Wow! unity thanks for giving a free marketing run to other open source engines, this is why I think having a monopoly of engines could be bad especially that indies depend on.
If you're looking for some custom engines you can try my https://t.co/WldpZV6DPu Razix Engine. #unity3d
There's a new paper out in JCGT that proposes a super simple modification of existing microfacet models to implement a retroreflection model. What's interesting is that despite being insanely simple, the model fits measured data better than you'd think!
https://t.co/rIRAw9Xess
We now have new demos in AI4AnimationPy for stylized biped and quadruped locomotion control. Besides PC you can also run them in your browser or on your phone. Try it out here🎮:
Web-Demo: https://t.co/Ghw3sU8Vut
GitHub: https://t.co/eMD86H9fuc
Video: https://t.co/GHijIGxMKn
🚨 Someone just built a fully open-source mocap system that works with any camera.
It's called FreeMoCap, a markerless 3D tracking system that runs on ordinary webcams. It turns multiple camera feeds into research-grade skeletal data automatically.
100% Open Source.
I hacked the engine out of comfyUI's image-to-3d to utilize llama.cpp and now it can run quantized models and this workflow is down to 4g of VRAM.
You're paying $400 a month in meshy credits for something you can run on a GPU from 2018.
Implemented Google's TurboQuant paper on Gemma 3 4B with a custom Triton kernel for fused quantized attention.
It's real.
Results on RTX 4090:
2-bit FUSED: character-for-character identical to fp16 baseline. On every prompt. At 16x theoretical compression.
The Triton kernel reads uint8 key indices directly — never materializes fp16 keys. Pre-rotate query once (R is orthogonal so ⟨q, Rᵀ·centroids[idx]⟩ = ⟨R·q, centroids[idx]⟩), then per-position work is just a table lookup + dot.
Speed (avg tok/s across 3 prompts):
→ fp16 baseline: 17.7
→ 4-bit fused: 16.5 (-7%)
→ 2-bit fused: 17.7 (0% — matches baseline)
VRAM (KV cache delta):
→ fp16: 26 MB
→ 4-bit fused: 4 MB
→ 2-bit fused: 7 MB
The paper's theoretical guarantees hold up completely in practice. Zero accuracy loss, zero speed loss, fraction of the memory.
Paper: https://t.co/2idhVKKERA
Wine 11 rewrites how Linux runs Windows games at the kernel level, and the speed gains are massive.
NTSYNC support uses a new Linux kernel module to handle Windows-style thread synchronization directly at the kernel level.
Notable benchmark gains (compared to basic upstream Wine without prior optimizations):
- Dirt 3: around 110 FPS to over 860 FPS
- Tiny Tina's Wonderlands: 130 FPS to 360 FPS
- Resident Evil 2: 26 FPS to 77 FPS
- Call of Juarez: around 100 FPS to 224 FPS
We use main branch development practice. There's no PRs and no feature branches. Everybody pushes multiple small commits every day. Having code review per commit would interrupt people all the time. Code goes behind feature flags (disabled) until it is ready...
Announcing the official release of Shader Model 6.9 and a new Agility SDK! With it comes more expressive HLSL, DXR 1.2 upgrades, and an exciting set of D3D12 improvements developers have been asking for. Check it out here: https://t.co/ady795Ym3q
as we rely more on large statistical llms i realized i became one
same beggars same road different scripts outfits change even a qr code
pattern detected
emotion non-existent