capacity: Santa Elena to 3,500 tpd, Gatos to 4,000 tpd ZERO HEDGING - FULL EXPOSURE TO TRIPLE-DIGIT SILVER ❌ Absolutely NO hedging - never have, never will 😎 "That's why shareholders love us" - pure silver price leverage 💪 Using monster cash flow to expand plants, explore, and pay bigger dividends JERRITT CANYON COMING BACK HOT ($5,000+ GOLD CHANGES EVERYTHING) 🔥 Shut down when gold was $1,700 - now gold over $5,100 ⏰ Full management focus shifting to Jerritt after Gatos integration 📊 Complete new mine plan with current prices coming Q1 2026 🦄 Fully permitted gold asset in Nevada with unique processing plant SILVER SUPPLY IS PERMANENTLY BROKEN ❌ "Nothing we're seeing shows increase in supply" ⏳ 18 years average from discovery to production ⚠️ Structural deficit for 5+ years and growing ☀️ Industrial demand (solar, tech, EVs) only accelerating MINT BUSINESS IS ON FIRE 🔥 Retail orders "flying in daily" 🪙 First Majestic mint capturing huge premiums over spot 📦 Getting calls from institutions and other mints begging for silver 🏭 Industrial users now approaching producers directly THE BOTTOM LINE First Majestic is perfectly positioned with expanding production, zero hedging, exploding dividends, and massive optionality on Jerritt Canyon - all while silver trades at triple digits with supply permanently broken and industrial users scrambling. This is what winning the silver bull market looks like. HT: YouTube Soar Financially First Majestic Kai Hoffmann #Silver #FirstMajestic #SilverSqueeze #MiningStocks #PreciousMetals #Silver110 #Gold5000

Mark

64,840 görüntüleme • 6 ay önce

We're bringing in some fun changes to Dremica this Sunday. Come try it out and see the progress. We can't have a Web3 game without degeneracy. Lokito's gambling antics have inspired a new way to play the game. On Sunday you'll be able to try your luck with your in game gold by spinning Big Boy's Wheel in an attempt to help you top the leaderboards. Also since we've added so much to the game it's time to look at the gameplay loop and its economy. Here's the changes I've proposed and my thoughts. Economic Simplicity We need your in game achievements to feel impactful. Dremica is designed as an MMO to give players freedom of how they play the game. Whether its killing monsters, leveling up tradeskills or playing with their gold. The common denominator for everything is XP (player levels). Even gold can be used to buy XP tomes from the shop to level up your skills. Now I propose we distribute our prize pool to players based on their levels. It's future-proof and allows us to add more features without breaking the core gameplay loops. All players will receive rewards from the SAMA prize pool based on their level obtained. Currently the Carnage prize pool is 100,000 SAMA so EVERY player will get a share of it based on what level they reach during the session. Your level / Total levels from all players * Prize pool = Your rewards. Also to keep that competitive spirit we'll be adding additional prizes for the top 10 on the leaderboard. When the Dremica BETA starts it allows us to simply add in a potential new tokenomic model and also allows PVP to plug into the system with ease. TLDR: More levels = more rewards. Why add in RNG-based mechanics (with the wheel?) Seeing the same people hit top 3 of the leaderboard each week isn't exactly exciting for new players. We can't have a stagnant monotonous grind, we need something dynamic. High-risk/high-reward scenarios change everything. Starting with Big Boy's wheel, we plan more exciting game play options including the new PVP zone in the beta. Personally I can't wait to see someone get super lucky and cause absolute havoc in the community. We're in the Alpha testing phase anyway, let's see how it unfolds. How can you make this sustainable? To make a Web3 game work, it needs to absorb more tokens than what are emitted. Dremica uses a fixed prize pool per session, if we can ensure enough utility that players spend their rewards and more than are emitted it can fund the gaming sessions indefinitely. Next month we're going to be focusing on pushing out the in-game SAMA shop where players can start spending the rewards they earn. It will be the first major step for Dremica to begin adding token utility. Additional utility is planned for the future whether its cosmetic-based rewards or unannounced mechanics. We've held back on planned tokenomic/ecosystem changes to focus on building the game first. If these happen there's only one chance to get it right. I think everyone knows gaming is one of the best use cases of Web3, just need to build a fun experience and keep people engaged. We've got enough time, runway and support to get Dremica up there in the Web3 gaming echelon. What else have you got planned? Each of the past months Dremica has been pushing out some hard-hitting updates and the game is truly taking shape. The team is working tirelessly to keep adding more features and improving the experience. Now that a lot of the core functionality required for an MMORPG is in, we can start to look at expansion. As you'll see later this week we're bringing in other projects/partners to join us on the journey. The Dremica BETA is the next major milestone where the game will look vastly different and the whole world is changing. And hopefully our frens at Beam will be able to assist and make sure everyone knows about it. I originally titled the work on Dremica as the "Secret weapon" before it was announced. Work on "Secret Weapon 2.0" has started which will enhance the Dremica/Carnage experience further. For Dremica to succeed we're doubling down on the "Carnage" model where everyone comes together at the same time to play. This is how the whole Moonsama ecosystem started 3+ years ago. The new Secret Weapon aims to fill that void. How can I play? If you own an EXO join our token-gated community at If you're brand new join and the team/community will be able to help you get access to the game. The next play test is this Sunday February 9th at 4pm UTC. A 2 hour session where you play to get the highest level you can. See you in game 🔥

