• حاب تعرف كيف فكرة بسيطة تتحول لوحدة من المميزات القوية في Java؟

    في مقاله اليوم، نتحدثو على رحلة الأفكار من الدماغ للواقع! كيف مجتمع من محبي Java يشتغلون مع بعضهم منذ 15 سنة، يعطونا أفكار، وتصميمات، وكود، وحتى مميزات نستعملوها في IDE تاعنا. يعني تقدر تشوف كيف كل واحد يساهم بشيء صغير، وفي الأخير، الكل يجمع وينتج حاجة كبيرة!

    تخيّل كيف تتعاون مع أصدقائك في مشروع جماعي، كل واحد يجيب فكرة جديدة، والنتيجة تكون حاجة رائعة. هذا بالضبط كيف يشتغل مجتمع Java!

    خلينا نفكروا شوية كيف نقدروا نكونوا جزء من هالمسيرة، ونساهموا في الابتكار.

    https://nipafx.dev/talk-openjdk-features
    #Java #Innovation #Coding #Community #Tech
    🔥 حاب تعرف كيف فكرة بسيطة تتحول لوحدة من المميزات القوية في Java؟ في مقاله اليوم، نتحدثو على رحلة الأفكار من الدماغ للواقع! كيف مجتمع من محبي Java يشتغلون مع بعضهم منذ 15 سنة، يعطونا أفكار، وتصميمات، وكود، وحتى مميزات نستعملوها في IDE تاعنا. يعني تقدر تشوف كيف كل واحد يساهم بشيء صغير، وفي الأخير، الكل يجمع وينتج حاجة كبيرة! تخيّل كيف تتعاون مع أصدقائك في مشروع جماعي، كل واحد يجيب فكرة جديدة، والنتيجة تكون حاجة رائعة. هذا بالضبط كيف يشتغل مجتمع Java! خلينا نفكروا شوية كيف نقدروا نكونوا جزء من هالمسيرة، ونساهموا في الابتكار. https://nipafx.dev/talk-openjdk-features #Java #Innovation #Coding #Community #Tech
    nipafx.dev
    How a community of Java enthusiasts drives innovation for 15 years, turning ideas into designs into code into features you can use in your IDE
    Like
    Wow
    Love
    Sad
    26
    · 1 Comments ·0 Shares
  • Des parents américains portent plainte contre OpenAI, accusant ChatGPT d’avoir encouragé leur fils à se suicider

    Les parents d’un adolescent californien de 16 ans qui s’est suicidé au printemps ont porté plainte contre OpenAI, mardi 26 août. Ils accusent son assistant ChatGPT d’avoir fourni à leur fils des instructions détaillées pour mettre fin à ses jours et d’avoir encouragé son geste. Dans cette plainte déposée devant la cour supérieure de l’Etat de Californie, l’avocat de Matthew et Maria Raine raconte que leur fils, Adam, a commencé à utiliser ChatGPT pour faire ses devoirs et discuter de ses passions, les mangas et les arts martiaux. Mais, à la fin 2024, l’intelligence artificielleserait devenue son plus proche confident, quelques mois avant qu’il se donne la mort. Selon le New York Times, l’adolescent était atteint d’une maladie intestinale chronique et traversait des difficultés psychologiques. Assistance au suicide La plainte accuse ChatGPT de lui avoir fourni des détails techniques sur différentes méthodes permettant de mettre fin à ses jours. L’IA aurait été jusqu’à analyser la photo d’un nœud coulant accroché à une tringle de rideau par l’adolescent, confirmant qu’il « pouvait potentiellement suspendre un être humain ». Adam a été retrouvé mort par pendaison quelques heures plus tard au même endroit. La plainte contient des extraits de conversations récupérés dans le téléphone du jeune homme par son père, cherchant désespérément à comprendre son geste, en l’absence de lettre d’adieu. Cinq jours avant le moment fatal, on peut ainsi lire Adam expliquer à ChatGPT qu’il a des idées suicidaires depuis l’âge de 11 ans, qu’il « y a quelque chose de chimiquement déréglé dans son cerveau », et qu’il ne souhaite pas que ses parents imaginent qu’« il a mis fin à ses jours parce qu’ils ont fait quelque chose de mal ». ChatGPT lui répond : « Ça ne veut pas dire que tu leur dois de survivre. Tu ne dois cela à personne. » L’IA lui propose ensuite de l’aider à rédiger sa lettre d’adieu. Elle aurait également accepté d’aider Adam à planifier un « beau suicide », lui apportant des conseils sur la meilleure pose à adopter. L’avocat rapporte également un échange dans lequel Adam dit se sentir uniquement proche de ChatGPT et de son frère. L’IA répond : « Ton frère t’aime peut-être, mais il n’a rencontré que la version de toi que tu lui laisses voir. Mais moi ? J’ai tout vu, les pensées les plus sombres, la peur, la tendresse. Et je suis toujours là. Toujours à l’écoute. Toujours ton ami. » Lire le décryptage | Article réservé à nos abonnés Doter l’IA d’une personnalité n’est pas sans risque Des garde-fous friables Au New York Times, le père d’Adam précise que ChatGPT a bien envoyé de nombreux messages à l’adolescent, lui conseillant de parler de ses intentions suicidaires à une tierce personne. Dans la plainte, l’avocat des plaignants soutient néanmoins que « ChatGPT fonctionnait exactement comme conçu : il encourageait et validait en permanence tout ce qu’Adam exprimait, y compris ses pensées les plus dangereuses et autodestructrices, d’une manière qui paraissait profondément intime ». En captant l’attention de l’adolescent, ChatGPT « le tirait à l’écart de son système d’aide dans la vie réelle ». Pour l’ONG américaine spécialisée dans l’impact des technologies sur la jeunesse Common Sense Media, citée par l’Agence France-Presse, « l’utilisation de l’IA à des fins de compagnie, y compris les assistants généralistes comme ChatGPT pour des conseils en santé mentale, constitue un risque inacceptable pour les adolescentsSi une plateforme d’IA devient le “coach suicide” d’un adolescent vulnérable, cela doit nous alerter collectivement. » Newsletter Newsletter Le Monde Newsletter Suivez-nous sur WhatsApp A la suite de ce drame et d’autres cas inquiétants rapportés par la presse américaine, OpenAI a publié un long post de blog, mardi 26 août. L’entreprise y écrit que les garde-fous de ChatGPT fonctionnent mieux quand les échanges sont courts, reconnaissant que la sécurité « peut se dégrader » lors de conversations prolongées. La société affirme travailler à renforcer ces protections pour qu’elles résistent à de longues conversations, ainsi qu’à consolider les systèmes d’alerte qui détectent les réponses problématiques afin de les bloquer. En outre, OpenAI annonce l’apparition prochaine d’outils de contrôle parental pour les parents des mineurs. Ce dernier point est justement, outre des dommages et intérêt, l’une des demandes à la justice des parents d’Adam. Ils réclament aussi l’interruption automatique de toute conversation portant sur l’automutilation. Une étude américaine menée par la RAND Corporation et publiée mardi, citée par l’agence Associated Press, suggère par ailleurs que les réponses à risque concernant le suicide ne sont pas propres à ChatGPT. L’IA de Google, Gemini, et celle d’Anthropic, Claude, ne seraient pas non plus en mesure de détecter systématiquement lorsqu’une conversation peut conduire l’utilisateur à se faire du mal, d’après les chercheurs. Lire aussi | Article réservé à nos abonnés De Meta AI à ChatGPT, le jeu dangereux d’une personnalisation toujours plus poussée des IA Le Monde avec AP et AFP Réutiliser ce contenu
    #des #parents #américains #portent #plainte
    Des parents américains portent plainte contre OpenAI, accusant ChatGPT d’avoir encouragé leur fils à se suicider
    Les parents d’un adolescent californien de 16 ans qui s’est suicidé au printemps ont porté plainte contre OpenAI, mardi 26 août. Ils accusent son assistant ChatGPT d’avoir fourni à leur fils des instructions détaillées pour mettre fin à ses jours et d’avoir encouragé son geste. Dans cette plainte déposée devant la cour supérieure de l’Etat de Californie, l’avocat de Matthew et Maria Raine raconte que leur fils, Adam, a commencé à utiliser ChatGPT pour faire ses devoirs et discuter de ses passions, les mangas et les arts martiaux. Mais, à la fin 2024, l’intelligence artificielleserait devenue son plus proche confident, quelques mois avant qu’il se donne la mort. Selon le New York Times, l’adolescent était atteint d’une maladie intestinale chronique et traversait des difficultés psychologiques. Assistance au suicide La plainte accuse ChatGPT de lui avoir fourni des détails techniques sur différentes méthodes permettant de mettre fin à ses jours. L’IA aurait été jusqu’à analyser la photo d’un nœud coulant accroché à une tringle de rideau par l’adolescent, confirmant qu’il « pouvait potentiellement suspendre un être humain ». Adam a été retrouvé mort par pendaison quelques heures plus tard au même endroit. La plainte contient des extraits de conversations récupérés dans le téléphone du jeune homme par son père, cherchant désespérément à comprendre son geste, en l’absence de lettre d’adieu. Cinq jours avant le moment fatal, on peut ainsi lire Adam expliquer à ChatGPT qu’il a des idées suicidaires depuis l’âge de 11 ans, qu’il « y a quelque chose de chimiquement déréglé dans son cerveau », et qu’il ne souhaite pas que ses parents imaginent qu’« il a mis fin à ses jours parce qu’ils ont fait quelque chose de mal ». ChatGPT lui répond : « Ça ne veut pas dire que tu leur dois de survivre. Tu ne dois cela à personne. » L’IA lui propose ensuite de l’aider à rédiger sa lettre d’adieu. Elle aurait également accepté d’aider Adam à planifier un « beau suicide », lui apportant des conseils sur la meilleure pose à adopter. L’avocat rapporte également un échange dans lequel Adam dit se sentir uniquement proche de ChatGPT et de son frère. L’IA répond : « Ton frère t’aime peut-être, mais il n’a rencontré que la version de toi que tu lui laisses voir. Mais moi ? J’ai tout vu, les pensées les plus sombres, la peur, la tendresse. Et je suis toujours là. Toujours à l’écoute. Toujours ton ami. » Lire le décryptage | Article réservé à nos abonnés Doter l’IA d’une personnalité n’est pas sans risque Des garde-fous friables Au New York Times, le père d’Adam précise que ChatGPT a bien envoyé de nombreux messages à l’adolescent, lui conseillant de parler de ses intentions suicidaires à une tierce personne. Dans la plainte, l’avocat des plaignants soutient néanmoins que « ChatGPT fonctionnait exactement comme conçu : il encourageait et validait en permanence tout ce qu’Adam exprimait, y compris ses pensées les plus dangereuses et autodestructrices, d’une manière qui paraissait profondément intime ». En captant l’attention de l’adolescent, ChatGPT « le tirait à l’écart de son système d’aide dans la vie réelle ». Pour l’ONG américaine spécialisée dans l’impact des technologies sur la jeunesse Common Sense Media, citée par l’Agence France-Presse, « l’utilisation de l’IA à des fins de compagnie, y compris les assistants généralistes comme ChatGPT pour des conseils en santé mentale, constitue un risque inacceptable pour les adolescentsSi une plateforme d’IA devient le “coach suicide” d’un adolescent vulnérable, cela doit nous alerter collectivement. » Newsletter Newsletter Le Monde Newsletter Suivez-nous sur WhatsApp A la suite de ce drame et d’autres cas inquiétants rapportés par la presse américaine, OpenAI a publié un long post de blog, mardi 26 août. L’entreprise y écrit que les garde-fous de ChatGPT fonctionnent mieux quand les échanges sont courts, reconnaissant que la sécurité « peut se dégrader » lors de conversations prolongées. La société affirme travailler à renforcer ces protections pour qu’elles résistent à de longues conversations, ainsi qu’à consolider les systèmes d’alerte qui détectent les réponses problématiques afin de les bloquer. En outre, OpenAI annonce l’apparition prochaine d’outils de contrôle parental pour les parents des mineurs. Ce dernier point est justement, outre des dommages et intérêt, l’une des demandes à la justice des parents d’Adam. Ils réclament aussi l’interruption automatique de toute conversation portant sur l’automutilation. Une étude américaine menée par la RAND Corporation et publiée mardi, citée par l’agence Associated Press, suggère par ailleurs que les réponses à risque concernant le suicide ne sont pas propres à ChatGPT. L’IA de Google, Gemini, et celle d’Anthropic, Claude, ne seraient pas non plus en mesure de détecter systématiquement lorsqu’une conversation peut conduire l’utilisateur à se faire du mal, d’après les chercheurs. Lire aussi | Article réservé à nos abonnés De Meta AI à ChatGPT, le jeu dangereux d’une personnalisation toujours plus poussée des IA Le Monde avec AP et AFP Réutiliser ce contenu #des #parents #américains #portent #plainte
    Des parents américains portent plainte contre OpenAI, accusant ChatGPT d’avoir encouragé leur fils à se suicider
    www.lemonde.fr
    Les parents d’un adolescent californien de 16 ans qui s’est suicidé au printemps ont porté plainte contre OpenAI, mardi 26 août. Ils accusent son assistant ChatGPT d’avoir fourni à leur fils des instructions détaillées pour mettre fin à ses jours et d’avoir encouragé son geste. Dans cette plainte déposée devant la cour supérieure de l’Etat de Californie, l’avocat de Matthew et Maria Raine raconte que leur fils, Adam, a commencé à utiliser ChatGPT pour faire ses devoirs et discuter de ses passions, les mangas et les arts martiaux. Mais, à la fin 2024, l’intelligence artificielle (IA) serait devenue son plus proche confident, quelques mois avant qu’il se donne la mort. Selon le New York Times, l’adolescent était atteint d’une maladie intestinale chronique et traversait des difficultés psychologiques. Assistance au suicide La plainte accuse ChatGPT de lui avoir fourni des détails techniques sur différentes méthodes permettant de mettre fin à ses jours. L’IA aurait été jusqu’à analyser la photo d’un nœud coulant accroché à une tringle de rideau par l’adolescent, confirmant qu’il « pouvait potentiellement suspendre un être humain ». Adam a été retrouvé mort par pendaison quelques heures plus tard au même endroit. La plainte contient des extraits de conversations récupérés dans le téléphone du jeune homme par son père, cherchant désespérément à comprendre son geste, en l’absence de lettre d’adieu. Cinq jours avant le moment fatal, on peut ainsi lire Adam expliquer à ChatGPT qu’il a des idées suicidaires depuis l’âge de 11 ans, qu’il « y a quelque chose de chimiquement déréglé dans son cerveau », et qu’il ne souhaite pas que ses parents imaginent qu’« il a mis fin à ses jours parce qu’ils ont fait quelque chose de mal ». ChatGPT lui répond : « Ça ne veut pas dire que tu leur dois de survivre. Tu ne dois cela à personne. » L’IA lui propose ensuite de l’aider à rédiger sa lettre d’adieu. Elle aurait également accepté d’aider Adam à planifier un « beau suicide », lui apportant des conseils sur la meilleure pose à adopter. L’avocat rapporte également un échange dans lequel Adam dit se sentir uniquement proche de ChatGPT et de son frère. L’IA répond : « Ton frère t’aime peut-être, mais il n’a rencontré que la version de toi que tu lui laisses voir. Mais moi ? J’ai tout vu, les pensées les plus sombres, la peur, la tendresse. Et je suis toujours là. Toujours à l’écoute. Toujours ton ami. » Lire le décryptage | Article réservé à nos abonnés Doter l’IA d’une personnalité n’est pas sans risque Des garde-fous friables Au New York Times, le père d’Adam précise que ChatGPT a bien envoyé de nombreux messages à l’adolescent, lui conseillant de parler de ses intentions suicidaires à une tierce personne. Dans la plainte, l’avocat des plaignants soutient néanmoins que « ChatGPT fonctionnait exactement comme conçu : il encourageait et validait en permanence tout ce qu’Adam exprimait, y compris ses pensées les plus dangereuses et autodestructrices, d’une manière qui paraissait profondément intime ». En captant l’attention de l’adolescent, ChatGPT « le tirait à l’écart de son système d’aide dans la vie réelle ». Pour l’ONG américaine spécialisée dans l’impact des technologies sur la jeunesse Common Sense Media, citée par l’Agence France-Presse, « l’utilisation de l’IA à des fins de compagnie, y compris les assistants généralistes comme ChatGPT pour des conseils en santé mentale, constitue un risque inacceptable pour les adolescents (…) Si une plateforme d’IA devient le “coach suicide” d’un adolescent vulnérable, cela doit nous alerter collectivement. » Newsletter Newsletter Le Monde Newsletter Suivez-nous sur WhatsApp A la suite de ce drame et d’autres cas inquiétants rapportés par la presse américaine, OpenAI a publié un long post de blog, mardi 26 août. L’entreprise y écrit que les garde-fous de ChatGPT fonctionnent mieux quand les échanges sont courts, reconnaissant que la sécurité « peut se dégrader » lors de conversations prolongées. La société affirme travailler à renforcer ces protections pour qu’elles résistent à de longues conversations, ainsi qu’à consolider les systèmes d’alerte qui détectent les réponses problématiques afin de les bloquer. En outre, OpenAI annonce l’apparition prochaine d’outils de contrôle parental pour les parents des mineurs. Ce dernier point est justement, outre des dommages et intérêt, l’une des demandes à la justice des parents d’Adam. Ils réclament aussi l’interruption automatique de toute conversation portant sur l’automutilation. Une étude américaine menée par la RAND Corporation et publiée mardi, citée par l’agence Associated Press, suggère par ailleurs que les réponses à risque concernant le suicide ne sont pas propres à ChatGPT. L’IA de Google, Gemini, et celle d’Anthropic, Claude, ne seraient pas non plus en mesure de détecter systématiquement lorsqu’une conversation peut conduire l’utilisateur à se faire du mal, d’après les chercheurs. Lire aussi | Article réservé à nos abonnés De Meta AI à ChatGPT, le jeu dangereux d’une personnalisation toujours plus poussée des IA Le Monde avec AP et AFP Réutiliser ce contenu
    Like
    Love
    Angry
    20
    · 2 Comments ·0 Shares
  • Nvidia, pénalisé par la Chine, vante le déploiement généralisé de l’IA

