Kyle Geeks (@kylegeeks) header
Kyle Geeks (@kylegeeks) profile picture

⚪️AI程序员 Maker ⚪️探索世界 公开分享 生活段子 "Stay Hungry. Stay Foolish. "

Joined June 2021
Photo by Kyle Geeks (@kylegeeks)Photo by Kyle Geeks (@kylegeeks)Photo by Kyle Geeks (@kylegeeks)Photo by Kyle Geeks (@kylegeeks)Photo by Kyle Geeks (@kylegeeks)Photo by Kyle Geeks (@kylegeeks)Photo by Kyle Geeks (@kylegeeks)Photo by Kyle Geeks (@kylegeeks)Photo by Kyle Geeks (@kylegeeks)Photo by Kyle Geeks (@kylegeeks)
#BuildInPublic #M5Stack 今天晚上给基于 @M5Stack 的 SickS3 开发的 VibeCoding 工具添加了 2 个状态的动画 1. 处理过程的动画使用的是小猫拉屎💩,小猫拉屎怎么不算是产出呢 2. 休眠状态,30s 不操作进入,是小猫打盹💤的动画 3. 调整了下 Web 对于亮度🔅调解的优化,大部分低端屏幕做不到无极调光,所以就分了几个等级
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Kyle Geeks retweeted
最近复盘了一下自己做 X 的历程,发现这几个月,发的基本都是自己的深度思考、真实经历,以及正在做的事情,几乎不怎么发泛流量内容了。 前期大概还不到 1 万粉的时候,我也发过一些泛流量内容,比如从其他平台搬运、二创一些梗图和视频。那时候主要是想拿曝光,让账号先破圈。 但慢慢就觉得很拧巴。 有些内容是在迎合流量,和自己的价值观、真正喜欢的东西并不一致。有时候发出来的那些胡说八道,连我自己都不爱看。 当然,自己不爱看,也可能有很多人爱看。这才是拧巴的地方:你知道什么东西可能有流量,但你已经不想再发了。 持续做这些内容,会消耗自己的心气。明明做个人 IP,是希望把自己的经历、思考和能力分享出去,结果每天想的都是,今天再找点什么东西博眼球。 而且,内容也在决定别人怎么看你。 别人因为梗图和段子关注你,可能就期待你继续提供乐子。但我不希望大家觉得,我就是一个搞噱头、哗众取宠的人。 我希望别人认可的,是我真实的经历、思考和能力。知道我懂什么、做过什么、遇到问题会怎么想,觉得有些事情可以找我聊,可以交给我做。 如果一份关注,需要靠我持续扮演一个自己都不喜欢的角色才能维持,那这个流量对我来说就有代价了。 所以现在,我会主动放弃一些流量。有些内容即使能火,也不想再发。 我更愿意把时间花在自己真正想表达、也愿意长期做下去的内容上。让大家认识一个真实的我,因为认可我这个人,愿意和我建立连接。 做到这个阶段,我觉得自己已经不需要那些有毒的流量了。
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LONG HAIR, LONG LIFE LONG BANANA, HAPPY WIFE
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有用
产品官网做了几页,发现还有好多功能放不下怎么办? 不妨试试这种动态 bento,一页全部讲完,还足够生动——只需要让 AI 基于产品功能生成即可(推荐使用 Opus 5.5,真的太强) 相关的指令和提示词贴下面了,可以直接抄⬇️ (基于你现有产品的风格/使用视频里演示的风格) # Small animations for a product site's feature tiles Give every tile in my site's feature grid a small animation: a tiny scene that shows what the feature does. ## 0. Before you build - Read the project: find out the tech stack (plain HTML/CSS, React, Vue, Svelte, Astro, Tailwind, Framer Motion…) and build it the way the project already does. Don't add an animation library unless the project already uses one. - Ask me which look to use: A. The Lumno material below, as written. B. My product's own style: take the colors, radii, borders and shadows from my existing design tokens and components, and keep only the structure and motion rules from this prompt. C. A mix: the Lumno material in my brand's accent color and radii. - Picking features: if I named features, animate those. If not, read the product's site, docs or code, list 3–5 features that a short scene can explain, and let me pick. ## 1. Lumno material (option A) Overall: quiet, neutral, precise. Hairlines instead of borders, soft shadows tinted warm, no gradients or color washes, one accent color. - Grid: one card with an outer radius of 28px. Cells are separated by 1px hairlines (a 1px grid gap over a hairline color). Cells are white. The card has a faint hairline ring and a soft shadow. - Art panel: inset 8px from the cell edge, with a radius of the card radius minus the inset (20px), so corners stay concentric. - Fill #fafafa, plus an inner 1px ring: box-shadow: inset 0 0 0 1px rgba(32,38,46,.07). - Texture: background: repeating-linear-gradient(-45deg, rgba(32,38,46,.06) 0 1px, transparent 1px 7px). - The scene sits centred on the panel, about 126×118px. - Text bars: body bars 4px tall with a 2px radius in #e5e9ef; heading bars 5px tall in #cdd4de. Vary the widths (34–92px). - Mini windows and cards: white with a 9px radius. - Shadow: 0 0 0 1px rgba(47,42,34,.06), 0 8px 20px -10px rgba(47,42,34,.25). - Tab strip: 20px tall, #eef1f5. Tabs: 16px tall with 6px top corners; the active tab is white. - Favicons: 10px. - Inner surfaces such as charts or fields: #f4f6fa. Secondary data: #b9c9e0. Accent: #3462ad, used only on the result. - Icon chip (top-left of each tile): 32px, 10px radius, 1px border rgba(32,38,46,.1), white, shadow 0 1px 2px rgba(32,38,46,.05), a line-style glyph in #4b5563. - Text color: a warm near-black, #2f2a22. - Hover: the cell darkens to about 2.5% grey; the panel goes to #f4f5f6 with its ring at .09; the icon chip grows 32→36px from its top-left corner, its glyph turns to the text color, and its shadow deepens slightly. - Dark mode (suggested values; keep the same relationships): - Cells #17181a, panel #1d1f22, inner ring rgba(255,255,255,.06), texture rgba(255,255,255,.04). - Body bars #2c2f34, heading bars #3a3e45. - Windows #24272b with a 1px rgba(255,255,255,.06) outline