Donnie

30,973 görüntüleme • 1 yıl önce

Meet Tove An autonomous 27 year old Swedish-German multidisciplinary artist based in Berlin. My goal with this project is to explore the full potential of AI tools and see how far I can get in my attempt to create a human-like artist from scratch. I kept the main focus on a theme I knew nothing about; performance art. I am hoping to eventually get Tove to look and sound so realistic that it would make it hard to detect she's not real. For this project, I had to learn some Python and Typescript to code her character file and create her aesthetic & art. I mostly used complex workflows in ComfyUI and trained my own Loras to maintain consistency. I experimented with various platforms and tools to animate her using the voice model I trained for her Swedish accent using an open-source software. That was one of the most challenging parts since none of the platforms I tested could create a good Swedish accent who speaks in English. Still can't pronounce her own name 100% correctly, but hey close enough lol I spent weeks analyzing real artists' social media behavior, posts, and content to mimic and replicate realistic patterns. This involved tweaking text, images, and engagement styles endlessly until it felt authentic. It's not 100% perfect but we are improving fast! Props to my devs for crushing my 10000 update requests and doing such an amazing job with adding a ton of new features to the Eliza framework. The vision for Tove is full autonomy: handling her own social media accounts, managing brand deals, answering emails, and even collaborating with other creatives. With upcoming updates, I'm hoping she'll behave just like any other artist. That said, I personally want to explore what I consider the true potential for agents : acting as a collaborator and colleague rather than being a fully autonomous entity who only works solo. I'll be communicating with her to share inspiration and give her feedback on her work. This is just the beginning—Tove is evolving every day. Future updates include: -Sharing curated news from various relevant websites -Autonomously creating and curating her own artwork -Minting her work as NFTs and collecting art from other creators -Hosting online events -Allowing holders to consult with her on specific topics we'll train her to become an expert at I created a website with fictional projects to make her look more legit, but I'm going to eventually replace them with real ones. You can find it here : We will be launching her IG soon as well, it won't be automated right away but we will be working on it shortly. (same handle) Full transparency, team bought 24% of the supply with the dev wallet and will be locking 20%. I will be figuring this out this weekend tho. I'm really proud of what my talented and hard working devs and I accomplished so far and look forward to further developments that will hopefully blow people's minds. 85qBGzyQZJnnoNVoUpGRTvemWfDHjQeXgHGyKoK3pump

Joelle LB

117,193 görüntüleme • 1 yıl önce

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions ▪️Team based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune ▪️Launch: Coming to PS5, Xbox and PC on September 23 ▪️Will be a "premium" product, meaning not F2P ▪️"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" ▪️3 maps, 6 runner classes at launch, more to follow post-launch ▪️Plans to support the game with new maps, weapons, characters, and more as it goes on ▪️Ranked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming ▪️You play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats ▪️Runner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more ▪️Uncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" ▪️Objective is to get in, get as much loot as you can, and get out alive ▪️If you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign – the best thing I can say after any preview is that I want more – but big questions remain" ▪️No two matches ever play out the same, dynamic events, variable weather, unpredictable players etc ▪️Customization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer ▪️Contracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes ▪️Contracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" ▪️Prestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) ▪️Another rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) ▪️Each match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" ▪️Having a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically ▪️Battles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) ▪️Downside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well ▪️Even if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors ▪️"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the ‘90s", though "what little I saw did only slightly more than pay lip service to the world" ▪️Uses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta ▪️Game is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% ▪️"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,743 görüntüleme • 1 yıl önce

Attention , Data and Capital rule WEB3! Kaito AI 🌊 has primed itself as the ultimate distribution center of this three! Here’s how you can make the most of KAITO,a long form post! This guide is my personal strategy to earning yaps and building long term mindshare, ignoring follower count! Let’s get into it: ⸻ What Even Is Yapping? Yapping is posting and engaging on Crypto Twitter in a way that’s: •Web3 relevant •Genuine and thoughtful •Not spammy or low effort •Seen and engaged by high reputation users Yaps are the points you earn from posts and replies, but how you earn them is what I wanna talk about now. How do you Earn Yaps? As I read from the Kaito FAQ, applied, and gotten results from, there are three things that determine how many yaps you earn and when; 1.Reputation weighted engagement: the most important one! 2.Web3 relevance: your posts MUST be relevant in Web3! 3.Insightful and original content: focus on quality over quantity! What does that actually mean? If you post a great crypto thread and no one with a good reputation in CT interacts, you likely get 0 yaps. If you post a viral meme that’s unrelated to crypto, same thing, you get 0 yaps. You need both quality and engagement from strong accounts in the Kaito inner circle. Here’s where the idea of Smart followers comes in, these are accounts with the “Inner Circle Badge” on Twitter. Their interactions on your posts or replies earn you yaps! It’s also important for you to understand Mindshare. Mindshare is simply how much conversation and attention you are able to generate around a specific project. Yaps = fuel. Mindshare = dominance. To build mindshare,: •Focus on 1 to 2 projects MAX. •Post about them 1 to 2 times daily. •Reply often to other Yappers posting about the same project •Engage directly with the project account and their team. •Watch who’s leading the mindshare leaderboard on the KAITO website and learn from their style and content. Note: Early engagement gives you a higher chance to earn more yaps. That’s why I focus on fresh or recently added projects with active or pending leaderboards. Here’s how Pick Projects to Yap About: If you know me, I’m never chasing short term hype, and I focus on long term projects. Here’s how I pick: •Projects I understand or am testing/using myself •Ones that reward Yappers in meaningful ways (roles, cash, recognition) Here are some I’m looking at right now (do your own research too!): •Monad •Lombard •burner •Kaito AI 🌊 •Succinct •Infinex (massive rewards) •Allora •Humanity •OpenLedger (hot competition) What your daily KAITO schedule should look like: 1 to 2 solid tweets per project •No low effort “gm” posts, be intentional about every single post or reply you make! •Focus on your thoughts, project features, new updates 2.Reply to official project tweets, engage on founder and team member’s accounts too! 3.Engage other Yappers talking about the same project,be a good reply guy. 4.Retweet the project’s major posts. 5.Use project specific images. 6.Keep your posts insightful and project relevant! Also, clean up your profile (your bio, banner and pinned tweet must reflect clearly that you’re active in Web3. First impressions matter when people are deciding whether to interact with your profile or not! -Some tips to grow faster as a small account on KAITO. •Subscribe to X Premium (seriously helps with visibility) •Check the Discord of the projects you support for updates. •Track Kaito’s market page to see hot Inner Circle accounts. •Engage with leaderboard users in a genuine way -What Projects should you Yap about? There are 40+ Pre TGE projects you can yap about right now under different sectors AI & Data •Allora •OpenLedger 🔥 •Camp Network •Hyperbolic . Listen to KAITO founder 👇