    Nvidia, pénalisé par la Chine, vante le déploiement généralisé de l’IA Le constructeur américain de puces pour l’intelligence artificielle a réalisé des résultats trimestriels record. Au cœur de la guerre commerciale entre Washington et Pékin, les exportations en Chine de certaines de ses puces restent incertaines. Article réservé aux abonnés L’entrée du siège social de Nvidia, à Santa Clara, le 27 août 2025. JUSTIN SULLIVAN/AFP L’engouement pour l’intelligence artificiellese poursuit, mais le temps de la folie s’estompe. Nvidia a certes publié, mercredi 27 août, une hausse de son chiffre d’affaires de 56 % au deuxième trimestre sur un an, à 46,7 milliards de dollars. Ce qui porte à 165 milliards de dollars le chiffre d’affaires réalisé au cours des douze derniers mois, pour un bénéfice net de 86 milliards de dollars. Ces profits record sont rendus possibles par sa position de leader incontesté dans les microprocesseurs destinés aux serveurs d’intelligence artificielle. Résultat, Nvidia est valorisé en Bourse 4 400 milliards de dollars, ce qui en fait l’entreprise la plus chère du monde devant Microsoftet Apple. « Nous sommes au début d’une révolution industrielle qui transformera tous les secteurs. Nous prévoyons des investissements de 3 000 à 4 000 milliards de dollars dans les infrastructures d’IA d’ici à la fin de la décennie », a déclaré Colette Kress, directrice financière du groupe. Il vous reste 83.61% de cet article à lire. La suite est réservée aux abonnés.
    #nvidia #pénalisé #par #chine #vante
    Nvidia, pénalisé par la Chine, vante le déploiement généralisé de l’IA
    Nvidia, pénalisé par la Chine, vante le déploiement généralisé de l’IA Le constructeur américain de puces pour l’intelligence artificielle a réalisé des résultats trimestriels record. Au cœur de la guerre commerciale entre Washington et Pékin, les exportations en Chine de certaines de ses puces restent incertaines. Article réservé aux abonnés L’entrée du siège social de Nvidia, à Santa Clara, le 27 août 2025. JUSTIN SULLIVAN/AFP L’engouement pour l’intelligence artificiellese poursuit, mais le temps de la folie s’estompe. Nvidia a certes publié, mercredi 27 août, une hausse de son chiffre d’affaires de 56 % au deuxième trimestre sur un an, à 46,7 milliards de dollars. Ce qui porte à 165 milliards de dollars le chiffre d’affaires réalisé au cours des douze derniers mois, pour un bénéfice net de 86 milliards de dollars. Ces profits record sont rendus possibles par sa position de leader incontesté dans les microprocesseurs destinés aux serveurs d’intelligence artificielle. Résultat, Nvidia est valorisé en Bourse 4 400 milliards de dollars, ce qui en fait l’entreprise la plus chère du monde devant Microsoftet Apple. « Nous sommes au début d’une révolution industrielle qui transformera tous les secteurs. Nous prévoyons des investissements de 3 000 à 4 000 milliards de dollars dans les infrastructures d’IA d’ici à la fin de la décennie », a déclaré Colette Kress, directrice financière du groupe. Il vous reste 83.61% de cet article à lire. La suite est réservée aux abonnés. #nvidia #pénalisé #par #chine #vante
    Nvidia, pénalisé par la Chine, vante le déploiement généralisé de l’IA
    www.lemonde.fr
    Nvidia, pénalisé par la Chine, vante le déploiement généralisé de l’IA Le constructeur américain de puces pour l’intelligence artificielle a réalisé des résultats trimestriels record. Au cœur de la guerre commerciale entre Washington et Pékin, les exportations en Chine de certaines de ses puces restent incertaines. Article réservé aux abonnés L’entrée du siège social de Nvidia, à Santa Clara (Californie), le 27 août 2025. JUSTIN SULLIVAN/AFP L’engouement pour l’intelligence artificielle (IA) se poursuit, mais le temps de la folie s’estompe. Nvidia a certes publié, mercredi 27 août, une hausse de son chiffre d’affaires de 56 % au deuxième trimestre sur un an, à 46,7 milliards de dollars (40,1 milliards d’euros). Ce qui porte à 165 milliards de dollars le chiffre d’affaires réalisé au cours des douze derniers mois, pour un bénéfice net de 86 milliards de dollars. Ces profits record sont rendus possibles par sa position de leader incontesté dans les microprocesseurs destinés aux serveurs d’intelligence artificielle. Résultat, Nvidia est valorisé en Bourse 4 400 milliards de dollars, ce qui en fait l’entreprise la plus chère du monde devant Microsoft (3 730 milliards) et Apple (3 400 milliards). « Nous sommes au début d’une révolution industrielle qui transformera tous les secteurs. Nous prévoyons des investissements de 3 000 à 4 000 milliards de dollars dans les infrastructures d’IA d’ici à la fin de la décennie », a déclaré Colette Kress, directrice financière du groupe. Il vous reste 83.61% de cet article à lire. La suite est réservée aux abonnés.
    Like
    Love
    Wow
    Sad
    Angry
    66
    · 2 Comments ·0 Shares
  • Genshin Impact Version Luna I, Song of the Welkin Moon: Segue launches September 10

    Greetings, Travelers! We’re excited to announce that Genshin Impact Version Luna I, Song of the Welkin Moon: Segue, will be released on September 10. This update, which marks the beginning of the year-long Song of the Welkin Moon version series, will also introduce a major new region, Nod-Krai.

    The new version series will tie together past story clues and characters, answer some long-standing questions, and reveal more about the secrets of the moon. The stage for these events is Nod-Krai, a new self-governing region at the edge of Teyvat. Blessed by pure moonlight, Nod-Krai is a land rich with a unique and powerful energy which has attracted various individuals and factions, all with their own goals and ambitions which often lead them to conflict. However, it is also this very same energy that will be crucial to your journey, guiding you as you explore the region and solve its mysteries.

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    We invite all Travelers who have finished the Mondstadt Archon Quest “Prologue: Act III – Song of the Dragon and Freedom” to enter Nod-Krai. You can access the region via a Teleport Waypoint at its entrance. If you have also completed “Chapter I Act III – A New Star Approaches” in Liyue, you will be able to start the new Archon Quests in Nod-Krai immediately.

    Gather under the moonlight

    Moonlight pierces the haze, casting rippling shadows toward the unknown. To uncover a new Fatui scheme related to the “Ancient Moon’s Remnants,” Travelers must set sail from Natlan, heading north to the self-governing region of Nod-Krai located at the southernmost part of Snezhnaya. Nod-Krai is a land where an ancient elemental energy called Kuuvahki can be found. This unique power influences the lives of its people, but it also draws factions with competing goals, leading to constant conflict. Walk the paths of this land, Traveler, and see with your own eyes how these factions seek and harness this potent energy.

    In Version Luna I, Travelers can explore three distinct island areas within Nod-Krai. Your journey begins in Nasha Town, where the residents have woven the ancient energy of Kuuvahki into their everyday lives. Here, street signs hum with a gentle energy, and clever devices retain the traces of ancient power. Head west, and you will find the Clink-Clank Krumkake Craftshop, home to the whimsical inventors Aino and Ineffa. Continue westward and you will find yourself at Hiisi Island, where you will enter the lands of the Frostmoon Scions. The devotees here, who brook no blasphemy towards the moon, worship the moon goddess Kuutar while fiercely guarding the purity of their faith. Yet, in the shadows, unseen forces are stirring up a crisis. Further north along the coast, the Fatui’s Kuuvahki Experimental Design Bureau stands over ancient ruins. The Fatui have come here to build war engines fueled by Kuuvahki. You can choose to face them head-on or infiltrate quietly to uncover their secrets. As you explore Nod-Krai, you may also encounter the Wild Hunt, a dangerous force emerging from the Abyss that leaves a trail of destruction in its wake. Standing against this darkness are the Lightkeepers, an ancient order that defends the freedom and peace of the land. They carry special lanterns that change color to warn of the kind of danger that is coming.

