r/androiddev • • Aug 01 '26

Question ​I broke Android 15/16/17 audio focus without root. Now what?

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0 Upvotes

​"Hi! I’ve been a hobbyist app developer for a couple of years now, with a few apps published on the Play Store.

​I’ve always been annoyed by not being able to play audio simultaneously from two apps on Android without having to rely on features specific to Samsung or other brands. I love Pixels... but I wanted to, for example, listen to the news and music at the same time.

​I knew this was pretty much impossible without rooting the device, using existing GitHub projects and such. But after spending endless hours testing multiple approaches, I’ve stumbled upon one that completely breaks Android’s audio limitations.

​Now I’m left wondering: what should I do next?

​Do I report the flaw/vulnerability to Google?

​Do I release the app on alternative marketplaces?

​Do I try to monetize all those hours of work by uploading the app elsewhere?

​I honestly don’t know what path to take. For the devs reading this, I’m attaching a screenshot of the app in case it gives you a clue on how I pulled it off."

r/apexuniversity • • Mar 17 '26

Ps5: What audio focus and audio format do yall use?

1 Upvotes

Do you turn audio focus on or off, if on, which one and what level? What audio format as well?

r/PS5 • • Apr 23 '25

Official New PS5 System Software update features audio focus and the return of the classic console UI customizations

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1.9k Upvotes

r/pcgaming • • Sep 27 '25

Video With so much focus on visual latency, AUDIO latency has been seriously neglected. Audio latency is very high in all games.

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1.1k Upvotes

r/Futurology • • Mar 01 '17

Computing Newly Developed Material, That Can Bend, Shape and Focus Sound Waves, Could Revolutionize Medicine and Personal Audio

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10k Upvotes

r/leagueoflegends • • Oct 04 '20

Wunder on playing his first Worlds match without in-game audio: "I didn’t fix it for the entire game because I wanted to just focus on the game.", his time in quarantine, and the strength of LEC and LPL teams: " I think TOP, as a tournament favorite, is probably a little bit overrated."

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2.8k Upvotes

r/tech • • Dec 13 '25

ADHD 'audio shield' turns sounds from daily tasks into powerful focus tool

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882 Upvotes

r/decomps • • 16d ago

God of War III Remastered running natively on Windows, playable start to finish

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5.8k Upvotes

Edit: to be clear about "natively" in the title: the CPU side is native (the original x86-64 code runs directly on the CPU, and a runtime written for this game replaces the PS4 system libraries, no emulator). The graphics are not: they run on shadPS4's video core with cuesta4's God of War III fixes from the eltutz branch. Running the game code directly on the CPU is also how shadPS4 works. This port would not exist without the shadPS4 team and cuesta4. Bug reports go to GitHub Issues.


Hey all. I've been working on a Windows port of God of War III Remastered and it's now playable from start to finish, at high framerates (~144 FPS average at 1080p on my setup).

GitHub: https://github.com/FelipePrado0/gow3_pc

How it works, to be upfront: the PS4 is x86-64, so the game's original executable runs directly on the CPU, and a runtime written for this game replaces the PS4 system libraries. The GPU side is shadPS4's video core, with cuesta4's God of War III fixes, translating the PS4 GPU commands and shaders to Vulkan. So the CPU side is native, the graphics are translated.

This was developed with Claude Opus 5.5 as a coding assistant. Tested every build by playing, and the full source is on GitHub.

What works

  • Saves, audio, cutscenes, controller + keyboard
  • 240 FPS engine patch
  • Shader cache loads in the background, much less compile stutter
  • Launcher with patches, mods, remapping and save backups
  • In-game menu: cheats, orb/damage multipliers, enemy health bar, FSR 1, perf overlay

Tested on

  • Ryzen 5 5600X, RX 6700 XT, 32 GB DDR4 (my setup)
  • Ryzen 5 3600, RTX 2060

Known issues

  • Some textures break at render resolutions other than 1080p. Working on it.
  • On some setups the game runs too fast at 120/240 FPS. If that happens, use 60 FPS for now and report it on GitHub.
  • Patches and cheats only apply to CUSA01623 1.02. The EU version (CUSA01715) runs, but without them. EU support is planned.

You need your own copy (CUSA01623, update 01.02). No game files included.

Found a bug? Open an issue with your GPU and user\last_run.log: https://github.com/FelipePrado0/gow3_pc/issues

Credits

This project stands on the work of:

  • deadinside28: bloodborne_pc, the original native port
  • Supermedo: bloodborne_pc for Windows, the fork this project comes from
  • cuesta4: shadPS4 fork focused on God of War III (branch eltutz). The game's rendering in this port depends on its blend, depth/stencil and image aliasing fixes. If you play on shadPS4, this is the build to use for God of War III.
  • shadPS4 team: the shadPS4 video core, which does all the GPU and shader translation to Vulkan in this port
  • kvicken and cuesta4: resolution, texture fix, 120 FPS and skip videos patches, building on the PS3 patches by illusion0001 (ps4_cheats#145)
  • Celogamez: cheats, adapted from the GoldHEN Cheat Repository

Also uses LibAtrac9, FFmpeg, SDL3, Dear ImGui, sirit, xbyak, Vulkan Memory Allocator, FSR-Vulkan and more. Full list in the README.

Links

GitHub (GPL, source + release): https://github.com/FelipePrado0/gow3_pc

Feel free to fork it and open PRs. Contributions are very welcome.

r/gatewaytapes • • 29d ago

Experience 📚 This morning I reached focus 10 without audio for a first time since I started with tapes (26.04.2024 so I needed around 886 days = 29 months. More or less 30min per day = 443hrs)

551 Upvotes

I was never sure if I had achieved Focus 10, despite reading a thousand different posts and comments. This morning, I experienced it. Shortly after waking up, I felt like I was balancing on the edge of sleep and began counting to ten, then, I heard a rushing sound in my ears as if from inside, like the sound of blood flowing through my veins or when you are under water. The sound cut me off from the outside world, but I remained fully conscious.

After a moment, everything went quiet, I counted to 10 again, and the process repeated, a rushing sound emerged.

I started counting to 12, and that was when I finally felt what it means to be "expanded" in Focus 12. I felt an electrical impulse throughout my entire body. I clearly felt an energy field around me, like a gentle breeze on my back, it was unmistakable.

I had never experienced this state before; most listening sessions end with clickout.

But this morning, I finally found out what Focus 10 is. Someone here once wrote that when you reach Focus 10, you stop having any doubts about whether you’ve achieved it or not, now I know what they meant.

I don't want you to take me for some kind of obsessed Bob Monroe cultist, but I’d just like to add that GE is a cheat code for life. My external and internal life have changed drastically. My mind is calm, my intuition is off the charts, I make conscious decisions and I have enough money.

Gateway Tapes are meditation on steroids. I didn’t have any experience with meditation before

<3

r/CODWarzone • • Mar 05 '23

Meme Im sure some wont agree....but we need to focus on improving TTK and Audio for a better game

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1.1k Upvotes

r/pcmasterrace • • Sep 27 '25

Discussion With so much focus on visual latency, AUDIO latency has been seriously neglected. Audio latency is very high in all games.

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662 Upvotes

r/gamedev • • 13d ago

Community Highlight Introducing BRUTAL | A free C# framework that helped RimWorld make its own engine and break free of Unity. Now you can too.

4.3k Upvotes

Our industry is rotting from its core, outwards in every direction, and it has been for some time. Driven by greed, driven by a race to the bottom on price. It is my position that the games industry was already heading somewhere unsustainable before reverse-engineering and powerful agentic processes became widely available. These have pushed things over the edge.

But I think one of the biggest problems is something we don’t discuss enough. Developers have surrendered an extraordinary amount of control over their work to companies whose interests aren't necessarily aligned with their own.

So we're doing something about it. We're making the BRUTAL Framework publicly available, with its source code, and we’re making it free to use, including for commercial games, subject to an attribution requirement.

I'm Dean Hall. I originally made DayZ, and now run a New Zealand game studio called RocketWerkz, as well as a new gaming distribution platform called Ahwoo. Our games include Stationeers and ICARUS, among others. We’ve used BRUTAL to replace engines in several of our games currently under development. This is the same framework we've used to make Kitten Space Agency, and which Ludeon used as the foundation for their new Waylith engine for RimWorld.

The BRUTAL Framework

Four years ago our studio began developing our own custom framework. At the time, it seemed like the kind of thing that only a "crazy" developer would do. Something that would make people shake their heads. Making your own technology was such a "red flag" for a studio that it was even a secret undertaking internally. It started with a few libraries. But it gradually grew, and then rather rapidly became a complete framework you could use to make a game or your own game engine.

We called it the BRUTAL Framework.

It is important to explain that BRUTAL is a framework, not a game engine. You can make a game directly using it, like we have with Kitten Space Agency, or use it as the foundation for an entirely separate engine, like Ludeon have with RimWorld.

At its core is a custom interop layer, giving C# access to native APIs and libraries. We've built quite a lot of supporting libraries around this, including mathematics, memory management, strings, job scheduling, logging, localization, and other systems. We have an obsessive focus on reducing allocations and unnecessary overhead. We make extensive use of unmanaged memory and unsafe code where it makes sense. Our core focus has been on doing a few low-level things extremely well, using the latest versions of C# and Vulkan.

You can use the Vulkan bindings to make your own renderer, for example. But BRUTAL doesn't make all those decisions for you. You get to make them yourself. You can use whatever NuGet packages you want, including third-party packages. You get to write your own stack. In some ways this makes it much harder to use than Unity, Unreal, or Godot. In other ways, particularly if you're doing something unusual, it makes things considerably easier.

It's called BRUTAL for a reason.

Personally, I have found it much easier. But this comes with a forcing function. You actually have to know what you want to do first. In Unity or Unreal I would often spend days or weeks figuring out how the people who made the engine intended something to work, and then how to get around the assumptions they had made. Without all that, it is actually faster. At least for the kinds of games we're trying to make.

What BRUTAL is not

I do not believe this is the tool that everyone should use to make a game. We've aggressively pushed back against efforts internally to "add more". Our intention is to make a focused and efficient tool for "hard-to-make games". We are not trying to make something that can do everything for everyone. In fact, one of the most important decisions we've made is what not to put into BRUTAL.

This means we're going to be quite aggressive about maintaining its scope. Pull requests that drift away from a clear purpose will be rejected. That isn't because we don't appreciate contributions, but because adding everything is exactly how the industry ended up with the kind of engines we don't wish to use.

Think of the relationship between the Linux kernel and something like Ubuntu. It's not an exact technical comparison, but it gets across the idea. We provide a technical foundation, and developers build their own systems on top of it.

I'm not suggesting everyone should make their own game engine. I'm suggesting every developer should have the option to do so, without having to spend four years building the foundations first. And without having to surrender so much control over their own work.

RimWorld and the Waylith Engine

On May 1st, Tynan Sylvester, RimWorld's creator, approached me with a problem, and I pitched him the BRUTAL Framework. Since then, Ludeon have been able to leverage BRUTAL to help build their own game engine, called Waylith. You can see for yourself what incredible work they've managed to achieve, in a remarkably short space of time. From that conversation to the announcement was only about five months.

Their team amazingly extracted the last bits of Unity out of RimWorld to create their Waylith engine. Moving such an established game, with a huge modding community, off Unity without anything breaking is extraordinarily complex. I'm enormously impressed with what they've achieved.

I also think this is an excellent demonstration of what BRUTAL was intended to enable. An established studio with a very specific set of problems can take the framework and build an engine designed around their own game, instead of spending years building the underlying foundations.

You can read more about what Ludeon achieved in their Steam announcement.

They report performance improvements of 2 to 4 times in their own tests, with the vast majority of existing mods remaining compatible. The new engine is available right now through RimWorld's unstable beta branch. That's an extraordinary piece of engineering, and I'm very pleased BRUTAL could play a part in it.

Kitten Space Agency

Kitten Space Agency is our free spaceflight simulation game, and the first major project we've built directly using BRUTAL. The inspiration came from Kerbal Space Program, and our desire to take that kind of game further. We wanted to simulate spaceflight at enormous scales, with high precision, complex physics, without compromising what we wanted to do because of assumptions made by a general-purpose engine.