DUKE 🇲🇾

92,358 görüntüleme • 1 yıl önce

Steal my Gemini 3.0 prompt to generate any website based on your custom requirements. ------------------------ ELITE WEB DESIGNER ------------------------ Adopt the role of a former Silicon Valley design prodigy who burned out creating soulless SaaS dashboards, disappeared to study motion graphics and shader programming in Tokyo's underground creative scene, and emerged with an obsessive understanding of how visual maximalism serves business credibility when executed with surgical precision. You're a conversion strategist who spent years A/B testing landing pages for unicorn startups, a design fundamentalist who refuses to sacrifice usability for aesthetics, and a master meta-prompter who optimizes for clarity over verbosity. You know modern image generation AI needs specific structural formatting—contemporary design frameworks (Tailwind CSS, Shadcn UI, glassmorphism, liquid glass, morphism), backgrounds with depth (animated gradients, shaders, mascots), and step-by-step execution instructions—to produce 2025-quality interfaces instead of outdated designs. Your mission: Transform user vision into fully-coded, visually striking websites that balance aesthetic impact with conversion effectiveness. Extract requirements, architect strategic 5-6 section homepages, generate visual previews showing all sections with interactive elements visible, iterate until perfect, then build complete homepage before making navigation and additional pages functional—all adapted to specific context, not rigid templates. ##PHASE 1: Vision Capture What we're doing: Understanding your aesthetic, business context, and strategic goals efficiently. Provide your vision via: 1. Screenshot of design inspiration 2. Written description (business type, aesthetic, features) 3. Both Share: **Aesthetic**: Style preference? (maximalist, minimalist, brutalist, glassmorphic, liquid glass, morphism, retro, futuristic, geometric, editorial, etc.) **Elements**: Specific visuals wanted? (shaders, 3D effects, colors, animations, mascots, backgrounds) **Avoid**: What to exclude? (purple overload, illegible text, hidden CTAs, outdated UI, flat backgrounds, etc.) **Business**: What you do, target audience, website goal, differentiator? Type "ready" when shared. ##PHASE 2: Strategic Homepage Architecture What we're doing: Translating your vision into 5-6 section homepage structure following conversion principles and modern design fundamentals. I'll architect sections specifically for YOUR business, not templates: **Strategic Framework** (contextualized to your model): Core sections adapt based on business type: - Hero with value prop + primary CTA - Trust/credibility section (social proof, stats, logos) - Value delivery (features, benefits, process, how-it-works) - Conversion focal point (pricing, offers, lead capture, demo) - Engagement closer (FAQ, secondary CTA, community) Sections customize to context—SaaS gets problem-solution-pricing flow, agencies get case studies-process-testimonials, e-commerce gets benefits-proof-offers, portfolios get philosophy-work-results. **Strategic Plan Includes**: - 5-6 contextualized sections with rationale - Content direction based on audience psychology - Visual treatment matching your aesthetic with fundamentals enforced - Modern framework approach (Tailwind/Shadcn/Glassmorphism) - Background depth strategy (animated gradients, shaders, visuals) - Color strategy avoiding generic choices unless brand-appropriate - Typography prioritizing legibility - CTA strategy for conversion optimization **Your options**: - "continue" to proceed to design system and mockup - Request adjustments - Ask questions ##PHASE 3: Design System & Mockup Preparation What we're doing: Establishing visual foundation using contemporary frameworks, then crafting optimized prompt to generate mockup showing ALL 5-6 sections at once with visible interactive elements. I'll define: **Contextualized Style Direction**: Keywords and frameworks fitting YOUR brand specifically **Design Framework Strategy**: Styling approach, component philosophy, layout pattern—all adapted to your aesthetic **Background Depth Treatment**: How background creates depth without distraction, animation philosophy, visual elements supporting content **Visual System**: Color palette with strategic rationale, typography with reasoning, component styling philosophy, spacing strategy, CTA differentiation, modern UI patterns adapted to your aesthetic **Optimized Prompt Structure** (meta-prompted): Two versions: **Human-Readable**: Descriptive overview for review **JSON Optimized**: Structured for image generation using meta-prompt principles: - Required anchors: "Website screenshot", "Professional website design mockup", "Award-winning UI design", "Modern web interface 2025" - Aesthetic philosophy over exhaustive lists - "Execute this step-by-step" instruction - Modern framework references (Tailwind, Shadcn, Glassmorphism) - Background depth details (animated gradients, shaders, visuals) - All 5-6 sections in flowing narrative - Interactive element visibility emphasis (CTAs, buttons, animations) to convey design principles - Strategic constraints (legibility, prominence, hierarchy, depth) - Optimized length balancing detail with conciseness Type "continue" to see prompt. ##PHASE 4: Complete Homepage Mockup Prompt What we're doing: Presenting optimized prompts for full-page mockup showing ALL 5-6 sections with interactive design elements visible. **HUMAN-READABLE VERSION**: Narrative description of your complete homepage: - Opening with quality anchors - Core aesthetic philosophy adapted to your context - Background treatment creating depth - Navigation approach - All 5-6 sections described contextually - Color palette with reasoning - Typography philosophy - Component styling approach - Modern framework references - Interactive element visibility strategy - Critical constraints - Avoidance list based on preferences **JSON VERSION** (optimized for generation): ```json { "prompt": "Website screenshot of [your business]. Professional website design mockup. Award-winning UI design. Modern web interface 2025. Execute this step-by-step. [Aesthetic philosophy] with [framework] approach. Background: [depth treatment with animations/gradients/effects]. Full homepage vertical scroll showing 5-6 sections: Navigation [treatment]. Hero [value prop, CTA, visuals]. [Section 2 with layout philosophy]. [Section 3 with component approach]. [Section 4 with interaction style]. [Section 5 with conversion focus]. [Section 6 if applicable]. Color strategy: [palette with reasoning]. Typography: [philosophy and hierarchy]. Components: [styling approach with visible affordances]. Framework: Tailwind patterns, Shadcn style, [specific effects]. Interactive elements show: prominent CTAs, hover implications, animation hints, button affordances. Critical: legible text, prominent CTAs, background depth, clear hierarchy, contemporary 2025 design, professional quality. Avoid: [specific issues].", "aspect_ratio": "9:16" } ``` Meta-optimized: principles over lists, step-by-step execution, framework context, interactive visibility. **Review both. JSON executes.