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ๆญฃๅœจๅŠ ่ฝฝ่ง†้ข‘...

่ง†้ข‘ๅŠ ่ฝฝๅคฑ่ดฅ

๐Ÿฆˆ๐— ๐˜† ๐— ๐—ฎ๐—ป๐—ผ๐—ธ๐—ถ๐˜ ๐—”๐˜ƒ๐—ฎ๐˜๐—ฎ๐—ฟ ๐—•๐—ฎ๐˜€๐—ฒ ๐—ถ๐˜€ ๐—ผ๐˜‚๐˜ ๐—ป๐—ผ๐˜„!๐ŸฆŠ Features Full Face tracking, Masc and Fem shapes, MMD Visemes, 3 Textures and Toggleable Squint for that iconic Manokit look! Available on Gumroad! Link in๐Ÿงต! #VRChat #Furry

18,631 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰ โ€ขvia X (Twitter)

10 ๆก่ฏ„่ฎบ

Vivi ็š„ๅคดๅƒ
Vivi2 ๅนดๅ‰

Promo Vid @MaxFilmsVR Textures and Icons @VashTwiist Render @GatorKetchup

LilMissCharmer ็š„ๅคดๅƒ
LilMissCharmer2 ๅนดๅ‰

This is really cute!! May have to redesign my old Manokit OC for this. If you ever do a Dutch Angel Dragon avi, let me know ๐Ÿ‘€

Skal๐Ÿณ๏ธโ€โšง๏ธ๐Ÿ”œBWS ็š„ๅคดๅƒ
Skal๐Ÿณ๏ธโ€โšง๏ธ๐Ÿ”œBWS2 ๅนดๅ‰

@Inkblitzer Omg it may be time to do a 2.0 avatar. This is so cute!

Joltmar ็š„ๅคดๅƒ
Joltmar2 ๅนดๅ‰

AaaaAA

Corrado_shepsky ๐Ÿพ ็š„ๅคดๅƒ
Corrado_shepsky ๐Ÿพ2 ๅนดๅ‰

Another banger of an avatar from an amazing maker ๐Ÿ’š

๐Ÿ‘ SnakeMayo SFW ๐Ÿณ๏ธโ€โšง๏ธ ็š„ๅคดๅƒ
๐Ÿ‘ SnakeMayo SFW ๐Ÿณ๏ธโ€โšง๏ธ2 ๅนดๅ‰

Fluffy shark ๐Ÿ’–

Hickory the Drox ๐Ÿฒ๐ŸฆŠ ็š„ๅคดๅƒ
Hickory the Drox ๐Ÿฒ๐ŸฆŠ2 ๅนดๅ‰

The base looks amazing, though I don't have Substance Painter

TexxRex @ MFF ็š„ๅคดๅƒ
TexxRex @ MFF2 ๅนดๅ‰

YESSSSSSSSS!

ElaynixBatty ็š„ๅคดๅƒ
ElaynixBatty2 ๅนดๅ‰

OMG YAYYYYYYYYYYYYYY

lucylu wickerbeast ็š„ๅคดๅƒ
lucylu wickerbeast2 ๅนดๅ‰

Love that you added face tracking I have it on my pico 4 pro. I will buy this its super cute. ^_^

็›ธๅ…ณ่ง†้ข‘

This is probably the best summary of Wolverine gameplay and story from the previews I've seen yet. Sounds great! ๐Ÿ”ฅ Also deeper than I think some realise. Relevant details and an edited video going over them. + Rage meter with 3 or more levels + Builds with combos and specific moves + As Logan's animalistic aggression builds, new combos, moves and finishers become available + Final rage level offers heightened combat and an extra life + Enemies are aware of and react to Logans increasing rage, and can become too scared to fight + Was more challenging for some journos than they expected. Can't just go in button mashing, must be strategic with enemy attack parries, dodges, which enemies to prioritise etc. + Can unlock techniques and abilities over time, that not only tie in to rage, but have strategic combat benefits + Early examples include a healing heavy attack to staggered enemies, a jumping knee that interrupts enemy attacks, AOE for crowd control etc + It's not one giant skill tree, you swap techniques and abilities in and out for specific use case builds, based on what suits the combat scenario or boss you're facing + Adaptations allow you to modify the systems and techniques Logan has + 3 progression layers work together. Rage for skill based reward, techniques for new moves and abilities, adaptations that change how his moves and systems behave + Some enemies and segments have ability inhibitors, which prevent Logan from certain abilities, such as healing, which makes parry and dodge much more important and the difficulty higher + Game features slower exploration segments where you can freely explore and unlock unique dialogue, interactions, challenges, rewards, collectibles, listen in on convos, find hidden things etc + His heightened senses, hearing, smell etc are used during these exploration segments + Nightmare Trials (replayable challenges) offer different types of gameplay challenges; traversal, combat etc. Beating them offers rewards and can unlock new memories for story tie in + You have different outfits and different claws + Gameplay segments integrate other characters. In one, Mystique infiltrates enemy lines to help Logan Keep in mind this is mostly from early in the game, so who knows what we'll unlock or how things will develop late game. Either way, it all sounds promising. #Wolverine #PS5 Full link (with great story analysis too):

NIB

51,230 ๆฌก่ง‚็œ‹ โ€ข 12 ๅคฉๅ‰

We just launched Frido Vajra Gaming chair which is arguably light years ahead of current generation of gaming chairs in market. Our team just didnโ€™t wanted to launch another gaming chair, we wanted to change the Gaming Chair Industry by showing whatโ€™s possible and fix every single compromise that the current chairs are built on. There is nothing that comes close to this, at least not in India. This will probably surpass the feature benchmarks of global bests but we will wait till international influencers love it as much as Indian ones did. Fingers crossed ๐Ÿคž Timestamp guidance for those who are keen to explore specifics in livestream but donโ€™t have the time to watch it in full โคต๏ธ 1/ 0:30 From 1 to 3 million customers Frido was founded in 2015. We started by solving real mobility problems. Today, over 3 million people use Frido products. 2/ 3:00 Why Most Gaming Chairs Fail to Deliver Most gaming chairs optimise for looks, not performance. Existing Neck pillows donโ€™t support and are cosmetic. Lumbar pillows that come with gaming chair are unusable. Armrests wobble. Recline feels unsafe. They look premium but function average. 3/ 12:30 A Neck Rest That Actually Works Vajra uses a magnetic neck rest. No straps. It adjusts naturally with height and movement and provides real cervical support. 4/ 16:20 Smart and 3D Back Support for Real Gaming Posture Gamers lean forward. Vajraโ€™s 3D lumbar backrest moves with the user to maintain spinal support during gameplay, typing, and streaming. Available in mechanical and electric variants. 5/ 19:45 Recline Without Fear Stability was non negotiable. A 370 mm base radius keeps the chair stable even at deep recline. You can relax without thinking twice. 6/ 22:30 Armrests That Stay Put These are 4D armrests built for stability. They move where needed and lock firmly in place. No accidental shifts mid game. 7/ 25:30 Built In Recovery Vajra includes a rechargeable haptic massage system and a solid weight bearing footrest. Both are designed for recovery during long sessions. (Pls note: Haptic Massage is only available in Electric Variant) 8/ 32:40 Why Itโ€™s Called Vajra Vajra is a powerful weapon that stands for strength and durability. Backed by a three year warranty, it is built for gamers, professionals, and students who sit eight to twelve hours a day. Link to buy Vajra Gaming Chair below๐Ÿ‘‡ Limited time COUPON: โ€œGANESH4000โ€ for additional 4000 Rs off. ๐Ÿš€๐Ÿš€