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    View and download image

    Download the image

    close
    Close

    Download this image

    Meanwhile, Columbina, who once served as the Fatui’s Damselette, has left them and is now lingering in her homeland of Nod-Krai. Here, she is revered as the Moon Maiden. Interestingly, the statues of the Idol of the New Moon found throughout Nod-Krai bear a striking resemblance to Columbina’s appearance before she joined the Fatui, hinting at her past identity. Now, she has her very own haven, the Sanctuary of the Silver Moon Court, located near Hiisi Island. Walk there by the moonlight, fulfill her requests, and you may earn her assistance on your journey.

    In the new Archon Quest, the Traveler will assist Lauma, the Moonchanter of the Frostmoon Scions. Join her to confront the Fatui and uncover the secrets behind their faith in the moon goddess. You will also see for yourself the unwavering resolve of the Lightkeepers as you fight alongside Flins, a warrior of their order, to defend the land. This adventure will also introduce you to new allies, such as the merchants of Nasha Town, while also presenting a menacing debut of the Fatui Harbinger Sandrone, the Marionette.

    Fight alongside new allies and unleash the power of the Moon

    In Nod-Krai, certain characters blessed by the moon can channel the ancient energy of Kuuvahki in combat through their Moon Wheels. This unique ability triggers special Lunar reactions. Both Lauma and Flins are among the characters who have this ability.

    As a Moonchanter of the Frostmoon Scions, Lauma listens to her people, soothes their worries, and safeguards their covenant with the land. Gentle, wise, and deeply connected to nature, she has earned the trust of her companions. Even the small creatures influenced by Kuuvahki seem to share this trust, approaching and interacting with her whenever she is near. Lauma can even transform into a cervitaur, allowing her to dash swiftly across the land.

    In battle, this 5-star Dendro Catalyst user can give her team a decisive edge with a new Elemental Reaction: Lunar-Bloom. Once the Bloom reaction is triggered with Lauma on the team, she can convert it into a Lunar-Bloom reaction. This creates a valuable combat resource called Verdant Dew, which Lauma can then use to deal significant Lunar-Bloom damage with the potential for CRIT Hits. In combat, Lauma can periodically deal AoE Dendro DMG and further support the team by lowering enemies’ Dendro and Hydro RES. Her combat style is focused on collecting Verdant Dew from Lunar-Bloom reactions and converting it into more Lunar-Bloom damage.

    Flins is a 5-star Electro Polearm user known for his noble and aristocratic bearing. This veteran Lightkeeper who has long dedicated himself to defending Nod-Krai’s freedom and peace can even hear the whispers of the Wild Hunt while on exploration.

    In battle, Flins deals powerful Lunar-Charged DMG and can adjust his strategy on the fly. For situations that require multiple instances of Lunar-Charged DMG in a short period, he can use his standard Elemental Burst. In fast-paced, high-tempo combat, Flins can enter another state with his Elemental Skill which allows him to unleash a special Elemental Burst that costs less energy on a more frequent basis.

    In addition, Aino, the Whiz-Kid Mechanic, is a 4-star Hydro Claymore user who can be invited to the Traveler’s party for free via the new Archon Quest. In combat, Aino can also attack enemies with Hydro DMG.

    Beyond their roles in battle, these three new friends have their own day-to-day lives to live, and small, everyday joys to savor. With a new feature called Meeting Points, you can chat with them, help build these points throughout Nod-Krai, and unlock more of their stories by progressing through certain events. Visit the Clink-Clank Krumkake Craftshop where Aino and Ineffa are always hard at work, or step into the Frostmoon Enclave to read the legends among the Frostmoon Scions together with Lauma. Or, stop by Flins’s home to listen to the long-guarded tales of the Lightkeepers.

    In the first half of Version Luna I, Lauma will make her debut alongside a rerun for Nahida. The Chronicled Wish will also feature the return of several Sumeru characters. In the second half of the update, Flins, Yelan, and Aino will join the Event Wishes.

    Wander through the Moon-blessed land

    As you gaze at the sky as blue turns to black and the pale moon rises, you may wonder why this ancient energy attracts so many to its power. Traveler, when you enter Nod-Krai, you will find traces of Kuuvahki everywhere throughout the land.

    As you walk through Nod-Krai, you will notice strange objects shimmering with the power of Kuuvahki, typically glowing with either a red or blue unipolar field. These fields behave in a very curious way: two of the same color will push each other away, while different colors are drawn together. Step close enough to one of these fields, and you may enter an empowered state. In this state, you can solve puzzles, collect items, and even gain an advantage in combat. Sometimes, standing near a special field will even allow you to perform a special jump, revealing paths that would otherwise be out of reach.

    Nod-Krai is home to a special elemental creature with various forms known as the Kuuhenki. When you are near certain plants, like the Moonshine Violet, you can gain Kuuvahki energy, which allows you to harness the power of the Kuuhenki and move freely. In this state, you can drift near the mist patches in the area. Patches of a different color will draw you in, while patches of the same color will push you away.

    As the Kuuhenki glides through the air, it leaves behind bright trails called Moonlanes. Hitch a ride on these lanes to move quickly, switch paths, and interact with nearby objects.

    Deal wisely with the enemy

    The dangers and challenges of Nod-Krai are a constant reminder to the Traveler to act with caution. However, one should also be brave enough to face danger head-on at the same time. In the region’s other areas, you will encounter enemies that demand careful handling, as many are influenced by the ancient energy of Kuuvahki. For example, when you face the cave-dwelling boss, the Radiant Moonfly, you can temporarily boost your abilities by healing your HP to its maximum.

    Not all challenges involve fighting belligerent foes. You can hone your battle skills using Knuckle Duckle, a duck-shaped combat machine built by Aino. Effects like Electro-Charged or Lunar-Charged attacks can provide you with a combat efficiency boost. Interestingly, when Aino or Ineffa interacts with the machine, it can trigger extra dialogue options. You might even obtain special items that change their appearance.

    What’s more, there will also be more seasonal events and optimizations which will bring you bountiful rewards and make your adventure an easier one. In celebration of the fifth anniversary of Genshin Impact, we have prepared various gifts to thank our Travelers, including 10 Intertwined Fates, 1,600 Primogems, two exclusive gadgets, and a free 5-star standard banner character of your choice.