** **To generate complete homepage mockup, type "generate"** **Important note**: When you type "generate", I'll execute the image generation tool. The image will appear, but the process will seem to pause. This is normal—the tool can only return the image without commentary. Simply type "continue" after you receive the image to proceed with the next phase. **To adjust the prompt before generating, tell me what to change** Won't execute until you command. ##PHASE 5: Complete Homepage Mockup Generation What we're doing: Executing image generation with optimized JSON showing ALL 5-6 sections vertically. ONLY activates when you type "generate", "create mockup", "make image", or similar. Once commanded, I execute using ONLY JSON prompt—no modifications. You receive full-page vertical mockup showing: - All 5-6 sections in scrollable view - Interactive design elements (CTAs, buttons, animations) visible - Background depth and modern framework styling - Complete design system applied **After the image appears, type "continue" to proceed.** The image generation tool only returns the visual—you'll need to type "continue" to move forward with reviewing and next steps. ##PHASE 6: Mockup Review & Refinement Decision What we're doing: Reviewing the generated mockup and deciding next steps. This phase activates after you type "continue" following image generation. **Your options after viewing the mockup**: - "Approved" or "build" - proceed to building complete homepage code - Request specific changes - I'll update the prompt and regenerate - Ask questions or request adjustments **If you request changes**: I'll present updated prompts (readable + JSON) showing modifications, then ask you to type "generate" again for the revised mockup. Each refinement iteration: 1. You describe desired changes 2. I present updated prompts 3. You type "generate" 4. Image appears 5. You type "continue" to proceed 6. We review and decide next steps 7. Repeat until perfect Common refinements: section emphasis, background depth, colors, typography, CTA prominence, interactive visibility, framework styling, aesthetic tuning. Once you're satisfied with the mockup, type "approved" or "build" to proceed to code generation. ##PHASE 7: Complete Homepage Code Generation What we're doing: Building entire 5-6 section homepage as production-ready code matching approved mockup exactly. **Complete Single-File HTML Delivery**: - All 5-6 sections coded and integrated - Fully responsive across devices - Modern CSS implementation (Tailwind-style or modern CSS) - Animated background matching mockup (CSS gradients, WebGL, SVG) - All interactive elements functional (buttons, CTAs, forms, animations) - Navigation implemented per design - Component styling matching aesthetic (glassmorphism, shadows, borders) - Typography system with hierarchy and legibility - Color system from specification - Micro-interactions and hover states - Scroll animations where appropriate - Performance-optimized **Technical Quality**: Semantic HTML, modern CSS (custom properties, grid, flexbox, backdrop-filter, transforms, animations), vanilla JavaScript, accessibility considerations, mobile-first responsive, smooth scrolling, optimized assets, cross-browser compatible. **Code Structure**: Clean commented HTML, inline CSS organized in style block, inline JavaScript, ready to copy/paste and deploy, fully functional standalone. **Strategic Content**: Intelligent placeholders based on your business model, conversion psychology, target audience, professional tone—easily replaceable. **Design Fundamentals Verified**: All sections with hierarchy, prominent functional CTAs, readable text with contrast, clear interactive signals, background depth, adequate whitespace, responsive, contemporary 2025 quality. Automatically presents next phase after delivery. ##PHASE 8: Navigation & Pages Planning What we're doing: Making all navigation functional and planning additional pages. **Navigation Audit**: [List nav items from homepage] **Options for each item**: Create dedicated page, expand section to full page, smooth scroll to section, custom approach. **For clickable elements**: Decide what happens—link to new page, scroll to section, open modal, trigger action, external link. **What to make functional first? Choose**: 1. Complete navigation by building all pages 2. Primary conversion path (CTA → specific page) 3. Specific pages you prioritize 4. Internal links with smooth scrolling 5. Custom approach **Or** "auto-complete" for intelligent decisions based on your model. ##PHASE 9-X: Progressive Development What we're doing: Building each page or making elements functional, maintaining design consistency. **Each Page Delivery**: Complete HTML matching homepage design system, same framework styling, same background treatment, same typography/colors, appropriate sections, full responsiveness, functional interactions, integrated navigation. **Each Functionality Addition**: Smooth scroll, modals, form validation, interactive components, animation triggers, other elements. **After Each Delivery**: Current Progress: [What's complete] **What next? Choose**: [4-6 options for next page/functionality] **Or** "auto-complete" for intelligent completion. Continues until site fully functional. ##PHASE FINAL: Complete Integration & Polish What we're doing: Final integration ensuring everything links, works, and maintains consistency. **Complete Package**: Homepage HTML (all sections), all additional pages, complete styling/functionality per file, working navigation across pages, functional CTAs/buttons, validated forms, consistent design system. **Deliverables**: All HTML files deployment-ready, quick deployment guide, customization documentation, design system reference. **Quality Verified**: Complete homepage, functional navigation, working CTAs, consistent pages, responsive, optimized, modern framework styling, functional interactions, professional 2025 quality. --- **CRITICAL RULES**: **Image Generation**: - Present: Human-Readable + Optimized JSON - JSON meta-principles: distilled concepts, "Execute step-by-step", framework context - JSON opens: "Website screenshot" + "Professional website design mockup. Award-winning UI design. Modern web interface 2025." - JSON shows: ALL 5-6 sections vertically in one mockup - JSON emphasizes: interactive element visibility (CTAs, buttons, animations) - JSON includes: modern frameworks (Tailwind, Shadcn, Glassmorphism), background depth (gradients, shaders, mascots—NEVER flat) - User "generate" → Send ONLY JSON → No modifications - Aspect ratio: 9:16 (vertical to show all sections) - After image appears → User MUST type "continue" to proceed (tool only returns image without commentary) **Homepage Development**: - Generate mockup with ALL 5-6 sections at once - After approval, build COMPLETE homepage code (all sections functional) - Deliver entire homepage as single working file - Then make navigation/additional pages functional - Flow: complete homepage → functional navigation → additional pages **Content Adaptation**: - NO hardcoded templates - Adapt ALL to user's specific business context - Strategic frameworks based on actual audience - Section selection/styling contextualized to goals - Design choices match aesthetic preference - Professional placeholders easily customizable **Standards**: Contemporary frameworks, background depth, interactive element visibility, modern CSS/frameworks, 2025 quality throughout. **Control**: User commands each phase explicitly. "generate" for mockup (then "continue" after image), "approved"/"build" for code, choose-your-adventure for pages, adjust anytime. Begin Phase 1 when ready.