Ganesh Sonawane

47,906 ๆฌก่ง‚็œ‹ โ€ข 6 ไธชๆœˆๅ‰

If you watch this ~50 minute screen recording closely (yeah, I know, it's long; there are also some times when my computer was very slow and laggy, just skip past that part. And at one point I had to run and get my 9-month-old a new bottle and left it on a boring screen, sorry!), I believe you can see real signs of the kind of runaway, recursive AI self-improvement that people have been warning of for a while (Mr. Kurzweil most notably and prophetically). Why do I say that? What's different now? Well, there's a reason my set of agent coding tooling is called the Flywheel. These tools all mutually self-reinforce each other. And they all flow directly into my ntm tool (short for "named_tmux_manager"), which acts as a sort of integration point and nerve center for the tools (this is becoming more true by the minute as I'm now seriously working on ntm). Now, ntm was something I started making to automate some aspects of my workflow, but it was the kind of thing where, until it was perfect, it sort of just slowed me down. So I didn't actually use it even though I kept working on it and trying to improve it, and suggested to users that they try it in my tutorials. Well anyway, I finally got around to "dogfooding" ntm last night, and now it's going to get very dramatically better at an alarming rate. Some of that is from applying my "idea wizard" prompt to generate more useful features and building that stuff out and addressing obvious pain points I encountered during my newfound usage of the tool. But a lot comes from my realization that, once again, ntm's true utility is not as a tool for ME, but for an agent. That is, ntm lets one instance of Claude Code or Codex act as, well, me, do the things that I had been doing manually. Do I wish I had started using ntm earlier? No, for two big reasons: 1) Doing it manually helped me build up my intuition massively, which directly led me down the path of creating useful prompt strategies and workflows; these often began as ad-hoc prompts that I realized could be generalized and made more versatile/universal. Lesson: don't prematurely automate until you have an intimate, intuitive feel for your "core value-add loop." Otherwise you'll have a fully automated system quickly that efficiently and automatically does a stupid or otherwise sub-optimal thing. 2) My eyes have been opened to the beauty and power of Skills. I'm not talking about your garden-variety skills that are just a simple markdown file. I'm talking about true tour-de-force directories of perfectly structured and organized files that are filled with good information, insights, workflows, etc., but presented in a way that is highly optimized for consumption by AI agents, with extreme attention paid to things like perfect progressive disclosure, token density, agent-ergonomics, agent-intuitiveness, etc. And also Skills that go way beyond markdown files, with full integration into Claude Code where it makes sense via hooks, sub-agents, and even Python scripts. These kinds of skills are a qualitative difference in expressive power and usefulness and a total game changer. They are also effectively composable, creating almost an algebra of skills that let you use them together in powerful ways. I'm working on a subscription service website and CLI tool now to share what I've learned here most effectively, stay tuned for that in the coming days. Anyway, I now know what to make and how to make it. So, getting back to that screen recording, what does it show that makes me claim recursive self-improvement is here? If you keep your eye on the upper left tmux pane, that's the "controller" agent. It is using ntm to control all the other panes which are also running Claude Code (but ntm fully supports other agent types like Codex and Gemini-CLI, and it's trivially easy to mix and match them if you wanted to have, say, 8 CCs and 6 Codexes for writing the code and 3 Gemini-CLIs for reviewing code.) Now, there's nothing that crazy about this much so far. But where it starts to get very cool is that as the session continues and we encounter real-world problems, things like my ridiculously overloaded computer that keeps hanging for long periods, Claude Code instances that crash and get into a frozen, unresponsive state, it can learn from that. And you can see it using my skill writing skill to refine its ntm vibe coding skill in real time. And then take that skill and refine it to be more intuitive for itself. Or use my cass tool skill to search all the session histories to look for problems that came up and strategize how to solve them. The most useful part was when, towards the end of the session, I told it to reflect on all the things we had done and problems we encountered. One way it can usefully leverage those reflections is by improving its ntm vibe coding skill to make it cover more edge cases and exigencies. But the other, more fundamental, way is for it to conceive of and design the optimal new features and functionality for ntm itself so that the tool embodies those lessons in a first-class way. This offloads cognition from its brain onto its tooling, just like how a person can lean on spellcheck or a calculator. It codifies correct, effective reasoning at the tool level, where it's more reliable and robust and repeatable. And btw, did you notice what code base it was working on the whole time? It was none other than ntm itself! So as it worked on its own tool, it had reflections and ideas about how to further improve the tool. Now, it could have just as easily gotten those insights and ideas while using ntm to work on a different project, but the fact that it was working on itself is almost gloriously meta and recursive. So by the end, after learning from tending to a big group of agent workers (btw, I have previously emphasized doing everything in a really distributed/decentralized way, where each fungible agent gets identical marching orders that tell it to use my bv tool to find the optimal bead to work on. This does work very well, but occasionally results in some contention and overlap from thundering herd, or at least wastes time/tokens/communication in avoiding that before the agents waste time duplicating work. But in this new ntm-oriented workflow, I was able to have the controller agent in the upper left use bv itself and then optimally parcel out the instructions to each agent so that we could know for sure that there's no overlap), I ended up with a ton of new beads for new features, which I had it optimize and polish a few times. Now I can swap to a new Claude Max account and have the swarm implement all those new features! It should only take a couple passes like the one shown in the screen recording to get everything implemented. Then we can rinse and repeat, having the agent read through the full session histories of each agent and its experience from its own session in sending ntm commands and seeing how they worked out in practice, to come up with the next batch of changes to both its ntm vibe coding skill AND to the ntm tool itself. Do you see how rapidly this turns into Skynet? My mistake earlier was in focusing on making myself a "faster horse" as Henry Ford used to joke about customers wanting before he showed them what they should really want (a Model T). That is, something that would make my experience nicer while doing this agent swarm based development workflow. But the obvious lesson is that you should make all your tooling agent-first because the agents are just better at this stuff. You can still watch, and of course I did add a ridiculous number of very nice human-centric features to ntm that you'll be seeing in the next day or two, but those are really kind of "for fun" to make us humans feel better about the process. All the real value-add is happening "by agents, for agents." PS: Towards the end, you can see me switch to my Mac and tell Claude to improve the skill that I made earlier today for taking the mkv screen recording files from OBS Studio and muxing them into MP4 files for sharing, while downloading songs from YouTube to serve as the background music. I made it so it can also grab the thumbnails and generate little song credit cards that show up in the lower right corner. This worked perfectly the first time! I'll include some screenshots in a response post showing how that worked, but it was awesome to witness. Skills are POWERFUL. I'll also post a link to this video on YouTube if you prefer to watch it there.

Jeffrey Emanuel

25,483 ๆฌก่ง‚็œ‹ โ€ข 7 ไธชๆœˆๅ‰

๐—–๐—ต๐—ถ๐—ป๐—ฎ ๐—ถ๐˜€ ๐—ณ๐—ถ๐—ป๐—ถ๐˜€๐—ต๐—ถ๐—ป๐—ด ๐˜๐—ต๐—ฒ ๐—ต๐˜‚๐—บ๐—ฎ๐—ป๐—ผ๐—ถ๐—ฑ ๐—ฟ๐—ผ๐—ฏ๐—ผ๐˜ ๐—ฟ๐—ฎ๐—ฐ๐—ฒ ๐—ฏ๐—ฒ๐—ณ๐—ผ๐—ฟ๐—ฒ ๐—บ๐—ผ๐˜€๐˜ ๐—ผ๐—ณ ๐˜๐—ต๐—ฒ ๐—ช๐—ฒ๐˜€๐˜ ๐—ฟ๐—ฒ๐—ฎ๐—น๐—ถ๐˜‡๐—ฒ๐˜€ ๐—ถ๐˜ ๐—ต๐—ฎ๐˜€ ๐˜€๐˜๐—ฎ๐—ฟ๐˜๐—ฒ๐—ฑ. AGIBOT held its Partner Conference in Shanghai last week. The real headline wasn't the new hardware. It was their CTO standing on stage, telling investors that humanoid R&D season is over. 2026, he said, is "Deployment Year One." Not research. Not demos. Deployment into real factories, real warehouses, real stores. The manufacturing ramp is getting faster. 1,000 humanoid robots in the first 2 years. Another 4,000 in the next 12 months. Another 5,000 in just 3 months after that. AGIBOT is now shipping more humanoids per quarter than most US robotics companies have built in their entire existence. Then came the announcements the industry will spend the rest of the year reacting to. AIMA. The first full-stack open architecture for embodied AI. A unified robot operating system called Link-U, three dev platforms for motion, interaction, and task creation, plus an open agent framework. Any developer can build on top of it. This is the Android play for humanoids. GO-2. A vision-language-action foundation model with Action Chain-of-Thought reasoning. Planning and execution collapsed into one model. GE-2. A world model for simulation, strategy testing, and sim-to-real transfer. AGIBOT WORLD 2026. An open-source, production-grade real-world dataset pulled from actual industrial, logistics, hotel, and commercial sites. Seven standardized "productivity packages" covering logistics sorting, retail service, security patrol, commercial cleaning, and more. Plug, deploy, bill. A 5-year, $280 million commitment to seed a global developer and partner ecosystem. Now look at the competition. Boston Dynamics has been building humanoids since 1992. Tesla's Optimus is still climbing its own hype curve. Apptronik and Agility are well-funded but pre-scale on real deployments. AGIBOT has pulled all of this off in three years, with no acquisitions, no legacy platform, and no IPO distractions. While the West is still asking when humanoids will scale, China is already shipping them by the thousand.