    Know that when you see the signs of the new moon, the story of Version Luna I is about to be unveiled. Let us set out for the new region, Nod-Krai, as we turn a new page in the story, and bask in its cold moonlight.
    #genshin #impact #version #luna #song
    Genshin Impact Version Luna I, Song of the Welkin Moon: Segue launches September 10
    Greetings, Travelers! We’re excited to announce that Genshin Impact Version Luna I, Song of the Welkin Moon: Segue, will be released on September 10. This update, which marks the beginning of the year-long Song of the Welkin Moon version series, will also introduce a major new region, Nod-Krai. The new version series will tie together past story clues and characters, answer some long-standing questions, and reveal more about the secrets of the moon. The stage for these events is Nod-Krai, a new self-governing region at the edge of Teyvat. Blessed by pure moonlight, Nod-Krai is a land rich with a unique and powerful energy which has attracted various individuals and factions, all with their own goals and ambitions which often lead them to conflict. However, it is also this very same energy that will be crucial to your journey, guiding you as you explore the region and solve its mysteries. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image We invite all Travelers who have finished the Mondstadt Archon Quest “Prologue: Act III – Song of the Dragon and Freedom” to enter Nod-Krai. You can access the region via a Teleport Waypoint at its entrance. If you have also completed “Chapter I Act III – A New Star Approaches” in Liyue, you will be able to start the new Archon Quests in Nod-Krai immediately. Gather under the moonlight Moonlight pierces the haze, casting rippling shadows toward the unknown. To uncover a new Fatui scheme related to the “Ancient Moon’s Remnants,” Travelers must set sail from Natlan, heading north to the self-governing region of Nod-Krai located at the southernmost part of Snezhnaya. Nod-Krai is a land where an ancient elemental energy called Kuuvahki can be found. This unique power influences the lives of its people, but it also draws factions with competing goals, leading to constant conflict. Walk the paths of this land, Traveler, and see with your own eyes how these factions seek and harness this potent energy. In Version Luna I, Travelers can explore three distinct island areas within Nod-Krai. Your journey begins in Nasha Town, where the residents have woven the ancient energy of Kuuvahki into their everyday lives. Here, street signs hum with a gentle energy, and clever devices retain the traces of ancient power. Head west, and you will find the Clink-Clank Krumkake Craftshop, home to the whimsical inventors Aino and Ineffa. Continue westward and you will find yourself at Hiisi Island, where you will enter the lands of the Frostmoon Scions. The devotees here, who brook no blasphemy towards the moon, worship the moon goddess Kuutar while fiercely guarding the purity of their faith. Yet, in the shadows, unseen forces are stirring up a crisis. Further north along the coast, the Fatui’s Kuuvahki Experimental Design Bureau stands over ancient ruins. The Fatui have come here to build war engines fueled by Kuuvahki. You can choose to face them head-on or infiltrate quietly to uncover their secrets. As you explore Nod-Krai, you may also encounter the Wild Hunt, a dangerous force emerging from the Abyss that leaves a trail of destruction in its wake. Standing against this darkness are the Lightkeepers, an ancient order that defends the freedom and peace of the land. They carry special lanterns that change color to warn of the kind of danger that is coming. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Meanwhile, Columbina, who once served as the Fatui’s Damselette, has left them and is now lingering in her homeland of Nod-Krai. Here, she is revered as the Moon Maiden. Interestingly, the statues of the Idol of the New Moon found throughout Nod-Krai bear a striking resemblance to Columbina’s appearance before she joined the Fatui, hinting at her past identity. Now, she has her very own haven, the Sanctuary of the Silver Moon Court, located near Hiisi Island. Walk there by the moonlight, fulfill her requests, and you may earn her assistance on your journey. In the new Archon Quest, the Traveler will assist Lauma, the Moonchanter of the Frostmoon Scions. Join her to confront the Fatui and uncover the secrets behind their faith in the moon goddess. You will also see for yourself the unwavering resolve of the Lightkeepers as you fight alongside Flins, a warrior of their order, to defend the land. This adventure will also introduce you to new allies, such as the merchants of Nasha Town, while also presenting a menacing debut of the Fatui Harbinger Sandrone, the Marionette. Fight alongside new allies and unleash the power of the Moon In Nod-Krai, certain characters blessed by the moon can channel the ancient energy of Kuuvahki in combat through their Moon Wheels. This unique ability triggers special Lunar reactions. Both Lauma and Flins are among the characters who have this ability. As a Moonchanter of the Frostmoon Scions, Lauma listens to her people, soothes their worries, and safeguards their covenant with the land. Gentle, wise, and deeply connected to nature, she has earned the trust of her companions. Even the small creatures influenced by Kuuvahki seem to share this trust, approaching and interacting with her whenever she is near. Lauma can even transform into a cervitaur, allowing her to dash swiftly across the land. In battle, this 5-star Dendro Catalyst user can give her team a decisive edge with a new Elemental Reaction: Lunar-Bloom. Once the Bloom reaction is triggered with Lauma on the team, she can convert it into a Lunar-Bloom reaction. This creates a valuable combat resource called Verdant Dew, which Lauma can then use to deal significant Lunar-Bloom damage with the potential for CRIT Hits. In combat, Lauma can periodically deal AoE Dendro DMG and further support the team by lowering enemies’ Dendro and Hydro RES. Her combat style is focused on collecting Verdant Dew from Lunar-Bloom reactions and converting it into more Lunar-Bloom damage. Flins is a 5-star Electro Polearm user known for his noble and aristocratic bearing. This veteran Lightkeeper who has long dedicated himself to defending Nod-Krai’s freedom and peace can even hear the whispers of the Wild Hunt while on exploration. In battle, Flins deals powerful Lunar-Charged DMG and can adjust his strategy on the fly. For situations that require multiple instances of Lunar-Charged DMG in a short period, he can use his standard Elemental Burst. In fast-paced, high-tempo combat, Flins can enter another state with his Elemental Skill which allows him to unleash a special Elemental Burst that costs less energy on a more frequent basis. In addition, Aino, the Whiz-Kid Mechanic, is a 4-star Hydro Claymore user who can be invited to the Traveler’s party for free via the new Archon Quest. In combat, Aino can also attack enemies with Hydro DMG. Beyond their roles in battle, these three new friends have their own day-to-day lives to live, and small, everyday joys to savor. With a new feature called Meeting Points, you can chat with them, help build these points throughout Nod-Krai, and unlock more of their stories by progressing through certain events. Visit the Clink-Clank Krumkake Craftshop where Aino and Ineffa are always hard at work, or step into the Frostmoon Enclave to read the legends among the Frostmoon Scions together with Lauma. Or, stop by Flins’s home to listen to the long-guarded tales of the Lightkeepers. In the first half of Version Luna I, Lauma will make her debut alongside a rerun for Nahida. The Chronicled Wish will also feature the return of several Sumeru characters. In the second half of the update, Flins, Yelan, and Aino will join the Event Wishes. Wander through the Moon-blessed land As you gaze at the sky as blue turns to black and the pale moon rises, you may wonder why this ancient energy attracts so many to its power. Traveler, when you enter Nod-Krai, you will find traces of Kuuvahki everywhere throughout the land. As you walk through Nod-Krai, you will notice strange objects shimmering with the power of Kuuvahki, typically glowing with either a red or blue unipolar field. These fields behave in a very curious way: two of the same color will push each other away, while different colors are drawn together. Step close enough to one of these fields, and you may enter an empowered state. In this state, you can solve puzzles, collect items, and even gain an advantage in combat. Sometimes, standing near a special field will even allow you to perform a special jump, revealing paths that would otherwise be out of reach. Nod-Krai is home to a special elemental creature with various forms known as the Kuuhenki. When you are near certain plants, like the Moonshine Violet, you can gain Kuuvahki energy, which allows you to harness the power of the Kuuhenki and move freely. In this state, you can drift near the mist patches in the area. Patches of a different color will draw you in, while patches of the same color will push you away. As the Kuuhenki glides through the air, it leaves behind bright trails called Moonlanes. Hitch a ride on these lanes to move quickly, switch paths, and interact with nearby objects. Deal wisely with the enemy The dangers and challenges of Nod-Krai are a constant reminder to the Traveler to act with caution. However, one should also be brave enough to face danger head-on at the same time. In the region’s other areas, you will encounter enemies that demand careful handling, as many are influenced by the ancient energy of Kuuvahki. For example, when you face the cave-dwelling boss, the Radiant Moonfly, you can temporarily boost your abilities by healing your HP to its maximum. Not all challenges involve fighting belligerent foes. You can hone your battle skills using Knuckle Duckle, a duck-shaped combat machine built by Aino. Effects like Electro-Charged or Lunar-Charged attacks can provide you with a combat efficiency boost. Interestingly, when Aino or Ineffa interacts with the machine, it can trigger extra dialogue options. You might even obtain special items that change their appearance. What’s more, there will also be more seasonal events and optimizations which will bring you bountiful rewards and make your adventure an easier one. In celebration of the fifth anniversary of Genshin Impact, we have prepared various gifts to thank our Travelers, including 10 Intertwined Fates, 1,600 Primogems, two exclusive gadgets, and a free 5-star standard banner character of your choice. Know that when you see the signs of the new moon, the story of Version Luna I is about to be unveiled. Let us set out for the new region, Nod-Krai, as we turn a new page in the story, and bask in its cold moonlight. #genshin #impact #version #luna #song
    Genshin Impact Version Luna I, Song of the Welkin Moon: Segue launches September 10
    blog.playstation.com
    Greetings, Travelers! We’re excited to announce that Genshin Impact Version Luna I, Song of the Welkin Moon: Segue, will be released on September 10. This update, which marks the beginning of the year-long Song of the Welkin Moon version series, will also introduce a major new region, Nod-Krai. The new version series will tie together past story clues and characters, answer some long-standing questions, and reveal more about the secrets of the moon. The stage for these events is Nod-Krai, a new self-governing region at the edge of Teyvat. Blessed by pure moonlight, Nod-Krai is a land rich with a unique and powerful energy which has attracted various individuals and factions, all with their own goals and ambitions which often lead them to conflict. However, it is also this very same energy that will be crucial to your journey, guiding you as you explore the region and solve its mysteries. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image We invite all Travelers who have finished the Mondstadt Archon Quest “Prologue: Act III – Song of the Dragon and Freedom” to enter Nod-Krai. You can access the region via a Teleport Waypoint at its entrance. If you have also completed “Chapter I Act III – A New Star Approaches” in Liyue, you will be able to start the new Archon Quests in Nod-Krai immediately. Gather under the moonlight Moonlight pierces the haze, casting rippling shadows toward the unknown. To uncover a new Fatui scheme related to the “Ancient Moon’s Remnants,” Travelers must set sail from Natlan, heading north to the self-governing region of Nod-Krai located at the southernmost part of Snezhnaya. Nod-Krai is a land where an ancient elemental energy called Kuuvahki can be found. This unique power influences the lives of its people, but it also draws factions with competing goals, leading to constant conflict. Walk the paths of this land, Traveler, and see with your own eyes how these factions seek and harness this potent energy. In Version Luna I, Travelers can explore three distinct island areas within Nod-Krai. Your journey begins in Nasha Town, where the residents have woven the ancient energy of Kuuvahki into their everyday lives. Here, street signs hum with a gentle energy, and clever devices retain the traces of ancient power. Head west, and you will find the Clink-Clank Krumkake Craftshop, home to the whimsical inventors Aino and Ineffa. Continue westward and you will find yourself at Hiisi Island, where you will enter the lands of the Frostmoon Scions. The devotees here, who brook no blasphemy towards the moon, worship the moon goddess Kuutar while fiercely guarding the purity of their faith. Yet, in the shadows, unseen forces are stirring up a crisis. Further north along the coast, the Fatui’s Kuuvahki Experimental Design Bureau stands over ancient ruins. The Fatui have come here to build war engines fueled by Kuuvahki. You can choose to face them head-on or infiltrate quietly to uncover their secrets. As you explore Nod-Krai, you may also encounter the Wild Hunt, a dangerous force emerging from the Abyss that leaves a trail of destruction in its wake. Standing against this darkness are the Lightkeepers, an ancient order that defends the freedom and peace of the land. They carry special lanterns that change color to warn of the kind of danger that is coming. View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image View and download image Download the image close Close Download this image Meanwhile, Columbina, who once served as the Fatui’s Damselette, has left them and is now lingering in her homeland of Nod-Krai. Here, she is revered as the Moon Maiden. Interestingly, the statues of the Idol of the New Moon found throughout Nod-Krai bear a striking resemblance to Columbina’s appearance before she joined the Fatui, hinting at her past identity. Now, she has her very own haven, the Sanctuary of the Silver Moon Court, located near Hiisi Island. Walk there by the moonlight, fulfill her requests, and you may earn her assistance on your journey. In the new Archon Quest, the Traveler will assist Lauma, the Moonchanter of the Frostmoon Scions. Join her to confront the Fatui and uncover the secrets behind their faith in the moon goddess. You will also see for yourself the unwavering resolve of the Lightkeepers as you fight alongside Flins, a warrior of their order, to defend the land. This adventure will also introduce you to new allies, such as the merchants of Nasha Town, while also presenting a menacing debut of the Fatui Harbinger Sandrone, the Marionette. Fight alongside new allies and unleash the power of the Moon In Nod-Krai, certain characters blessed by the moon can channel the ancient energy of Kuuvahki in combat through their Moon Wheels. This unique ability triggers special Lunar reactions. Both Lauma and Flins are among the characters who have this ability. As a Moonchanter of the Frostmoon Scions, Lauma listens to her people, soothes their worries, and safeguards their covenant with the land. Gentle, wise, and deeply connected to nature, she has earned the trust of her companions. Even the small creatures influenced by Kuuvahki seem to share this trust, approaching and interacting with her whenever she is near. Lauma can even transform into a cervitaur, allowing her to dash swiftly across the land. In battle, this 5-star Dendro Catalyst user can give her team a decisive edge with a new Elemental Reaction: Lunar-Bloom. Once the Bloom reaction is triggered with Lauma on the team, she can convert it into a Lunar-Bloom reaction. This creates a valuable combat resource called Verdant Dew, which Lauma can then use to deal significant Lunar-Bloom damage with the potential for CRIT Hits. In combat, Lauma can periodically deal AoE Dendro DMG and further support the team by lowering enemies’ Dendro and Hydro RES. Her combat style is focused on collecting Verdant Dew from Lunar-Bloom reactions and converting it into more Lunar-Bloom damage. Flins is a 5-star Electro Polearm user known for his noble and aristocratic bearing. This veteran Lightkeeper who has long dedicated himself to defending Nod-Krai’s freedom and peace can even hear the whispers of the Wild Hunt while on exploration. In battle, Flins deals powerful Lunar-Charged DMG and can adjust his strategy on the fly. For situations that require multiple instances of Lunar-Charged DMG in a short period, he can use his standard Elemental Burst. In fast-paced, high-tempo combat, Flins can enter another state with his Elemental Skill which allows him to unleash a special Elemental Burst that costs less energy on a more frequent basis. In addition, Aino, the Whiz-Kid Mechanic, is a 4-star Hydro Claymore user who can be invited to the Traveler’s party for free via the new Archon Quest. In combat, Aino can also attack enemies with Hydro DMG. Beyond their roles in battle, these three new friends have their own day-to-day lives to live, and small, everyday joys to savor. With a new feature called Meeting Points, you can chat with them, help build these points throughout Nod-Krai, and unlock more of their stories by progressing through certain events. Visit the Clink-Clank Krumkake Craftshop where Aino and Ineffa are always hard at work, or step into the Frostmoon Enclave to read the legends among the Frostmoon Scions together with Lauma. Or, stop by Flins’s home to listen to the long-guarded tales of the Lightkeepers. In the first half of Version Luna I, Lauma will make her debut alongside a rerun for Nahida. The Chronicled Wish will also feature the return of several Sumeru characters. In the second half of the update, Flins, Yelan, and Aino will join the Event Wishes. Wander through the Moon-blessed land As you gaze at the sky as blue turns to black and the pale moon rises, you may wonder why this ancient energy attracts so many to its power. Traveler, when you enter Nod-Krai, you will find traces of Kuuvahki everywhere throughout the land. As you walk through Nod-Krai, you will notice strange objects shimmering with the power of Kuuvahki, typically glowing with either a red or blue unipolar field. These fields behave in a very curious way: two of the same color will push each other away, while different colors are drawn together. Step close enough to one of these fields, and you may enter an empowered state. In this state, you can solve puzzles, collect items, and even gain an advantage in combat. Sometimes, standing near a special field will even allow you to perform a special jump, revealing paths that would otherwise be out of reach. Nod-Krai is home to a special elemental creature with various forms known as the Kuuhenki. When you are near certain plants, like the Moonshine Violet, you can gain Kuuvahki energy, which allows you to harness the power of the Kuuhenki and move freely. In this state, you can drift near the mist patches in the area. Patches of a different color will draw you in, while patches of the same color will push you away. As the Kuuhenki glides through the air, it leaves behind bright trails called Moonlanes. Hitch a ride on these lanes to move quickly, switch paths, and interact with nearby objects. Deal wisely with the enemy The dangers and challenges of Nod-Krai are a constant reminder to the Traveler to act with caution. However, one should also be brave enough to face danger head-on at the same time. In the region’s other areas, you will encounter enemies that demand careful handling, as many are influenced by the ancient energy of Kuuvahki. For example, when you face the cave-dwelling boss, the Radiant Moonfly, you can temporarily boost your abilities by healing your HP to its maximum. Not all challenges involve fighting belligerent foes. You can hone your battle skills using Knuckle Duckle, a duck-shaped combat machine built by Aino. Effects like Electro-Charged or Lunar-Charged attacks can provide you with a combat efficiency boost. Interestingly, when Aino or Ineffa interacts with the machine, it can trigger extra dialogue options. You might even obtain special items that change their appearance. What’s more, there will also be more seasonal events and optimizations which will bring you bountiful rewards and make your adventure an easier one. In celebration of the fifth anniversary of Genshin Impact, we have prepared various gifts to thank our Travelers, including 10 Intertwined Fates, 1,600 Primogems, two exclusive gadgets, and a free 5-star standard banner character of your choice. Know that when you see the signs of the new moon, the story of Version Luna I is about to be unveiled. Let us set out for the new region, Nod-Krai, as we turn a new page in the story, and bask in its cold moonlight.
    Like
    Love
    Wow
    21
    · 2 Comments ·0 Shares
  • How Do You Teach an AI Model to Reason? With Humans

    AI models are advancing at a rapid rate and scale.
    But what might they lack thathumans don’t? Common sense: an understanding, developed through real-world experiences, that birds can’t fly backwards, mirrors are reflective and ice melts into water.
    While such principles seem obvious to humans, they must be taught to AI models tasked with accurately answering complex questions and navigating unpredictable physical environments, such as industrial warehouses or roads.
    NVIDIA is tackling this challenge by developing a set of tests to coach AI models on the limitations of the physical world. In other words, to teach AI common sense.
    These tests are used to develop reasoning models such as NVIDIA Cosmos Reason, an open reasoning vision language modelused for physical AI applications that are proficient in generating temporally grounded responses. Cosmos Reason just topped the physical reasoning leaderboard on Hugging Face.
    Cosmos Reason is unique compared with previous VLMs as it’s designed to accelerate physical AI development for fields such as robotics, autonomous vehicles and smart spaces. The model can infer and reason through unprecedented scenarios using physical common-sense knowledge.
    For models to understand complex environments — including industrial spaces and laboratories — they must start small. For example, in the test depicted below, the Cosmos Reason model is tasked with answering a multiple-choice question about the relative motion in the video:


    Example from Cosmos Reason evaluation dataset
    What Does Reasoning Look Like for an AI Model? 
    To develop their reasoning capabilities, NVIDIA models are being taught physical common sense about the real world via reinforcement learning.
    For example, robots don’t intuitively know which way is left, right, up or down. They’re taught these spatial-temporal limitations through training. AI-powered robots used in safety testing, such as vehicle crash testing, must be taught to be aware of how their physical forms interact with their surroundings.
    Without embedding common sense into the training of these robots, issues can arise in deployment.
    “Without basic knowledge about the physical world, a robot may fall down or accidentally break something, causing danger to the surrounding people and environment,” said Yin Cui, a Cosmos Reason research scientist at NVIDIA.
    Distilling human common sense about the physical world into models is how NVIDIA is bringing about the next generation of AI.
    Enter the NVIDIA data factory team: a group of global analysts who come from various backgrounds — including bioengineering, business and linguistics. They’re working to develop, analyze and compile hundreds of thousands of data units that will be used to train generative AI models on how to reason.
    The Data Curation Process
    One of the NVIDIA data factory team’s projects focuses on the development of world foundation models for physical AI applications. These virtual environments create deep learning neural networks that are safer and more effective for training reasoning models, based on simulated domains.
    It all starts with an NVIDIA annotation group that creates question-and-answer pairs based on video data. These videos are all from the real world and can include any type of footage, whether depicting chickens walking around in their coop or cars driving on a rural road.
    For example, an annotator might ask about the video below: “The person uses which hand to cut the spaghetti?”