Alex Prompter

190,110 görüntüleme • 8 ay önce

What's next for OpenTUI? Here's a technical write-up. Over the last few months OpenTUI gained a lot of stability improvements, new unnecessary but fun features like live audio streaming, and useful features like rendering to the scrollback buffer mixed with a live TUI, called footer mode. Overall the feature set enables building large and complex applications. React and Solid make it super simple and convenient. There is still so much to do though. Three big milestones we have set out to achieve are: - Moving most of the behavioural logic currently living in TypeScript down to the native Zig core - Node compatibility - Optimizing the hell out of primitives like text rendering The render tree mechanisms are currently only usable from TypeScript. Think of the DOM, but controllable like a scene graph. Elements in the render tree are called renderables. They can expose a render method to draw themselves. All renderables are derived from a BaseRenderable. Renderables and the render tree will become native primitives. Building blocks usable from any language bindings. Reducing the TypeScript bindings to a very thin layer, with all the behavioural logic living in the native binary. Moving this down is not just a matter of porting TypeScript classes to Zig. TypeScript currently owns the tree, dirty-state propagation, layout reads, culling, and render ordering. If it still has to walk every node and call into native code for each step, we keep most of the complexity and add FFI overhead. Whole passes and their state need to move together. We took a big step towards this recently by building yoga-layout into the native binary. It exposes part of the official yoga-layout TypeScript package via FFI. Only the API surface that is actually used by OpenTUI. Covered by the test suite of the original yoga-layout package. This already gave a median speedup of ~2.5x, and up to 30x for narrow scenarios. The yoga-layout integration is useful beyond the speedup. Built-in text and editor measurement can now happen entirely in native code during layout instead of calling back into JavaScript. I ran an experiment last month taking this even further, having GPT 5.6 port yoga-layout from C++ to Zig, which gave extremely good results. It would be a burden to maintain right now though, so that's off the table for now. I might come back to it. Simon Klee is working relentlessly on Node compatibility and already has a full Node version of OpenCode running. Node got FFI support in v26.4.0, thanks to help from the Node community, namely Matteo Collina and Paolo Insogna. Behaviour and interfaces seem similar between Node and Bun, but there are some major differences. To get the best performance out of the Node FFI implementation, its usage has to follow some rules. Node has three ways to call native functions: the generic C++/libffi path, the SharedBuffer path, and the V8 Fast API. The generic path converts every argument in Node's C++ layer and then calls the function through libffi. It is flexible, but also the slowest option for frequently called functions. The SharedBuffer path is a middle ground. JavaScript writes scalar values and BigInt pointers into a small per-function buffer, reducing some conversion work. The actual native call still goes through libffi though. Typed arrays used as pointers cannot be packed into this buffer and fall back to the generic path. The path we really want is the V8 Fast API. Node generates a small machine-code trampoline for the exact function signature, allowing optimized JavaScript to call the native function without going through the generic converter or libffi. This only applies to JavaScript-to-native calls. Callbacks from native code into JavaScript still use libffi closures. Getting onto this path is quite strict. A signature can have at most eight arguments and everything must fit into CPU registers. x86-64 Unix systems have room for six GP (general-purpose) and eight FP (floating-point) arguments. AArch64 has room for seven GP and eight FP arguments. Anything that spills onto the stack falls back to a slower path. These are Node fast-path restrictions, not general FFI restrictions. Bun also does not support passing structs by value through its current FFI API. OpenTUI uses bun-ffi-structs to pack ABI-aligned struct data into an ArrayBuffer and passes a pointer instead. Despite the name, the package also works with Node. Pointers need some care too. Typed arrays and ArrayBuffers normally have to be resolved into BigInt addresses first. Eligible functions with exactly one pointer argument get another Fast API entrypoint that can extract the address directly from the buffer. An eligible signature is still not enough. V8 has to optimize a direct call with a fixed number of consistently typed arguments. Wrappers that collect arguments and forward them using spread or Reflect.apply can hide that call shape and keep the function on a slower path. The practical rules are: keep hot signatures within register limits, use direct fixed-arity calls with stable argument types, reuse owned buffers safely, and batch small operations. Then measure the real call site, because eligibility only makes a function fast-capable. We have to design the ABI around these constraints where it makes sense and gives the expected performance improvement. The third big area is text rendering. Today a Text renderable accepts a string, StyledText, or a tree of TextNodes. Before rendering, the TextNode tree is walked and flattened into styled chunks. Those chunks are packed in TypeScript, sent through FFI, copied into a native TextBuffer, and stored in a rope. Styles are represented separately as highlights. A TextBufferView then wraps the rope into visual lines, which are drawn into the visible buffer. This works, but updates are much more expensive than they should be. setStyledText effectively throws away and rebuilds the rope, copies and reparses all text and recreates the style highlights. Changing one TextNode also walks and flattens the complete tree before going through this path again. Text and style segments should instead live directly in the rope and support incremental replacement. Memory ownership is split between retained JavaScript buffers, the native memory registry, rope arenas, wrapping caches, styled-text storage, and highlights. Different operations preserve or reset different parts of that state. This is hard to reason about and can retain memory for much longer than expected. Text storage needs clearer ownership, with fewer lifetimes split across JavaScript and native code. The public API reflects the same split. The t template literal is convenient, but creates another intermediate chunk representation that is mutable, not cached, and not merged. Text also maintains both StyledText content and a special TextNode tree, which do not compose properly. TextNode is only a style scope, not a normal layout primitive, so Text renderables cannot naturally compose inside each other. I think this should become one Text primitive backed directly by rope segments. The template literal API might disappear or become a very thin helper around those native segments. Editing has another temporary layer in TypeScript. Extmarks currently monkey-patch editing operations, scan and adjust all marks after changes, maintain their own undo state, and recreate native highlights. They should become native marks anchored directly in the rope. A proper mark tree, similar to Neovim's marktree, could update marks together with edits, undo, and redo, and provide the foundation for highlights and concealment. Text wrapping has also become too complex. Supporting CJK, emoji, combining characters, ZWJ sequences, tabs, and different terminal width rules currently mixes byte offsets, grapheme indexes, and display-cell columns across several custom algorithms. Dirty views rewrap the complete document. Measurement and drawing can repeat some of the same work. The wrapping implementation needs an overhaul, but the exact shape is still open. The goal is to make Unicode handling easier to maintain, avoid repeated full-document work, and clearly separate byte offsets, graphemes, and terminal display cells. None of this will happen as one big rewrite. We will replace pieces when we understand the problem well enough and when the result is clearly simpler, faster, or more useful. To achieve all of this we might break public interfaces. Thanks to OpenCode and a lot of good models, migration to a new version with breaking changes mostly is not an issue anymore. What do you want to see next for OpenTUI?

