Opus 5.5 on Max effort - "make a dynamic 15-second motion graphics video that shows what an incredible motion designer you are, like it's your showreel for a résumé. go all out."
⚔️ KINGMAKERS GAMEPLAY DEEP DIVE IS HERE ⚔️
Mission, lore, weapons, resources, RTS/TPS switch, building, commanding, enemies, vehicles, upgrades & our road ahead.
🎮 Join the Playtest
"Request Access" on Kingmakers Steam page, we're rolling out invites for a playtest soon!
شايفين كيف تأكد من فكرة اللعبة قبل لا يحط اي شكل؟
للأسف كثير مطورين عندنا (انا طحت فيها اكثر من مره) يركز على الشكليات وجمال اللعبة قبل ما يتأكد انها لعبة ممتعة اصلا 😅
وهذي تدخل في نقص في الخبرة، لأن بعد ماتطور مستواي صرت اقدر اتخيل اللعبة كيف بتكون، واشتغل على اشكال بسيطة بدون ما احس اني ��الق
heya, this is Andy from tldraw. Here are 10 free bugs I found with @OpenAI's new chatgpt sketch feature. #3 will shock you
1. Vertical and horizontal lines look jagged when resizing them (1/10)
One more time about the DLSS and unnecessary hysteria around it. This is Katherine from KCD. She is the well-known Czech actress Kristýna Leichtová. The first image shows a photo of her. This is how we 3D-scanned her. We then manually adjusted her appearance and textures, because we don’t use any makeup during the 3D scan, and the in-game model has to meet a whole range of parameters. The second image shows her appearance in the vanilla game, the third shows DLSS5 when it’s set correctly (in my opinion), and the last one shows what happens when random idiot sets all the sliders to max. We can discuss whether you prefer the slightly “smoothed-out” original look from image 2 or the more natural one from image 3; in any case, in image 3, the in-game model is clearly the most similar to the real actress who plays Katherine and whom we scanned. It’s also much better lit, and the details of the nose, eyes, hair texture, and subtle shadows, or the bones on the neck definitely look more natural and realistic, and DLSS5 isn’t adding anything artificial there. Those details are present in both the model and the texture; it’s just that due to the engine’s lighting, they aren’t as visible, and DLSS5 “fixes” this fairly accurately based on the normal map and other factors. On top of that, this particular technology will not steal anyones job. So, for me, Image 3 is an improvement and much closer to how I’d wanted the lighting to work from the start and it was not possible. If we had this tech two years ago, and I would like the character to look "younger" but with DLSS5 shadows and lighting, we would tweak the model and made it so. Of course, this raises the issue of the uncanny valley. It sometimes starts to look almost too realistic—similar to the “soap opera” effect in movies when you turn on frame interpolation on a TV. As creators, we’ll have to deal with that. But it’s a new technology, and I’m absolutely certain it will improve.
We're bringing Unity directly into the AI workflows you use every day 🎮
Introducing the official Unity plugin for Claude Code - a first-party integration available directly in @claudeai’s plugin directory.
With just one command, unlock the 29 native Unity skills available at launch, supported CLI workflows, and direct Editor control!
One install, no configuration, supported by Unity.