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Movez (@0xMovez)

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I just solved "Robotics Engineering" education with Fable 5.2 forever.. no need to spend $500+ on a starter kit to learn what a GPIO pin does, just visit my interactive site: • 8 real boards in 3D: Arduino Uno, Raspberry Pi 4... • hyper-realistic graphics with real-life actions • build part by part: place chips, connectors and headers, then solder them in • wire real circuits: blink an LED, read a sensor, drive a motor Fable 5.2 generated every 3D model in code, no ready-made 3D files or photos try it free, no sign-up ↓
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code for review : Prompt : Create a 2D anime short for the web. It must look completely like real Japanese anime, as if it were taken directly from a finished theatrical anime film. This is traditional-looking, hand-drawn 2D anime, not a 3D animation, a moving illustration, or a stylized web graphic. Deliver the final result as a single, self-contained HTML file that plays offline, with a synthesized soundtrack. Use any tools, libraries, references, guides, literally anything etc. Use theatrical mecha and kaiju anime as the art style reference for the design, line work, painted backgrounds, color, and atmosphere. The film is 83 seconds long, in 39 shots. Its characters are a colossal silver archer robot, a fleet of container ships, and a leviathan. No people appear in the film. Use any tools or techniques you want, including 3D, as long as the final result looks 100% like hand-drawn 2D anime. SCENE A blazing sunny day on a coast. A massive armored archer robot, a hundred meters tall, stands in a deep lunge on a headland and draws a bow taller than itself. Close-ups: the hand on the grip, the limb and cable, the foot planted in the surf. Blue energy crawls along the arrow into the chest armor until the arrowhead blazes like crystal. The string snaps forward and a shockwave flattens the sea. The arrow is a harpoon trailing a thin cable. It tears the clouds into two walls above a ship's deck, climbs through the cloud tops, and reaches the edge of space in a blue flash along the planet's limb. Out at sea, container ships cross a colossal shadow. Four humpback whales breach beside a ship, with real arcs and full tail flukes, and dive tail last. From below, shapes move under the bright churning surface. Four whale heads rise from a boiling sea, and a ring of teeth rises around them: they are lures inside a mouth. They drop in and the jaws shut. The leviathan breaches through the fleet in one slow, enormous arc. Its belly slides past the bridge windows. The swell it leaves lifts the ships and stands one on end, spilling containers. Its ridged back and flukes sink into spray fog. High above, the arrow turns over and comes back red-hot through the atmosphere. Below the surface, the leviathan crawls through a luminous canyon on clawed forelimbs and swallows a fleeing whale. A thin streak meets the sea on the horizon and a white plume swells up. The harpoon drives through its back in a blue-white flash, lightning runs along its body, and the barbed tip punches out of its belly into the rock, which bursts apart. The cable stays attached the whole time, rising to the surface. A mountain of water swells from the sea. The dying leviathan erupts, rolls over between the ships and falls, and a wall of water takes the fleet. ANIME QUALITY STANDARD Every frame must look as if it was drawn by professional anime animators and painted by master background artists for a finished theatrical film. Archer: A massive, heavy anime mecha with sculpted overlapping armor plates, panel lines, bolts, markings and a faceted chest reactor that glows blue. Hands really grip the bow and string. The arrow never passes through the armor. Keep it on-model from every angle. Leviathan: Whale-like and colossal, always dwarfing the ships. Rough, dark grey-teal wet hide with barnacles and scars, a pale ribbed throat, a spined back, huge clawed flippers, and a cavernous maw with uneven teeth. A real bending body with weight, never a stiff model hanging on pillars of water. Whales: Real humpback anatomy with tail stock, big notched flukes and long curved flippers rooted in the body. Ships: Detailed container ships with corrugated multicolor containers, lashing bars and a white bridge tower. Line art: Confident, delicate, hand-inked anime line work with subtle variation in thickness and pressure. Coloring: Traditional anime cel coloring with clean color areas, hard-edged cool lavender-blue shadows, crisp highlights, and a bright, high-key, saturated palette. Never gloomy, grey or muddy, even in the darkest moments of the story. Backgrounds: Richly detailed, hand-painted anime backgrounds in a gouache style: towering white cumulus, a cobalt-to-turquoise sea at kilometer scale, a painted coast with a far town, Earth from orbit, a port city from the stratosphere. Underwater: Luminous cyan depth with god rays, a rippling surface seen from below, jagged canyon rock, silt and fish. Bright, not black. Lighting: Summer sun with colorful shadows, and a separate character key light so that nothing sinks into shade. Effects: Bold drawn anime FX on twos and threes. Sharp lightning with a white core, plasma trails, sheets of water pouring off the body, plumes, spray and a wall of water with real mass. Never particle mush or cotton-wool clouds. Animation: Authentic hand-drawn anime timing, with characters on twos, strong key poses, natural holds, and overlapping movement. Huge things move slowly and heavily. Nothing clips, slides or floats. Sound: An original epic score with ominous drones, brass and choir, near silence before the impact, then a colossal hit. Add a recurring whale-song motif, bow creak, charge whine, sonic boom, thunder and the sea, muffled underwater, all timed to the picture. Direction: Cinematic shots, macro close-ups against huge wide shots, thoughtful staging, and pacing that builds from quiet tension to a devastating climax. IT MUST NOT LOOK LIKE - 3D: No plastic materials, CGI shading, visible polygons, game-engine lighting, or computer-perfect perspective. - Blocky "Minecraft" shapes: No plain boxes, empty flat surfaces, or toy-like proportions. Every surface carries design detail. - SVG or vector art: No simple geometric shapes, perfect curves, uniform outlines, flat corporate illustration, or basic gradients. - Web animation: No sliding layers, constant bobbing, floating parts, smooth software easing, or puppet-like joint rotation. - Pasted-on elements: No 2D sprites floating in a 3D scene. - AI art: No warped shapes, melted details, flickering, or changing designs. - Non-anime art: No Western cartoon designs, realistic rendering, soft painterly shading on the characters, or generic digital illustration. - Amateur work: No stiff poses, empty backgrounds, muddy colors, clip art, placeholders, or unfinished details. You are free to change any part of the prompt, if it would result in better results. The result should feel enormous, terrifying and beautiful, a blockbuster in bright anime colors. Before finishing, inspect random frames as still images. If any frame does not look completely like real 2D anime, keep improving it. Do not stop until every frame could pass as a still from a theatrical anime film.