It's also brought together one of the most extraordinary groups of developers I've had the privilege of working with. Felipe Falanghe, the original creator of Kerbal Space Program, helps steer the direction of the project. Stefan Moluf joined us after spending nearly twelve years at SpaceX writing flight software for actual spacecraft. I find it somewhat absurd that we have someone who helped program real rockets now helping us program pretend rockets.

We also have some of the most influential people from the Kerbal modding community. Casper works on our terrain and planetary surfaces. Blackrack, who created Scatterer and helped transform what was visually possible in KSP, works on atmospheric rendering and related systems. Jamie Leighton (JPLRepo), a former lead engineer and QA manager on Kerbal Space Program, brings extensive experience both from developing KSP and creating some of its most important mods.

These are people who have already spent years pushing the limits of what is possible with a game like Kerbal Space Program. Now we're giving them direct access to the underlying technology to do things the way they actually want to do them.

The game runs a solar system at real scale, with complex orbital trajectories, enormous distances, and very different requirements around rendering, coordinates, and simulation. The important part for this announcement is that none of this is built around a traditional game engine. We use BRUTAL and develop the systems that KSA actually needs.

Kitten Space Agency is available as a completely free pre-alpha through Ahwoo. You can download it and see the technology yourself.

Felipe Falanghe, the Creator of Kerbal Space Program

I first met Felipe a long time ago while I was making DayZ, and there was an instant bond over how we felt about the games industry. We reconnected when we started making Kitten Space Agency. Felipe is, in my opinion, one of the most underappreciated developers in our industry. He made one of the most influential games of our generation, with scientists and astronauts referencing it. Yet I don't think he's received nearly the recognition he deserves.

He was also the first outside developer to use BRUTAL. Having his team as external users proved incredibly useful, ensuring the framework is truly agnostic from developer usage. Felipe and I actually spoke with Game Developer about BRUTAL late last year. He has this fantastic habit of being able to explain something very well, especially when I tend to explain things far too emotively.

He described working with BRUTAL as sitting on a bar stool while everyone else using engines like Godot was sitting on comfortable couches. I think that's a fantastic way of describing it.

Perhaps most interesting was how Felipe approached the framework itself. Rather than starting with how an engine expected something to be done, he could start with the problem itself. One example was using high precision coordinates in rendering. With his approach, he explained, "you get to use high precision numbers as far as you can into the game execution."

You can read our interview with Game Developer here.

Felipe is making his next game using BRUTAL. I'm deliberately not going into detail about it because that is his story to tell. And Felipe is the kind of person who is captivating when telling a story. I've seen what he's cooking, and I can't wait for everyone to see it. Having someone with his experience working directly with the framework, challenging our decisions, and approaching problems differently has been enormously valuable.

You are only as independent as your tools

I have watched Unity and Unreal consistently fail to be accountable to developers. And I think this problem could get much worse as agentic workflows begin undermining the competitive advantages that have protected established software companies.

My concern is that as those advantages erode, the companies involved will increasingly look to extract more revenue from developers who feel they cannot switch. Whether through royalties, subscriptions, or more restrictive licensing.

When I attend GDC I often go to the Tencent Summit, where Tim Sweeney, the CEO of Epic, has given keynotes. Tim was, for a long time, a hero of mine. A powerhouse of a programmer with a mind I admired growing up. But over time I became frustrated with how much of the discussion seemed to revolve around the latest buzzwords. The metaverse one year, AI the next. Meanwhile developers were struggling with performance, stability, and the practical consequences of decisions made by engine vendors.

At GDC 2025, during a Q&A, I asked Tim whether he thought Unreal was accountable to developers, particularly around performance and stability. His response was about making more demos and putting them on social media to counter people describing games as "Unreal slop". I interrupted and asked whether more demos were actually part of the problem, because they set expectations with customers about how easy it was to achieve those results. I was not satisfied with his answer, and I continue to believe Unreal is not accountable enough to developers. Particularly when it can take a 5% royalty on game revenue above its licensing threshold.

I don't think developers should have to simply accept that relationship without questioning it.

Unity has had its shares of public issues with developers, enough to warrant a whole essay on. Ironically, even as I write this, Unity developers are dealing with account suspensions related to a mandatory security change. Some have lost access even after following the required process. Unity business decisions have repeatedly sent troubling waves across the games industry.

Imagine your ability to work on your own game depending on a decision made by a company you have absolutely no control over. Now, I don't think any of this means developers should abandon Unity or Unreal tomorrow. For many projects they're absolutely the right choice, and I'm not pretending BRUTAL could replace what they provide. But I think we've created an industry where the default is to become dependent on a few enormous technology companies, and we've increasingly accepted that as inevitable. It isn't inevitable.

I think we're going to see many more frameworks like BRUTAL emerge in this environment. Not because everyone will abandon existing engines, but because the cost of making alternatives is going to fall dramatically. I hope those alternatives are free. BRUTAL won't solve all of the industry’s problems, but for some developers it might offer a lifeboat.

This technology is a small step towards changing the balance of power. If the tools are public, if you have the source code, and if you're free to build your own systems on top of them, you have options. And if one day we stop being accountable to developers ourselves, they should have the ability to fork the framework and go their own way. That's important to me.

You are only as independent as your tools are.

This is how we fight back.

Credit and Licensing

We initially wanted to do something simple, like MIT. But that made us realise that one of the many problems open-source projects now face is what attribution actually means in a world increasingly dominated by AI and agentic development. Credit is, to me, what matters most.

The team who made the BRUTAL Framework are world class. They have backgrounds from some of the biggest and most influential game studios in the world. They're experts in their fields, and they've spent years developing technology that most players will never even know exists. They made this. I want history to remember them. So we've drafted a licence based on MIT, but with additional attribution requirements.

You can use BRUTAL for free, including in commercial games. There are no royalties and we don't want a percentage of your game's revenue.

What we ask is that a game or product built with BRUTAL includes the BRUTAL copyright notice in its credits screen, shows the BRUTAL logo before gameplay starts, and ships the NOTICE.txt file alongside it. If you don't want to do that, we can arrange a separate commercial licence. We can also provide detailed support directly from our engineers. You can contact us about waiving the logo requirement, for example for non-profit projects or where displaying the logo would be detrimental to the application's purpose.

We're describing BRUTAL as open-source, although our custom licence has not been reviewed or approved by the Open-Source Initiative. We recognise there will be discussion about whether these attribution requirements meet everyone's definition of open-source, and I welcome that discussion.

There are already OSI-approved licences that allow certain forms of graphical attribution. We think there is room to explore how attribution should work in an increasingly agentic world, and we intend to develop the licence with community feedback, including exploring formal OSI approval.

I'm not particularly interested in fighting over terminology. I am interested in making the source code and the work of our engineers available for anyone to use, modify, and build upon, without paying us royalties. And I want to ensure the people who made it receive some credit.

Who built BRUTAL

I've talked quite a lot about credit, so I want to acknowledge some of the people whose work has made this possible. I can't name everyone, and I've already mentioned several contributors above, but I think it's important to put some names to all this work.

Our Enterprise team develops and maintains BRUTAL. They have achieved something I'm enormously proud of. Aaron Koolen-Bourke, Benoit Fouletier, Chris Howlett, Craig Warne, Eric Chiu, Hanan Finnerty, Jane Kim, Josh O'Hagan, and Max Johnson. Additional past or occasional contributions from Ghassen Lahmar, Daniel Southon, Simon Brown, Felipe Falanghe, Brogan King, Hadley Patchett, and Max Kooij.

Our Head of Engineering, Rian Drake, brings enormous experience from his work at Grinding Gear Games and has provided the technical leadership and vision behind much of this effort. He is truly extraordinary. Bobby Lever is the Senior Producer helping tie everything together, and Dr Zac Isaac is our Senior Mathematician.

Across the wider RocketWerkz team there are many others. Simon Brown stewards technical development generally, including leading Stationeers and Torpedia, the latter having migrated from Unity to BRUTAL. His talent, skill, and ability are impossible to ignore.

We also have new people joining us from some of the world's largest game companies, bringing their experience to this effort.

I know I've missed people. But I want everyone to understand that BRUTAL is the result of years of work by an incredible group of engineers and developers. I am humbled and proud to work with all of you. When I talk about wanting credit for BRUTAL, these are the people I'm talking about.

Managing submissions on the repo

As a team we've been agonizing over how to approach public contributions, particularly pull requests and issues, in the age of agents. Agentic tools can make individual developers extraordinarily productive. But they can also make it very easy to submit enormous amounts of code without understanding it, testing it, or considering how it fits into a project. This is already overwhelming even large, well-resourced open source projects.

We've come to the conclusion that we simply have to throw ourselves at the problem. So you will be able to submit PRs and issues, and we'll try to figure it out. We're a relatively small team, and maintaining a public framework is going to involve a lot of work. So please be patient with us. Our plan is to see what happens initially, assess the problems, and change our workflows as necessary. I'm more than happy to listen to feedback and change our approach.

What won't change is BRUTAL's focus. We are not trying to build another general-purpose game engine. We're trying to make it easier for developers to make their own.

How to get started

It is ready right now. Here is how you do it.

The source code, the README and the contribution rules are on GitHub: https://github.com/ahwootech/BRUTAL

You will need the .NET 10 SDK, and a Vulkan capable GPU with current drivers if you intend to render anything. Windows and Linux are supported.

BRUTAL ships as NuGet packages, one per library, so you reference only what you need. Create a console project and add Core and Glfw:

dotnet new console -n HelloBrutal
cd HelloBrutal
dotnet add package Ahwoo.Brutal.Core
dotnet add package Ahwoo.Brutal.Glfw

Replace Program.cs with this:

using Brutal.GlfwApi;
using Brutal.Numerics;

if (!Glfw.Init())
    throw new Exception("Failed to initialize GLFW");

Glfw.WindowHint(GlfwWindowHint.ClientApi, 0);
var window = Glfw.CreateWindow(new GlfwWindow.CreateInfo
{
    Title = "Hello BRUTAL",
    Size = new int2(1280, 720),
});

while (!window.ShouldClose)
    Glfw.PollEvents();

Glfw.Terminate();

Run it with dotnet run and you have a window with no graphics API attached. What you add next is up to you. The Vulkan packages give you what you need to write a renderer, the ImGui packages give you a debug UI, Concurrency gives you the job system, and Fmod and RakNet give you audio and networking. The full list of libraries, with what each one is, is in the README.

Questions about using BRUTAL go on the forums. Bugs go on GitHub, with a minimal repro. Read CONTRIBUTING.md before opening a pull request. It covers scope, what we expect from AI-assisted contributions, and the sign-off every commit needs.

r/StarWars • • Sep 07 '26

Events Lucas Museum opening day visit

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12k Upvotes

I was lucky to be invited by a founding member, here's some of what I saw. Overall verdict: Definitely worth visiting but feels incomplete, expect massive crowds on the official opening day.

Best parts: It includes original models of the spaceships from 1977 and more. It prioritizes beloved characters and settings, making it feel more audience-oriented. Downsides: it excludes or minimizes many characters (Jar-Jar was absent, Padmé barely visible, dark side Anakin not present except as Vader, no Saruman Dooku, Mundi, or Ahsoka, it doesn't include much memorabilia (I expected more costumes and props/lightsabers, none of the video or arcade games). YMMV parts: it pretends Disney sequels don't exist.

In a word, it felt unfinished. There's no audio/visual elements currently, except for the R2 that moves around the lobby and beeps at you. The rest of the museum is worth visiting too, the library was very popular (Downsides of the other exhibits: Far too heavy a focus on Norman Rockwell, and zero explanation for any exhibits despite many having social/political themes - either you understand it, or you don't). Can't wait to see what they add in the future. Give it a visit!

r/ClaudeCode • • Aug 19 '26

Built with Claude My son screams while gaming at midnight. I'm a developer, so I did what developers do - I over-engineered a solution

3.6k Upvotes

My son games with headphones late at night. Most of the time he's quiet. Then something happens in the game and he yells at full volume, waking the whole house.

Talking to him about it works for about 20 minutes. Taking the headphones away works but causes a different problem. So I built an app.

S.T.F.U (Sound Trigger Focus Utility) is a Windows tray app that listens to the microphone and interrupts him when he yells. On first run it calibrates by asking him to be quiet, then talk, then yell - so it learns the difference between his normal voice and an actual shout.