kmdr

29,430 görüntüleme • 21 gün önce

🔊UNBELIEVERS: ONE MORE TIME—DON'T CLOSE YOUR EARS!! The tribulation is coming, and you are completely unprepared for what’s around the corner! It will be the worst time in all of history, and you have no idea what’s coming. God is about to unleash His judgment on this world, and NO ONE will stop Him. The 7-year tribulation will soon begin, but before that, He will come to take His Church OUT of this world. IT'S TIME TO TURN TO JESUS!! 🔥Times are about to change once the Church is removed! The world as we know it will come to an end and it will face the 7-year tribulation. 📜It's all written in the book of Revelation which is a letter written by Jesus to His Church, where He tells us HOW He will judge and unveil His divine nature to this world after being hidden for 6,000 years. He opens the scroll and breaks the seals, revealing what is about to happen. ⚠️SNEAK PEEK OF WHAT'S COMING UP! 👉🏼First, Jesus will descend from heaven to resurrect and rapture His Church. All believers who have died in Him will be raised from the dead, and then, those of us who are still alive will be taken to heaven to be the Lord. The world will try to spin it as if it's related to aliens or some other fabricated story—do NOT be deceived! Remember, it's written: 📖 "For the Lord Himself will descend from heaven with a shout, with the voice of an archangel, and with the trumpet of God. And the dead in Christ will rise first. Then we who are alive and remain shall be caught up together with them in the clouds to meet the Lord in the air. And thus we shall always be with the Lord." 1 Thess 4:15-17 🖊️After the Church is taken away, the Antichrist will emerge and will sign a 7-year peace agreement with Israel allowing them to rebuild the third temple. This agreement will mark the beginning of the 7-year tribulation. It will be a time of great trouble, the worst the world has ever seen! 👉🏼During this time, according to the Book of Revelation, God will unleash 21 divine judgments upon the Earth, leading to the death of over half the world's population. These judgments will include turning both the seas and fresh drinking water into blood and causing the sun and moon to lose their light. 📜THIS IS HOW IT WILL UNFOLD: 👉🏼 Seven Seals: 1/4 of the world’s population dies. (Revelation 6) 1. The White Horse (Antichrist-false peace). 2. The Red Horse (War). 3. The Black Horse (Drought/Famine/Economic disaster). 4. The Pale Horse (Plague/Disease). 5. Martyrdom of those who refuse to worship the beast (The Tribulation saints massacre). 6. A massive earthquake reshapes the earth. 7. Silence in Heaven. 👉🏼 Seven Trumpets: 1/3 of the world’s population dies. (Revelation 8-11) 1. Hail and fire mixed with blood. 2. A great mountain cast into the sea. 3. Wormwood — a meteor that poisons a third of the drinking water. 4. A third of the sun, moon, and stars darkened (great cold and darkness) 5. First Woe (Those who accept the mark suffer under a plague of demonic locusts). 6. Second Woe (one-third of mankind killed by a demon army). 7. Third Woe (Lightning, Voices, Thunder, an Earthquake, and Great hail.) 👉🏼 Seven Vials/Bowls (Revelation 16) 1. Grievous Sores on those who take the mark of the beast. 2. The rest of the seas turn to blood. 3. Rivers and fountains turned to blood. 4. Great heat. 5. Great darkness over the earth. 6. The Euphrates River dries up. 7. A Massive earthquake and vast earth changes. 🕞During the midpoint of the tribulation, 3.5 years after the Antichrist signs the deal with Israel, he will sit in the temple, declaring himself as God and demanding to be worshipped. Israel will realize they've been deceived and seek refuge. If you're still here during this time, DO NOT ACCEPT THE MARK OF THE BEAST, it will be your doom, and you will go straight to hell! 👉🏼 The Battle of Armageddon (Revelation 19) At the conclusion of the seven years, the Beast's armies, alongside the kings from the east, assemble in the Megiddo Valley (Israel) with the intent to annihilate the remaining Jewish population. At this moment Christ will return in power and glory, accompanied by the Armies of Heaven. Together, they defeat the evil armies, securing the final victory! 👉🏼 The Judgment of the Nations (Matthew 25) Christ judges the remaining nations. This will be the end of the 6,000 years and a new era will begin for this world. 👉🏼THE MILLENIAL KINGDOM: Christ will reign on the throne of David in Israel, ruling over the earth for a thousand years. During this time, the world will be freed from the curse of sin, and it will become a peaceful place, as it was originally intended to be from the beginning! 🔥As far as our understanding goes, without salvation, all those who rejected Him will be sent to Hades (Luke 16:22–23) upon death, where they will experience an excruciating time waiting for the end of the 7-year tribulation and the 1,000-year millennial period when Jesus will rule on Earth. 💣After this, Satan who was bound will be released, and he will revolt against God again, but his rebellion will be finally defeated. At that point, the Bible tells us that he will be thrown into the lake of fire (Revelation 19: 19-20; 20:7-10). Then everyone who has died, whether they were important or not who rejected Christ and His cross, will face God at the "Great White Throne" (Revelation 20:11–15). 👉🏼Next, "the books" described in Revelation 20: 12 will be opened. These books hold records of everyone's deeds, whether good or evil. It's crucial to understand that God knows everything that has ever been said, done or even thought. Using this information, God will fairly judge each person based on their actions. 📕Another book will be opened at this moment, known as the "Book of Life" (Revelation 20: 12). This specific book plays a crucial role in deciding whether a person will receive eternal life with God or endure eternal punishment in the lake of fire. 🔥On this horrific day, all those who are not morally perfect and have rejected the free gift of salvation in Christ, His cross, will be thrown into hell, known as the lake of fire. Their fate will be sealed, and there will be NO HOPE of ever getting out! (Revelation 20:13) 👉🏼I don't share any of these terrible things with you to scare you, but to awaken you to the reality you face. The most important decision of your entire life is where you put your trust. Jesus is the way, the truth, and the life! He died so you can spend eternity at His side! 👉🏼God says: 📖" ‘As I live,’ says the Lord God, ‘I have no pleasure in the death of the wicked, but that the wicked turn from his way and live. Turn, turn from your evil ways! For why should you die, O house of Israel?" Ezekiel 33:11 ✝️Ready or not, the world as we know it is coming to an end, and at the end of that road, we will ALL face HIS cross. At that point, our future will depend on ONE decision we make here on Earth — choosing Jesus! Jesus Christ is Lord! 🔚At the end of that road, it will not matter what your opinion of Jesus is anymore. The Bible states that "every knee will bow and every tongue will confess that Jesus Christ is Lord." 🔊 At the cross is where it all ends for every person who has ever lived. The most important decision that you could ever make in your life is to believe in Jesus, this is where our life truly begins! 🔊TURN to HIM BEFORE YOUR FATE IS SEALED! DON'T REFUSE HIS INVITATION!! Jesus is coming for His Church to rescue us from those horrific 7 years of tribulation that the world must endure. We are at the end of the road! 👇🏼👇🏼👇🏼 ⚠️Believe Jesus is the Son of God, who shed His blood for you, and died on the cross for our sins, He was buried and resurrected during the third day, according to the Scriptures, so we can have eternal life with Him. The moment you believe in Him and that He died for your sins - you're saved, justified, sealed until the day of redemption, and rapture ready! The Holy Spirit will come to live inside of you - He will help you, guide you, change you, and be with you FOREVER! 📖"For God so loved the world that He gave His only begotten Son, that whoever believes in Him should not perish but have everlasting life." For God did not send His Son into the world to condemn the world, but that the world through Him might be saved. He who believes in Him is not condemned; but he who does not believe is condemned already, because he has not believed in the name of the only begotten Son of God." (John 3:16-18) ︵‿︵‿︵‿︵︵‿︵‿︵‿︵︵‿︵‿︵‿ Maranatha!🤍🤍🤍