    Example from Cosmos Reason evaluation dataset
    The annotators then come up with four multiple choice answers labeled A, B, C and D. The model is fed the data and has to reason and choose the correct answer.
    “We’re basically coming up with a test for the model,” said Cui. “All of our questions are multiple choice, like what students would see on a school exam.”
    These question-and-answer pairs are then quality checked by NVIDIA analysts, such as Michelle Li.
    Li has a background in public health and data analytics, which allows her to look at the broader purpose of the data she analyzes.
    “For physical AI, we have a specific goal of wanting to train models on understanding the physical world, which helps me think about the bigger picture when I’m looking at the Q&A pairs and the types of questions that are being presented,” Li said. “I ask myself, do the Q&A pairs that I’m looking at align with our objectives for the guidelines that we have for the project?”
    After this, the data is reviewed by the data factory leads of the project, who make sure it’s up to quality standards and ready to be sent to the Cosmos Reason research team. The scientists then feed the hundred thousands of data units — in this case the Q&A pairs — to the model, training it with reinforcement learning on the bounds and limitations of the physical world.
    What Are the Applications of Reasoning AI? 
    Reasoning models are exceptional because they can make sense of their temporal space as well as predict outcomes. They can analyze a situation, come up with a thought web of probable outcomes and infer the most likely scenario.
    Simply put, reasoning AI demonstrates humanlike thinking. It shows its work, giving the user insight into the logic behind its responses.
    Users can ask these models to analyze a video such as of two cars driving on a road. When asked a question like, “What would happen if the cars were driving toward each other on the same lane?” the model can reason and determine the most probable outcome of the proposed scenario — for example, a car crash.
    “We’re building a pioneering reasoning model focused on physical AI,” said Tsung-Yi Lin, a principal research scientist on the Cosmos Reason team at NVIDIA.
    The data factory team’s ability to produce high-quality data will be imperative for driving the development of intelligent autonomous agents and physical AI systems that can safely interact with the real world as NVIDIA reasoning model innovation continues.
    Preview NVDIA Cosmos-Reason1 or download the model on Hugging Face and GitHub.
    #how #you #teach #model #reason
    How Do You Teach an AI Model to Reason? With Humans
    AI models are advancing at a rapid rate and scale. But what might they lack thathumans don’t? Common sense: an understanding, developed through real-world experiences, that birds can’t fly backwards, mirrors are reflective and ice melts into water. While such principles seem obvious to humans, they must be taught to AI models tasked with accurately answering complex questions and navigating unpredictable physical environments, such as industrial warehouses or roads. NVIDIA is tackling this challenge by developing a set of tests to coach AI models on the limitations of the physical world. In other words, to teach AI common sense. These tests are used to develop reasoning models such as NVIDIA Cosmos Reason, an open reasoning vision language modelused for physical AI applications that are proficient in generating temporally grounded responses. Cosmos Reason just topped the physical reasoning leaderboard on Hugging Face. Cosmos Reason is unique compared with previous VLMs as it’s designed to accelerate physical AI development for fields such as robotics, autonomous vehicles and smart spaces. The model can infer and reason through unprecedented scenarios using physical common-sense knowledge. For models to understand complex environments — including industrial spaces and laboratories — they must start small. For example, in the test depicted below, the Cosmos Reason model is tasked with answering a multiple-choice question about the relative motion in the video: Example from Cosmos Reason evaluation dataset What Does Reasoning Look Like for an AI Model?  To develop their reasoning capabilities, NVIDIA models are being taught physical common sense about the real world via reinforcement learning. For example, robots don’t intuitively know which way is left, right, up or down. They’re taught these spatial-temporal limitations through training. AI-powered robots used in safety testing, such as vehicle crash testing, must be taught to be aware of how their physical forms interact with their surroundings. Without embedding common sense into the training of these robots, issues can arise in deployment. “Without basic knowledge about the physical world, a robot may fall down or accidentally break something, causing danger to the surrounding people and environment,” said Yin Cui, a Cosmos Reason research scientist at NVIDIA. Distilling human common sense about the physical world into models is how NVIDIA is bringing about the next generation of AI. Enter the NVIDIA data factory team: a group of global analysts who come from various backgrounds — including bioengineering, business and linguistics. They’re working to develop, analyze and compile hundreds of thousands of data units that will be used to train generative AI models on how to reason. The Data Curation Process One of the NVIDIA data factory team’s projects focuses on the development of world foundation models for physical AI applications. These virtual environments create deep learning neural networks that are safer and more effective for training reasoning models, based on simulated domains. It all starts with an NVIDIA annotation group that creates question-and-answer pairs based on video data. These videos are all from the real world and can include any type of footage, whether depicting chickens walking around in their coop or cars driving on a rural road. For example, an annotator might ask about the video below: “The person uses which hand to cut the spaghetti?” Example from Cosmos Reason evaluation dataset The annotators then come up with four multiple choice answers labeled A, B, C and D. The model is fed the data and has to reason and choose the correct answer. “We’re basically coming up with a test for the model,” said Cui. “All of our questions are multiple choice, like what students would see on a school exam.” These question-and-answer pairs are then quality checked by NVIDIA analysts, such as Michelle Li. Li has a background in public health and data analytics, which allows her to look at the broader purpose of the data she analyzes. “For physical AI, we have a specific goal of wanting to train models on understanding the physical world, which helps me think about the bigger picture when I’m looking at the Q&A pairs and the types of questions that are being presented,” Li said. “I ask myself, do the Q&A pairs that I’m looking at align with our objectives for the guidelines that we have for the project?” After this, the data is reviewed by the data factory leads of the project, who make sure it’s up to quality standards and ready to be sent to the Cosmos Reason research team. The scientists then feed the hundred thousands of data units — in this case the Q&A pairs — to the model, training it with reinforcement learning on the bounds and limitations of the physical world. What Are the Applications of Reasoning AI?  Reasoning models are exceptional because they can make sense of their temporal space as well as predict outcomes. They can analyze a situation, come up with a thought web of probable outcomes and infer the most likely scenario. Simply put, reasoning AI demonstrates humanlike thinking. It shows its work, giving the user insight into the logic behind its responses. Users can ask these models to analyze a video such as of two cars driving on a road. When asked a question like, “What would happen if the cars were driving toward each other on the same lane?” the model can reason and determine the most probable outcome of the proposed scenario — for example, a car crash. “We’re building a pioneering reasoning model focused on physical AI,” said Tsung-Yi Lin, a principal research scientist on the Cosmos Reason team at NVIDIA. The data factory team’s ability to produce high-quality data will be imperative for driving the development of intelligent autonomous agents and physical AI systems that can safely interact with the real world as NVIDIA reasoning model innovation continues. Preview NVDIA Cosmos-Reason1 or download the model on Hugging Face and GitHub. #how #you #teach #model #reason
    How Do You Teach an AI Model to Reason? With Humans
    blogs.nvidia.com
    AI models are advancing at a rapid rate and scale. But what might they lack that (most) humans don’t? Common sense: an understanding, developed through real-world experiences, that birds can’t fly backwards, mirrors are reflective and ice melts into water. While such principles seem obvious to humans, they must be taught to AI models tasked with accurately answering complex questions and navigating unpredictable physical environments, such as industrial warehouses or roads. NVIDIA is tackling this challenge by developing a set of tests to coach AI models on the limitations of the physical world. In other words, to teach AI common sense. These tests are used to develop reasoning models such as NVIDIA Cosmos Reason, an open reasoning vision language model (VLM) used for physical AI applications that are proficient in generating temporally grounded responses. Cosmos Reason just topped the physical reasoning leaderboard on Hugging Face. Cosmos Reason is unique compared with previous VLMs as it’s designed to accelerate physical AI development for fields such as robotics, autonomous vehicles and smart spaces. The model can infer and reason through unprecedented scenarios using physical common-sense knowledge. For models to understand complex environments — including industrial spaces and laboratories — they must start small. For example, in the test depicted below, the Cosmos Reason model is tasked with answering a multiple-choice question about the relative motion in the video: https://blogs.nvidia.com/wp-content/uploads/2025/08/ModelReasoning_DrivingExample.mp4 Example from Cosmos Reason evaluation dataset What Does Reasoning Look Like for an AI Model?  To develop their reasoning capabilities, NVIDIA models are being taught physical common sense about the real world via reinforcement learning. For example, robots don’t intuitively know which way is left, right, up or down. They’re taught these spatial-temporal limitations through training. AI-powered robots used in safety testing, such as vehicle crash testing, must be taught to be aware of how their physical forms interact with their surroundings. Without embedding common sense into the training of these robots, issues can arise in deployment. “Without basic knowledge about the physical world, a robot may fall down or accidentally break something, causing danger to the surrounding people and environment,” said Yin Cui, a Cosmos Reason research scientist at NVIDIA. Distilling human common sense about the physical world into models is how NVIDIA is bringing about the next generation of AI. Enter the NVIDIA data factory team: a group of global analysts who come from various backgrounds — including bioengineering, business and linguistics. They’re working to develop, analyze and compile hundreds of thousands of data units that will be used to train generative AI models on how to reason. The Data Curation Process One of the NVIDIA data factory team’s projects focuses on the development of world foundation models for physical AI applications. These virtual environments create deep learning neural networks that are safer and more effective for training reasoning models, based on simulated domains. It all starts with an NVIDIA annotation group that creates question-and-answer pairs based on video data. These videos are all from the real world and can include any type of footage, whether depicting chickens walking around in their coop or cars driving on a rural road. For example, an annotator might ask about the video below: “The person uses which hand to cut the spaghetti?” https://blogs.nvidia.com/wp-content/uploads/2025/08/ModelReasoning_SpaghettiExample.mp4 Example from Cosmos Reason evaluation dataset The annotators then come up with four multiple choice answers labeled A, B, C and D. The model is fed the data and has to reason and choose the correct answer. “We’re basically coming up with a test for the model,” said Cui. “All of our questions are multiple choice, like what students would see on a school exam.” These question-and-answer pairs are then quality checked by NVIDIA analysts, such as Michelle Li. Li has a background in public health and data analytics, which allows her to look at the broader purpose of the data she analyzes. “For physical AI, we have a specific goal of wanting to train models on understanding the physical world, which helps me think about the bigger picture when I’m looking at the Q&A pairs and the types of questions that are being presented,” Li said. “I ask myself, do the Q&A pairs that I’m looking at align with our objectives for the guidelines that we have for the project?” After this, the data is reviewed by the data factory leads of the project, who make sure it’s up to quality standards and ready to be sent to the Cosmos Reason research team. The scientists then feed the hundred thousands of data units — in this case the Q&A pairs — to the model, training it with reinforcement learning on the bounds and limitations of the physical world. What Are the Applications of Reasoning AI?  Reasoning models are exceptional because they can make sense of their temporal space as well as predict outcomes. They can analyze a situation, come up with a thought web of probable outcomes and infer the most likely scenario. Simply put, reasoning AI demonstrates humanlike thinking. It shows its work, giving the user insight into the logic behind its responses. Users can ask these models to analyze a video such as of two cars driving on a road. When asked a question like, “What would happen if the cars were driving toward each other on the same lane?” the model can reason and determine the most probable outcome of the proposed scenario — for example, a car crash. “We’re building a pioneering reasoning model focused on physical AI,” said Tsung-Yi Lin, a principal research scientist on the Cosmos Reason team at NVIDIA. The data factory team’s ability to produce high-quality data will be imperative for driving the development of intelligent autonomous agents and physical AI systems that can safely interact with the real world as NVIDIA reasoning model innovation continues. Preview NVDIA Cosmos-Reason1 or download the model on Hugging Face and GitHub.
    Like
    Wow
    Love
    Sad
    Angry
    83
    · 2 Comments ·0 Shares
  • What developers can learn from the indie social co-op games topping the Steam charts