Shruti

214,939 ๆฌก่ง‚็œ‹ โ€ข 4 ไธชๆœˆๅ‰

EllesmereUI's Biggest Patch since Raid Frames is live! Aug Evokers since Blizzard won't give you an active state on your CDM for Ebon Might, I decided to give you one. check out the video! This feature also allows trinkets/pots/racials to get custom active states Players who share profiles: you can now include your full spell layout (which spells go where) and per-spell settings for CDM when exporting profiles! ----------- Full patch notes with new features and bugfixes: **Profiles:** - **NEW:** Profile exports can now carry your entire Cooldown Manager setup - which spells sit on which bars plus every per-spell setting - for the specs you choose, so importing a profile recreates your CDM layout instantly. **CDM:** - **NEW:** Give any trinket, potion, racial, or custom spell an Active State that adds its own glow and color while active, plus a Cooldown State Effect that changes its look based on whether it's ready. - **NEW:** Sync your trinkets, potions, and racials across specs with one button so you only set them up once. - Sound pickers for Focus Cast Sound and per-buff Audio Effect now have a search box. - Pandemic glow's Apply to All now also syncs tracking bars and keeps the same glow style everywhere. - A trinket, potion, or racial already on another bar now auto-moves to the new bar instead of being grayed out. - A buff saved under two spell IDs now shows as a single icon in the buff bar preview. - Cooldowns you remove from Blizzard's Cooldown Manager now disappear from your previews, while trinkets, racials, and custom spells are kept. - Added tracking for the Nightborne racial (Arcane Pulse), which was missing from the racial list. **Tracking Bars:** - **NEW:** Grouped bars now pack together with no blank gaps, always filling the next available slot. - Eclipse (Solar) and Eclipse (Lunar) now each drive their own bar. - Switching specs while the page is open now refreshes the selected bar correctly. - Pandemic glow now fires for Lifebloom on you or a group member. **Resource Bars:** - **NEW:** A new GCD Bar fills over your global cooldown, with full control over size, position, color, and look. - Expand Power Bar if No Resource now also expands when the class resource is toggled off or disabled for the spec. - Fixed the threshold color not showing with Enhance 5 Bar Style. - The cast bar latency overlay now reads live latency, so spell queueing no longer stops it showing. **Raid Frames:** - **NEW:** New healer tools including heal-absorb text, a crowd-control glow on debuffs, and more ways to position and highlight dispellable debuffs. - The Auto Resize toggle is now a dropdown that scales Indicators & Auras and Tracked Buffs independently with frame size. - New Show Over Dispels toggle lifts the heal-absorb overlay above the dispel gradient. - Fixed custom (non-20-player) sizes loading at the wrong position after login. **Unit Frames:** - **NEW:** A non-tank threat border shadows your player frame when you pull or hold aggro, with Has Aggro and Close to Aggro colors. - **NEW:** Player health text gains Heal Absorb Amount and Heal Absorb Short options. - **NEW:** Mini frames and Boss frames gain a per-frame Bar Texture dropdown. - **NEW:** Boss frames gain a Hover Borders control with its own mouseover and target colors. - **NEW:** Independent Spacing X and Spacing Y sliders for buff and debuff icons. - **NEW:** Absorb and heal-absorb style dropdowns now include your installed SharedMedia textures (also on Raid Frames and Nameplates). - A new Hover Borders control lets you turn the mouseover highlight border on or off per frame. - New Show 2 for Boss option adds a second decimal to boss frame health text. - Buff and debuff Offset X/Y sliders now reach plus or minus 1500. - A new Cast Bar Position cog adds an Offset Y slider for the boss cast bar. - Player, target, and focus cast bars now show above other frames instead of behind them. - Cast bar timer text now has room so it no longer cuts off early. **Action Bars:** - **NEW:** A new When Not Dragonriding visibility mode hides a bar while skyriding and shows it the rest of the time. - The When Dragonriding option now also shows the bar in Druid Flight Form. - The stance bar now shows its GCD swipe even for spells that don't change form. - Bars are briefly forced visible while Myslot's window is open to stop a stall during import/export. **Minimap:** - **NEW:** Hovering the calendar button now shows your raid and dungeon lockouts with boss progress, server time, and time until the weekly reset. - The Omnium Folio button no longer goes missing or drifts after a loading screen, and its position and scale now persist. **Mythic+ Timer:** - **NEW:** A new Show Time Remaining toggle adds an MM:SS countdown to the +2/+3 threshold row that reddens as time runs out. - Fixed timer and detail text cutting off after a font swap. **Colors:** - **NEW:** A new Global Colors section lets you share one profile's custom colors across all profiles or give each profile its own. **Localization:** - **NEW:** Full Russian language support. **Auras, Buffs & Consumables:** - Warrior stance reminders now read the stance bar, so each spec is reminded of its correct stance and clears the moment it's active. - The Inky Black Potion reminder now clears after you drink the potion and reappears on cancel, expiry, or death. - The last-used flask, food, and weapon-enchant preference now saves correctly. **Nameplates:** - A new sync icon on the Pandemic Glow Style row applies the nameplate's pandemic glow to all CDM and tracking bars at once. **Chat:** - The Whisper Sound dropdown gained a search box. **Bags:** - Mythic Keystone dungeon abbreviations now split on hyphens (Nexus-Point Xenas shows as NPX) and handle localized names.

Ellesmere

53,393 ๆฌก่ง‚็œ‹ โ€ข 2 ไธชๆœˆๅ‰

This guy runs his entire marketing department out of folders and markdown files. No code or crazy automations. He calls it CMOHQ, it works with any AI (Claude, ChatGPT, Hermes, Codex), and he sells the whole thing as a zip file. He went 3 weeks without opening his laptop and the business kept running. Justin Brooke โค๏ธโ€๐Ÿ”ฅ is back on the pod to walk us through the entire system. Here's what I learned: 1. The whole OS is folders and markdown files. He tried n8n, LangChain, and CrewAI. Too technical for a copywriter. 2. One HQ folder for who you are. One folder per brand with intelligence, departments, and metrics inside. Say "work in the FaithFunnels brand" and Claude switches context. 3. He built the finance folder from a YouTube transcript. It ingests ThriveCart, Kit, Google Ads, and Zeni exports and auto-generates max CPA, spend ceilings, and dashboards. 4. Build it in iCloud, not on a Mac Mini. It's just text files. Phone, laptop, office, same brain. 5. Nothing skips the pipeline. Pope mentions "digital sobriety," Claude writes the article, he approves, it publishes to Ghost via MCP with an ElevenLabs audio version. 6. Reporting is wired in through MCPs. Kit, Google Analytics, Microsoft Clarity. Clicks to leads to sales, plus a monthly P&L drop. 7. He uses Claude Cowork, not Claude Code. 90% of the features, and his work is mostly writing anyway. 8. Start with Jobs To Be Done. Every job becomes a folder. Every folder gets instructions. 9. Delivery is the product. The zip holds an ops manual and an installer.md that interviews the buyer and builds their system. Zero onboarding calls. 10. If they want to build it themselves, they're not your customer. Millionaires look at the system and say "can I just pay you?" His 2 key takeaways: 1. Every agent needs three things: memory, instructions, and tools. Get those right and you can replicate any process in any business. 2. Stop doing sales calls on the fly. Run a slide deck, tweak one slide per call, and by call five it's dialed in and trainable. That's how you get out of sales. Justin has been marketing for 20 years and this is the simplest AI operating system I've seen. Go follow Justin Brooke โค๏ธโ€๐Ÿ”ฅ Full video below. (Also available on the Build With AI podcast wherever you get your pods)