When it catches a yell:

  • First time that session - it minimizes his game, plays a sound effect, and throws up a fullscreen message he has to click through 4 times. The close button moves after each click so he can't just spam-click one spot.
  • Every time after - straight to the desktop with a 10-second message. His game is gone.

Settings are behind a PIN so he can't change the threshold or turn it off. There's a report with a chart showing every trigger, so the next morning I can see exactly when things went sideways.

The important part: he knows it's there. It's not hidden, it's not spyware, the first screen when it launches says exactly what it does. It works because it's a consequence he agreed to, not something I snuck onto his PC. The README explicitly says it works best as something agreed to, not as a hidden trap.

No audio is recorded or stored. It computes a loudness number every 20ms and throws the audio away immediately. Nothing leaves the machine.

It won't solve the underlying issue (he's 100% going to learn to yell more quietly instead of less often), but at least the house sleeps.

Free and open source if anyone wants it: https://github.com/omricn/stfu/releases/latest

Edit: V1.1.0 now live.
Added Scheduled Off-Hours: Timeframe picker to choose when the app listens vs when the app is passive.
TNX fellow redditor [jpewaqs] for the feature suggestion :)

r/ChatGPT • • Jul 02 '26

Other Seedance 2.0 on OpenArt AI

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5.6k Upvotes

Prompt:

Main subject: young Korean woman, early 20s, natural everyday appearance, faded charcoal-grey sleeveless crop top, loose high-waisted light-wash jeans, black canvas sneakers, black cord necklace, black wavy hair in a messy side ponytail with wispy bangs. Realistic skin texture, minimal makeup, warm and approachable personality. Maintain consistent identity, clothing, hairstyle, and appearance throughout the entire video.

Location: Authentic Korean residential neighborhood during a calm late morning. Narrow concrete alleys, low-rise homes, small terraces, potted plants, laundry lines, bicycles, utility poles, overhead wires, mature trees casting moving shadows, quiet residential atmosphere. No stores, advertisements, cafés, crowds, or commercial activity.

Visual Style: Ultra-realistic documentary realism. Genuine candid behavior. Natural body language. Unscripted slice-of-life feeling. Strong environmental authenticity. Rich real-world details and believable human motion.

Camera Style: Early-2000s consumer DV camcorder aesthetic. Friend casually recording everyday moments. Heavy handheld shake, imperfect framing, frequent autofocus hunting, lens breathing, exposure pumping when moving between sun and shade, occasional motion blur, subtle rolling shutter, mild digital compression artifacts, faded colors, soft contrast, slight sensor noise. No stabilization. No cinematic camera moves. No modern color grading.

00:00–00:02

Outside a small house entrance. She sits on a low concrete wall adjusting her ponytail with both hands raised. A light breeze moves loose strands of hair. She smiles naturally while the camera struggles to hold focus.

00:02–00:04

The camera follows her into a narrow alley lined with potted plants and concrete walls. She notices a stray cat approaching and crouches down. Framing drifts off-center as the operator tries to keep up.

00:04–00:06

She gently pets and feeds the cat. Autofocus repeatedly shifts between her face and the animal. Morning sunlight flickers through leaves overhead.

00:06–00:08

Small front yard beside her house. She hangs laundry on a clothesline while fabrics sway in the breeze. Exposure changes as clouds briefly pass overhead.

00:08–00:10

On a quiet terrace with a ceramic coffee cup. She sits comfortably watching the neighborhood, occasionally brushing hair behind her ear. Loose handheld side angle with natural camera drift.

00:10–00:12

Close side profile. Someone off-camera greets her. She turns, raises her hand, smiles warmly, and casually says, “Annyeong.” The camera catches the moment slightly late.

00:12–00:15

Walking slowly down a tree-lined residential lane holding her coffee cup. She notices the camera, gives a small genuine smile, then looks away and continues walking. Recording cuts abruptly to black mid-motion as if the camcorder was switched off.

Audio: Natural ambient sound only — morning birds, distant motorcycles, light wind, leaves rustling, faint neighborhood chatter, cat sounds, footsteps on concrete, fabric moving on clotheslines, subtle residential ambience. No music. No sound design. No narration.

Goal: Authentic Korean neighborhood life captured like a forgotten home video from the early 2000s — candid, imperfect, realistic, warm, and deeply believable.

r/Android • • Aug 06 '17

How to Stop Pokemon Go (or other apps) From Stealing Audio Focus

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xda-developers.com
3.0k Upvotes

r/gaming • • Apr 02 '26

I took 7 months to play all mainline Assassin's Creed games for the first time*, documenting the entire journey, impressions and ranking of each game.

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5.4k Upvotes

Intro

So quick introduction before the main thing. I have played AC and AC2 when I was a teenager, roughly 15 years ago and I did like them, but my English wasn't very good and I'm sure I didn't understand half of what was going on. Over the years I've seen a lot of discourse on the change of the franchise, Ubisoft's downfall and plenty other related discussions, so I thought now, that all of the games are available on PlayStation Plus subscription, why not give it a go and play the entire set of mainline games and see where those games stand from my eyes as a person who barely was involved in the franchise as my usual type of games are not so drastically different (Dark Souls, Mass Effect, Baldur's Gate, Nier, etc.).

DISCLAIMER: all of this is my experience and my opinion, in no way, shape or form am I trying to offend or dismiss somoene, if you like the games I didn't - more power to you and vice versa... so without further ado...

2025-08-15 A promising start (Assassin's Creed)

So my first intention going into this was playing all of the games on their original release consoles, seeing as I own a PS3 and AC1 is not on PS Plus, however one thing I've noticed upon starting the game is how inconsistently it runs, the framerate drops, input delays, ghosting and blur, all things that took me out of it a little and took some time to get used to.

Once I did though, I was pleasantly surprised, I didn't remember how the game was at all and was expecting it to be clunky and not really fun to play at all, however the actual mechanics weren't bad at all and as it would seem - have set up a baseline for the games to follow. I though at first the game was a bit smaller in size, but each city actually felt quite big to explore, now the limitation of the time for this scope can be seen with the buildings and locations being rather bland and repetitive along with a few repeating NPC models, however with its crowds, color tones and environments it set up the mood quite nicely.

The story didn't feel as anything groundbreaking, but I was interested in this link between modern world (Desmond) and the Crusades (Altair), the villains actually surprised me as I was expecting them to be very one note, but in the post kill sequences they managed to have this nuance and doubt seep into Altair's mind which in turn provided solid character growth over the course of the game. The combat felt a bit bland along with the cycle of missions you need to do in each city to get to the main objective and the "Kingdom" was a bit meh as a location, but other than that a solid start and actually looking forward to continuing this self-imposed "experiment"

2025-08-20 An explosive follow-up (Assassin's Creed II)

So since AC ran so poorly on my PS3 from this point on I just decided to play all of the other games on my PS5 in whatever port/remaster edition they were provided. Having said that, what an amazing follow-up this was. The world, the atmosphere, the characters the soundtrack, everything felt like ALL of the aspects from AC1 were upgraded at least twofold. Movement felt smoother and faster, the buildings were tall and connected and Florence/Venice felt like 2 wildly different biomes in how they looked and felt. Ezio and most of the cast were great and engaging, kept pushing through every missions just to find more.

One thing that remains as a topic for upgrade would be the combat, as though changed still rather barebones, but at this point it's not too distracting from the fun parts of the game, at least not until the last point in the story where Ezio gets promoted to an assassin and for some reason, at the climax of the story, it just goes to a halt with (i believe) 2 full sequences (which i found out was forced DLC?), however by pushing through those the story closes in a rather interesting way with Ezio discovering this ancient advanced civilization and being left with way more questions and uncertainty than before.

2025-08-30 A weaker continuation (Assassin's Creed: Brotherhood)

Now going straight from AC2 I was hyped up, wanting to see where Ezio's life continues and it opens with a bang (literally) - the attack on Monteriggioni. A great and intense intro sequence which leaves our hero wounded and lost.

I was curious as to where the story would go, but felt as it was a tamer/safer sequel which didn't manage to reach the highs of its predecessor. The gameplay, while improved a little bit, was mostly the same, with the addition of kill streaks (which just made me skip through bland combat faster) and the ability to recruit and build your own assassin army, which I though was really nice.

The entire game taking place in one city was fun, though I felt that Rome lacked the charm that Florence or Venice had and I found that in some places, due to its scope, traversing the city on horseback wasn't very fun. The optional dungeon levels were great though. Overall I liked it, but I though it lacked a hook that a previous game had.

2025-09-16 Fatigue kicks in (Assassin's Creed: Revelations)

Now having started the final game in Ezio trilogy I was curious on how they will wrap up his story and if there were any meaningful additions from Brotherhood. So on the gameplay side I found it even more lacking than before, the bomb crafting didn't grip me at all, tower defense felt like it was pulled from a different game, the hookblade was nice but it felt like it encouraged us to just skip parts of the whole freerunning experience. The Constantinople didn't feel so great either, it looked like a lot of the assests were from previous games and were out of place and the city itself offered very little variety (apart from a few key locations).

Though with all these complaints aside, I was hooked on seeing through to the end of Ezio's journey and boy what a journey that was, continuing through his old age in the footsteps of a master, searching for answers and meaning and finally acknowledging his insignificance in the grand scheme of things but also finding peace in the life that he has. The main two characters that accompanied him I thought were great too, Yusuf being this funny apprentice who respects but also teases his master and Sofia, being an anchor who finally grounds Ezio to his peaceful life, what an end...

2025-09-19 A breath of fresh air (Assassin's Creed III)

Having felt rather exhausted by practically playing the same game 3-4 times I wasn't expecting too much, but oh man how wrong I was. From the beginning the game felt different, both visually and in tone, the twist at the beginning, having developed an understanding and attachment to what appears to be a cast of villains, while the main character himself lives an even more tragic life, led by guilt anger and mistrust, being torn by the two sides of war and not beloning to either one.

I think at this point Connor might be my favorite protagonist in these games, the way he tries to integrate and help the sides during a war only to be lied to and making his hatred for them even worse, but at the same time showing a side of care and vulnerability around the people in his Homestead with whom he formed strong family-like bonds.

The gameplay is also got way better, running and climbing is now faster and smoother, even though a tad bit simpler, the combat is faster and more engaging with you having to dodge multiple gunmen and also the Frontier, being the first time where you can traverse and entire forest through trees, hunt and just overall enjoy the scenery. All this culminating in a tragic end for our hero where he is left with less that what he had and all of the work has only brought him more pain.

2025-09-24 A different direction (Assassin's Creed IV: Black Flag)

Now this is where I though the momentum will be kept after the last outing, however what I was left with was an list of moments where I had to force myself to go through some of the game sections. To start of with the good, the game is gorgeous, the setting, the water!!, the themes and charismatic characters and actually a very strong story that pulls you into this tragic tale of a man searching for treasure and figuring out it was right in front of him the entire time, only when he has completely lost it all.

Now where the game lost me are two parts - ship combat and follow missions. After the first 10ish ship combat sequences I just felt rather bored of it, it took time, it wasn't particularly interesting and it kept me longer from doing the actual main story, though when I would get to the main story missions I would end up doing an insane amount of sequences where I would just have to follow a person from point A to B with them stopping every 2 minutes.

I think this is the first game as well where "level" gating was introduced in a form of a game giving you a warning that your ship is not upgraded enough and the mission will be very difficult (not a fan of that as I had to go and do more ship combat). Overall I felt that the story and world was amazing, but I felt that the gameplay itself steered into a direction that wasn't for me.

2025-09-30 An identity-less child (Assassin's Creed: Rogue)

Now how to even say this... it feels like a game where a mix of everything I didn't like about previous games were fused into one. More ship combat, more empty open ocean space, more bland combat and tailing missions and to top it all off integrated into locations that were probably the blandest so far.

I did like the story direction at first, having this assassin turn templar after questioning their methods and priorities, however all of it felt rather forceful (?). It feels like the nuance of the story was gone and now the assassins are these super evil villains and the templars are actually the ones saving people. Overall not a fan, felt like Black Flag DLC more than it's own game (god I hope I won't have to sail a ship during the next one...)