    Peak, the social co-op game from developers Aggro Crab and Landfall, has sold nearly 10 million copies since its release in June, according to numbers from Alinea Analytics. It's remained one of the top-played games on Valve's Steam platform since its release, reaching a peak concurrent player count of 170,759 in mid-August. Peak is immensely popular—and its playerbase keeps growing. Hitting that 10 million milestone would make Peak the second "budget indie," as Alinea Analytics called it, to reach that point—the first was another social co-op game: R.E.P.O. These two titles follow an emergence of social-driven co-op games that have largely been made by independent studios with lower budgets—the likes of Landfall's 2024 Content Warning, horror survival game Lethal Company, multiplayer fishing game Webfishing, and even InnerSloth's social deduction mega-hit Among Us. Social games are nothing new: Multiplayer is a core element of plenty of video games; games like Fortnite, Minecraft, and Call of Duty are often vehicles for chatting with a group of friends. Peak, R.E.P.O, and the like, though are something different.The core appeal of "weirdo social games"Aggro Crab art director Galen Drew told Game Developer that "weirdo social games" like Peak have existed for some time, pointing back to games like Among Us and Lethal Company. There are games you can play with your friends, but these games are ones that are designed around "the experience of hanging out with your friends," Drew said. "It's the expressiveness in the way the characters move and look, and the types of things you can do. It's all just a vehicle to make your friends laugh."Related:Players clearly want that: The top three new games on Steam, by copies sold, are R.E.P.O, social co-op drug dealing game Schedule I, and Peak, according to Alinea Analytics. The firm's estimates suggest that co-op games on Steam brought in billion in revenue in the first half of 2025; "the highest six-month total ever recorded for the genre," according to analyst Rhys Elliot. Michael Chu, CEO and co-founder of Treehouse Games, which is making co-op, seafaring survival game Voyagers of Nera, told Game Developer that "there are more great options for co-op games than ever, so the competition feels intense as a developer."He continued: "But a bigger and more diverse audience of playerslooking to gaming as their favorite way to hang out every year."With that in mind, it makes sense that developers would start to really hone in on that experience—and purpose-build games that give players powerful moments with friends.Related:What to make of "Friendslop"A new term has emerged to describe the growing genre that Peak, Lethal Company, and R.E.P.O find themselves in: "Friendslop." Friendslop was used first in a joke: A Twitter user posted three pictures from Lethal Company, Content Warning, and R.E.P.O and called the genre friendslop. "Its sole purpose of existence is friendfarming," they said. The term—or, maybe, a desire to dunk on it on social media—caught on. Depending on who you talk to, it's used in jest, is insulting to games it's used to refer to, or it's something to embrace. What is uncontested, though, is the demand for games that are built for socialization, experimentation, and silliness with one's buddies."The core of a friendslop game is where the fun of the game comes from stupid stuff you and your friends do, and a lot of it is driven by the mistakes you make," Drew said of Peak. "It's a game where you're all dumb idiots trying to do something difficult and complicated, and failing is the funny part."Aggro Crab and Landfall used the friendslop format but stripped away the horror game roots to make Peak, Drew said. Horror is a good fit for the genre because it adds an inherent pressure that ends up being slapstick comedy. There's a performance element to it, too, Drew said. "Horror is an easy pressure to put on those kinds of challenges, because it's just easy to get people flustered and freaking out and making a mistake that's funny," he said. "In the case of Content Warning, that's a great mechanic, because filming is a good incentive to even, like, perform the funny."Related:For Peak, the collaboration between the Content Warning and Another Crab's Treasure makers, the developers wanted to capture a similar feeling but about surviving with friends. There's no horror element to up the ante; instead, the antagonist is the climb—not any sort of looming monster. The mountains themselves are there to lure the player into taking risks and making mistakes, Drew said. "Almost every item we add is meant to be tempting to use in a way that's dumb," he said. "Generally, we don't add items that are strictly useful—there are a few, obviously, like the piton or rope. But almost all of them have this built in failure point. You still have to place the piton, and it takes time, and you could fall while you're doing it. The rope, you still have to spool out a certain length, and you don't really have a great idea of how much you're spooling out. They're all intentionally chosen so that your friends are yelling at you because you didn't spool out enough rope when they climb."A tonal change for the genreChu told Game Developer that Voyagers of Nera, which is slated for early access in mid-September, will deliver similar sorts of moments. Voyagers of Nera, however, doesn't necessarily fit under the "genre" of friendslop, despite its similarities in goal—to create moments for friends."We built the game to deliver memorable moments with friends, but our game focuses on a different flavor. We wanted to create moments of shared discovery as players explore far off locations together, rescue magical spirits, and battle deep sea monsters. We think there's something romantic and familiar about starting out at the horizon on the ocean and wondering, ‘What's out there?'"Voyagers of Nera isn't necessarily built upon the performance and humor of a game like Peak or Content Warning, but still hinges on gameplay that encourages socialization. Peak and other games more firmly situated in the friendslop world seemingly rely more on sessions than an ongoing experience; Peak's maps rotate every 24 hours, something that Drew said was a technical constraint rather than an intentional decision. But it's a constraint that Drew said plays into the excitement of playing Peak: People want to see and try the different maps. The rotations become like Destiny raids, he said. There's some fear of missing out on some unique experience, but it's not so exclusive that it drives people away—there's always another day. "It will feel like a special thing every time you," Drew added.Voyagers of Nera, on the other hand, is a shared world that lives on a server and up to 10 people per session can come back to it, like Palworld or Rust. Regardless of the differences, though, the core of the experience remains: "Games have become a default way to spend quality time with friends," Chu said. And games that are built to support these relationships are more popular than ever.
    #what #developers #can #learn #indie
    What developers can learn from the indie social co-op games topping the Steam charts
    Peak, the social co-op game from developers Aggro Crab and Landfall, has sold nearly 10 million copies since its release in June, according to numbers from Alinea Analytics. It's remained one of the top-played games on Valve's Steam platform since its release, reaching a peak concurrent player count of 170,759 in mid-August. Peak is immensely popular—and its playerbase keeps growing. Hitting that 10 million milestone would make Peak the second "budget indie," as Alinea Analytics called it, to reach that point—the first was another social co-op game: R.E.P.O. These two titles follow an emergence of social-driven co-op games that have largely been made by independent studios with lower budgets—the likes of Landfall's 2024 Content Warning, horror survival game Lethal Company, multiplayer fishing game Webfishing, and even InnerSloth's social deduction mega-hit Among Us. Social games are nothing new: Multiplayer is a core element of plenty of video games; games like Fortnite, Minecraft, and Call of Duty are often vehicles for chatting with a group of friends. Peak, R.E.P.O, and the like, though are something different.The core appeal of "weirdo social games"Aggro Crab art director Galen Drew told Game Developer that "weirdo social games" like Peak have existed for some time, pointing back to games like Among Us and Lethal Company. There are games you can play with your friends, but these games are ones that are designed around "the experience of hanging out with your friends," Drew said. "It's the expressiveness in the way the characters move and look, and the types of things you can do. It's all just a vehicle to make your friends laugh."Related:Players clearly want that: The top three new games on Steam, by copies sold, are R.E.P.O, social co-op drug dealing game Schedule I, and Peak, according to Alinea Analytics. The firm's estimates suggest that co-op games on Steam brought in billion in revenue in the first half of 2025; "the highest six-month total ever recorded for the genre," according to analyst Rhys Elliot. Michael Chu, CEO and co-founder of Treehouse Games, which is making co-op, seafaring survival game Voyagers of Nera, told Game Developer that "there are more great options for co-op games than ever, so the competition feels intense as a developer."He continued: "But a bigger and more diverse audience of playerslooking to gaming as their favorite way to hang out every year."With that in mind, it makes sense that developers would start to really hone in on that experience—and purpose-build games that give players powerful moments with friends.Related:What to make of "Friendslop"A new term has emerged to describe the growing genre that Peak, Lethal Company, and R.E.P.O find themselves in: "Friendslop." Friendslop was used first in a joke: A Twitter user posted three pictures from Lethal Company, Content Warning, and R.E.P.O and called the genre friendslop. "Its sole purpose of existence is friendfarming," they said. The term—or, maybe, a desire to dunk on it on social media—caught on. Depending on who you talk to, it's used in jest, is insulting to games it's used to refer to, or it's something to embrace. What is uncontested, though, is the demand for games that are built for socialization, experimentation, and silliness with one's buddies."The core of a friendslop game is where the fun of the game comes from stupid stuff you and your friends do, and a lot of it is driven by the mistakes you make," Drew said of Peak. "It's a game where you're all dumb idiots trying to do something difficult and complicated, and failing is the funny part."Aggro Crab and Landfall used the friendslop format but stripped away the horror game roots to make Peak, Drew said. Horror is a good fit for the genre because it adds an inherent pressure that ends up being slapstick comedy. There's a performance element to it, too, Drew said. "Horror is an easy pressure to put on those kinds of challenges, because it's just easy to get people flustered and freaking out and making a mistake that's funny," he said. "In the case of Content Warning, that's a great mechanic, because filming is a good incentive to even, like, perform the funny."Related:For Peak, the collaboration between the Content Warning and Another Crab's Treasure makers, the developers wanted to capture a similar feeling but about surviving with friends. There's no horror element to up the ante; instead, the antagonist is the climb—not any sort of looming monster. The mountains themselves are there to lure the player into taking risks and making mistakes, Drew said. "Almost every item we add is meant to be tempting to use in a way that's dumb," he said. "Generally, we don't add items that are strictly useful—there are a few, obviously, like the piton or rope. But almost all of them have this built in failure point. You still have to place the piton, and it takes time, and you could fall while you're doing it. The rope, you still have to spool out a certain length, and you don't really have a great idea of how much you're spooling out. They're all intentionally chosen so that your friends are yelling at you because you didn't spool out enough rope when they climb."A tonal change for the genreChu told Game Developer that Voyagers of Nera, which is slated for early access in mid-September, will deliver similar sorts of moments. Voyagers of Nera, however, doesn't necessarily fit under the "genre" of friendslop, despite its similarities in goal—to create moments for friends."We built the game to deliver memorable moments with friends, but our game focuses on a different flavor. We wanted to create moments of shared discovery as players explore far off locations together, rescue magical spirits, and battle deep sea monsters. We think there's something romantic and familiar about starting out at the horizon on the ocean and wondering, ‘What's out there?'"Voyagers of Nera isn't necessarily built upon the performance and humor of a game like Peak or Content Warning, but still hinges on gameplay that encourages socialization. Peak and other games more firmly situated in the friendslop world seemingly rely more on sessions than an ongoing experience; Peak's maps rotate every 24 hours, something that Drew said was a technical constraint rather than an intentional decision. But it's a constraint that Drew said plays into the excitement of playing Peak: People want to see and try the different maps. The rotations become like Destiny raids, he said. There's some fear of missing out on some unique experience, but it's not so exclusive that it drives people away—there's always another day. "It will feel like a special thing every time you," Drew added.Voyagers of Nera, on the other hand, is a shared world that lives on a server and up to 10 people per session can come back to it, like Palworld or Rust. Regardless of the differences, though, the core of the experience remains: "Games have become a default way to spend quality time with friends," Chu said. And games that are built to support these relationships are more popular than ever. #what #developers #can #learn #indie
    What developers can learn from the indie social co-op games topping the Steam charts
    www.gamedeveloper.com
    Peak, the social co-op game from developers Aggro Crab and Landfall, has sold nearly 10 million copies since its release in June, according to numbers from Alinea Analytics. It's remained one of the top-played games on Valve's Steam platform since its release, reaching a peak concurrent player count of 170,759 in mid-August. Peak is immensely popular—and its playerbase keeps growing. Hitting that 10 million milestone would make Peak the second "budget indie," as Alinea Analytics called it, to reach that point—the first was another social co-op game: R.E.P.O. These two titles follow an emergence of social-driven co-op games that have largely been made by independent studios with lower budgets—the likes of Landfall's 2024 Content Warning, horror survival game Lethal Company, multiplayer fishing game Webfishing, and even InnerSloth's social deduction mega-hit Among Us. Social games are nothing new: Multiplayer is a core element of plenty of video games; games like Fortnite, Minecraft, and Call of Duty are often vehicles for chatting with a group of friends. Peak, R.E.P.O, and the like, though are something different.The core appeal of "weirdo social games"Aggro Crab art director Galen Drew told Game Developer that "weirdo social games" like Peak have existed for some time, pointing back to games like Among Us and Lethal Company. There are games you can play with your friends, but these games are ones that are designed around "the experience of hanging out with your friends," Drew said. "It's the expressiveness in the way the characters move and look, and the types of things you can do. It's all just a vehicle to make your friends laugh."Related:Players clearly want that: The top three new games on Steam, by copies sold, are R.E.P.O, social co-op drug dealing game Schedule I, and Peak, according to Alinea Analytics. The firm's estimates suggest that co-op games on Steam brought in $4.1 billion in revenue in the first half of 2025; "the highest six-month total ever recorded for the genre," according to analyst Rhys Elliot. Michael Chu, CEO and co-founder of Treehouse Games, which is making co-op, seafaring survival game Voyagers of Nera, told Game Developer that "there are more great options for co-op games than ever, so the competition feels intense as a developer."He continued: "But a bigger and more diverse audience of players [is] looking to gaming as their favorite way to hang out every year."With that in mind, it makes sense that developers would start to really hone in on that experience—and purpose-build games that give players powerful moments with friends.Related:What to make of "Friendslop"A new term has emerged to describe the growing genre that Peak, Lethal Company, and R.E.P.O find themselves in: "Friendslop." Friendslop was used first in a joke: A Twitter user posted three pictures from Lethal Company, Content Warning, and R.E.P.O and called the genre friendslop. "Its sole purpose of existence is friendfarming," they said. The term—or, maybe, a desire to dunk on it on social media—caught on. Depending on who you talk to, it's used in jest, is insulting to games it's used to refer to, or it's something to embrace. What is uncontested, though, is the demand for games that are built for socialization, experimentation, and silliness with one's buddies."The core of a friendslop game is where the fun of the game comes from stupid stuff you and your friends do, and a lot of it is driven by the mistakes you make," Drew said of Peak. "It's a game where you're all dumb idiots trying to do something difficult and complicated, and failing is the funny part."Aggro Crab and Landfall used the friendslop format but stripped away the horror game roots to make Peak, Drew said. Horror is a good fit for the genre because it adds an inherent pressure that ends up being slapstick comedy. There's a performance element to it, too, Drew said. "Horror is an easy pressure to put on those kinds of challenges, because it's just easy to get people flustered and freaking out and making a mistake that's funny," he said. "In the case of Content Warning, that's a great mechanic, because filming is a good incentive to even, like, perform the funny."Related:For Peak, the collaboration between the Content Warning and Another Crab's Treasure makers, the developers wanted to capture a similar feeling but about surviving with friends. There's no horror element to up the ante; instead, the antagonist is the climb—not any sort of looming monster. The mountains themselves are there to lure the player into taking risks and making mistakes, Drew said. "Almost every item we add is meant to be tempting to use in a way that's dumb," he said. "Generally, we don't add items that are strictly useful—there are a few, obviously, like the piton or rope. But almost all of them have this built in failure point. You still have to place the piton, and it takes time, and you could fall while you're doing it. The rope, you still have to spool out a certain length, and you don't really have a great idea of how much you're spooling out. They're all intentionally chosen so that your friends are yelling at you because you didn't spool out enough rope when they climb."A tonal change for the genreChu told Game Developer that Voyagers of Nera, which is slated for early access in mid-September, will deliver similar sorts of moments. Voyagers of Nera, however, doesn't necessarily fit under the "genre" of friendslop, despite its similarities in goal—to create moments for friends."We built the game to deliver memorable moments with friends (what Peak and Content Warning thrive on), but our game focuses on a different flavor. We wanted to create moments of shared discovery as players explore far off locations together, rescue magical spirits, and battle deep sea monsters. We think there's something romantic and familiar about starting out at the horizon on the ocean and wondering, ‘What's out there?'"Voyagers of Nera isn't necessarily built upon the performance and humor of a game like Peak or Content Warning, but still hinges on gameplay that encourages socialization. Peak and other games more firmly situated in the friendslop world seemingly rely more on sessions than an ongoing experience; Peak's maps rotate every 24 hours, something that Drew said was a technical constraint rather than an intentional decision. But it's a constraint that Drew said plays into the excitement of playing Peak: People want to see and try the different maps. The rotations become like Destiny raids, he said. There's some fear of missing out on some unique experience, but it's not so exclusive that it drives people away—there's always another day. "It will feel like a special thing every time you [play]," Drew added.Voyagers of Nera, on the other hand, is a shared world that lives on a server and up to 10 people per session can come back to it, like Palworld or Rust. Regardless of the differences, though, the core of the experience remains: "Games have become a default way to spend quality time with friends," Chu said. And games that are built to support these relationships are more popular than ever.
    Like
    Love
    Wow
    Sad
    Angry
    39
    · 2 Comments ·0 Shares
  • 8 games have pushed publishing dates in response to Silksong

