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Surviving Day 2nd Demo Release

well its not really great yet but here is an update, wrong enum values showing and poor tree creation, but its a world! And the shaders don't look too bad, too much sun glare and shadow dominance.#indiedev #IndieWatch #Indiegames #IndieDB #Steam #voxelart #release pic.twitter.com/uhffyL134I— Vikerus (@VikerusForrest) January 23, 2026

BTC and LTC Price Tickers

CBC32 Crypton Ticker Art | Secupgrade.com /* ===== CBC32 MASTERFUL ARTWORK STYLES ===== */ :root { /* Core Color Palette using cbc32_ prefix */ --cbc32_bg_primary: #0a0a14; --cbc32_bg_secondary: #151530; --cbc32_gold_primary: #ffd700; --cbc32_gold_secondary: #b8860b; --cbc32_silver_primary: #e0f7fa; --cbc32_silver_secondary: #c0c0c0; --cbc32_neon_gold_glow: rgba(255, 215, 0, 0.7); --cbc32_neon_silver_glow: rgba(224, 247, 250, 0.7); --cbc32_card_bg: rgba(25, 25, 40, 0.92); --cbc32_card_border_gold: rgba(255, 215, 0, 0.25); --cbc32_card_border_silver: rgba(192, 192, 192, 0.25); --cbc32_text_primary: #f0f0f0; --cbc32_text_dim: #aaaaaa; } * { box-sizing: border-box; margin: 0; padding: 0; } bdy { font-family: 'Exo 2', sans-serif; background: var(--cbc32_bg_primary); background-image: radial-gradient(circle at 15% 85%, rgba(255, 215, 0, 0.05) 0%, transparent 25%), radial-gradient(circle at 85% 15%, rgba(192, 192, 192, 0.05) 0%, transparent 25%), linear-gradient(160deg, var(--cbc32_bg_primary) 0%, var(--cbc32_bg_secondary) 100%); min-height: 100vh; display: flex; justify-content: center; align-items: center; padding: 20px; color: var(--cbc32_text_primary); overflow-x: hidden; } /* Main Artistic Container */ .cbc32_art_canvas { position: relative; width: 100%; max-width: 1000px; background: var(--cbc32_card_bg); backdrop-filter: blur(20px); border-radius: 30px; border: 1px solid var(--cbc32_card_border_gold); box-shadow: 0 30px 80px rgba(0, 0, 0, 0.8), inset 0 1px 0 rgba(255, 255, 255, 0.1), 0 0 30px rgba(255, 215, 0, 0.15); padding: 40px; overflow: hidden; z-index: 1; } /* Decorative background elements */ .cbc32_art_canvas::before { content: ''; position: absolute; top: -50%; left: -50%; width: 200%; height: 200%; background: radial-gradient(circle, transparent 30%, var(--cbc32_bg_secondary) 70%), repeating-conic-gradient(from 0deg, rgba(255,215,0,0.03) 0deg 10deg, transparent 10deg 20deg); z-index: -1; animation: cbc32_rotate_bg 120s linear infinite; } @keyframes cbc32_rotate_bg { from { transform: rotate(0deg); } to { transform: rotate(360deg); } } /* Header Styling */ .cbc32_art_header { text-align: center; margin-bottom: 40px; padding-bottom: 20px; border-bottom: 1px solid rgba(255, 215, 0, 0.2); } .cbc32_art_title { font-family: 'Orbitron', sans-serif; font-weight: 900; font-size: 2.8rem; background: linear-gradient(90deg, var(--cbc32_gold_primary), var(--cbc32_silver_primary)); -webkit-background-clip: text; background-clip: text; color: transparent; letter-spacing: 1.5px; margin-bottom: 10px; text-shadow: 0 0 15px rgba(255, 215, 0, 0.3); } .cbc32_art_subtitle { font-size: 1.1rem; color: var(--cbc32_text_dim); font-weight: 300; letter-spacing: 2px; } /* Ticker...