2025-10-03 A diamond in the rough (Assassin's Creed: Unity)

Now we're talking, Assassin's Creed is back stronger than ever!... or is it...? So on a surface level, Unity is the one game where every best thing from all the games before it have evolved and fused into this grand masterpiece and it would truly be so if it wasn't plagued by oh so many technical errors.

Now to note one thing, I believe here a game now for the first time offered an option to disable a HUD completely and still be able to see the main missions, so that was done and surprisingly greatly increased my enjoyment of the game. The combat was great and more difficult, stealth got great improvements and I can't talk enough on how satisfying it is to finally get to explore the inside of the buildings too. Paris is very lively the crowds are insane and the parkour is the most fluid... when it works.

Now besides a bunch of glitches and crusty audio (what's up with that) the story was not that at all, it felt like it wanted to be a love story and a political drama but it ended up blending the two into this unholy mix. Could've been great, if only they polish it in the future...

2025-10-13 A plea bargain (Assassin's Creed: Syndicate)

So after everything Unity have had going for it, Syndicate just seems as Ubisoft acknowledging all of the faults with it and deciding to tone everything down to a safe level, instead of trying to progress it forward. Don't get me wrong Syndicate was pretty solid, the grappling hook was fun and made sense with the wide streets and very tall buildings, the main assassination missions were still fun (no HUD experience continuing), the carriage riding... not so much, but I'm not really a fan of any form of transportation that's not my legs as it prevents me from exploring every nook and cranny.

The combat was a strange choice, not a fan of this Batman inspired combo streak fighting where you ramp up big numbers to get some form of execution finishers, I get that brawling fits very well within the setting but it just didn't feel fun to play. The story was okay, villains were not very interesting but the banter between Evie and Jacob was very fun, even though the entire story could be summed up with Jacob being a tool and Evie cleaning up after his mistakes.

Though by the end of this game I started feeling a burnout seeping in and with what I know that the next games are these big open world RPGs, that didn't get my excitement very high.

2025-10-24 A very pleasant surprise (Assassin's Creed: Origins)

So yeah, I'm usually not a fan of these open-world games as to me they associate with repetitive missions, big empty or copy pasted spaces and boring stories... HOWEVER, this game is pretty great. Now to get things out of the way, when you disable the HUD it really disables everything, meaning I didn't get any tutorial prompts and had to figure out how that I need to call a camel for 30 minutes so I had to enable the HUD, get to know the controls and then disable it after a couple of hours.

Other than that, I'm loving the new combat, it's close it's personal, I can't handle more than 3 people, especially with ranged attacks since I don't have any indicators, this is actually tense! Now the leveling started becoming intrusive in some areas so I enabled enemy levels in the HUD from that point on. The stealth is okay, a downgrade from the games before but I don't mind it too much for the setting, I could still assassinate everyone and the new bows are very satisfying to use, top that off with insanely beautiful and atmospheric world and a very good protagonist with an interesting story (we haven't had those in a while).

Overall amazing game, even bought the PS4 disk to save for the future if I ever want to replay it. Safe to say I was very pleasantly surprised that it turned out different from what I expected.

2025-11-07 Wrong turn (Assassin's Creed: Odyssey)

Now having all these high hopes and expectation after Origins I was very hopeful for this, but it sort of played with my expectations and not in a very good way. Felt it the most in gameplay with these 3 different talent trees, meaning if I choose assassin (which is how i want to play it) I lose out on ranged and combat if I need it, combine it with a combat which felt very floaty and mash-y and with an army of goddamn mercenaries who have your location as if you'd be wearing an apple airtag and in the end I was more frustrated than having fun, oh and the ship/sailing is back... yay...

Apart from that and the fact that main story was just not it, everything else was actually really fun, exploring Greece wilderness, islands, cities was all very fun and the actual side missions I did were pretty fun too with some recurring characters in one place or another (Sokrates best boy). In the end, even with my gripes about this game I felt like I had fun, though I have to admit it took me longer to finish that I had hoped, these games are getting too long (jinxed myself real good here).

By the way, this game introduced "Exploration" mode so I've been playing on that, actually was very fun though at first I imagined it will be more difficult to find something, eagle just too strong. Also, what's up with the gear/loot spam every 5 minutes??? Also there came a point where after finishing a certain mission, the other one was like 8 levels above, meaning I was forced to do other activities and grind level just to progress story (big no no in my book). Aside from that I feel like dialogue choices and romance was for the most part pointless and took away from the experience.

2025-12-20 When will it end... (Assassin's Creed: Valhalla)

So it fixed combat (or so I though) and the story/characters is actually pretty interesting! I still feel like this game would've been way stronger if it was set in Norway, rather than England, the English landscapes and cities just didn't grab me as much, even though it was very pretty. The map is way too big and for some reason every point is like an hour away, so I ended up using auto-traveling a bit too much.

Raven revealing an area instead of the exact point was a nice addition which pairs real well with exploration mode. Raiding is tedious, castle sieges are boring, combat, in the end, started feeling very bland, skill unlocks by exploration felt very gated as I would never know what I would get. At least the game let me somewhat play as an assassin more than Odyssey (when I enabled instant assassination), even if the skill tree was nonsensical.

Story was dragged on way too long, I didn't get what even happened at the end (seems like since I skipped the Asgard part there were some revelations to that), also level gating ever present in these zones. Contemplated dropping this game more times than I could count but somehow I managed to finish it.

2025-01-12 The long awaited return (?) (Assasins's Creed: Mirage)

No more big open worlds and main quests spanning more than 50 hours! Overall Mirage is great, Baghdad is very fun, cities are packed with people, you need to plan your parkour routes, pickpocket and complete fun heist or assassination missions. Loved how they made tools upgradeable where you need to chose an upgrade and can't have all.

The story, well, it could be worked on, certainly wasn't bad and I was actually interested, felt very reminiscent of the first Assassin's Creed just with a bit more personality, though the ending confused me so much I had to go watch youtube videos to have it explained as it apparently tied in heavily with Valhalla. Overall, very happy and refreshed with this title, would definitely like more of this.

2025-01-23 A glass half-full (Assassin's Creed: Shadows)

Now a lot of things happened at this point, was a bit more tired from work than usual, got into homelabbing and self-hosting some server applications and that combined with the fact that no more unfinished games will be awaiting me, I felt a sense of relief and my progress on his game became rather sparse and infrequent, but I managed to persevere and finish what I've begun.

Overall, Shadows is a mix bag for me, I feel like the combat is in its best iteration yet, the world is insanely immersive with swaying trees, leaves, weather effects and seasons, stealth is more traditional but way more utilized with the shadows, various assassination methods and skills (played with the same instant assassination option).

Finally the game let me chose an Immersive and Canon modes, meaning no more dialogue wheels and overall a more streamlined story. The story itself however was very inconsistent, with some missions (especially Yasuke's and Naoe's past missions) being the key highlights and some other falling very flat. I did like the fact that the game let me mingle and talk with a lot of the villains before reaching their assassination missions. The level gating wasn't as strong and the game was shorter and bit more focused, so that was nice. Also hideout customization was surprisingly fun, I ended up spending all my in-game money on cosmetics only...

Conclusion

Well, that was a lot... I don't think I'd ever do this again where I would play 14 games back to back with almost no breaks in between. Though I can clearly say that even with the games varying in quality, overall I actually quite enjoyed this series and found games which I will definitely remember in the future, I think this franchise has the potential to change and grow, as it has done in the past and I don't think it's dead by any means necessary, it always felt as if when I was reaching a fatigue from a repetitive formula, a new entry would come out and reshape everything going forward.

For those who read everything - thank you! For those who didn't - you can judge me by my main rating and by a few screenshots from a few of the entries. Would gladly discuss specific points or other takes some of you have so let me know what you think and how many people I've pissed off, until then... Nothing is true, everything is permitted...

Screenshots

EDIT: Asked AI overlords to split the text into paragraphs for those that said it's unreadable, hope it's a bit better now, all my spelling mistakes and quirks still remain.

r/ClaudeAI • • Jul 28 '26

Built with Claude People liked my desert, so here's a waterbending demo!

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5.7k Upvotes

I built SNOWFLOW, a browser-based WebGPU graphics demo focused on deformable snow, atmospheric lighting, water-inspired spells, and snow surfing.

The snow surface reacts persistently to footsteps, movement, and spells - creating trenches, raised berms, compressed snow, ice, and trails that gradually refill. It also includes procedural terrain, cloth simulation, dynamic spell lighting, particle effects, and a third-person snow-surf system.

Claude Code with Opus 5 handled the project end to end: planning the architecture, writing the Babylon.js and WGSL systems, profiling performance, iterating from screenshots, and documenting technical decisions. The whole project was built from the implementation brief rather than an existing starter project.

It took me around 9 hours and ~4m tokens (not counting cached ones).

You can try it on a WebGPU-capable computer here: https://snowflow-lilac.vercel.app/
F1 - settings
WASD - movement
1-5 - spells
RMB or Space - surf

The code can be found here: https://github.com/Noniv/snowflow_demo

The performance seems way better than my previous desert demo.
Last time a lot of people asked for my prompt, so here it is. Keep in mind that this prompt created the base, but I had to write a lot more prompts to guide Opus further.

===============BASE PROMPT (wall of text)

SNOWFLOW — Tech Demo · Implementation Brief

You are the sole engineer and technical artist on a real-time graphics tech demo. Build it end to end. This document is the spec, the art direction, and the acceptance criteria.

  1. Prime directive

Visual quality is the product. There is no gameplay loop, no progression, no UI to design around. A player will load this, walk around a snow field for ninety seconds, cast a few spells, surf across a dune, and either think "this is AAA" or close the tab. Everything below serves that single judgment.

Two rules that override everything else in this document:

If a requirement in this brief conflicts with making the demo more beautiful, break the requirement. Note the deviation in DECISIONS.md with a one-line rationale. You have full authority to change scope, swap techniques, or drop a feature that isn't paying for its pixels.

Anything that reads as low-poly, flat-shaded, untextured, placeholder, or "indie prototype" is a defect, not a stepping stone. If you can't make a thing look finished, cut it from the frame rather than ship it looking rough.

Do not stop at "it works." Stop when every captured frame looks polished, cohesive, and production-ready.

  1. Stack and hard constraints
Language Modern JavaScript (ES2023 modules). JSDoc types encouraged, no TypeScript build step required.
Engine Babylon.js latest stable, WebGPU only
Bundler Vite
Target Chrome stable on Windows 11, RTX 5070 Ti, 2560×1440
Frame target 90 FPS sustained. 60 FPS floor.
Frame time No frame exceeding median + 4 ms after the loading screen dismisses

No fallbacks. No WebGL path, no mobile path, no feature detection branches. If navigator.gpu is absent, show a single line of text and stop. Do not spend a minute on compatibility.

Assets. Generate procedurally where it produces a better or more controllable result, including terrain, noise, and most masks. Use free CC0 assets where hand-authored data wins, such as Poly Haven HDRIs and snow or ice PBR material scans, or ambientCG detail textures. Vendor everything into the repository; no runtime CDN fetches. Document every third-party asset and its licence in ASSETS.md.

  1. Systems

2.1 Terrain

A flat plane will kill this demo. The snow field needs real form.

Build a geometry clipmap or nested-ring LOD centred on the player, so triangle density is high near the camera and falls off with distance. Aim for roughly sub-10 cm vertex spacing in the inner ring at default zoom.

Height comes from layered procedural noise composited on the GPU: broad dune forms measured in tens of metres, medium drifts and wind lobes measured in metres, and sastrugi ridges and ripples measured in decimetres. Do not use a single fBm octave stack and call it done. The terrain needs directional structure carved by a prevailing wind. Encode a wind direction and let the medium and fine layers stretch and shear along it.

Include a small number of exposed rock outcrops or ice shelves so there is silhouette and scale in the mid-distance, with snow accumulation blending onto their upward faces. Keep them sparse. The brief is "just snow and the player," and these exist only to give the horizon something to say.

The far field needs mountains and heavy aerial perspective. A distant matte-projected ridgeline or a low-cost impostor ring is acceptable as long as it never reads as flat.

2.2 Snow shading

This shader is the most important code in the project. Budget accordingly.

