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I finally did it. I acquired 200 PS5s. Cleared out every Target, Best Buy, Walmart and GameStop within 50 miles. Now they're stacked floor to ceiling in my garage. GTA 6 drops November 19. Console only. No PC. The day it launches, these go easily for $1k. Not selling a single one before then. Cost me $649 each.
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The girl in this video turned 18 on the streets of Kensington. She smokes fentanyl off tin foil and pays for it with dates, $50 to $100 a day. Her name is Sedona. She hates every date she goes on. She says if she gets clean, she wants to be a nurse, because she likes helping people. In the video below she describes her 18th birthday. "It was just like a normal day." How did it start? She tore her ACL in a bike crash and got prescribed Percocet. When pills on the street got too expensive, she switched to dope because it was cheaper. Where's her family? Her grandma kicked her out. "I don't really have parents. They're addicts too." School? She made it to junior year. She once got three months clean. Her grandma got her into rehab, and she started playing ice hockey. She was a goalie. Two weeks before this interview, she relapsed. How else does she make money? Asking for change on the train. Stealing. On a day without a date, she makes $5 or $10. What are the men like? "Some of them are just lonely men. None of them are fun." Why does she smoke it instead of snorting? She likes the taste. The worst thing she's seen out there: someone stabbed to death. "I still think about it to this day." People on the block tell her all the time that she's too young to be there. Her three wishes: to get sober with no cravings. A ton of money. And a PC for Fortnite. She's 18, so on paper every choice is hers now. Is she a kid who never had a chance, or an adult who has to own this?
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درایو C رو سپردم به DeepSeek گفتم اون وسط که داری اطلاعات خصوصی من رو می‌فرستی به سرورهای خودت توی پکن، یه حالی هم به درایو C من بده و با وسواس خیلی زیاد و بررسی و تایید گرفتن‌ها، 140 GB فضا برام خالی کرد روی PC.
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投研大使 一个面向在校大学生的兼职机会,远程或新加坡线下都可以。 岗位信息 合作方式:兼职,远程 / 新加坡实地 薪资:500 USD/月 申请要求:在校大学生,需提供有效在读证明 时间要求:需要保证稳定的日常投入,具体工时需沟通 其他福利:官方大使认证、产品共建及平台活动参与机会 主要做什么? 自主搭建和运营 Telegram 社群,邀请当地链上玩家加入,维护日常交流。 跟踪 Memecoin 热点和新叙事,研究项目背景、传播路径及市场关注度。 结合链上数据、资金流向和社区动态做项目研究,输出叙事分析、项目观察和案例复盘。 深度体验 Ave PC 端产品,收集真实使用过程中的问题和需求,向产品团队反馈改进建议。 组织社群讨论、研究分享、Alpha 信号跟踪和平台交易赛等活动。 后续发展 表现优秀者有机会获得 Ave 实习机会,实习表现突出还有转正机会。 原招聘信息另外标注了「100U/天」,但没有明确说明适用阶段和具体条件,建议申请前向 HR 确认。 申请方式 邮箱:hr@ave.ai 官网: 这类岗位比较适合平时就关注 Memecoin、会看链上数据,也愿意做 TG 社群运营的同学。它不只是挂个大使头衔,实际会参与投研、社群和产品反馈,能接触到的业务环节比较多。
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Can a mini PC replace your AI bill? BOSGAME M5 AI Mini PC: $3,499.99 at Newegg (checked Nov 11). Monthly AI seats add up fast. In a tested build on the same chip: Up to 112GB addressable by the GPU (per the source). #ad# #minipc# #ryzenai#