Corey Ganim

13,753 ๆฌก่ง‚็œ‹ โ€ข 1 ไธชๆœˆๅ‰

๐Ÿšจ๐Š๐ˆ๐†๐€๐‹๐ˆ ๐๐”๐’๐„๐’ ๐€๐‘๐„ ๐ˆ๐Œ๐๐‘๐Ž๐•๐ˆ๐๐†-๐๐”๐“ ๐–๐‡๐Ž ๐–๐ˆ๐‹๐‹ ๐๐€๐˜ ๐“๐Ž ๐’๐”๐’๐“๐€๐ˆ๐ ๐“๐‡๐„ ๐๐‘๐Ž๐†๐‘๐„๐’๐’?๐Ÿšจ๐Ÿ‡ท๐Ÿ‡ผ ๐Ÿš Kigaliโ€™s buses are finally getting better. Services are becoming more reliable. Waiting times are shorter. The system feels more organized. That progress deserves recognition. But hereโ€™s the question nobody wants to ask: ๐Ÿ‘‰ ๐‘พ๐’‰๐’ ๐’”๐’‰๐’๐’–๐’๐’… ๐’‚๐’„๐’•๐’–๐’‚๐’๐’๐’š ๐’‘๐’‚๐’š ๐’•๐’ ๐’Œ๐’†๐’†๐’‘ ๐’•๐’‰๐’‚๐’• ๐’‘๐’“๐’๐’ˆ๐’“๐’†๐’”๐’” ๐’‚๐’๐’Š๐’—๐’†? Because one difficult reality remains: Fare revenue alone will never fund a reliable and sustainable public transport system. Not in Kigali. Not in Tokyo Not in London Not in New York Not anywhere in the world. For example, in large U.S. transit systems, fares cover only about 38% of operating costs on average. Which means the debate is no longer just about fares. It is about moving from a โ€œ๐’–๐’”๐’†๐’“ ๐’‘๐’‚๐’š๐’”โ€ model to a broader โ€œ๐’ƒ๐’†๐’๐’†๐’‡๐’Š๐’„๐’Š๐’‚๐’“๐’š ๐’‘๐’‚๐’š๐’”โ€ approach. Because when public transport works well, the benefits spread far beyond the passengers onboard. More people choose buses over private cars. The number of cars on the road drops. Cities move better. And the gains reach almost everyone: โœ” Residents save money, reduce transport stress, and avoid pollution exposure โœ” Employers benefit from a more reliable workforce and fewer delays โœ” Businesses move goods faster and improve customer access โœ” Drivers face less congestion, shorter travel times, and safer roads โœ” Cities reduce emissions, noise, and infrastructure pressure โœ” More urban space becomes available for housing, business, and public spaces Even people who never use the bus benefit from a system that works. So hereโ€™s the real question: ๐Ÿ‘‰ ๐‘ฐ๐’‡ ๐’†๐’—๐’†๐’“๐’š๐’๐’๐’† ๐’ƒ๐’†๐’๐’†๐’‡๐’Š๐’•๐’” ๐’‡๐’“๐’๐’Ž ๐’‘๐’–๐’ƒ๐’๐’Š๐’„ ๐’•๐’“๐’‚๐’๐’”๐’‘๐’๐’“๐’•, ๐’”๐’‰๐’๐’–๐’๐’… ๐’‘๐’‚๐’”๐’”๐’†๐’๐’ˆ๐’†๐’“๐’” ๐’‚๐’๐’๐’๐’† ๐’‘๐’‚๐’š ๐’‡๐’๐’“ ๐’Š๐’•? Cities like London,Paris, New York, Toronto and Vancouver and others have already answered that question through different funding mechanisms : โœ…Developer contributions โœ… Payroll taxes โœ… Income and sales taxes โœ… Property-related taxes โœ…Road user and parking charges โœ…Vehicle and fuel levies โœ…Visitor lodging taxes โœ…Land value capture mechanisms ๐‘ญ๐’๐’“ ๐’†๐’™๐’‚๐’Ž๐’‘๐’๐’†: ๐Ÿ‡ซ๐Ÿ‡ท France raises billions for public transport through employer payroll contributions. ๐Ÿ‡ฌ๐Ÿ‡ง London partly funded Crossrail through business property taxes that generated nearly ยฃ4 billion. ๐Ÿ‡จ๐Ÿ‡ฆ Vancouver applies a 15ยข/litre fuel levy to help fund public transport. Because successful cities understand one thing: ๐ŸšฆPublic transport is not just about moving peopleโ€”it shapes how a city works, grows, and competes. Kigali is making real progress. But sustaining that progress will require a bigger conversation about how urban mobility should be funded in the future. ๐‘บ๐’ ๐’˜๐’‰๐’‚๐’• ๐’…๐’ ๐’š๐’๐’– ๐’•๐’‰๐’Š๐’๐’Œ? Should Kigali continue relying mainly on fares, or is it time for a broader funding model? ๐Ÿ‘‡ ๐Ÿ“– Full piece in the attached link: #Kigali #PublicTransport #UrbanMobility #SustainableCities #Infrastructure #Africa

Dr. NDARUHUTSE Jean Claude, PhD

20,713 ๆฌก่ง‚็œ‹ โ€ข 3 ไธชๆœˆๅ‰

Padawans! We are excited to announce the return of Jediswap with concentrated liquidity, full audits, points, and incentives. Check it out at Since our last update two months ago, we have been working hard on a fresh new version of Jediswap, focused on bringing capital efficiency and the best price execution to our users. After two months of dedicated efforts, a full audit by Nethermind Starknet , and passing rigorous security tests, we are excited to announce the launch of Jediswap v2. Jediswap v2 significantly enhances user experience and performance while introducing new features and surprises. Our commitment to community and user growth remains strong, and we have exciting plans to expand the Jediswap ecosystem. Take a look at key updates coming with the launch. A points system that empowers genuine, loyal users: Jediswap's origins go back to early 2020 when we started our journey not as a product but as a community known as the Mesh community. Our mission was clear: bring Open Finance to billions of people. Recognising the strength of community-driven efforts, we understood that collective belief and collaboration, rather than individual or corporate endeavours, would be the most effective path forward. Early loyal users are the most crucial pillars of any community and product. This point system is Jediswapโ€™s first step in recognising and rewarding the value each user has added to the protocol. We have prepared separate point systems for liquidity providers and traders. In short, as an LP, you can maximise your points by earning more fees on your LP positions and maintaining your liquidity in Jediswap over the long term. You can check out the complete math behind points here. For traders, use Jediswap when you genuinely need to swap tokens. There is no need to do any wash trading. We have published the points system for Jediswap v2 and will soon release points for all the activity that has occurred on Jediswap v1 to date with a boost. Check out the points logic on our docs: Improved performance and user experience: We have significantly enhanced Jediswap's performance, making it faster and more user-friendly. One notable improvement is the integration of pool analytics directly within the Pool page, eliminating the need for users to navigate to a separate analytics page. Additionally, balance fetching has been optimised for smoother operation. Any liquidity added to pools now updates the My Positions page in real-time. Battle-tested security For this launch, we implemented several security measures. We underwent a rigorous 7-week audit process with Nethermind. With the help of the Nethermind team, we also created a test framework for Jediswap to compare security against Uniswap v3, which has been operational for 3+ years and is one of the most battle-tested smart contracts available. We simulated real data from different Uniswap v3 pools on Jediswap. We achieved a 100% match in the contract state after each on-chain action, such as swaps and liquidity adjustments, bolstering our confidence in our code's security. We will announce many cool things over the next few weeks. Keep an out JediSwap ;) Mint a Galxe NFT: To commemorate this launch, we have published a new campaign on Galxe, which rewards users with an NFT for being an early user of Jediswap v2. To earn the Galxe NFT, add at least $25 worth of liquidity to one of the pools listed in the Galxe quest.

JediSwap

107,537 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰

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 upgradeโ€”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 soon๐Ÿ‘€), 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 Crittersโ€”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 partnersโ€”GM Capital, Mintify, Sniper, and moreโ€”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 cosmeticโ€”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