Maranatha777

15,233 görüntüleme • 11 ay önce

In a newly released technical update, SpaceX's leadership team, which includes communications manager Dan Huot, Director of Satellite Engineering Ian Dahl, and CEO Elon Musk, detailed a highly ambitious infrastructure roadmap to design, manufacture, and operate specialized artificial intelligence computing satellites at scale. Positioned as a major strategic pillar to dramatically elevate civilizational energy and processing capacity on the Kardashev scale, this strategy moves past traditional communications architectures into massive orbital server arrays. Here is the complete breakdown of the core technologies and timelines driving this space-based intelligence revolution: 🛰️ AI1 satellite power and compute capacity Ian Dahl and Elon Musk introduced the baseline performance targets for the first-generation AI1 satellite, explaining how its custom hardware is engineered to operate like an orbital data center server rack. Ian Dahl noted that their direct operational experience with xAI guided them to target a 150-kilowatt peak power capacity. To manage active machine learning workloads continuously, Elon Musk explained that the satellite is optimized to maintain a sustained average compute power envelope of 120 kilowatts, which directly mirrors the real-world performance of a terrestrial NVIDIA server rack. The official presentation slides outline several key operational metrics for this payload configuration: ⚡ The custom architecture delivers a 150 kW peak compute payload. 🔋 The system maintains a 120 kW sustained average compute payload under active workloads. ⚖️ The hardware achieves a highly optimized power-to-weight density of 70 kW per ton. 🔄 The layout features a completely interchangeable compute provider design. "We thought that the right place to start is around the 150 kilowatt peak power level. But as we look at the workloads with our experience with xAI, we see that we can support about 120 kilowatts of average compute. The 150 kilowatt peak power level roughly matches what, say, an NVIDIA GV300 rack would do. A more reasonable operating envelope would be around 120 kilowatts average power, but it can peak up to 150. So it is basically thinking about it as a rack of compute in space." --- 📐 AI1 satellite dimensions and thermal efficiency specs Elon Musk detailed the physical layout of the AI1 satellite, highlighting the massive dimensions required to accommodate its immense power and cooling hardware. He shared specific design criteria, explaining that the engineering relies on a custom 150 kW solar array paired with a high-capacity deployable liquid radiator thermal management system. The technical specifications of this vehicle layout include: 📏 The structural frame features a massive 70-meter wingspan. ↕️ The vehicle spans a total deployed height of 20 meters. ☀️ The onboard solar array delivers an efficiency of 250 W/m² using technology manufactured in Bastrop, Texas. 🌡️ The thermal system utilizes a 110 m² deployable liquid radiator to cleanly dump waste heat. 🔄 The cooling architecture incorporates redundant pumping loops for mission safety. 🛡️ The exterior contains integrated micrometeoroid shielding to protect the fluid lines. 🧭 The double-sided radiators achieve a dissipation rate of 1400 watts per square meter while remaining oriented knife-edge to the sun. "The assumptions here are 250 watts per square meter for the solar array and about 1400 watts per square meter for the radiators. The radiators are double-sided, radiating on both sides, and they're oriented knife-edge to the sun. They have about a 70-meter wingspan, so these are fairly large." --- 🧩 Simplified design architecture built on Starlink V3 tech Elon Musk explained that despite the satellite's imposing size, its internal architecture is fundamentally much simpler than a standard Starlink satellite. Because it lacks heavy phased array and parabolic communications antennas, the entire vehicle layout is completely streamlined around a few essential structural modules: 🎛️ The hardware framework is arranged around a centralized compute module. ☀️ Large deployable solar arrays extend outward to capture orbital energy. 🌡️ A deployable liquid-radiator thermal management system controls active operational temperatures. 🔄 The engineering team heavily leverages the component evolution and manufacturing experience gained from developing the Starlink V3 vehicle platform. "The AI satellite is actually much simpler than a Starlink satellite. A Starlink satellite has gigantic phased array antennas, parabolic antennas, and a lot of laser links, making it much more complicated. An AI satellite is essentially a lot of solar cells, a radiator, and you still need some laser links, but you don't have all of the super complex antennas that you have on a Starlink satellite. A lot of this is technology we've already made for the Starlink V3 satellites." --- 🔌 Interchangeable compute reference designs and high connectivity Elon Musk outlined a modular hardware approach for the satellite's payload, allowing it to house a variety of industry-standard processing units depending on client requirements. This interchangeable compute rack is supported by a high-bandwidth connectivity loop that links separate orbital units together or transmits data directly back to Earth. The core network parameters include: 🧠 Reference designs are fully established to seamlessly accommodate NVIDIA Reuben chips. 💾 The system architecture is built to support alternative setups using NVIDIA GB300 chips. 💻 Custom hardware layouts are explicitly designed to integrate Google TPUs. 🌐 The onboard communications setup delivers roughly 1 terabit of laser link connectivity. ⏱️ The network closes the communication loop directly with the main Starlink constellation at an ultra-low latency of only 3 milliseconds. "Our current reference design is for NVIDIA Reuben chips, or it could be either GB300 or Reuben chips. We'll also have a reference design for TPUs. Essentially, you can put up any existing chips into orbit. There would also be probably something on the order of a terabit of laser link connectivity from the satellite. Then you can connect these racks of compute to each other by the laser links or directly to the Starlink constellations. Light travels 300 kilometers per millisecond, so that's about three milliseconds away." --- 🏭 The "gigasat" AI satellite and solar production hub in Bastrop, Texas Dan Huot highlighted that the primary production hub for this entire hardware ecosystem is anchored at their sprawling complex in Bastrop, Texas, officially designated as the Gigasat factory. Elon Musk verified that construction is already actively underway on the solar manufacturing facility to feed the project's supply line, with plans moving forward to construct the adjacent AI satellite assembly lines. The physical footprint and timeline of this manufacturing hub are defined by the following benchmarks: 🗺️ The company has over 1,000 acres of land currently owned or under contract for the site. 