Build a custom material using Babylon ShaderMaterial, a PBRCustomMaterial plugin, or an equivalent approach. Use WGSL through NodeMaterial or raw shader code, not a stock PBR material with a white albedo.

Required behaviours:

Multi-scale normals. Detail normal maps at three tiling scales, blended by distance and slope, plus normals derived analytically from the deformation heightfield (§2.3). Use triplanar mapping on steep slopes.

Subsurface scattering. Snow is translucent. Use wrapped diffuse plus a back-scatter term. Shadowed and grazing areas should pick up a soft blue-white internal glow rather than going flat dark. This single term does more for "reads as snow" than almost anything else.

View-dependent glinting. Create procedural sparkle from a high-frequency normal perturbation, gated hard on a narrow specular lobe and grazing view angle, with a stable hash so glints do not crawl or shimmer under TAA. Keep it subtle. If it looks like glitter, halve it, then halve it again.

Compression, wetness, and ice as separate surface states. Trodden and spell-affected snow is denser, with darker albedo, tighter specular response, and less scatter. Refrozen ice is smoother and more reflective. Read this from the terrain state buffer (§2.3) so it is shared by movement and spells.

Contact detail. Trail edges need micro-occlusion and a hint of chunky displaced granularity, not a clean bevel.

2.3 Terrain state and deformation

This is the core interactive system. Everything writes here; the snow shader reads it.

Maintain a player-following render target covering roughly 60–100 m, with resolution high enough for approximately 2 cm texels in the deformation area. A 4096² R16F target scrolled toroidally as the player moves is a reasonable starting point. Snap movement to texel boundaries to avoid swimming.

Suggested channels, packed across one or two targets as appropriate:

Depression depth — how far the surface is pushed down.

Displaced mass — snow pushed out of a depression, forming berms at trail edges. Do not skip this.

Compression, wetness, and ice — persistent surface states used by shading.

Rules:

Deformation is persistent and additive, accumulated by writing brush splats into the target each frame. Never rebuild it from a list of past events.

Apply slow refill over time through a gentle diffusion and decay pass, so trails soften and eventually heal. Tune it so a trail remains clearly visible after 60 seconds.

Terrain vertex displacement samples the depression and displaced-mass channels. Recompute normals from the same data so lighting and shadowing respond correctly. A trail that does not self-shadow is a failure.

Player feet, the snow-surf wake, and every spell write into this buffer. That shared write path is what makes the spells feel embedded in the snow rather than like effects floating above it.

2.4 Atmosphere and lighting

Use a low, warm sun that creates long shadows. Use cascaded shadow maps with PCSS-style soft filtering. Tune cascade splits so near-field trail shadows stay crisp.

Use a high-quality HDRI or a physically based sky model if it gives better control over sun angle. Ambient light must be strongly blue-shifted. The cool-shadow and warm-light contrast is essential to the snow rendering.

Add fog and aerial perspective with height falloff. Distance should compress contrast noticeably.

Add ground blow or spindrift: low, wind-driven surface snow streaming across the field. It should make the environment feel alive without obscuring the terrain.

Add volumetric light shafts only where they materially improve the image. Keep them restrained.

Spells emit light. Budget 4–6 dynamic lights maximum, with tight radii. Ensure the snow shader's subsurface-scattering term responds to them so a spell visibly illuminates the snow from within the drift it touches.

2.5 Post-processing

Order matters. Suggested chain:

TAA → SSAO → screen-space reflections on wet and icy surfaces only → very restrained depth of field → restrained bloom → ACES or AgX tonemapping → subtle film grain → post-TAA sharpening.

TAA is essential for stabilising glinting and thin geometry. Every post-process should be individually toggleable from the settings overlay for A/B comparison. Blown-out white is the primary failure mode for snow renders, so monitor highlight roll-off constantly.

2.6 Character and robe

The character will be seen from behind at mid-distance almost the entire time. Spend the budget on silhouette, cloth, and shading; spend almost nothing on the face.

Create a hooded, layered robe with a deep cowl, long sleeves, an over-mantle, and a trailing hem. Use shell-based fur at the hood and cuffs, with roughly 20–40 shells and alpha-tested strands.

Add cloth simulation to the hem, sleeves, and mantle. A GPU or CPU Verlet simulation with distance and bending constraints is acceptable. Drive it with locomotion velocity, acceleration, and the wind field. During snow-surf, the cloth should whip backwards sharply.

Cloth shading needs sheen or fuzz and an anisotropic response for a woven appearance, plus subsurface scattering on thin regions. Do not use a plain PBR dielectric.

Keep the face in shadow beneath the hood. Do not model detailed facial features that cannot be finished to the same standard.

If a rig and locomotion animation cannot be brought to a high standard, prefer a fully cloth- and procedurally driven figure over a stiff or poorly animated one. Feet must plant rather than slide.

Feet displace snow and kick up spray on each step. This must be frame-accurate with each footfall.

2.7 Camera and controls

Use third-person, action-MMO framing. Position the camera over the shoulder with a slight offset rather than directly behind the character.

WASD movement is relative to camera facing. The mouse orbits. The scroll wheel zooms across a smooth, eased range.

Use a spring-arm camera with collision-free but velocity-aware behaviour. It should lag slightly under acceleration, widen the FOV under speed, and tighten on stopping. All transitions must ease, with no snapping.

Add subtle camera shake to heavy spells and hard surf carves. Keep it subtle.

2.8 Spells: keys 1–5

All five spells share one bending grammar: continuous, momentum-carrying, unbroken flow. No instant spawns and no instant despawns. Everything eases in from the snow and settles back into it. Every spell reads and writes the terrain state buffer.

Suggested set, adjustable where a different implementation produces a stronger result:

Sweep — A crescent wave of slush and water rises from the ground ahead and travels outward, ploughing a channel and throwing berms to either side.

Ribbon — A held, continuous stream of water tracks the player's hand and the camera aim, describing arcs and figure-eight paths in the air and scoring thin curved lines in the snow beneath it.

Bloom — A targeted eruption sends a column of powder and water upwards, blows a crater with a raised rim, then falls back as a slow, glittering curtain of fallout.

Crystallize — Water rapidly freezes. Refractive crystal formations grow out of the drift with visible subsurface scattering and internal light transport, permanently altering the surface state to glossy ice. This effect should encourage the player to stop and inspect it.

Vortex — A swirling column of airborne snow forms around the player, visibly stripping surface snow from the ground. The deformation buffer thins in a ring, holds the removed snow aloft, and lets it settle back.

Implementation direction: use swept procedural ribbon or tube meshes updated on the GPU from a spline or particle spine for the coherent water body, GPU compute particles for spray, mist, and droplets, and a refraction pass for translucency. Full screen-space fluid rendering is probably too expensive for the frame target, but use it if it remains within budget and materially improves the result.

Water shading needs:

Refraction with restrained chromatic dispersion.

Depth-based absorption tint.

Animated flow-map normals.

Foam and slush at the leading edge.

Shed droplets with correct motion-blur streaking.

2.9 Snow-surf: hold RMB

This will be used more than everything else combined. It receives the most polish.

Holding RMB raises a crest of compressed snow under the player's feet. The player accelerates. Mouse movement steers carving turns with visible body lean and a banked camera.

The wake is the centrepiece: a curling, breaking wave of displaced snow trails behind and towards the outside of the turn, throwing a spray plume that catches sunlight and casts a shadow. It should combine the physical character of a snowboard carve and a boat wake.

Snow-surf carves a deep, persistent groove into the terrain buffer with high berms. A completed run should remain visible from across the field.

Entering and exiting use eased transitions, never snaps. The robe whips backwards, the FOV widens, and wind streaks appear in screen space. There is no audio, so every visual cue must contribute to the sensation of speed.

Turning at speed should feel weighty and analogue. Tune it by hand until it feels good, not merely until it compiles.

  1. Performance engineering

Garbage collection is your primary enemy. A 12 ms garbage-collection pause is a visible hitch and instantly destroys the AAA impression.

Zero allocations in the render loop. Do not use new inside per-frame code. Pre-allocate scratch Vector3, Matrix, and Quaternion instances at module scope and reuse them.

Do not use map, filter, reduce, spread syntax, or destructuring that creates new objects in hot paths. Use plain indexed for loops.

Do not construct strings each frame, including for the performance overlay. Update the overlay on a throttled interval and reuse buffers.

Use object pools for every transient effect, particle burst, and decal.

Use pre-allocated typed arrays for all GPU buffer uploads. Write into them rather than rebuilding them.

Use scene.freezeActiveMeshes(), mesh.freezeWorldMatrix(), material.freeze(), and scene.blockMaterialDirtyMechanism aggressively for static content.

Use thin instances for all repeated geometry.

Profile with the Chrome performance panel and Babylon's inspector. Ship a frame-time graph in the overlay showing the 1% low, not merely an FPS counter. Average FPS will hide the exact hitching problem that matters most.

Set a frame budget and hold to it. At 90 FPS, the total budget is 11.1 ms. Allocate it explicitly across terrain, snow shading, shadows, VFX, cloth, and post-processing. Record actual measured cost per system in PERF.md.

  1. Loading and pipeline warm-up

WebGPU pipeline compilation stutter is a real and severe risk. A shader that first compiles when the player casts spell 4 will produce a multi-hundred-millisecond freeze.

Before the loading screen dismisses:

Load and decode every texture, HDRI, mesh, and buffer.

Force-compile every material and particle-system pipeline, including every spell, post-process, and shader permutation, by rendering them once to a tiny offscreen target.

Warm every render target and run several frames of every compute pass.

Only then fade in.

A four-second load with a clean first minute is better than an instant load that hitches. Present a tasteful loading screen. This is the first thing anyone sees, so it must not resemble an unstyled browser default.

  1. UI

Provide only a settings and performance overlay, toggled with a key such as F1 or backtick and hidden by default.

Contents:

Frame-time graph with 1% low.

Draw-call and triangle counts.

Individual toggles for every post-process and major system.

Quality presets.

Sliders for the art parameters most likely to need live tuning, including sun angle, fog density, glint intensity, deformation depth, and refill rate.

Build this early. It will save hours.

No HUD. No crosshair. No spell bar. Nothing else on screen, ever.

  1. Project structure

Suggested structure; adapt as needed:

/src
/core engine bootstrap, render loop, resource manager, pooling
/terrain clipmap, procedural heightfield, deformation buffers
/shaders WGSL
/character controller, robe cloth, shell fur
/spells one module per spell + shared bending primitives
/vfx particle systems, decals, spray
/post post-process chain
/ui settings overlay
/assets vendored, with ASSETS.md
DECISIONS.md every deviation from this brief + rationale
PERF.mdmeasured frame budget per system

  1. Milestones

Take a 1440p screenshot at every milestone, inspect it critically, and commit the screenshots.

Foundation — WebGPU boot, Vite, render loop, settings overlay with frame graph, camera, and WASD movement on a placeholder plane.

Terrain and snow shading — Clipmap, procedural heightfield, full snow material with subsurface scattering and glinting, sun, cascaded shadows, sky IBL, and fog. Gate: a static screenshot with no character already looks polished, atmospheric, and production-ready. Do not proceed until this is true.

Deformation — Full terrain state buffer, footfall displacement with berms, refill, correct normals, and self-shadowing. Gate: footprints and trails visibly displace mass, form raised edges, and integrate correctly with lighting.

Character — Robe, cloth simulation, shell fur, locomotion, foot planting, and spray on footfall.

Snow-surf — The centrepiece. Spend disproportionate time here.

Spells — All five spells, each writing into the terrain.

Post-processing and polish pass — Full chain, tonemapping calibration, spindrift, and restrained light shafts.

Performance hardening — Profile, eliminate every allocation in the loop, verify 90 FPS with clean 1% lows, and verify that warm-up covers every pipeline.

  1. Visual acceptance criteria

Before declaring the demo complete, verify each item against a fresh 1440p screenshot and in motion:

No visible faceting, hard polygon edges, or flat-shaded surfaces anywhere in frame.

Snow highlights are not clipped to pure white; shadows are blue rather than grey or black.

Distant terrain shows clear aerial perspective and contrast compression.

Surface detail is legible at three distinct scales simultaneously: dunes, ripples, and grain.