Three JS and How to Get Started

Three JS and How to Get Started

Building Interactive 3D Worlds with three.js Create a mesh-based world editor with physics and interactive primitives in less than 200 lines of code. ๐ŸŽฎ Why three.js is Perfect for Web-Based 3D three.js is a powerful JavaScript library that makes WebGL accessible. Unlike raw WebGL or game engines like Unity/Unreal: No compilation needed - Runs directly in the browser Tiny footprint - ~500KB vs multi-gigabyte game engines Immediate visual feedback - See changes instantly Perfect for prototypes & editors - Quick iteration cycle Massive community & examples - Solutions for almost any 3D problem In this tutorial, we'll build a complete 3D world editor with physics, object manipulation, and real-time interaction. ๐Ÿš€ Working Example: Live 3D World Editor Editor Controls Add Objects Add Cube Add Sphere Add Cone Add Cylinder Add Torus Selected Object: None Delete Duplicate Random Color Toggle Bounce Physics & Environment Toggle Physics Reset World Save Scene (Console) Instructions Click: Select objects Drag & Drop: Move selected object Scroll: Zoom in/out Right-click drag: Rotate camera Middle-click drag: Pan camera The Complete three.js Implementation Step 1: Basic HTML Setup Start with a simple HTML file and include three.js from a CDN: <!DOCTYPE html> <html> <head> <title>three.js World Editor</title> <style> body { margin: 0; } canvas { display: block; } </style> </head> <body> <div id="canvasContainer"></div> <!-- Include three.js from CDN --> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script> <script> // Our JavaScript code goes here </script> </body> </html> Step 2: Core three.js Scene Setup Here's the minimal three.js scene setup that powers our editor: // ===== THREE.JS CORE SETUP ===== let scene, camera, renderer; let objects = []; let selectedObject = null; let physicsEnabled = true; let raycaster = new THREE.Raycaster(); let mouse = new THREE.Vector2(); function init() { // 1. Create scene (the 3D world) scene = new THREE.Scene(); scene.background = new THREE.Color(0x1a1a2e);...

Quantum Computing in 2026

Quantum Computing in 2026

The Quantum Leap of 2026: From Theory to Practical Systems The year the quantum computer moves out of the lab and into the real world. ๐Ÿ The Starting Line: The NISQ Era is Evolving 2026 marks a pivotal shift in quantum computing. For years, we've been in the "Noisy Intermediate-Scale Quantum" (NISQ) eraโ€”characterized by machines with dozens to hundreds of error-prone "qubits" that are powerful research tools but not yet commercially indispensable [citation:1][citation:6]. This year, the industry's focus is decisively moving beyond simply counting qubits. The new imperative is error correction, system reliability, and demonstrating practical, useful computations that classical supercomputers struggle with [citation:1][citation:2]. According to leaders at Microsoft and others, 2026 is the year customers will finally get their hands on the first small-scale, error-corrected quantum machines [citation:1]. Breakthrough #1: The Dawn of Error-Corrected Machines The "Logical Qubit" Revolution The biggest problem with today's quantum bits (qubits) is their fragility. They are easily disturbed by environmental "noise," which causes errors [citation:1]. The solution is Quantum Error Correction (QEC): grouping multiple physical qubits together to form a single, more stable "logical qubit" [citation:1]. Why 2026 is a Milestone: After years of lab experiments, the first commercial machines using this principle are being delivered. Microsoft & Atom Computing are delivering "Magne," a system with 50 logical qubits (built from 1,200 physical ones) to research partners in Denmark [citation:1]. QuEra has delivered a machine with 37 logical qubits to Japan's AIST institute, with global customer access planned for 2026 [citation:1]. IBM is targeting a major demonstration of scientific "quantum advantage" using its 360-qubit "Nighthawk" processor combined with high-performance classical computers (HPC) [citation:5]. This transition from unreliable physical qubits to robust logical ones is the single most critical step toward building a truly useful, large-scale quantum computer [citation:1][citation:7]. Breakthrough #2: Neutral Atoms...

Making a game with Claude code and Gemini

Making a game with Claude code and Gemini

From Zero to Voxel Hero: Build a Complete Voxel Game Your complete guide to creating a voxel game with player controls, procedural models, and simple AI. ๐ŸŽฏ What You're Going to Build By the end of this comprehensive guide, you will have created a complete, playable voxel game from scratch. Your game will include: โœ… Procedural Voxel World: Endless or finite terrain generated algorithmically. โœ… Full Player Controls: Movement, jumping, mining blocks, and placing blocks. โœ… Optimized Voxel Engine: A performant system for rendering and managing thousands of blocks. โœ… Simple Enemy AI: NPCs that can patrol, chase the player, and attack. โœ… Procedural Models: Systems to generate structures like trees, houses, or caves dynamically. We'll be using Unity and C#, the industry-standard tools that power countless games. Phase 1: Foundation & Setup Step 1: Install Prerequisites Download and Install Unity Hub: Get it from the official Unity website. Install Unity Editor: From Unity Hub, install Unity 2021.3 LTS or a newer LTS version. During installation, include the Windows/Mono/IL2CPP Build Support modules. Install a Code Editor: Visual Studio (comes with Unity) or VS Code are perfect. Step 2: Create Your Project Open Unity Hub and click New Project. Select the 3D (Core) template. Name your project (e.g., "MyVoxelGame") and choose a location. Click Create Project. Your development environment is ready. Step 3: Project Structure Create these essential folders in your Unity Project window (Right-click `Assets` > Create > Folder): Assets/ โ”œโ”€โ”€ Scripts/ # All C# code โ”œโ”€โ”€ Prefabs/ # Reusable objects โ”œโ”€โ”€ Materials/ # Block textures and colors โ”œโ”€โ”€ Scenes/ # Your game levels โ””โ”€โ”€ Settings/ # Configuration files Phase 2: Building the Voxel Engine Core Step 4: Create the Block Data System In the `Scripts/` folder, create a C# script called `BlockType.cs`. This is a simple data container....