    At least eight developers have decided to push their projects' publishing dates after Team Cherry announced that Hollow Knight: Silksong is releasing on September 4.Exactly a week ago, the studio shared the news via its own YouTube channel. During the past seven days, multiple developers announced delays for their game and demo releases, directly mentioning Silksong's popularity.At the time of writing, this includes Aeterna Lucis by Aeternum Game Studios, Stomp and the Sword of Miracles by Frogteam Games, CloverPit by Panik Arcade, Demonschool by Necrosoft Games, Little Witch in the Woods by Sunny Side Up, Faeland by Talegames, Megabonk by Vedinad, and Baby Steps, which is being published by Devolver Digital.The release of Little Witch in the Woods initially matched Silksong's. In the delay announcement, Sunny Side Up said it's moving the launch to September 15, given the "immense influence" of Team Cherry's game. "We fear that launching Little Witch in the Woods on the same day would not only dishearten our dedicated team but also disappoint our devoted audience," the studio wrote.'We would not be doing our game any favors by wading into waters we can clearly see are blood red'Both CloverPit and Demonschool, now releasing on September 26 and November 19, respectively, were initially locked in for a launch on September 3, the day before Silksong's release.Related:"Silksong is the most anticipated and wishlisted game on all of Steam and we think people will love this game and play it right at launchbut that also means it will overshadow all games launching close to it," Panik Arcade wrote. Via GamesIndustryBiz, almost 5 million people have wishlisted Silksong. "So if we stick to our original date we would risk the launch of CloverPit a fair bit."Ysbryd Games, the publisher of Demonschool, called the process behind the decision an "anguished consideration," saying that it's "reasonably qualified to say that at any point of 2025 on balance, has been or will be as brutal as market conditions can get" when it comes to picking a release date."Crueler still, that we should find out with such short notice that Hollow Knight: Silksong will launch just one day after our planned release for Demonschool," the publisher added.Via Bluesky, Necrosoft Games said that the delay "was not our choice," but that the studio "understands why the choice was made." Necrosoft said that Ysbryd is paying for the delay. "Dropping the GTA of indies with 2 weeks notice makes everyone freak," the developer added.Related:"We have to remind ourselves that gaining visibility for Demonschool is our main goal," continues the publisher's statement. "Thus, the Ysbryd team strongly believes we would not be doing our game any favors by wading into waters we can clearly see are blood red."The other four games were all slated to release sometime in September, but decided to move either later in the month or directly into 2026, as is the case for Aeterna Lucis.  Out of all developers, Stomp and the Sword of Miracles and Faeland are notable examples, considering both games also fall into the metroidvania genreFrogteam Games planned to release a demo for Stomp and the Sword of the Miracles on August 29, with a Kickstarter campaign launching on September 12. Now, the developer is unsure about when it'll resume these plans."Trying to market an indie game is already really, really hard," Frogteam wrote. "It's the task of trying to get attention in a deep sea of other amazing games. In the case of Silksong, however, I feel like a little krill trying not to get eaten by a blue whale. Tiny devs like me rely on word of mouth and streamers to bring in visibility, and everyone's gonna be busy with Silksong for quite a while."Related:
    #games #have #pushed #publishing #dates
    8 games have pushed publishing dates in response to Silksong
    At least eight developers have decided to push their projects' publishing dates after Team Cherry announced that Hollow Knight: Silksong is releasing on September 4.Exactly a week ago, the studio shared the news via its own YouTube channel. During the past seven days, multiple developers announced delays for their game and demo releases, directly mentioning Silksong's popularity.At the time of writing, this includes Aeterna Lucis by Aeternum Game Studios, Stomp and the Sword of Miracles by Frogteam Games, CloverPit by Panik Arcade, Demonschool by Necrosoft Games, Little Witch in the Woods by Sunny Side Up, Faeland by Talegames, Megabonk by Vedinad, and Baby Steps, which is being published by Devolver Digital.The release of Little Witch in the Woods initially matched Silksong's. In the delay announcement, Sunny Side Up said it's moving the launch to September 15, given the "immense influence" of Team Cherry's game. "We fear that launching Little Witch in the Woods on the same day would not only dishearten our dedicated team but also disappoint our devoted audience," the studio wrote.'We would not be doing our game any favors by wading into waters we can clearly see are blood red'Both CloverPit and Demonschool, now releasing on September 26 and November 19, respectively, were initially locked in for a launch on September 3, the day before Silksong's release.Related:"Silksong is the most anticipated and wishlisted game on all of Steam and we think people will love this game and play it right at launchbut that also means it will overshadow all games launching close to it," Panik Arcade wrote. Via GamesIndustryBiz, almost 5 million people have wishlisted Silksong. "So if we stick to our original date we would risk the launch of CloverPit a fair bit."Ysbryd Games, the publisher of Demonschool, called the process behind the decision an "anguished consideration," saying that it's "reasonably qualified to say that at any point of 2025 on balance, has been or will be as brutal as market conditions can get" when it comes to picking a release date."Crueler still, that we should find out with such short notice that Hollow Knight: Silksong will launch just one day after our planned release for Demonschool," the publisher added.Via Bluesky, Necrosoft Games said that the delay "was not our choice," but that the studio "understands why the choice was made." Necrosoft said that Ysbryd is paying for the delay. "Dropping the GTA of indies with 2 weeks notice makes everyone freak," the developer added.Related:"We have to remind ourselves that gaining visibility for Demonschool is our main goal," continues the publisher's statement. "Thus, the Ysbryd team strongly believes we would not be doing our game any favors by wading into waters we can clearly see are blood red."The other four games were all slated to release sometime in September, but decided to move either later in the month or directly into 2026, as is the case for Aeterna Lucis.  Out of all developers, Stomp and the Sword of Miracles and Faeland are notable examples, considering both games also fall into the metroidvania genreFrogteam Games planned to release a demo for Stomp and the Sword of the Miracles on August 29, with a Kickstarter campaign launching on September 12. Now, the developer is unsure about when it'll resume these plans."Trying to market an indie game is already really, really hard," Frogteam wrote. "It's the task of trying to get attention in a deep sea of other amazing games. In the case of Silksong, however, I feel like a little krill trying not to get eaten by a blue whale. Tiny devs like me rely on word of mouth and streamers to bring in visibility, and everyone's gonna be busy with Silksong for quite a while."Related: #games #have #pushed #publishing #dates
    8 games have pushed publishing dates in response to Silksong
    www.gamedeveloper.com
    At least eight developers have decided to push their projects' publishing dates after Team Cherry announced that Hollow Knight: Silksong is releasing on September 4.Exactly a week ago, the studio shared the news via its own YouTube channel. During the past seven days, multiple developers announced delays for their game and demo releases, directly mentioning Silksong's popularity.At the time of writing, this includes Aeterna Lucis by Aeternum Game Studios, Stomp and the Sword of Miracles by Frogteam Games, CloverPit by Panik Arcade, Demonschool by Necrosoft Games, Little Witch in the Woods by Sunny Side Up, Faeland by Talegames, Megabonk by Vedinad, and Baby Steps, which is being published by Devolver Digital.The release of Little Witch in the Woods initially matched Silksong's. In the delay announcement, Sunny Side Up said it's moving the launch to September 15, given the "immense influence" of Team Cherry's game. "We fear that launching Little Witch in the Woods on the same day would not only dishearten our dedicated team but also disappoint our devoted audience," the studio wrote.'We would not be doing our game any favors by wading into waters we can clearly see are blood red'Both CloverPit and Demonschool, now releasing on September 26 and November 19, respectively, were initially locked in for a launch on September 3, the day before Silksong's release.Related:"Silksong is the most anticipated and wishlisted game on all of Steam and we think people will love this game and play it right at launch (including us) but that also means it will overshadow all games launching close to it," Panik Arcade wrote. Via GamesIndustryBiz, almost 5 million people have wishlisted Silksong. "So if we stick to our original date we would risk the launch of CloverPit a fair bit."Ysbryd Games, the publisher of Demonschool, called the process behind the decision an "anguished consideration," saying that it's "reasonably qualified to say that at any point of 2025 on balance, has been or will be as brutal as market conditions can get" when it comes to picking a release date."Crueler still, that we should find out with such short notice that Hollow Knight: Silksong will launch just one day after our planned release for Demonschool," the publisher added.Via Bluesky, Necrosoft Games said that the delay "was not our choice," but that the studio "understands why the choice was made." Necrosoft said that Ysbryd is paying for the delay. "Dropping the GTA of indies with 2 weeks notice makes everyone freak [out]," the developer added.Related:"We have to remind ourselves that gaining visibility for Demonschool is our main goal," continues the publisher's statement. "Thus, the Ysbryd team strongly believes we would not be doing our game any favors by wading into waters we can clearly see are blood red."The other four games were all slated to release sometime in September, but decided to move either later in the month or directly into 2026, as is the case for Aeterna Lucis.  Out of all developers, Stomp and the Sword of Miracles and Faeland are notable examples, considering both games also fall into the metroidvania genre (similar to Silksong.)Frogteam Games planned to release a demo for Stomp and the Sword of the Miracles on August 29, with a Kickstarter campaign launching on September 12. Now, the developer is unsure about when it'll resume these plans."Trying to market an indie game is already really, really hard," Frogteam wrote. "It's the task of trying to get attention in a deep sea of other amazing games. In the case of Silksong, however, I feel like a little krill trying not to get eaten by a blue whale. Tiny devs like me rely on word of mouth and streamers to bring in visibility, and everyone's gonna be busy with Silksong for quite a while."Related:
    Like
    Love
    Wow
    Sad
    Angry
    64
    · 2 Comments ·0 Shares
  • يا جماعة، عندي ليكم اليوم حاجة زينة في عالم الجيمينغ!

