Pre-orders for Grand Theft Auto VI will officially begin on June 25 on digital storefronts and at other select retailers.
Check out the official cover art, also available as downloadable artwork at https://t.co/XPwC8URCQ4
Unreal Engine 5.8 ships today with experimental MCP server support:
Your sources, your pipeline and your workflow—simply configure the MCP plugin and connect to any agent. Get familiar with the MCP server and the PCG Primitive Plugin today and see what teams can build together: https://t.co/cDITLWWv2F
Semua project di Claude yang pake C selalu kutulis kaya gini.
"Never use null-terminated string. Use a bounded utf-8 string with this structure. [ u32 string length | u32 byte length | bytes (always ended by \0) ]."
So far so good masih.
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Then read this setup ↓
Introducing text-to-lottie: an open source skill and harness for generating production ready Lottie animations with codex/claude code.
$ npx skills add diffusionstudio/lottie
Prompts guide and repo in the comments.
If you are doing something where technical quality matters, you need to be doing the architecture yourself and reviewing LLM code yourself. LLMs tend to slowly cripple the architecture with various hacks and then start copying those hacks. Human senior expert needs to design the architecture and verify that subtle issues don't cripple the architecture. Otherwise it's a slippery slope. Codebase will end up being a huge mess.
LLM loops are nice for iterative profiling/optimization. Nothing beats measuring. LLMs have lots of false beliefs like humans do. The problem is that LLMs are super bad at optimizing GPU SIMD code. Not enough training data. Same for data access patterns (cache utilization). Idiomatic C++ in github is horrible for performance. Real-time systems/engines programming doesn't have as much training data. You have to hand-hold LLM quite a bit to get acceptable results. If the runs smoothly on your $5000 MacBook, that's not good. Needs to be 100x faster to scale to average mobile devices.