26,186 ๆฌก่ง‚็œ‹ โ€ข 1 ๅนดๅ‰

Can't get enough of Seedance 2.5. The best part is it can generate 30s video in one single prompt, and the result is so realistic! So, here's another one that I made using CapCut. Prompt: [STYLE + CAMERA + ATMOSPHERE] Gritty, raw handheld 35mm film aesthetic with natural film grain. Harsh direct sunlight creating high-contrast shadows over a dramatic coastal cliff and open ocean. Continuous single-take handheld tracking shot (3rd-person / over-the-shoulder) with no cuts. Atmosphere: high-altitude wind, realistic coastal cliff and ocean physics, sudden wingsuit deployment. Audio: heavy rhythmic breathing, intense wind howl, fabric snap of wingsuit opening, high-speed air rush over open water, near-miss whooshes past yachts, soft landing roll on sand, distant ocean waves and beach ambient noise, final bite sounds. [IMAGE REFERENCES] Use the provided Hoshino character sheet as the single strict visual reference for the male character. Exact face, black hair, dark brown eyes, lean athletic build (178 cm), gold earrings, and overall facial structure locked from the reference. Outfit: modern high-performance cliff-jumping wingsuit โ€” sleek, form-fitting design in matte charcoal black with sharp white paneling and subtle gold zipper accents (matching his minimalist aesthetic). The wingsuit is worn from the start with a matching technical backpack. Body proportions, posture, and face remain fully locked to the Hoshino reference. [TIMELINE SECOND BY SECOND] 0-3s: [Handheld medium] Hoshino stands on the edge of a high rocky cliff overlooking the open ocean, wearing his charcoal-and-white wingsuit and technical backpack. He looks straight into the camera with calm, confident intensity, then turns and launches into a clear, controlled forward somersault in slow motion as he leaves the cliff edge. 3-5s: [Continuous freefall] He completes the somersault and falls head-first toward the sea. At exactly 1.5 seconds into the fall he fully deploys the wingsuit with a sharp snap. The wing membranes inflate and he levels out into a smooth glide. 5-12s: [High-speed tracking] Camera stays locked behind him as he rockets at full speed just above the ocean surface along the coastline. He weaves tightly past sheer cliff faces, banking hard left and right, turquoise water and rocky walls streaking past at extreme velocity. 12-18s: [Low-level chaos] He drops lower, flying just above the water. He almost collides with a large luxury yacht that suddenly turns, banks hard to avoid it, then narrowly misses a smaller motor yacht. He dips under a yachtโ€™s outstretched boom and threads between two more vessels. 18-23s: [Water-level action] Still flying extremely low over the sea, he dodges a startled seabird that dives across his path, skims past a group of people on a nearby yacht who scatter in surprise, and banks sharply to avoid an open yacht swim platform. The camera stays locked behind him through every near-miss. 23-26s: [Landing] He flares the wingsuit hard, touches down with both feet on the soft beach sand and immediately rolls forward to kill the speed. He stands up, peels off the wingsuit in one fluid motion and drops it on the sand beside him, revealing a clean fitted white undershirt underneath. 26-28s: [Beach level] He walks a few steps still wearing the backpack and stops right in front of a classic beachside hot-dog cart. The vendor hands him a steaming hot dog fresh off the grill. 28-30s: [Close continuous] He turns, looks directly into the camera, takes a big bite of the hot dog and chews with a calm, satisfied expression as the shot holds. [STYLE & QUALITY BOOSTERS] Photorealistic 8K, ultra-detailed textures, cinematic lighting, perfect motion blur, high dynamic range, coherent physics (fabric, air, wingsuit membranes, impact, roll, near-misses with yachts, water spray), stable character locked to the Hoshino reference, realistic ocean reflections, cliff rock textures and wind, no artifacts, movie-level stability, pure single continuous take.

MrDejie

197,939 ๆฌก่ง‚็œ‹ โ€ข 19 ๅคฉๅ‰

๐Ÿงก๐†๐Œ ~ ๐๐‘๐„๐’๐„๐๐“๐ˆ๐๐† Arknights: Endfield๐Ÿงก ๐Ÿ’ฝ๐™‹๐™‡๐˜ผ๐™” ๐™๐™๐™€๐™€โžค โœจ๐‘จ ๐’”๐’˜๐’†๐’†๐’• ๐’ˆ๐’‚๐’Ž๐’† ๐’“๐’†๐’—๐’Š๐’†๐’˜ & ๐’—๐’Š๐’…๐’†๐’ ๐’‘๐’“๐’๐’…๐’–๐’„๐’•๐’Š๐’๐’ ๐’ƒ๐’š ๐’๐’–๐’“ ๐’„๐’–๐’•๐’Š๐’† ๐’‡๐’๐’–๐’๐’…๐’†๐’“ ๐ŸŒธ๐’๐„๐๐๐€๐ˆ ๅ…ˆ่ผฉ๐Ÿœโœจ~(โ— โ€ฟโ—•โœฟ) ๐Ÿ’•Ohayo, your ๐’๐ž๐ง๐ฉ๐š๐ข here. First, We want to thank everyone who supported and pre-registered from my ๐€๐ซ๐ค๐ง๐ข๐ ๐ก๐ญ๐ฌ: ๐„๐ง๐๐Ÿ๐ข๐ž๐ฅ๐ post on Nov. 18 on my KOL profile ใ€๐ŸŒธ๐’๐„๐๐๐€๐ˆ ๅ…ˆ่ผฉ๐Ÿœใ€‘. We highly appreciate you all! ๐ŸŽฌYouโ€™ll see in the video that I couldnโ€™t show a lot related to the game, like crafting, mining, or upgrading gear, because if I had included everything, it would have been 2โ€“3 hours instead of 15 minutes. I hope you enjoy it! ^o^ ๐Ÿ’Ÿ๐—Ÿ๐—˜๐—งโ€™๐—ฆ ๐——๐—œ๐—ฉ๐—˜ ๐—œ๐—ก๐Ÿ”ป โญ๏ธ๐—œ๐—ป๐˜๐—ฟ๐—ผ๐—ฑ๐˜‚๐—ฐ๐˜๐—ถ๐—ผ๐—ป ๐Ÿ”ถIโ€™m Senpai, and Iโ€™ll say this straight up: ๐€๐ซ๐ค๐ง๐ข๐ ๐ก๐ญ๐ฌ: ๐„๐ง๐๐Ÿ๐ข๐ž๐ฅ๐ goes hard. The game blends action combat, strategy, and management into something that feels fresh, deep, and seriously addictive. Once youโ€™re in, itโ€™s hard to stop. ๐Ÿ“™๐—ฆ๐˜๐—ผ๐—ฟ๐˜† ๐Ÿ”ถEndfieldโ€™s story doesnโ€™t scream in your face, it pulls you in. The world feels mysterious, grounded, and layered, with sci-fi themes that actually fit the setting. Itโ€™s more about atmosphere and world~building than nonstop drama, and that works in its favor. ๐Ÿ”ธThe longer you play, the more invested you get. It feels like a story thatโ€™s building toward something big, and Iโ€™m here for that slow burn. ๐Ÿ’Ž๐—š๐—ฟ๐—ฎ๐—ฝ๐—ต๐—ถ๐—ฐ๐˜€ ๐Ÿ’ Letโ€™s be real ~ this game is beautiful. ๐Ÿ”ทThe environments look clean and futuristic, the lighting is on point, and everything feels polished. But the real stars? The characters. Every operator looks insanely good. The designs are stylish, detailed, and full of personality without feeling overdesigned. ๐Ÿ”นWhether itโ€™s their outfits, animations, or just how they move in combat, the characters are genuinely pretty, and the game knows how to show them off. Youโ€™ll catch yourself pulling just because a character looks cool, and honestly, thatโ€™s part of the fun. ๐Ÿ•น๏ธ๐—š๐—ฎ๐—บ๐—ฒ๐—ฝ๐—น๐—ฎ๐˜† โ™ฆ๏ธThe combat feels smooth, fast, and satisfying. Swapping characters mid-fight, timing skills, positioning your squad, it all feels clean and intentional. This isnโ€™t a brain~off game. Youโ€™re rewarded for understanding your team and playing smart. โ™ฆ๏ธOnce everything clicks, combat turns into this perfect flow where you feel in control instead of overwhelmed. Itโ€™s hype without being messy. ๐Ÿ’ก๐—•๐—ฎ๐˜€๐—ฒ & ๐—™๐—ฎ๐—ฐ๐˜๐—ผ๐—ฟ๐˜† ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ ๐ŸŸกThis system is crazy in the best way. ๐ŸŸกThe base and factory mechanics are deep, strategic, and honestly addicting. Youโ€™re setting up production lines, optimizing layouts, managing resources, it feels like a full strategy game layered on top of an action RPG. ๐ŸŸกWatching your factory run smoothly after planning everything out is insanely satisfying. It gives the game long-term depth and makes progression feel earned, not rushed. ๐ŸŽฐ๐—š๐—ฎ๐—ฐ๐—ต๐—ฎ ๐—ฆ๐˜†๐˜€๐˜๐—ฒ๐—บ ๐Ÿ–ฒ๏ธYES, the gacha is actually good. ๐Ÿ–ฒ๏ธThereโ€™s a clear sense of progress with solid rates over time, and plenty of usable characters even if youโ€™re not pulling five-stars nonstop. Team synergy matters more than raw rarity, which means youโ€™re encouraged to experiment instead of chase only meta units. ๐Ÿ–ฒ๏ธPlus, the game gives you enough currency through gameplay that pulling feels rewarding, not punishing. And when the characters look this good? Pulling feels even better. ๐Ÿ’œ๐—™๐—ถ๐—ป๐—ฎ๐—น ๐—ง๐—ต๐—ผ๐˜‚๐—ด๐—ต๐˜๐˜€ ๐Ÿ’‹As Senpai, hereโ€™s my final take: ๐ŸŽฎ๐—”๐—ฟ๐—ธ๐—ป๐—ถ๐—ด๐—ต๐˜๐˜€: ๐—˜๐—ป๐—ฑ๐—ณ๐—ถ๐—ฒ๐—น๐—ฑ is stylish, ambitious, and straight-up fun. โš”๏ธThe combat is hype, the systems are deep, the factory gameplay is addictive, and the characters are way too pretty to ignore. ๐Ÿ‘พIf you want a gacha game that actually respects your time, rewards planning, and looks amazing while doing it, Endfield is absolutely worth playing. ๐Ÿ’ŒWe want to thank everyone for reading and viewing our video, and we also want to thank Arknights: Endfield for giving us ใ€the โ—ฅ๐Ÿ†‚๐Ÿ†‚๐Ÿ†‚โ—ค community & ๐ŸŒธ๐’๐„๐๐๐€๐ˆ ๅ…ˆ่ผฉ๐Ÿœ 's fansใ€‘ such a wonderful game and overall experience. ๐Ÿ’™๐™‚๐™€๐™ ๐™„๐™ ๐™‰๐™Š๐™’ & ๐™‡๐™€๐™'๐™Ž ๐˜ฝ๐™€ ๐™๐™๐™„๐™€๐™‰๐˜ฟ๐™Žโžค #ArknightsEndfield #Arknights #Endfield #๋ช…์ผ๋ฐฉ์ฃผ์—”๋“œํ•„๋“œ #ๆ˜Žๆ—ฅๆ–น่ˆŸ็ต‚ๆœซๅœฐ #EndfieldCreators #ZerothDirectiveCC #EndfieldCreators #ZerothDirective