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简直牛逼克拉斯!! 你的 Opus 5.5 只需这25 个技能,就能顶一整支设计和视频制作团队。 在 GitHub 上合计约 87.6 万星。⬇️ 覆盖设计、视频、三维、动效、品牌多个维度,可以直接丢进 Claude Code,配上 Opus 5.5 来跑: 设计 • anthropic skills:官方仓库,前端和画布设计(约 19.3 万星) • impeccable:/polish /bolder /critique,少点那种一眼假的生成味(约 10.8 万星) • open-design:开源的智能设计工作台(约 10.7 万星) • hallmark:做出不像生成物的设计(约 5.3 万星) • huashu design:一句话进去,成品设计出来(约 2.9 万星) 视频 • hyperframes:写下 HTML,就能出片子(约 8.3 万星) • openmontage:智能体视频工作室,一百多种工具(约 8.0 万星) • video-shotcraft:电影感的产品宣传片(约 1.9 万星) • remotion skills:官方技能,用 React 做视频(约 6800 星) • animated shorts:三维世界里的短片卡通(约 2800 星) 三维 • blender mcp:让 Claude 来驱动 Blender(约 3.4 万星) • anatomy:把想法做成可运转的三维物件(约 2.7 万星) • unity mcp:让 Claude 操作 Unity 编辑器(约 1.6 万星) • universal-modder:给自己买过的 PC 游戏做模组(约 9600 星) • gamedev skills:77 项技能,从 Godot 到 three.js(约 8300 星) 动效 • gsap skills:官方缓动和滚动动效(约 1.8 万星) • garden skills:动效样片和网页影像演示(约 1.5 万星) • pixelfx:用代码写出 244 种像素效果(约 6900 星) • anything2explainer:丢进主题,得到讲解片(约 3200 星) • oil-motion:跟着滚动和指针走的动画(约 2900 星) 品牌 • guizang ppt:杂志风和瑞士风格的幻灯(约 3.0 万星) • stitch skills:Google 的界面设计技能(约 8700 星) • architecture diagrams:用文字描述,换来一张干净的结构图(约 7600 星) • logo design:从简报到 SVG 标志再到品牌手册(约 6600 星) • nothing design:单色点阵风格的界面(约 2900 星) 这些仓库都能公开拿到,多数是 MIT 或 Apache,许可以各仓库说明为准。片里每张卡片都对着一项技能做了三维展示。
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This is honestly how a lot of PC gamers feel. They loathe the DRAM oligopoly and just want China to destroy them. They don’t care about great power competition and just don’t want to get ripped off. They don’t like spending $5K+ on a mid tier gaming PC.
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255M views on a 3D Short by Zack D. Films i tried to rebuild his style with ONE Claude prompt, then ran it on Opus 5.5 and Fable 5.2 (they did NOT make the same Short) the full prompt is below ↓ paste it into Claude Code in an empty folder and answer its 2 questions. it shows u the script and waits for ur go. u need Blender + its free MPFB add-on and a graphics card. give it a few hours (the prompt is minus one optional paid-voice line) Ask me 2 things, then wait: 1. The story in one line: a strange TRUE event where one person did one odd physical thing ("He tied 42 weather balloons to a lawn chair."). If I say "you pick", pitch 3 with one source link each and take the first unless I choose. 2. The voice. Default: Kokoro (free, runs on my computer), a calm, warm male narrator. Then tell me everything else is free: Blender (find my install, or tell me the one download), its free MPFB extension for human bodies (ask me before you install it) and into this folder a Python venv with FFmpeg (imageio-ffmpeg), kokoro-onnx + its model files (kokoro-v1.0.onnx and voices-v1.0.bin from the kokoro-onnx GitHub releases), faster-whisper (small.en), numpy and Pillow. It needs no API key or account and renders on my graphics card with EEVEE. The look: a clean, realistic 3D world, like a good game cutscene. Bright, saturated, a little filmic. - People: realistic bodies with generic faces and big readable expressions (shock, a smirk, a scream). Plain clothes, no logos. Never a real person's likeness: for a real person keep the face out of close-ups (hands, back, side, distance, straight top-down). - CALM shots only. Bodies in fast action or contact (running, jumping, fighting, falling) look stiff, so tell the story with frozen moments under a slowly moving camera, macro inserts of hands and objects, rooms, vehicles, the sky, top-down views and the aftermath. - One new picture for every caption chunk (2-4 words, about 1-1.5 s): a new framing, a new action or a camera move. Nothing ever holds still: every shot drifts, pushes in or orbits. - The shot kit: macro insert (extreme close-up of the key object or hands, very shallow depth of field), hero low angle (wide lens at waist height), god's-eye top-down with a slow rotate, tracked object, over the shoulder, smash zoom on the word that matters, whip pan between beats, glow highlight (the named object glows orange with a rim, then fades), a big 3D number lying in the scene, a thought bubble (a cloud ring showing what he hoped for), a TV in the scene replaying the event. - Light: a bright warm sun, blue sky with clouds, soft shadows. Night scenes use hard lamps and a dark sky. Wide lens up close, depth of field on every shot, motion blur on every fast camera move. - Captions: 2-4 words at a time, white bold rounded sans, about 64 px on a 1080 px-wide frame, centred, 78% down the frame, soft dark shadow, no box. Each chunk replaces the last on the same frame as its picture. - Banned: real footage, photos, downloaded textures or 3D models, logos, AI images or AI video, downloaded music, gore. 38-50 s, 100-140 words, 150-180 words a minute. The voice starts at 0.0 s. - Line 1: the most surprising physical act, in past tense, opening with "He" (or "She"). No name, date or setup. Frame 1 shows that act. - Then a cause-and-effect chain: every sentence starts with a hinge word (Then, Suddenly, So, Because, But, Later) and is ONE visible action. - The context arrives late, after "You see,". - A reveal: someone looks closer and the story turns. - The last line is the consequence. No call to action, no question. - Names are rare: use one only when it pays off. Title = "He ..." or "The Man Who ...". The cover is the first frame. Save every stage to disk so a crash never costs more than one stage. - sources.md: every fact with its link and the date you read it. Anything you can't verify stays out. - script.json: the lines and the caption chunks cut by hand (2-4 words, one picture each), each chunk with its shot: the set, the camera, what moves. - Kokoro reads the whole script in one take (speed 1.0-1.1) and pauses are squeezed to 0.35 s at most; faster-whisper times every word (pass it a 16 kHz numpy array, not a path); write chunks.json with each chunk's start and end. A picture and its caption switch together on frame round(start*30)+1. - blender/: Python scripts run headless (blender -b -P). makes one .blend with the sets, the cast, the props and every shot baked with a key on every frame. sets EEVEE with ray tracing, the AgX view with the Punchy look, motion blur, depth of field and bloom in the compositor. Bodies come from MPFB or are built by you; clothes, hair, props and sets are built in code. - Stills first: one half-size still per shot as a contact sheet. Look at every tile and fix what's off before any full render. Time one full-size frame and tell me the estimate. - Render 1080x1920 at 30 fps to PNG frames, skipping frames already on disk. - numpy only: a light music bed, a sound on every action (a whoosh on each whip pan, hits, wind, room tone), ducked under the voice, mastered to -14 LUFS on the whole stereo mix. - burn the captions in from chunks.json. Encode out/_9x16.mp4 (1080x1920, 30 fps, TV-range yuv420p) and out/_x_7x8.mp4 (1008x1152, under 10 MB, 2-pass): a crop of the 9:16 frame that keeps the subject and the caption. - Blender paths: pass absolute output paths (a relative one lands on the drive root). - MPFB headless: enable it with addon_utils.enable("bl_ext.user_default.mpfb"). Bake a body's shape keys before you pose it: the rig is fitted to the baked shape. - Clothes: cut them from the body mesh and push them 7-16 mm out along the normals; keep two rings of body faces under every hem. - Nothing coplanar: keep every resting object 1 cm off its neighbour and draw ground markings into the texture, or they flicker. - Hair: EEVEE draws hair only from a Curves object, hair type STRIP. Use a Principled BSDF on it (the Hair BSDF renders black). - Skin: keep subsurface weight near 0.2 (more