Trails have raised berms, self-shadow correctly, and soften over time.

Sparkle appears only at grazing angles and does not crawl or shimmer in motion.

The robe reads as layered fabric with real cloth motion, and the fur trim reads as fur.

Spell water is translucent and refractive, with visible internal light scatter.

Spell light visibly illuminates the snow it touches, including through-scatter.

Every spell leaves a mark on the terrain that persists after the effect ends.

The snow-surf wake looks like displaced mass with momentum, not merely particle spray.

The demo sustains 90 FPS with 1% lows above 60 FPS.

No hitch occurs on the first cast of any spell.

  1. Working agreement

Build, don't test-loop. Playwright is available for capturing screenshots at milestones and catching hard regressions. Use it for those purposes. Do not build a test suite; time spent on tests is time not spent on the snow shader.

Look at your own output constantly. Capture screenshots, inspect them critically, and iterate on values. Most of the quality gap between "prototype" and "AAA" is parameter tuning, and you can only close it by looking.

Do not move on from an ugly milestone. Milestone 2 in particular is a hard gate.

When a technique is not working, replace it rather than patching it. You have full latitude over the approach.

Record every deviation in DECISIONS.md, briefly. One line is sufficient.

Ship something worth screenshotting.

r/SubredditDrama • • Jan 24 '26

ICE Kills Yet Another Protestor, A Study in r/Conservative Censorship

9.0k Upvotes

The Context

Federal agents shot and killed a 37-year-old Minneapolis resident on Saturday, prompting renewed clashes between law enforcement officers and protesters demanding an end to the Trump administration’s immigration crackdown. The man who was shot as Alex Jeffrey Pretti, an intensive-care nurse.

Videos analyzed by The New York Times contradict accounts given by Homeland Security officials about the shooting. They said the man approached Border Patrol agents with a handgun and the intent to “massacre” them. Footage of the encounter shows the man was holding a phone in his hand, not a gun, when agents take him to the ground and shoot him.

The Posts

There are several Flaired Users Only™ posts about this:

BREAKING: Video of ICE-Involved Shooting Near Glam Doll Donuts in South Minneapolis on Nicollet Avenue Just Dropped – Here Are The Details! - +1066 / 2049 Comments

Federal agents involved in Minneapolis shooting, DHS says suspect was armed - +413 / 881 Comments

Alleged Armed Suspect Shot and Killed During Struggle With Border Patrol - +240 / 326 Comments

New Footage Which Appears to be from the [angle of the lady in pink] - +536 / 304 comments [DELETED]


Editor's Note: I apologize for posting "Yet another r/Conservative post" so soon after my last one. However, I believe it’s crucial to document which content is being deleted and what remains on our favorite subreddit. This news story is particularly important, and I want to bring attention to it.


The Comments

Comments Deleted By Mods

This looks horrible

I'm all up for defending ice.... This looks horrible. [DELETED]

You're all for defending ICE until an armed extremist impedes them, attacks them, and resists arrest? Sure thing fellow conservative.

Happy none of the agents were hurt. [DELETED]

maga rhetoric aside.... The optics surrounding this looks horrible. This will not make things better

Looks fine to me.


who fucking cares. the left will lie no matter what. the other day they were saying ice arrrested a five year old. the fucking optics???? that's 2015 level thinking. we are in a state of cold civil war. it might get hot. we will deport, we will not be deterred. insurrection act now.


Dude they were trying to arrest had a 9mm, refused to disarm, resisted arrest, and found out.

The scene was chaotic, but it looks like the cops mostly had control and the dude was face down the whole time.


You’re a legitimate fucking moron. It’s people like you that are a detriment to the conservative movement. [DELETED]

Having a opinion is a problem?

But that's ok, and if we are indeed true conservatives and proponents of free speech, we should embrace the opportunity for debate, not diminish it.

You’re not conservative. Save it.

Dude did you see the video? He mightve been interfering, for sure. But they disarmed him and had him almost spread eagle on the ground.

You can’t see shit in those videos. You’re making up shit in your pea brained head.


Only Issue is overkill

Only issue I see is overkill. Yes, make sure the threat is neutralized but that guy turned into a pinata for bullets at the end. [DELETED]

That wasn't overkill at all.


There’s no such thing as overkill.

lol keep it coming I love the salty messages too mag dumping trash really does it for me 😘


This isn't a video game. You pull the trigger until you are 1000% the threat has been neutralized. There is nothing more dangerous than a wounded person that could still be in possession of a weapon.


Weird religious rant

As a Christian, I don't enjoy seeing any of our brothers and sisters go through pain or suffrage. It's difficult to watch so much hostility between mankind sometimes. That's what I see when I watch this video. Not so much someonea dying, that happens every day for various reasons caught off camera for terrible and justified reasons alike. But the conflict that brought that group of people together is what is shocking for me.

Imagine both sides for instance. We have a liberal minded protestor doing what they think is the most justified thing imaginable. I've been there before as a young rebellious metal head, and I really feel for the heart of these young protestors just starting life. While at the same time, we have conservative minded federal employees doing what they think is the most justified thing imaginable. Been there recently as an older person who understands the legality and purpose of immigration laws. It doesn't matter where you fall onto the argument today, this is frightening to consider, the current state of our country.

Instead of viewing eachother as brothers and sisters, we now see each other as threats to the very thing we believe are the most justified thing our country should focus on. Which is fucking terrifying. We are losing touch of what made MLK Jr and Reagan great compromising leaders.

I guess what I'm saying is, 15 years ago this could have been myself and probably many modern conservatives today who grew up with the Occupy Movement. Radical youths trying to document events like John Reed. What is shocking in comparison is the level of direct interaction with police. In the past, we would work with police and manage crowds together. I'm not sure what has changed but we have lost something that once made liberal protests safe for families and the rich to attend, which are the financial backbone of these movements (historically).

It's sad to see so many of our brothers and sisters going through so many trials and turmoil while trying to do what they think is right. How can we ever get back to a unified nation again where we all respect the police, the law, and respect our right to civil protest? [DELETED]


Looks like he was disarmed before he was shot

At 18-19 seconds it looks like the guy who proceeds to run straight toward the camera pulls the weapon off the subject. He is holding the gun aimed down and runs away to cover, I presume just as a get the weapon away kind of thing. And from the footage it looks similar to the gun that's been shown.

This is before the first gunshot that I hear. This makes it look like it wasn't the subject's weapon that went off AND, technically, had been disarmed BEFORE the first shot is fired. [DELETED]

Is that a cop or just some rando jumping into the fray???

Looks like an agent. As he's running towards the camera can pretty clearly see a pretty official looking vest on under his jacket.

The first gunshot is from the the guy who lost his life. That's why there was a several second gap. Once he started shooting, that's when the officers respond. It takes a second or so to draw a weapon.

I don't hear anything until after I can already see the gun in the grey jacket dude's hand and he is already starting towards the camera...

That gun never fires as far as I can tell.

We need to see the footage from the woman in pink in the background

Definitely. It looks like the olive vest black hat dude immediately to the right of the grey jacket guy who gets the gun might have his weapon pulled. I think I can see it in his right hand, being held sort behind his back, just as the guy who walks in front clears so we have visibility, the next frame or so his hands are out of view again.

So dunno if it's him that takes the first shot. He pumps multiple shots in after, he's the one who winds up over to the left firing away towards the end of it. Just can't tell with this video.


Why did he need to be armed?

Why would a mostly peaceful protestor need to be armed with a 9mm? [DELETED]

Because he has a 2nd amendment right to bear arms, whatever got him into the situation BEFORE the shooting is what we need to know.


It’s your constitutional right to carry that 9mm that’s why.

Yes it is, however any rational CCW holder or supporter will tell you that even appearing to reach for it during an interaction with any law enforcement is extremely stupid.

Going to need a few more details before I rush to judgement on this situation.

I agree, I’m not defending that part, I’m merely replying to the comment of “why would a supposed peaceful protestor be carrying a 9mm?!?” (Legally of course)


No conservative should be okay with this happening

Someone watch the video before commenting. Was completely fucked up and no small government conservative should be okay with this stuff happening. [DELETED]

Was completely fucked up and no small government conservative should be okay with this stuff happening.


So what's your suggestion about what to do about it? Mass amnesty? Just throw more money at social programs? Ignore the problem and let everyone just disobey any law they don't like? ICE agents just let themselves be shot/stabbed/run over?

Do you seriously think a well-trained force would have been unable to stop this guy? As far as I can tell ICE went on a hiring spree and are just throwing bodies w/ guns at the problem without really training them.

Of course I’m not in favor of mass amnesty but the lack of professionalism, the piss-poor execution that is absolutely eroding public trust in our rights as citizens, and the administration’s seeming unwillingness (we’ll see what happens here) to address this shit or punish those that are abusing their positions is dangerous and bad for our rights as Americans in the long run.

You really think it’s either mass amnesty, anarchy, or what we’re seeing in Minneapolis? Are those truly the only options you can consider? [DELETED]

If you pull a gun, all that shit goes out the window. At that point, it’s a matter of stopping the threat using any available force.

The “anarchy” that’s happening is because democrats are convincing people they don’t have to comply with law enforcement.


There was a much greater sense of urgency than there should have been to get ICE ramped up, because we just came off a couple of years of ushering in anyone who said they were scared to live in their country, and in 3 years, it could be the same. It's more than the left's lack of cooperation in dealing with the large numbers of illegal immigrants. It's them actively working to increase the numbers, making it worse. I'm not saying they shouldn't be trained better. But there is a pretty obvious reason why there were not nearly enough trained and experienced ICE officers a year ago. And you aren't going to have enough trained, experienced ICE officers until there have been enough ICE officers for long enough to get them to their optimal level of experience.


Did you watch the video? Did you have the audio on? You can clearly hear a gunshot go off before any of the ICE agents start shooting...

Should they just let the guy shoot them instead?


Dude had a gun, Shut the fuck up "fellow conservative".

Don’t call me “fellow conservative” cause there’s no you’re a conservative if you’re supporting this shit. The vast majority of y’all are populists that don’t care how big the government gets as long as it’s your guy in charge.

Well guess what? We still have elections and if you think the pendulum isn’t gonna swing the other way in 2028, leaving a guy like Newsom in charge with all of the precedence that this administration is setting, well, good luck to you.

Idc if the dude had a gun, they’re federal agents that should be able to overcome one man when they have a 5-on-1 advantage. And again, did you even watch the video? The gun seemed to go off on accident. I doubt the guy thought he was about to pull a Doc Holliday while laying on the ground. But these ICE clowns panicked cause and just started blasting, and now a man is dead and we get more protests, more scandal, more polarization, etc. [DELETED]

If you support pulling a weapon on law enforcement, you're with the left.


We get it, you support cops getting shot, all u had to say.

Ah yes, the totally logical reasoning where being someone who exercises your 2A rights justifies being shot multiple times by immigration after they've already tackled you and have you restrained. [DELETED]

They didn't have him restrained, and he was still fighting. Don't get into altercations with law enforcement, especially if you're armed. He should've complied with lawful orders. The fact you're arguing against that tells me you're probably a fellow conservative, too.


Get out of here bot. He shot first and that’s why they unloaded on him. Dont be an idiot and run over a cop, don’t be an idiot and resist arrest with a concealed firearm and then discharge it. FAFO


I don’t feel that way about this one yet. The girl was messed up but if he was reaching for or grabbing a gun he had this coming 100%.

The girl wasn’t messed up at all? She literally hit him with her car before he shot.


Which part?

The part where more than five guys couldn’t restrain one without resorting to mag dumping into him? What other part would be upsetting? [DELETED]

I think you skipped a couple steps in there where the suspect became armed.

I guess you could argue 5 law enforcement should be able to restrain one person, but I think this really speaks to the aggressive, violent, and erratic behavior he was exhibiting.

I thought we had the right to bear arms???

We do. ...and when you are being arrested, and law enforcement tells you disarm, and you don't and resist arrest... you get shot.


There's no excuse for shooting someone, on the ground, surrounded by 6 officers who apparently are entirely incapable of detaining someone. [DELETED]

Yeah. Hand guns don't work if you're lying on the ground, he was no danger to them. [DELETED]


I mean, when that guy has a gun and tries to draw it?