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Andrew Ng just dropped a 3-hour course on how to become an AI Engineer in 2026: • 00:00 - How to build agentic AI systems • 04:25 - Future of AI engineering • 23:38 - AI Prompting full course • 2:52:17 - Creating an app with AI in 30 minutes This 3-hour watch could replace 10 AI engineering courses on the internet. Watch it today, then read how to run a self-improving system in the article below.
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Anthropic just dropped 5 workshops on building self-improving agentic systems from scratch: 00:00 - Ship your first Claude agent 36:44 - Build memory for Claude agents 1:05:06 - Make your agent autonomous 1:26:46 - Set up a proactive agent 2:03:35 - self-improving agents (tools,skills) These 3-hours of free Claude workshops will replace 10 paid agentic courses. Watch today, then read article below on how to build a self-improving agentic system with Fable 5.
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Ex-Google engineer explained AI agent loops, harness, evals in 20 minutes - better than 500$ courses. trace every run → judge it with an LLM → diagnose → fix → ship. That loop is how agents self-improve over time. Agent loops + memory + harness + evals - thats the stack. Watch it, then save the framework below.
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Anthropic engineer: "At Antropic, >80% of our engineers are building with self-improving loops. in 3-6 months, it will be 100%. my agentic loops can run for hours without spending hundreds of $$$." in 30-minute podcast, an Antropic engineer shows how to build the right spec for an agentic loop. Loop + plan + PRDs + spec + markdown - that’s the secret stack. Worth more than a $500 agentic course on the internet. Watch it now, then read how quants are building trading loops from scratch.
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A senior Google engineer just dropped a 19-page PDF on "Loop Engineering" for LLM and agentic systems. Act → Observe → Learn → Repeat • Act: the LLM proposes a code transformation (tile this loop, parallelize that one). • Observe: a compiler runs it and reports back - is it valid? faster? slower? by how much? • Learn: the LLM reads that feedback and adjusts its next move. • Repeat until it stops finding improvements. The agent gets smarter purely from grounded feedback inside its own context window. This 19-page PDF totally changed the way I’m building agentic systems today. Read it now, then explore the article below.
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Andrew Ng: "100% of my tasks are now done by AI agents - hype has exceeded my expectations. Loops is next step. in 3-6 months, everyone will be using self-improving loops. No more prompting." In a 30-minute talk, Andrew Ng explains how to build self-improving agentic systems from scratch. Worth more than a $500 agentic course.
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Claude Code creator: "At Anthropic, 90% of our engineers are running agents with self-improving loops. in 3-6 months, everyone will be running /loops - this is the future of engineering" in a 1-hour podcast, Boris Cherny reveals the best tips for building Claude Code automations. Claude + loops + routines + dynamic workflows - that’s the secret. Watch the talk, then read how to apply and build the same setup in the article below.
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Claude Code creator: "100% of our pull requests at Anrtopic are run by Claude Code. 80–90% of code review too. The feature I’m using the most today is /loops. I’m not prompting Claude anymore - I’m building loops" in 1-hour interview, Boris reveals his setup, which helps him build the #1# coding tool of this year. Worth more than a $500 vibe-coding course.
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Claude Code creator: "Now I don’t prompt Claude anymore - I have loops that are running. My job is to write loops." In this 30-min speech, Boris revealed his actual Claude setup for daily coding. Claude Code + loops + dynamic workflow Worth more than a $500 vibe-coding course
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This 2-hour Stanford lecture will teach you how to unlock 100% of any LLM's potential. it's the clearest breakdown I've seen of how top AI engineers actually push models past their limits here's what it covers: • 4 levels: prompting → fine-tuning → RAG → agents • CoT, ReAct, Tree of Thoughts, self-consistency • Andrew Ng's 4 agentic patterns • evals - what separates demos from real products I took the key ideas and turned them into a practical guide on how to get 100% out of Claude find it below
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