turns faces black in EEVEE) and add a soft fill light from below under a noon sun. - Hands: a curled hand reads as a claw from the palm side, so shoot a grip from behind the knuckles. - Motion blur: shutter position START, a key on every frame, plus a key half a frame after each shot's last frame, so blur never reaches across a cut. - Check: run a black-frame and one-frame-flicker check on the render. Make a contact sheet (a frame every 0.5 s) and look at every tile: the act reads in the first 2 s, faces are lit, nothing clips through anything, captions stay off faces and key objects. Then step through the first 2 s, the middle and the end frame by frame. Fix, render only the changed shots again. Pitch (or take my story), then show me the script with the word count, the caption chunks with their seconds and the shot list with what the first frame shows. Build nothing until I say go. how the two runs went: one run each on the same PC, so it's one sample, not a ranking. both took under 3 hours on one shared 8 GB graphics card. the story for both: a man who tied 42 weather balloons to a lawn chair in 1982 where they split: -> Opus opened wide on the balloons over the yard. Fable opened on the man kneeling at the chair with his Jeep behind him -> Opus put 5 big 3D numbers in its scenes, Fable 2 -> Fable followed the caption spec (white text, soft shadow). Opus went ALL CAPS with a thick outline -> Fable pulled the Smithsonian's own record and ended on the chair in the museum. Opus ended on the $1,500 fine -> a few Opus shots are hazy and one opens on a blank grey frame save this for ur next Short. who did it better, Opus or Fable?
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Introducing patch: build and play games. - Every game dev tool in one CLI and MCP - 50,000+ open-source assets - Remix any game on patch, or mod the ones on your PC - Ship it to everyone on patch, opensource :) We're opening it to everyone today:
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Claude Opus 5.5 just cooked a 20-person motion studio... these are the 20 skills I actually use with Opus 5.5 for video, design, 3D, motion and gamedev. 770K+ github stars between them: VIDEO ┣ hyperframes · write HTML, get a video (81K★) ┃ ┗ ┣ openmontage · full agentic video studio, 12 pipelines (79K★) ┃ ┗ ┣ video-shotcraft · cinematic product promos (18K★) ┃ ┗ ┗ remotion skills · the official one, videos in react (6.7K★) ┗ DESIGN ┣ anthropic skills · frontend-design, canvas, algorithmic art (190K★) ┃ ┗ ┣ impeccable · /polish /bolder /critique, kills AI slop (107K★) ┃ ┗ ┣ open-design · open-source AI design workspace (107K★) ┃ ┗ ┗ hallmark · design that refuses to look AI-made (51K★) ┗ 3D ┣ blender mcp · claude drives blender, whole scenes (34K★) ┃ ┗ ┣ anatomy · any idea as a real working 3D object (26K★) ┃ ┗ ┣ unity mcp · claude runs the unity editor (16K★) ┃ ┗ ┗ blender-skills · 94 skills, blockout → export (2.3K★) ┗ MOTION ┣ gsap skills · official easing, timelines, scroll (18K★) ┃ ┗ ┣ anything2explainer · topic in, narrated explainer out (3.2K★) ┃ ┗ ┣ oil-motion · animation that follows scroll + mouse (2.9K★) ┃ ┗ ┗ herk edit kit · cut dead air, edit reels + shorts (2.7K★) ┗ GAMES ┣ universal-modder · mod any PC game you own (9.5K★) ┃ ┗ ┣ gamedev skills · 77 skills, godot to three.js (7.9K★) ┃ ┗ ┣ pixelfx · 244 pixel effects in code (6.2K★) ┃ ┗ ┗ sprite-gen · game sprites + animation atlases (3.9K★) ┗ all open source. the 3D scene on each card is mine, fully rendered in blender for that skill
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