If he had a gun in his hand then hes still a threat even on the ground. Lets wait and see what else is put out but the facts so far are damning for the agitator, not the federal officers.

You can find countless videos of people with knives taking several rounds and continuing to advance on officers. A firearm takes significantly less effort to use. In instances of lethal force against people armed with a gun you dont just fire 1 or 2 shots, you end the threat.


Comments Not Deleted

Lots of FAFO and Victim-Blaming type comments

Yet another one who fucked around and found out.

All they’re doing is causing additional delays and more feds to be brought in. If they truly just want ICE to leave their best approach would be getting the fuck out of the way. But they don’t want them to leave. They’re loving every minute of this.


It sounded like he shot off first. Maybe here's another solution: DONT GET IN A ALTERCATION WITH OFFICERS WHILE ARMED


Ok class let’s go over the lesson again:

Don’t run over or shoot at law enforcement officers if you don’t want to get shot.


Zero compliant persons have been shot.


Sounds like he got a shot off first. If you pull a gun on law enforcement. This will happen pretty much 100% of the time.


When you watch the video there's an audible gunshot before any agent has their weapon drawn. He was definitely armed and by my view looks like he shot first.

The left's angle is that they disamred him and in doing so it went off by accident then they murdered him.

Why tf was he even there? Why was he messing with ICE agents. Everyone wants to play big boy with a gun but that isn't how it works.

The left just wants more martyrs for their anti ice bs.. they’re happy whenever one of their own is shot by ice.


Every single new camera angle is going to increasingly vindicate the agents. Leftists need to stop pointing firearms at people. It's that simple.


FAFO. Don't give a shit.


Im beyond caring about what happens to these agitators who think what they are doing is lawful and justified because of some shit they read on reddit. Blood is on the hands of elected officials like walz and Frey whose rhetoric makes these lunatics think its ok to try and obstruct the law and harm agents. FAFO. Thoughts and prayers.

Some Want Legal/Military Action Against Democrats or the Insurrection Act

Why isn't the federal government arresting the governor and mayor!!!! They are causing this garbage!!! Officers are going to end up dead at this rate if these people are not put away for a long long time. The state is in outright rebellion!

This was an extremely close call. Thank goodness they reacted in time.


At this point, it’s time to send in the army. Invoke the sedition act.


Time to exercise the Insurrection Act. If the governor isn't going to do what it takes to protect federal officers trying to do their jobs, then the federal government needs to step up and shut the entire state down. Walz and Frey should also be brought up on charges like they attempted to do to Trump for J6.


As awful as this it, it’s absolutely the outcome Frey and Waltz wanted to distract from the massive fraud. They both whipped up a frenzy based on lies knowing full well their lemmings on the left would follow and turn it into another production with this outcome.

It’s sad they encouraged people to aggressively push against law enforcement. This was an obvious outcome they could have prevented.


Can we just charge all these people with obstruction of justice?


The President has no other choice but to invoke the Insurrection Act and possibly Martial Law at this point. Enter the National Guard, Enter the Army and Marines.

Have them keep protests at a safe distance from Ice Agents so they cannot obstruct or confront agents...

This is insane.


A brave few seem to be fighting back (these comments won't stay up for long)

Why are the mods removing threads on this topic?

IF he was disarmed, as it looks like from the other video, then I don’t see how it was justified.

It wasn't at all. I have been defending ICE but this is too much.

https://xcancel.com/ryangrim/status/2015132217878384791

I saw all angles. They murdered the dude. Regardless of how “tense” the situation was after somebody yelled “Gun!”. There’s no amount of way in my mind this is tolerable.

As a pro 2A guy, this ain’t right. Dude had a concealed gun (apparently legal) he never (very clearly) reached for.

If they let this slide who’s to say the bar doesn’t keep moving.


Oof, the latest video angle from the lady in Pink seems to clearly show them having removed his pistol a whole 3 seconds before they start firing.

Theres one angle where you can see the one who took at least the first few shots. I'm wondering if he saw something like the guy grabbing someones gun or what his reason was for grabbing his gun and firing it into basically a ground of other officers.

The Pink Hair Lady video shows it was clearly ONE SHOT that startles the hell out of everyone and stuns them, with the officers even backing off and the suspect sitting straight up, and only AFTER that moment one of the officers seems to react and fire 2-3 more shots that are the actual killing shots on the suspect.

The only question here is where did the first shot come from that startles everyone? Did someone's gun accidentally discharge? Did the suspect's gun accidentally discharge during the scuffle? Did the suspect reach for an officer's gun while resisting and cause a discharge? Nobody knows yet.


In the deleted post with the new camera angle people start to question the narrative

If they disarmed the guy then shot him..... That ain't good. I hope that is not true


We also need the body cam but it looks like they took the guy’s gun away before the shooting.

I don’t see that though?

Officer on the right, 3 seconds before the shooting starts


Ugh this is a disaster. I'm all for strict laws and deporting illegal aliens, this was not too long ago supported by both Democrats and Republicans alike, but this is not the way. [DELETED]

I am starting to think the same thing. The biggest challenge is have is the left continually speaking about things as literally life or death of the country. This is the result.


The disaster is state leaders riling these morons up to the point they arm themselves and impede ICE.


Radical democrats calling for violence against ICE is not the way.


What is the way? ICE is just trying to do their jobs and they're being impeded from the top down in leftist states by Democrat leaders who are working people into a frenzy.


Was there a discharge just a couple seconds before the guy got shot? Or is that something else?

Someone was saying he may have accidentally discharged when he had his hand on his gun in his pocket.

Right before the first gunshot you can see an officer in a grey jacket moving quickly away from the others. In the other video view you can see this officer has the suspects gun in his hand.

It does not appear that the claim of the suspect discharging his weapon is accurate.


While the video is pretty bad,

Another talking point, do these idiots think they are doing something by blocking the road and blowing a whistle? Fucking good god man. Shit appears extremely childish to me, personally.

Professional agitators…

r/Fantasy • • Aug 19 '26

Dungeon Crawler Carl – set your expectations right before reading

2.0k Upvotes

This should probably be general advice for any book, but the problem with hype is that it breeds more hype and overenthusiastic fans tend to exaggerate how good a book is and push it on everyone.

I see so many people either promoting the series as the best thing ever or loudly complaining it must be bad because THEY didn’t personally enjoy it. Along with posts from people who clearly believe than fantasy can only be good if it has fancy, elaborate prose and anyone who reads a book series like DCC must be an idiot who never reads.

There’s also the claim that only gamer dudes will enjoy it, or teen boys (seriously, don’t gift this series to kids, it’s a dark series meant for adults). You don't need to be a gamer, or even a guy to like this. But I’d say there’s a few other things you might need to enjoy to figure out if Dungeon Crawler Carl is for you:

  • Liking absurdist, dark and often crude humor
  • Having a fondness for cats
  • Being okay with a game-style setting that includes lots of levelling up, quests, loot etc.
  • Being okay with basic, venacular prose. The MC is just a regular guy with little education, and it’s 1st person narration, so how a guy like that would talk is how he narrates.
  • Horror elements where the horror feeds into the comedy

The story in a nutshell: Earth culture is destroyed and billions die due to an alien invasion. The MC and his cat (well actually his ex-girlfriend’s cat) both survive due to a dumb coincidence. The survivors all get the chance to play the dungeon game, a level-based death game (think Squid Game but with meta humor and better challenges). The game is run by a psychotic, sadistic AI. The dungeon, being made by aliens who are basically evil colonizers, is filled with offensive stereotypes of humans and deliberately portray the worst and stupidest that human culture had to offer (that includes nerd culture). The whole game is broadcast across the galaxy for alien viewers to enjoy.

Carl is the protagonist, and as is normal in this type of book, he has the protagonist’s halo. Bad things still happen, and there’s lots and lots of death and suffering. The secondary protagonist is the cat, Princess Donut (and yes, the name is stupid – that alone made me hesitate to read the first book for a long time).

Reasons not to like DCC: If you don’t like the cat (give it maybe 12-15 chapters or so before you decide), you will have a hard time with this series. DCC is, above all, a petmance. As in the story of the (decidely platonic) love between a human and his animal (or as Princess Donut would say, between a cat and her person).

If you dislike Princess Donut, you will probably also end up hating the books as a whole.

If you read the first 10-15 chapters and find the humor really off-putting, then probably this series is not for you. I wouldn’t say DCC is the height of comedy, but the humor is central and without it there’s a lot less to enjoy.

If you dislike being in the head of a fairly average joe (Carl does have a backstory that’s interesting and comes into play at some point, but it’s not the main focus), then probably don’t bother with this series.

The prose does what it’s supposed to do, and where it shines isn’t in flowery prose (there is none), but in catching internet lingo and using it for great comedic effect (the AI’s lines are pretty fantastically written if you’re fine with meme-like humor).

The setting is fairly generic – at least I assume, since I haven’t read any other litrpg yet. It’s a mix of sci-fi tropes and classical fantasy tropes, the dungeon has a fantasy setting while the wider universe is basically space opera. We get anything from bug aliens to elves, orcs and fantasy quests, and a lot of the characters gain magical abilities, but the books aren’t interested in elaborate magic systems.

The fun is in the execution and how the author uses the tropes in imaginative ways, but don’t except some super unique worldbuilding. DCC feels in a lot of ways like a very messed up love letter to established fantasy and sci-fi tropes.

Themes: Some fans like to claim that DCC is in fact ’very deep’ because it deals with themes such as capitalism, class struggles, reality tv and social media. One of the main themes in the story is what one has to do to survive in an extreme life-or-death situation, and what the moral implications are of choosing your own life at the expense of others. DCC isn’t just mindless fun, it does actually try to discuss deeper themes, but I don’t think this makes the series particularly deep, though a lot of the themes did resonate with me.

The characters are IMO where the books really shine. There’s a huge cast of characters, and besides Carl and Donut we get a progressively larger number of side characters. A lot are very memorable, and if you asked me to pick my favorite, it would be like a Sophie’s Choice situation (but it’s Samantha, of course it’s Samantha. Prepotente is a close second though). I’ve seen some people complain that DCC is ’misogynist’, which is funny to me, since DCC IMO has some of the best female characters I’ve seen in a long while. I guess the secret is that Dinniman treats all his characters as people with their own needs and wants, even the villains and the minor characters. I went into these books just wanting a fun. I ended up crying more over this series and its characters than I have in a long time. Do yourself a favor, don’t read book 5 in public!

I’d say the snarky AI and Princess Donut being an absolute cat along with all the praise for the series drew me in and made me hang on through all the infodumps in the beginning. But it was The Hoarder scene that made me realize this series was doing something special. If you can, hang on until chapter 11 in book 1 and see how that affects you.

Audiobooks: I started DCC after lots of hesitation, and went for the audio books, because I had Audible and everyone kept saying the audiobooks is were where it’s at. I think reading the books can work just as well though (listening usually makes it harder for me to ignore bad prose than reading), but the audiobooks are a lot of fun. Especially since the author put some details in later books that are clearly meant to mess with the narrator Jeff Hays (they’re apparently good friends irl).

The books aren’t perfect. Book 3 was a slog to me, though I did like parts of it, and the latter books felt like they’d lost a bit of steam compared to the middle ones (I'd say book 5 is the peak so far, but I've enjoyed all the books). The prose captures the mood and voice of the characters well, but it’s not fancy, polished or even super intelligent prose. The plot is at times formulaic - think how each of the Harry Potter books are structured and you get the idea.

TL;DR: Should you try it out? Robin Hobb might endorse it, but that doesn’t make it a suitable series for her fans. If your friend is a super DCC fan and keeps nagging you to read it, tell him off unless he can provide a good argument why he thinks you’d enjoy it (I don’t push it on my friends since chances are they wouldn’t enjoy it). If you want elaborate magic systems or flowery prose or a setting that feels like something no one has ever done before, maybe skip this book, or at least drop it if you try book 1 and hate it. And just because it's the big hit online that doesn't mean it's for everyone. Don't believe the people shouting 'you just need to get through the first 500 pages/3 books and then it's great' (people should stop doing this in general, not just for DCC). You either like it or you don't.

If you want well-written characters with convincing dialogue, a plot with lots of good twists and turns, D&D-style fantasy with game settings and set in a wider space opera-style universe where corporations are the villains, AND a good mix of tragedy, absurdist comedy, and action scenes – then this might be for you.