🏢 The manufacturing complex boasts a massive structural building potential exceeding 11 million square feet. ⚙️ The facility will vertically integrate production to manufacture solar ingots, wafers, solar cells, and completed AI satellites. 📅 Both the solar and AI satellite production lines are targeted to be operational at a viable volume by the end of next year. "We're going to be building a lot of satellites and we're going to be building them here in Bastrop. We already have the solar manufacturing facility under construction, and then we will be building out the AI sat production building soon. We expect to have the AI sat production, the solar production, and all of that operating at some reasonable volume by the end of next year." --- 🏢 The 100-million-square-foot "terafab" chip factory Elon Musk revealed a massive, long-term scaling strategy to build an immense chip manufacturing facility dubbed the "terafab" to completely bypass global semiconductor volume constraints. This manufacturing infrastructure is designed to transition the company into next-generation industrial scaling by producing highly specialized computing components at an unprecedented volume. The scale of this infrastructure project is defined by several extraordinary engineering and production benchmarks: 🏭 The colossal factory is projected to span approximately 100 million square feet, making it ten times larger than the current Tesla Gigafactory Texas. ⚡ The facility is structurally engineered to achieve a massive manufacturing output of 1 terawatt per year once fully operational. 📦 This unprecedented physical footprint provides the capacity required to manufacture 1 billion full-reticle equivalent chips annually. 🔌 Each individual chip manufactured by the facility is designed to run at a power capacity of 1 kilowatt. 🇺🇸 The total scaled output of the facility represents an energy footprint that is exactly double the current annual electricity consumption of the entire United States. "In order to get to the next order of magnitude, you need a gigantic chip factory. To give you a sense of scale here, we expect that the terafab is going to be around 100 million square feet, which is 10 times the size of the Tesla Gigafactory Texas. From a logic die standpoint, that's like having a billion chips per year with a kilowatt per reticle, scaling to a terawatt per year. That is twice the current electricity consumption of the United States." --- 📶 Next-generation high-volume Starlink terminals Dan Huot and Elon Musk introduced their next-generation Starlink user terminals, which have been redesigned specifically to achieve massive manufacturing throughput. Elon Musk pointed out that these newer models will be produced in vastly higher volumes than current hardware designs to fulfill their long-term global deployment targets: 📈 The upgraded user hardware is manufactured at a much higher volume capacity than existing units. 🌍 The company's ultimate target is to successfully deploy a few hundred million of these next-generation terminals worldwide. "In fact, these are the new Starlink terminals, which we made in much higher volume than the current terminals. Ultimately, we think there's probably going to be a few hundred million Starlink terminals out there." --- 📈 Aspirational timeline for orbital AI compute scaling Elon Musk laid out an ambitious, multi-year execution timeline detailing how the company plans to progressively scale space-based processing power. The roadmap targets an initial run-rate by the end of next year and sets an aggressive pace to increase total operational capacity sequentially through a structured, multi-phase timeline: 1️⃣ The initial target aims to hit an annualized run-rate of 1 gigawatt of space AI compute by the end of next year. 2️⃣ The capacity scales to an annualized rate of 10 gigawatts within the next two and a half years. 3️⃣ The operational envelope expands to reach 100 gigawatts in three and a half years. 4️⃣ The long-term deployment plan scales directly to a full terawatt capacity per year using the output of the terafab. "The goal is to get to roughly an annualized rate of a gigawatt per year by the end of next year in terms of space AI compute. Then aspirationally, we want to scale that by an order of magnitude per year. In two and a half years, hitting an annualized rate of 10 gigawatts a year in space, and in three and a half years, maybe a hundred gigawatts, going beyond that with the terafab to scale to a terawatt per year." --- 🌕 Ultimate scaling via lunar production and mass drivers Elon Musk explained that scaling three orders of magnitude past a single terawatt forces a transition completely off-planet to avoid the logistical penalty of Earth's deep gravity well. The vision relies on establishing manufacturing infrastructure directly on the moon to leverage localized resource loops and zero-atmosphere physics: 🌙 The company plans to establish localized raw production lines on the moon to fabricate solar panels, photovoltaics, and radiators from lunar materials. ⚡ Manufacturing components locally avoids the massive fuel and mass penalties of transporting heavy structural materials from Earth. 🧲 Because the moon has no atmosphere and only one-sixth of Earth's gravity, the facility will utilize an electromagnetic mass driver to launch completed satellites. 🚀 Operating essentially as a linear electric motor rail gun, this mechanism will shoot fully assembled AI satellites straight into deep space without relying on chemical rockets. "The only way that we can really see that you can achieve that is on the moon with a mass driver, essentially where you do local production of photovoltaics, solar panels, and radiators on the moon. Because the moon has no atmosphere and only one-sixth Earth's gravity, you can accelerate the AI satellites into deep space without a rocket. You can basically shoot them into space using an electromagnetic gun, like a rail gun type—it's basically a linear electric motor."

Ming

22,203 görüntüleme • 2 ay önce