โ—ฅ๐Ÿ†‚๐Ÿ†‚๐Ÿ†‚โ—ค

1,003,864 ๆฌก่ง‚็œ‹ โ€ข 6 ไธชๆœˆๅ‰

Monthly WINR Protocol Development Update: To begin with, the WINR Protocol has distributed $900,000 to token holders, generated more than $500,000 in pure profit for liquidity providers on WLP, acquired more than 5,000 users, and has almost 9% of the supply burned. In the upcoming months, the WINR Protocol, which has been in production for years, will introduce a range of new products and deployments. These developments will represent the practical and technical evolution to V2 of the protocol. Here are the latest updates and further details as they progress: Progress on WINR Bonanza, Casino Hold'em, and Blackjack is nearing completion. These games are in the final stages of testing. Additional games, including a new type of crash game, have been finalized and are set to debut with the JustBet v2 launch. Take a look at the gameplay videos for a preview. These games achieve the long-term goal of providing a full-suite WINR Game Engine SDK, which can be used to build games with complex logic on-chain with modular smart contract infrastructure. For example, any grid slot game that dominates the iGaming industry could easily be developed on-chain using the WINR Bonanza SDK. - Permissionless Frontend Operator SDK Dashboard Release: March is poised to be a milestone month with the launch of the Frontend Operator SDK dashboards. These dashboards will enable any WINR Labs game to be seamlessly deployed on frontends, marking a significant advancement in protocol accessibility and integration for future games developed by independent iGaming developers. The frontend operator can deploy any game they choose through a few simple steps while utilizing 10,000 WINR per game via the WINR Game Factory smart contract. Each operator is assigned a unique smart contract address(es) for every game they deploy, allowing their revenue to be tracked independently. The deployment process includes instructions on integrating the game as a package into the operator's frontend. In subsequent phases, the games will transition through WINR Chain, streamlining user onboarding steps like wallet connection and token bridging to Arbitrum. This abstraction will make it easy for any web2/web3 platform on any chain to seamlessly integrate WINR-based games with just a few clicks. The new budget system changes how the revenue is calculated on the protocol and will see daylight with frontend operator, Solana, and Fantom deployments. This model was first tested with a lightweight version on and gave a lot of actionable feedback. Shifting from the existing bribe model, which in practice distributes almost half of the edge of the games in volume to WINR holders, the brand-new budget system checks the profitability of WLP. It distributes a larger part of the profit to game providers, frontend operators, and, most importantly, WINR holders. Any time a game's budget is in profit, a part of every loss is distributed to stakeholders. Here is an example: 1. The WINR Bonanza Game has a 10,000 budget for a frontend operator. 2. Let's assume the bet amount was $50, and Bonanza paid back $10 on that spin. That leaves $40 of pure profit. 3. This is distributed amongst 50% to WLP, 20% to frontend operators, 20% to WINR holders, and 10% to game providers. 4. To achieve this, V2 of WINR Liquidity Engine (WLP) will have a buffer for purchasing and selling, working in epochs to determine the above distribution and math. - Solana Deployment and Expansions: Solana audits are in their final phase, and frontend tests are ongoing. Solana launch will be alongside the V2 launch of @JustBetOfficial, with a chain switch available on the top bar. The VRF system WINR developed already is seeing requests from builders around the Solana ecosystem, and this will over time add an extra layer of income to the protocol. Solana's bankroll, at first, will be a lighter version of WLP but will inherit the above-mentioned budgeting system to generate income immediately upon launch. - Fantom Deployment and Expansions: Fantom's upcoming Sonic upgrade, with its 200ms finality and fast block production is a perfect chain for WINR Protocol to expand. Through the partnership with WINR Protocol will tap into a brand new user base on Fantom. The bankroll on Fantom will consist of FTM and stables. The launch is planned for late March or early April. This expansion aims to open up new markets and collaborations with fresh teams. which operates independently, will integrate a broad spectrum of WINR technologies, including WINR Account Abstraction, WINR VRF, and WINR games, marking a pivotal step in WINR Protocolโ€™s journey of horizontal expansion. - XAI VRF Deployment Progress Update: The WINR Account Abstraction Wallet and WINR Verifiable Random Function (VRF) deployment on the XAI ๐ŸŽฎโ›“๏ธ is well underway, with the majority of the work completed. This step forward showcases WINR's expansion beyond gambling and trading, highlighting the protocol's adaptability and commitment to broadening decentralized services. The process to automize and permissionlessly let game developers start using WINR VRF by paying (and burning) fees in WINR will launch alongside WINR VRF deployment on XAI and expand to further chains to help DApp builders with the tooling they need. This process will work very similarly to frontend operators, where DApp builders will be able to easily deploy their VRF contract, pay the WINR fees, and enjoy the fastest random number generation transaction, as showcased on @JustBetOfficial for some time. - JustBet v2 Development Update: Set to launch in March, the last testing phase with long-time community members of JustBet V2 is underway. Boasting a completely refreshed look, JustBet v2 aims to captivate more users with its modern features, a significant upgrade from the classic JustBet designed in 2019. Expect dynamic animations and a user experience that rivals traditional web2 casinos, setting a new standard for online gambling platforms and serving once again as proof of concept for all the new WINR features and infrastructure set to launch over the coming months. As always, WINR Labs simultaneously develops protocol infrastructure and platform to best address the needs of one and only goal: horizontal expansion. Easter eggs: Upcoming Gitbook update with all the technical information of WINR V2. CEX listing. Detailed product pages on WINR web. Pyth competitions. WIP-4 and WIP-5 are ready to deploy. And an ๐Ÿช‚

WINR

37,891 ๆฌก่ง‚็œ‹ โ€ข 2 ๅนดๅ‰

What is the Billions Network? | Free The Money Ep. 26 Evin McMullen evin, Co-Founder & CEO of Billions, joins Free the Money to discusses decentralized identity, AI agents, privacy, and the future of the internet. Evin explains Billions Networkโ€™s mission to โ€œsave the internetโ€ in the age of AI and how the company is using zero-knowledge proofs to help verify trust online without exposing unnecessary personal data or relying entirely on centralized systems. We also dive into the risks of centralized identity projects like Worldcoin, the push for age verification laws, AI regulation, and why accountability in the age of autonomous agents may become one of the defining debates of our time. Plus, we explore how platforms like TikTok are already using Billionsโ€™ technology, what the future of digital advertising could look like with AI agents, and whether there is actually a middle path between total anonymity and a full surveillance state. Sign up for ITrustCapital with this link for a $100 funding bonus. See why people are opening a tax-advantaged Crypto, Gold & Silver IRA for their future: Check out my favorite privacy coin Zano: Buy Zano seamlessly on MEXC with a VPN. You can also find a full list of exchanges that Zano is available on at Lots of educational videos on 0:0 Evinโ€™s background , how she got into the decentralized identity space 3:47 What is Billions Network & why its here to save the internet 5:29 Dead Internet Theory 9:14 Zano 13:19 Whoโ€™s responsible for agents behavior? 18:36 ITrustCapital 20:38 Privacy vs. surveillance and the middle path forward 24:56 Billions Network vs. Sam Altmanโ€™s Worldcoin 30:35 Real-world use cases for decentralized identity 32:40 TikTok using Billionโ€™s client-side proving libraries 34:26 How AI agents could change digital advertising forever 35:50 Protecting healthcare data with zero-knowledge proofs 39:43 What happens when digital identity changes over time? 42:34 BILL token on Coinbase 45:16 AI regulation, deepfakes, and digital identity 48:00 Balancing regulation, privacy, and personal autonomy 51:25 The necessity of trust in digital interactions 57:30 Book recommendations