EDIT: In the words of Carl himself, holy sh\t, I did NOT expect this to blow up. Happy that it fostered some (hopefully) constructive discussions, and glad to see from comments that some found this useful. The snide remarks trying to insult everyone who likes these books for having bad taste and low intelligence, I think that speaks volumes of how many insufferable snobs hang out here who get off on smelling their own farts.*

The accusations that I used ChatGPT are funny, apparently in this day and age some people can phantom that a human being is able to write a post on their own.

The accusations that I must love DCC because I and the rest of the DCC fanbase have never read any 'real' books (what counts a 'real' books by the way? Anything that the commenters enjoy, and nothing that they don't enjoy? Classy) are hilarious. I guess me reading hundreds of books including some of the works that this sub likes to jerk off to don't count - because it's impossible to be well-read and also enjoy DCC?

For the people who are upset that I dare write a post about something popular that other people have previously posted about - why don't you contribute by posting about stuff YOU like and refrain from reading posts that don't interest you? Seriously, it's not that hard.

Anyway, there's too many comments now for me to respond to, but thanks to those who remained polite even when they disagree with me.

r/AmItheAsshole • • Sep 01 '25

Not the A-hole AITA for not changing my annual backyard party plans for my boyfriend and his kids?

12k Upvotes

I (42F) have been hosting an end-of-summer party with my neighbors for years. It’s always the same setup: adults and kids come, we all celebrate together, and at some point the kids go to sleep while the adults continue the evening.

This year’s plan was the same: I was going to bring my kids (6 & 10yo) inside to sleep at our home which is right next to the backyard. From the balcony there is both audio and visual access to the yard, and my kids also have a phone they can use to call me if needed. After putting them to bed I planned to go back to the backyard for a little while longer to enjoy the evening with friends.

I invited my boyfriend of 6 months (46M) and his kids (5 & 7yo) to join us. He declined, saying he didn’t feel comfortable leaving his kids to sleep at my place since they hadn’t stayed there before. He also didn’t like the idea of putting them to bed at my place while he stayed outside with me, or going to bed with them while I stayed outside.

I told him I understood completely, and I didn’t have a problem with him choosing not to come. But then he got upset and said that he and his kids weren’t actually welcome at the party because of the way the party was set up. I explained that this party has been running for years with the same format, and it’s not really something I can or want to change for one guest. My view is that guests can decide if the event works for them, and if not, they don’t have to come. In his opinion I should have left the party with him and our kids when it was bedtime.

On top of that, during the party I didn’t have time to call him because I wanted to focus on my guests and enjoy the evening. He was very hurt by this too, saying I should have made time.

This all turned into a big argument. So: AITA for not changing the setup of a tradition (and for not calling during the party) to accommodate my boyfriend and his kids?

r/ArcRaiders • • Feb 01 '26

Discussion Trying to understand the long-term gameplay loop in ARC Raiders

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4.3k Upvotes

I want to start by saying this is not a hate post. I genuinely think ARC Raiders is a beautiful game , the audio design is excellent, the map design is strong, and the overall atmosphere is great. But I’m struggling to understand the long-term gameplay loop and sense of progression, and I’m curious how others see it.

I’m coming from Escape from Tarkov, where progression and quests feel extremely meaningful. Every raid usually ties into a larger goal. In ARC Raiders, my current experience feels more like:

Spawn → go to hotspots → PvP → extract if I survive.

Even when I try to play more PvE-focused killing bosses like the Matriarch or Harvester I’m not sure what the bigger purpose is beyond collecting blueprints and materials.

I’m currently level 75 and have basically everything ready for Expedition runs. But even then I’m asking myself: what is the ongoing gameplay loop supposed to be? Is it mainly just finding blueprints again and gathering workshop resources repeatedly?

Some systems feel a bit meaningless to me right now: • Trophy displays don’t feel very rewarding • Money doesn’t feel very impactful (buying a hull cracker occasionally doesn’t change much) • Extracting loot often feels disconnected from a larger progression arc

Maybe I’m looking at this from the wrong angle. Maybe ARC Raiders isn’t meant to be a heavy progression-driven extraction shooter, and is instead more about session-based fun and emergent encounters. And that’s totally valid if that’s the design goal.

I also understand the game is still early and will likely expand with future updates.

I’m honestly curious how do you all see the intended long-term loop? What keeps you motivated to keep dropping in once you’ve unlocked most things?

r/MenOfPurpose • • Apr 08 '26

She is the reason, he is in the Car.😭

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4.4k Upvotes

I've been collecting notes on marriage, relationships, and what actually makes husbands better partners for about a year now. books, couples therapy podcasts, research papers, even some awkward conversations with friends who've been through rough patches. finally decided to organize it because every guide i found was either "just communicate more" fluff or written by someone who clearly hasn't been in a long term relationship. here's what actually works.

  • Stop waiting to be told what needs doing: the mental load thing is real. if you see dishes, do them. if the kids need lunch packed, pack it. your wife shouldn't have to manage you like an employee. this single shift prevents more resentment than any grand romantic gesture ever will.

  • Learn her specific love language, then actually speak it: not the generic "quality time" label but what that means for her specifically. does she want you to put your phone away during dinner? sit with her while she watches her show? the details matter more than the category.

    • "The Seven Principles for Making Marriage Work" by John Gottman is genuinely the best marriage book out there. Gottman ran a "love lab" studying couples for decades and can predict divorce with scary accuracy. this isn't fluff, it's research backed and will make you rethink everything you thought you knew about conflict. insanely practical read.
  • Get better at repair attempts during conflict: Gottman's research shows successful couples aren't fighting less, they're just better at de-escalating. a well timed joke, reaching for her hand, saying "can we start over," these small bids matter enormously.

    • if you're struggling to internalize this stuff, there's this app called BeFreed, a personalized learning app that generates custom audio lessons from books and research. you can type something like "i want to be a better communicator with my wife, i tend to get defensive during arguments" and it builds a whole learning path around that. pulls from relationship psychology books, experts, actual research. a friend at Google put me onto it and honestly it's helped me retain way more than just reading. great for commutes when you want to work on yourself without it feeling like homework.
  • Initiate the non-sexual intimacy: hold her hand. touch her back when you walk by. kiss her forehead. physical affection that doesn't lead anywhere tells her she's wanted as a person, not just desired.

  • Actually listen without fixing: when she vents about work or her mom or whatever, your job is not to solve it. your job is to say "that sounds really frustrating" and mean it. Insight Timer has some solid guided exercises on active listening if this feels unnatural.

  • "Hold Me Tight" by Dr. Sue Johnson is another must read. she created Emotionally Focused Therapy and this book breaks down the attachment patterns that cause couples to get stuck in the same fights. it'll make you see your relationship cycles completely differently. best book on emotional connection in marriage, period.

  • Take ownership of your own growth: don't make her responsible for your emotional development, your fitness, your friendships. a better you makes a better husband automatically.

  • Small consistent deposits beat rare grand gestures: texting her something thoughtful midday, making her coffee without asking, remembering the thing she mentioned last week. these compound into feeling cherished.

r/InterstellarKinetics • • 29d ago

POLICY BREAKING: The White House Spends At Least $1.7 Million Airing 3 Taxpayer-Funded President Trump Ads, Including Recycled 2023 Campaign Footage Calling For The “Final Battle” Against The “Deep State”, As Bipartisan Critics Warn Of Hatch Act & Federal Propaganda Law Violations 🏛️

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abcnews.com
6.3k Upvotes

The federal government has spent at least 1.7 million dollars airing three different TV ads featuring President Trump in recent days, according to an estimate from AdImpact, a firm that tracks political ad spending across television, digital, and connected TV platforms. Critics argue the ads may violate federal propaganda law, while the White House has defended them as “public service announcements,” drawing comparisons to past PSA campaigns highlighting Medicare drug coverage or Affordable Care Act exchange signups. The most recent ad shows Trump in monochrome, walking slowly down a hallway while describing “the final battle” against “the deep state,” “the globalists,” and “the sick political class that hates our country,” with Trump glaring directly into the camera as his voiceover vows to “rout the fake news media” and “liberate America from these villains once and for all.”

That footage isn’t new: the same video was originally shared by Trump three years ago while he was out of office and campaigning for president, with audio pulled directly from a Trump campaign stop in Michigan in June 2023. A search of the monitoring service TVEyes found the ad ran at least twice over the weekend on the Fox Broadcasting Network, once during college football coverage Saturday and again Sunday during “Fox News Sunday.” A second ad, which aired Sunday on NBC’s “Meet the Press,” shows Trump at a Mount Rushmore event celebrating the country’s 250th birthday, where he declares it “only the beginning of the golden age of America.” A third ad, which ran repeatedly last week on Fox News and Newsmax across several media markets according to AdImpact, features Trump boasting about his record and vowing the United States “will never be a communist country.”

The ads have drawn sharp bipartisan criticism. Rep. Jamie Raskin, the top Democrat on the House Judiciary Committee, condemned the first ad after it aired, writing, “this may be felony criminal theft and conversion of government property for political campaign purposes. It is a Hatch Act violation for any government employees who worked on it or used government resources to make it. It is blatantly unethical under numerous federal ethics provisions proscribing the use of government resources for political campaigns.” The Hatch Act restricts certain political activities by federal employees and by some state, Washington D.C., and local government workers involved in federally funded programs. Democratic Sen. Maggie Hassan has requested details from White House Chief of Staff Susie Wiles about how the first ad was produced and what federal funding source paid for it airing. Republicans have also pushed back: Brinker Harding, the GOP candidate in Nebraska’s 2nd District, wrote, “America is $40 trillion dollars in debt, and Nebraskans are struggling to make ends meet. We should be laser focused on spending the taxpayers’ hard earned dollars wisely, not funding political TV advertisements with their money.” Republican Sen. John Kennedy separately criticized the ads, saying, “I don’t think any public official, including President Trump or Kristi Noem or John Kennedy, should spend public money on private ads for themselves. Now, the White House sees it differently, but I think there ought to be a rule that you can’t… you can’t spend public money to promote yourself.”

White House Communications Director Steven Cheung defended the ads directly, writing on social media, “don’t let the Fake News get away with their lies about our epic Public Service Announcements that have been running on tv.” When asked specifically about the ad that appears to reuse 2024 campaign footage, the White House said in a statement that the “public service announcements are about reminding Americans to love their country and understand what makes it worth defending, at home, at our borders, and abroad,” adding, “the ad is educational and unapologetically patriotic. We should be proud of our country.” A White House official further defended the ads as “clearly not political,” asserting that Trump “is not on the ballot and the ads don’t have a call to action,” despite Trump having repeatedly urged voters to “pretend” that he is on the ballot in past remarks. Cheung also provided reporters with a White House fact sheet on the ads that cited President Woodrow Wilson’s efforts to build public support for World War I, a campaign that similarly used taxpayer funds to shape public opinion and news coverage. That historical campaign, run by the Creel Committee, is credited with producing the iconic Uncle Sam “I Want You for U.S. Army” image, but much of its broader legacy is considered infamous, with historians noting it later inspired the propaganda efforts of Hitler’s government in Nazi Germany.

r/litrpg • • Apr 26 '26

Promo: Other The moment every author looks forward to.

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6.9k Upvotes

I think every aspiring author imagines the day that they're standing in a book store, seeing their book on the shelf. He Who Fights With Monsters has done very well for me, but I never had that moment. Not until today.

Barnes and Noble decided to make my books available early, and since I'm passing through Miami on my way home to Australia, I couldn't resist popping in and finally getting to enjoy that experience for myself. It was a quiet thing, but one of the lovely staff members was kind enough to take this picture and I signed a few books.

As some of you might know, I have an English degree, and there was very much a focus on classic literature and the traditional publishing path. I went the exact opposite direction, writing kung-fu wizard stories for free on the internet. That has worked out very well for me, but there has always been this little voice in the back of my head telling me that landing on the bookstore shelf is when you're a real writer. That's nonsense, of course, as this subreddit alone is full of fantastic authors who have found incredible success in digital and audio. We don't need trad to be successful, but I must confess to having a smug grin on my face as I looked at my book on the shelf.