Yea this one specifically is mostly fable, remotion skills and allowing it to use Gemini 3.1 pro to understand the video
The Claude one was a 3-prompt to get it to recreate the original “Agent view” announcement video. But wanted to challenge it, hence the bankruptcy mode. But it’s really bad at coming up with jokes and a coherent narrative so had to guide it wit prompts like 5 times or so
Fireship video that was just a single prompt, with allowing it to use my basement gpu which has Higgs installed for the voice clone
It's not a simple buy/sell marketplace. There's no recourse for fans who purchase a confirmed ticket, only to find that the seller "doesn't have them" and see the same ticket relisted for higher if the price jumps. Stubhub prioritize these scalper relationships and doesn't meaningfully protect its buyers from getting screwed over.
Are there any skills or publicly available repos that do what you claim here? I would love to learn to have it write better.
For me, my amateur attempt is having another LLM do a review loop to remove clearly offending phrases and a heuristic eval to change sentence structures to be more similar to mine, THEN my manual HITL loop to rewrite ~20% of the sentences anyway.
If you're trying to get it to write it in your voice, just dump some stuff you've written into the context. You need to think about other voices and be able to describe what makes yours different as well.
Have you played games with a ton of cheaters? It's infuriating, and I'm glad that kernel-level anti-cheat makes it such that you can have an enjoyable gaming experience. Now, I no longer play competitive shooters due to my age, but this was a huge issue back in the day.
On private/community hosted/moderated servers my experience was that cheating was mostly a non-issue. Only with the advent of forced matchmaking/only official servers and such has it become a real problem.
You might not have noticed, but that's also where anti-cheats started. All 3rd party anti-cheats started on community servers because well you aren't getting them into official servers easily. And then game developers saw that and integrated it for the users. Quake 3 even had Punkbuster added at some point for example.
Plenty of modern community servers still do the same. Face-it servers for Counter-Strike 2 will have additional anticheat, not less. Modded Grand Theft Auto V servers, FiveM, built their own anticheat they call adhesive before RockStar ever added anticheat to the full game, and this prevents it from running on Linux to this day.
I think this is the answer. You get a lot more false positives, but at least the players can do something about it and aren't at the mercy of devs who can stop support at any time and also are fighting a losing battle.
Why? I have a hard time imagining anyone would care more about the integrity of the game than the community. Private servers are an IP play, allowing companies to pull the plug completely when it is convenient for them.
Say you've got a game that's specifically designed for 5v5 play. In this game, things become imbalanced and overly chaotic when there's more than that many players, the main game mechanics start to fall apart.
So now let's say you only have private servers. A bunch of 10-seat servers, and each match takes ~30-40 minutes. How does this work in practice? You have servers with like 8 or 9 players sitting around waiting, hoping for someone to join. How long will they sit there waiting? We potentially have hundreds of these partially filled servers waiting for other players to join. Wouldn't it be nice if there was some system that would automatically send people towards your nearly full server? Some kind of...matchmaking system?
How do we ensure somewhat even levels of skill among those players? Some kind of system that tracked past performance against players of other skill levels and could help you find other players around your skill level? Some kind of service to help you find matches, like some kind of...matchmaking service?
Not all games need matchmaking services, I agree. A lot of games do benefit considerably from having matchmaking services.
Yes, but the problem is highly exaggerated and Counter Strike has multiple mechanisms for isolating or preventing cheaters, even outside of "traditional" anti-cheat tooling.
I play at moderately high elo in Counter Strike (Faceit Level 10, 25k Premier) in a lesser populated region and even Valve matchmaking is mostly fine. I have a multi-thousand dollar inventory, old Steam account and over 7,000 hours in Counter Strike, all of these things (likely) impact my trust factor.
Trust Factor doesn't detect cheaters, but it sure does expose me to way way less cheaters. It's pretty uncommon to see an obvious cheater in CS2, the number of closet cheaters likely increased. In CS:GO rage cheaters were more common, but they are (for the most part) detected a little bit better now.
"Green card" literally refers to US permanent residency cards; it's called that because the physical cards issued by the US are/were green. "Other contexts" are riffing on actual green cards as a metaphor, and if speakers in other contexts want to talk about legal specificities, they should use an accurate term...