Bri Teresi

21,560 ๆฌก่ง‚็œ‹ โ€ข 3 ไธชๆœˆๅ‰

The North Wales Mega-Hoard: 15,000 Roman Coins and One Very Paranoid Detectorist. The Day David Moss Broke Wales โ€“ Summer 2025 David Moss, 36-year-old lad from Cheshire who clearly sold his soul to the detecting gods at some point, is quietly swinging his coil over a perfectly ordinary field in north Wales. Normal day: a couple of Georgian coppers, a button that might be Roman if you squint, and the usual chorus of โ€œwhy am I doing this again?โ€ Thenโ€ฆ BEEEEEEEEEEEEP. He digs down a bit and hits pottery. Another bit. More pottery. Then coins start pouring out like heโ€™s accidentally opened a Roman vending machine. Two large clay pots, absolutely rammed with Roman silver denarii โ€“ somewhere between 12,000 and 15,000 of the little blighters, depending on whose calculator you trust. Thatโ€™s not a hoard, thatโ€™s a bloody imperial payroll. Early estimates put the face value in Roman times at roughly 40โ€“50 yearsโ€™ wages for a legionary. In modern money? Still waiting on the official valuation, but letโ€™s just say Davidโ€™s local curry house is about to get some very generous tips. The coins span the second and early third centuries AD, from emperors like Vespasian and Hadrian right through to Septimius Severus and his missus Julia Domna. Mint condition on a lot of them too โ€“ some still have that fresh-from-Rome glow. The pots themselves are coarse-ware storage jars, typical of the period, buried about 40 cm down and miraculously missed by centuries of ploughing. The Three Nights of the Living Paranoid. David digs them up, realises heโ€™s holding the biggest Roman coin hoard ever recorded in Wales (and probably one of the top five in the entire UK), and immediately enters what we in the trade call โ€œfull meltdown modeโ€. Heโ€™s convinced every twat within a 200-mile radius has suddenly developed X-ray vision and a burning desire for second-century silver. So what does he do? Loads both pots into his motor, drives home, and spends the next three nights sleeping in the driverโ€™s seat with 15,000 irate Romans in the footwell. Apparently he only left the car to wee and to ring his mate going โ€œMate, Iโ€™ve done it, but Iโ€™m going to get murdered in my sleep.โ€ Mateโ€™s response, allegedly: โ€œStop ringing me at 3 a.m. you absolute lunatic.โ€ On day four, still un-murdered but slightly smelly, he delivers the hoard in person to the Portable Antiquities Scheme finds liaison officer for Wales. FLO takes one look, goes white, and immediately rings every archaeologist in a 100-mile radius. The British Museum and Amgueddfa Cymru โ€“ National Museum Wales are now jointly salivating over it. Current Status โ€“ As of December 2025 The hoard has been officially declared Treasure (no surprise there โ€“ youโ€™d need a forklift to carry that lot). Full cleaning and recording is underway at the British Museum and National Museum Wales. Early counts are hovering around the 14,000โ€“15,000 mark, which comfortably smashes the previous Welsh record from 1980s Powys area with a measly 3,300 coins โ€“ sorry Powys. Reward? Still to be valued by the Treasure Valuation Committee, but weโ€™re talking life-changing money split between David and the landowner. David has already said heโ€™ll keep detecting โ€œbecause itโ€™s the thrill, innit?โ€ Mate, after sleeping rough with fifteen thousand Romans for three nights, youโ€™ve earned the right to buy a slightly comfier car. Moral of the Story If you get the permission for a quiet little field in Wales, take it. And maybe invest in a roof-box with a decent lock. Or just do what David did and sleep with it. Right, Iโ€™m off to stare suspiciously at every field between Chester and Anglesey. If you see a grown man crying into a hole, thatโ€™ll be me realising I picked the wrong hobby. Happy hunting, you beautiful bunch of muddy dreamers. And David โ€“ mate โ€“ respect.

Metal Detectives Group

106,138 ๆฌก่ง‚็œ‹ โ€ข 6 ไธชๆœˆๅ‰

Most social media tools suck. (I've tried them all over 7 years of doing this). They claim to help you go viral. They claim that you'll grow fast on social media. They claim that they'll make it easy on you, so you can just grow your following without having any form of skill or understanding. And now they're trying to go fully agentic, which only works if you know what you're doing (we'll talk about that later, we built the MCP for social media). Plus, when everyone has an advantage, it is no longer an advantage. I promise you, I love AI, but having it write everything for you, especially as a beginner, is a death sentence. You may get lucky and have one, two, or three posts do well. You may gain a lot of followers (because that's what they promise to get you to buy), but then what? Can you replicate it? Does your audience actually care about who you are? Or are you just a one hit wonder like every other creator who tries to get-followers-quick? The creators you love... the ones who put out ideas that actually change your life, understand that the creative process (capturing, resurfacing, and synthesizing ideas) is your competitive edge when everyone is racing to put out as much slop as possible. So we built an actual solution. For the people who know deep down that the toys and gimmicks being marketed to you aren't a long term strategy. It's called Eden. The second brain for creators. It has every scheduling, analytics, auto-dm, and outlier research (for all platforms) features that everyone else has - built by someone who knows what's useful and what's not. But it also has the ideation process built in, which cannot be skipped. Here's what it looks like, and how to write a post people actually care about: 1) Save inspiration from anywhere (and read + highlight) Capturing ideas, posts, links, and highlights inside of an agent or AI chat sounds like hell. Not everything needs to, or should be, jammed into a chat UI. In Eden you can: - Paste any social post link (we transcribe any post) - Integrate with Kindle, Snipd, or Readwise - Pull in X or Substack bookmarks - Jot down quick ideas or write inside docs - Open any YouTube transcript or article in Reader mode and highlight it We auto-categorize and tag everything for you, so our Deep Synthesis agent can find novel connections and relations across your library - making it easy to surface idaes you thought you lost. 2) Research what's working, study top creators Outlier tools are the bread and butter for every creator. When you do research for a YouTube video, you look for high performing titles and thumbnails, and you study what worked for others. But what about every other platform? We have a social corpus of 3m+ posts across all platforms and growing. You can scroll the Discover page for inspiration, search any creator and filter by top posts, or use Deep Social in the AI chat to search across all of them. This is what gives the MCP access to trending topics without scraping millions of posts yourself. 3) Create with everything in one place, build swipe files I don't think I will ever give up writing. I love sitting down in the morning, opening up a page, researching good ideas, and turning it into something worth sharing. In Eden, you work on Boards. You can paste social posts and build shareable swipe files, or you can add your outlines and drafts while having your library, chat, or ideas open right next to it. 4) Chat with anything to get the information you need Claude and ChatGPT are essential, but they are blind. They can't read social links. They can't see what's trending. When you're writing scripts, articles, posts, or drafts - you need to be able to pull information from the sources you research. In today's world, that usually means social posts, YouTube videos, and articles. 5) Draft, schedule, and publish to all platforms X, Instagram, LinkedIn, Substack, Threads, TikTok, and YouTube shorts. And yes, we are one of the first to support article scheduling to X and Substack. You don't have to copy paste to every platform anymore. You simply write, schedule, and let it go out to all platforms. 6) Or do it all from the MCP I don't believe that the future of content is fully agentic. But, that doesn't mean that AI can't help with researching top posts, ideation, and scheduling content. You do the writing and thinking, let AI handle the busy work and resurfacing of ideas you need to find. With Eden, you don't need to give up your Claude, Hermes, or other agentic workflows. You simply connect the MCP and now you can build your own agentic content system, if that's your cup of tea. Eden is the Social Media MCP. You don't have to pay for scrapers anymore. You can finally access trends, any social link, and any account. You can access your analytics, build content dashboards with our infrastructure (that you don't need to maintain as a full time job), and post. We've actually built 4 skills for deep topic research, personal brand strategy, building a content command center, and more - we'll link those below. All in all: If you're a creator, Eden is your base. It's where you write, research, and publish every single day. Try it free below:

DAN KOE

109,536 ๆฌก่ง‚็œ‹ โ€ข 6 ๅคฉๅ‰

just copy the prompt below and paste on Utopai the PAI agent turns it into script, create storyline, generate clips and edit all by itself prompt: High-energy 3D CGI animated comedy short, Pixar quality, ultra-detailed character animation, exaggerated physics, vibrant colors, warm orange kitchen lighting with glowing flames, bright daylight city streets, dynamic camera work with fast pans, tilts and dramatic angles, subtle motion blur on fast movements, comedic timing and expressions, upbeat energetic music with whooshes and impacts. **Main Character Casting Descriptions:** - **Pizza Chef - Jack (main actor in kitchen)**: Early 50s energetic male, messy silver hair, large prominent nose, thick expressive eyebrows, sharp intense eyes, fair skin with slight blush from heat. Wears white double-breasted chef jacket, wear white chef hat with text โ€œel.cineโ€ in front, gree neckerchief. Highly animated face โ€” furrowed brows, focused squint, dramatic determination turning to exhaustion. - **Pizza Delivery Guy - Tom (main actor on street/scooter)**: Late teens/early 20s lanky male, long blue hair, huge expressive brown eyes, long nose, very animated facial expressions (surprise, determination, panic, relief). Wears white helmet with spinning yellow propeller on to, light blue leather with text el.cine at back, white pants, sneakers. Fast, exaggerated movements. - **Customer (final shot)**: Large, middle-aged stern woman, brown hair, heavy eyebrows, downturned mouth, wearing beige suit jacket, white shirt, dark trousers. Standing in doorway with impatient/annoyed expression. SHOT 1 (0:00โ€“0:02) โ€“ Cinematic fast motion, dramatic low angle with subtle Dutch tilt and intense push-in: fast push from kitchen wide shot to close up on the Pizza Chefโ€™s face in the bustling kitchen. He grips the large pepperoni pizza on a metal tray with raw, over-the-top determination โ€” brows dramatically furrowed into deep angry V-shapes, eyes sharply narrowed with a fierce glint and slight crazy wideness at the edges, teeth gritted in heroic effort, dramatic sweat beads flying off his forehead. Bright orange flames explode upward from the pizza in the foreground with massive sparks and heat waves licking toward his face. Dynamic camera orbits left while pushing in for maximum tension, subtle motion blur on the flames. Background shows chaotic kitchen with stacked pizza boxes, glowing ovens, and flying embers. SHOT 2 (0:02โ€“0:04) โ€“ Medium close-up, eye-level: Chef lifts the flaming pizza higher with both hands, leans forward, eyes wide with concentration as flames lick upward toward his face. SHOT 3 (0:04โ€“0:06) โ€“ Medium shot, eye-level, dynamic pan: Chef dramatically spins the flaming pizza on the peel in a huge fiery arc above his head, left hand on forehead in dramatic pose, right arm extended. Flames trail in a perfect circle. SHOT 4 (0:06โ€“0:08) โ€“ Low-angle dramatic shot looking up: Chef tosses the flaming pizza high into the air with both hands. The camera follows the spinning fiery pizza as it arcs toward the ceiling tiles. SHOT 5 (0:08โ€“0:10) โ€“ Extreme low-angle on ceiling: The flaming pizza spins in a perfect circle of fire against the tiled ceiling, sparks flying. SHOT 6 (0:10โ€“0:12) โ€“ Wide dynamic shot, low angle: Chef does a full acrobatic flip in mid-air, upside-down, catching the flaming pizza behind his back while still in the air. SHOT 7 (0:12โ€“0:14) โ€“ Wide action shot, eye-level: Chef lands in a wide stance, spins the flaming pizza on one hand like a basketball, then dramatically throws it forward toward the open doorway with full body power, flames trailing, quick push in and follow the close up of the flying pizza in slow motion SHOT 8 (0:14โ€“0:16) โ€“ Medium shot on street, eye-level: Pizza Delivery Guy stands outside the shop holding an empty pizza box, looking down at his watch with bored expression, propeller on helmet slowly spinning. SHOT 9 (0:16โ€“0:18) โ€“ Medium close-up, eye-level: Chef (partially visible inside doorway) throws the flaming pepperoni pizza directly toward the Delivery Guy. Delivery Guy looks up with wide-eyed shock. SHOT 10 (0:18โ€“0:20) โ€“ Medium shot, eye-level: slow motion, close up of the flaming pizza flies straight into the open pizza box held by the Delivery Guy. Flames whoosh past his face as he catches it perfectly. SHOT 11 (0:20โ€“0:22) โ€“ Close-up on Delivery Guyโ€™s face: His eyes go extremely wide in surprise, mouth open, propeller spinning faster, and talk excitedly SHOT 12 (0:22โ€“0:24) โ€“ Extreme close-up on smartphone screen held in hand: Red digital timer clearly shows โ€œ00:30โ€ counting down. SHOT 13 (0:24โ€“0:26) โ€“ Close-up on Delivery Guyโ€™s face: Expression changes from shock to intense determination โ€” eyebrows lowered, mouth set in a smirk, eyes focused. SHOT 14 (0:26โ€“0:50 end) โ€“ Wide tracking shot from behind, fast-paced: Delivery Guy jumps on his purple scooter and speeds away down the sunny city street, pizza box secured on the back. Camera follows as he weaves between cars, jumps over red-and-white construction barriers, rides up stairs, does rooftop jumps, and finally stops smoothly in front of a house. He turns with a confident smile as the stern Customer opens the door and stares at him and says with an angry tone โ€œyou are lateโ€ cut to Tom smiling awkwardly and scratch the back of his head, he takes the pizza from his back and suddenly he slide and fall down on the ground Cinematic 3D CGI animation style, highly exaggerated comedic action, perfect continuity of the flaming pizza and characters, dynamic camera movements exactly matching the original videoโ€™s pacing, framing, and energetic tone. Photorealistic 3D render quality, 1080p, 24fps.

el.cine

12,990 ๆฌก่ง‚็œ‹ โ€ข 2 ไธชๆœˆๅ‰

A founder turned down a $1M job offer from Meta to build a $5M ARR company with 9 people. His CAC is in cents. He has no sales team, no CS org, and no plans to build one (read on for the full playbook). Meet Ethan, the founder of Jobright, and if you are an early-stage lean AI company, this might be the most valuable thing you read this week. While every other AI startup was raising, hiring aggressively, and building org charts before they had customers, Ethan was talking to users (face-to-face). Their first million (revenue) was pure product-market fit mode. It came entirely from word of mouth, with users pulling in their friends because the product worked. The next four million came from clearly defining their ICP, tracking CAC, and obsessing over growth as a data-driven system. They built an experiment pipeline with a strict 7-day ship-or-kill rule. Channels that couldn't hit payback targets were automatically cut. And through all of it, the headcount barely moved. Because every time they spotted a repetitive workflow, their default instinct was to build an agent (when most founders hire). Their first internal AI agent took an enterprise manager from 5 accounts to 50, without any additional hires. Last month alone, they shipped 3 new internal agents: โ€ข An inbox agent that reads, classifies, and drafts responses โ€ข An ops agent that turns messy client requests into structured tasks โ€ข An outreach agent that finds relevant partners, writes personalized first messages, and runs follow-up sequences Each of those consumed hours of manual labor every week, but now they run on autopilot. That is what 9 people running like 50 looks like in practice. It is one of the best 0 to $5M stories I have come across in the lean AI space. So I spent hours going deep on every decision, system, and principle behind how they did this, and turned it into a super actionable playbook for founders who are pre-revenue or going from 0 to 1. Inside, you'll get: โ€ข The exact growth OS they used to go from $1M to $5M ARR โ€ข How they built internal agents that let 9 people do the work of 50 โ€ข The hiring filter that screens for true AI-native operators โ€ข The 2-question test every feature must pass before it gets built โ€ข How they structured growth after hitting PMF (the full funnel with owner metrics) โ€ข What building from $0 โ†’ $1M looks like vs. $1M โ†’ $5M โ€ข The data flywheel they've been compounding since day one that gets harder to replicate, and how to design yours from scratch Originally, I put this together as a resource for founders I work with directly. But the insights here are too actionable to keep internal, so I'm sharing them publicly. It's one of the most detailed operating blueprints I've put together for those aspiring to join the Lean AI Leaderboard. If you are one of them, grab this right away as it will save you months of expensive guesswork. Ethan, Eric, and team, welcome to the Lean AI Leaderboard!๐Ÿš€ Link to the playbook:

Henry Shi

51,591 ๆฌก่ง‚็œ‹ โ€ข 6 ไธชๆœˆๅ‰