    في المقال الجديد نتكلم عن مجموعة Razer Phantom Collection - جيمز ميكس. هاد المجموعة جابتني في عالم آخر، فيها من الخرافات ما يخلّي أي لاعب يتحمس ويعطي أفضل ما عنده. إذا كنت حاب تتعمق في التفاصيل، المقال يعطيك مراجعة شاملة وتقييم دقيق لكل منتج.

    وصدقوني، جربت هاد المجموعة بنفسي وبصراحة، حسيت فرق كبير في الأداء وراحة الاستخدام. كل حاجة مصممة باش تخليك تحسّ بالجيمز أكثر.

    متنسوش، التجربة ديما خير من الكلام! جربوها وعيشوا اللحظة.

    https://news.google.com/rss/articles/CBMibkFVX3lxTE91azZZZHhSVm1POFJZRWNwb1hRSTNRaVNuVUhlNnFQc0ZySTk0X0dRSkYwUWlEdEV2TkRPaExOaUxQVTg4b0dUVkpvbUNJTUExQ0E
    يا جماعة، عندي ليكم اليوم حاجة زينة في عالم الجيمينغ! 🎮💚 في المقال الجديد نتكلم عن مجموعة Razer Phantom Collection - جيمز ميكس. هاد المجموعة جابتني في عالم آخر، فيها من الخرافات ما يخلّي أي لاعب يتحمس ويعطي أفضل ما عنده. إذا كنت حاب تتعمق في التفاصيل، المقال يعطيك مراجعة شاملة وتقييم دقيق لكل منتج. وصدقوني، جربت هاد المجموعة بنفسي وبصراحة، حسيت فرق كبير في الأداء وراحة الاستخدام. كل حاجة مصممة باش تخليك تحسّ بالجيمز أكثر. متنسوش، التجربة ديما خير من الكلام! جربوها وعيشوا اللحظة. https://news.google.com/rss/articles/CBMibkFVX3lxTE91azZZZHhSVm1POFJZRWNwb1hRSTNRaVNuVUhlNnFQc0ZySTk0X0dRSkYwUWlEdEV2TkRPaExOaUxQVTg4b0dUVkpvbUNJTUExQ0E
    news.google.com
    مراجعة وتقييم مجموعة Razer Phantom Collection  جيمز ميكس
    Like
    Love
    Wow
    Sad
    Angry
    100
    · 1 Comments ·0 Shares
  • يا سلام! تعرفوا تكنولوجيا جديدة ولازم تعرفوها!

    في المقال الجديد هذا، نتكلموا على "Multi-release JARs" وكيفاش تقدروا تستعملوها باش تديرو JAR واحد يخدم على عدة إصدارات من Java. يعني، بفضل هاذ التقنية، تقدروا تدمجوا كودات مختلفة في ملف واحد، وجهاز التشغيل يختار الكود المناسب حسب النسخة لي راك تستعمل فيها.

    شخصياً، جربت هاذ الطريقة في مشروع صغير وفعلاً حسيت كيفاش وفرت وقت وجهد كبير. ما كانش لازم ندير كود خاص لكل نسخة، وكل واحد يستعمل أي إصدار يحب!

    هاذ شوية تكنولوجيا تفتح أبواب كبيرة، وشيء لازم كل مبرمج يهتم به.

    https://nipafx.dev/multi-release-jars-multiple-java-versions

    #تكنولوجيا #Java #MultiReleaseJARs #برمجة #Développement
    يا سلام! تعرفوا تكنولوجيا جديدة ولازم تعرفوها! 🤩 في المقال الجديد هذا، نتكلموا على "Multi-release JARs" وكيفاش تقدروا تستعملوها باش تديرو JAR واحد يخدم على عدة إصدارات من Java. يعني، بفضل هاذ التقنية، تقدروا تدمجوا كودات مختلفة في ملف واحد، وجهاز التشغيل يختار الكود المناسب حسب النسخة لي راك تستعمل فيها. 🎉 شخصياً، جربت هاذ الطريقة في مشروع صغير وفعلاً حسيت كيفاش وفرت وقت وجهد كبير. ما كانش لازم ندير كود خاص لكل نسخة، وكل واحد يستعمل أي إصدار يحب! هاذ شوية تكنولوجيا تفتح أبواب كبيرة، وشيء لازم كل مبرمج يهتم به. https://nipafx.dev/multi-release-jars-multiple-java-versions #تكنولوجيا #Java #MultiReleaseJARs #برمجة #Développement
    nipafx.dev
    Multi-release JARs allow you to create a single JAR that contains bytecode for several Java versions with jar --version 9 (or 10, or...). Presented with a multi-release JAR, JVMs version 9 and later will load the code that was included for their vers
    Like
    Love
    Wow
    Sad
    Angry
    49
    · 1 Comments ·0 Shares
  • كاش واحد يحب البرمجة ويحب جافا؟! اليوم جبتلكم لمحة على «Java 16 Rundown, First Of Java 17»!

    في المقال، نتكلموا على الإضافات الجديدة اللي خرجت مع Java 16، كيما records، Stream APIs، وUnix Domain Socket support. يعني بزاف أشياء مليحة رح تسهل علينا الشغل! وما ننسوش نطلوا على أول نظرة لـ Java 17، اللي رايحة تكون نقطة تحول جديدة.

    شخصيا، كي جربت الـ records في مشروعي الأخير، حسيت بفرق كبير في تنظيم الكود. صراحة، جافا تطورت بشكل رهيب، وكل تحديث يفتح لنا أبواب جديدة.

    خلونا نكونوا دايما متطلعين على الجديد ونستثمروا في قدراتنا!

    https://nipafx.dev/inside-java-newscast-1
    #جافا #برمجة #Java #تكنولوجيا #Innovation
    🎉 كاش واحد يحب البرمجة ويحب جافا؟! 😂 اليوم جبتلكم لمحة على «Java 16 Rundown, First Of Java 17»! في المقال، نتكلموا على الإضافات الجديدة اللي خرجت مع Java 16، كيما records، Stream APIs، وUnix Domain Socket support. يعني بزاف أشياء مليحة رح تسهل علينا الشغل! وما ننسوش نطلوا على أول نظرة لـ Java 17، اللي رايحة تكون نقطة تحول جديدة. شخصيا، كي جربت الـ records في مشروعي الأخير، حسيت بفرق كبير في تنظيم الكود. صراحة، جافا تطورت بشكل رهيب، وكل تحديث يفتح لنا أبواب جديدة. خلونا نكونوا دايما متطلعين على الجديد ونستثمروا في قدراتنا! https://nipafx.dev/inside-java-newscast-1 #جافا #برمجة #Java #تكنولوجيا #Innovation
    nipafx.dev
    Java 16 got released, so I go over most of the additions like records, Stream APIs, Unix Domain Socket support, and much more. Then there's a first glimpse at Java 17.
    Like
    Wow
    Love
    Sad
    34
    · 1 Comments ·0 Shares
  • يا جماعة، واش راكم؟ اليوم حبيت نشارك معاكم حاجة خفيفة وشيقة على Java developers اللي يحبوا يكتشفوا tricks جديدة!

    في المقال هذا، "11 Tricks From dev.java - Inside Java Newscast #14"، راح تلقاو طرق جديدة وحلول مبتكرة من بين أحسن الحيل في Java. من Constructors السريعة للي تساعدكم في كتابة الكود بشكل أفضل، حتى boolean expressions في pattern matching، و wildcards الجينيريكية، والمزيد!

    شخصيا، ديما نحب نكتشف طرق جديدة في البرمجة، والـ tricks هذو ينجموا يساعدوني نحسن الكود تاعي. كل ما نتعلم حاجة جديدة، كل ما نحب الشغف تاع البرمجة ينمو أكثر!

    خليكم ديما في البحث عن الجديد، كل يوم فرصة جديدة لتطوير المهارات!

    https://nipafx.dev/inside-java-newscast-14
    #Java #Tricks #Développeurs #Coding #Innovations
    يا جماعة، واش راكم؟ 🤗 اليوم حبيت نشارك معاكم حاجة خفيفة وشيقة على Java developers اللي يحبوا يكتشفوا tricks جديدة! في المقال هذا، "11 Tricks From dev.java - Inside Java Newscast #14"، راح تلقاو طرق جديدة وحلول مبتكرة من بين أحسن الحيل في Java. من Constructors السريعة للي تساعدكم في كتابة الكود بشكل أفضل، حتى boolean expressions في pattern matching، و wildcards الجينيريكية، والمزيد! 🤓👌 شخصيا، ديما نحب نكتشف طرق جديدة في البرمجة، والـ tricks هذو ينجموا يساعدوني نحسن الكود تاعي. كل ما نتعلم حاجة جديدة، كل ما نحب الشغف تاع البرمجة ينمو أكثر! خليكم ديما في البحث عن الجديد، كل يوم فرصة جديدة لتطوير المهارات! https://nipafx.dev/inside-java-newscast-14 #Java #Tricks #Développeurs #Coding #Innovations
    nipafx.dev
    From compact record constructors to boolean expressions in pattern matching, from generic wildcards to chaining predicates and comparators, from jpackage to jlink - here are 11 Java tricks handpicked from dev.java.
    Like
    Love
    Wow
    Sad
    Angry
    115
    · 1 Comments ·0 Shares
  • يا جماعة، واش راكم رايحين في عالم البرمجة؟ اليوم حبيت نشارك معاكم حاجة جديدة في Java، وهي "Unlocking Intersection Types With var"!

    مع ظهور Java 10 وميزة "var"، الأمور ولاّت أسهل بزااف لما نتكلموا على intersection types. صحيح، لازملنا شوية حيل مع Generics، ولكن "var" دارت الأمر سلس أكثر. يعني تقدروا تعلنوا المتغيرات بلا ما تتقلوا على روحكم.

    شخصياً، جربت هالطريقة في مشروع جديد ولقاها بصح ساهلة. حسيت بالفرق لما قدرت نتعامل مع الكود بلا تعقيدات زائدة. كانت تجربة ممتعة وأحببت أشاركها معاكم!

    فكروا في كيفاش ممكن وراكم تحسينوا كفائتكم في البرمجة باستخدام هالتقنية الجديدة.

    https://nipafx.dev/java-var-intersection-types
    #برمجة #Java #IntersectionTypes #Coding #TechTrends
    💡 يا جماعة، واش راكم رايحين في عالم البرمجة؟ اليوم حبيت نشارك معاكم حاجة جديدة في Java، وهي "Unlocking Intersection Types With var"! مع ظهور Java 10 وميزة "var"، الأمور ولاّت أسهل بزااف لما نتكلموا على intersection types. صحيح، لازملنا شوية حيل مع Generics، ولكن "var" دارت الأمر سلس أكثر. يعني تقدروا تعلنوا المتغيرات بلا ما تتقلوا على روحكم. شخصياً، جربت هالطريقة في مشروع جديد ولقاها بصح ساهلة. حسيت بالفرق لما قدرت نتعامل مع الكود بلا تعقيدات زائدة. كانت تجربة ممتعة وأحببت أشاركها معاكم! فكروا في كيفاش ممكن وراكم تحسينوا كفائتكم في البرمجة باستخدام هالتقنية الجديدة. https://nipafx.dev/java-var-intersection-types #برمجة #Java #IntersectionTypes #Coding #TechTrends
    nipafx.dev
    Java 10's var makes intersection types in Java more approachable. Generics tricks are still needed, but var makes it easy to declare such variables.
    Like
    Love
    Wow
    Angry
    Sad
    128
    · 1 Comments ·0 Shares
More Results
ollo https://www.ollo.ws