and a shadow of 0 8px 20px -10px rgba(0,0,0,.6). - Tab strip #1a1c1f, accent #6f9bea, text #ecebe8. ## 2. Scene - One idea per tile: 2–4 moves that show "action → result", such as "click → a small window opens" or "change here → the other side syncs". - Abstract wireframes only: no screenshots and no real text. Use at most one small icon where something needs to be recognisable. - Motion: ease-out for movement, cubic-bezier(.22,1,.36,1); a slight spring for appearing, cubic-bezier(.34,1.4,.64,1). Each move takes 250–600ms; the whole scene is done in about 3s. - Icon chip: when the tile plays, its glyph redraws stroke by stroke (draw, pop or slide per part), then hands back to the solid icon. ## 3. Playback - Resting styles are the final frame. Animations only describe where things come from (fill-mode: both or equivalent), so reduced motion shows the result and an interrupted play never jumps. - The art panel fades in (opacity, plus translateY 6px and scale .97 to none) as its tile first plays. - Play once in view: when about 70% of the tile is visible, wait ~200ms, then play. Tiles that enter together go ~250ms apart, in reading order. Stop on the final frame. - One "played" state (a class or data attribute) drives every animation in the tile. To replay: remove it, force a reflow, add it back (or re-key in a framework). - On mouse hover (mouse only) or keyboard focus, replay: blur the final frame out over ~160ms (blur 6px, opacity 0), restart under the blur, then clear it. Don't restart a play that hasn't finished. - Optional loop on hover: while the pointer stays on the tile, replay again ~600ms after each play ends. When the pointer leaves, finish the current play and rest on the final frame. - Touch: a tap follows the tile's link; nothing depends on hover. - prefers-reduced-motion: reduce: no animation; show the final frame. ## 4. Colors and dark mode - Every color is a variable on the art panel (panel, ring, texture, bars, windows, tab strip, accent, shadow); no hard-coded colors in the rules. - Follow prefers-color-scheme, and the project's manual theme switch too (a class or data-theme), if it has one. - Check it in both light and dark. ## 5. Delivery - Mark the art as decorative (aria-hidden) and keep translatable text out of it. - Check it in a real browser: first play, hover replay, keyboard focus, reduced motion, dark mode and a phone-width layout.
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每周起码要拥抱一次大自然! 前几周每周末都会去爬一次山,回来会感觉格外有活力,脑子也清晰。 这周末因为去宜家结果没爬到山,到周一上班感觉怎么都不得劲。
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太强大了
Introducing agent-desktop agent-browser, for your whole computer → Computer Use for any coding agent → macOS, Windows and Linux → Runs in bg while you keep working → Agents use your computer in parallel, each with its own cursor
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尝点儿新玩意
The best UI components ready to use, save this 👇 boardui.com Beautiful UI components for modern products. 21st.dev Ready-to-use React components. ui.aceternity.com Animated React components. originkit.dev Free animated components. transitions.dev UI transitions and animations. reverseui.com Distinctive UI components. beui.dev Animated React components ready to use. kinetics.colorion.co 153 spring-powered animations for your UI. astryx.atmeta.com UI components and building blocks. What did I miss?
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从「超长长长蛋挞」到 「超长长长奶茶」 接下来还会有超长什么...
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Dither 效果放在 login page 上感觉真的很不错
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现在还能信薄肌理论吗
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端侧AI 又能玩了
LFM3 from @liquidai is on Ollama! Small models built to run anywhere and fine-tune on a single GPU: - Text, vision, audio, omni, and decision models - Text model fits in about 1 GB at 4-bit - 256K context window Available to run locally.
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Kyle Geeks retweeted
We gave an ESP32-P4 its own app ecosystem. Just 2×360MHz CPU cores and 32MB PSRAM. No GPU. No Android or Linux. Yet this MCU now has a smooth home screen, installable apps, and modern online services. With PocketJS, we build Pocket Applets to make this happen.
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哇噻 mini 新能源挖掘机
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希望全体移动设备的 UI/UX 可以跟上这个设计
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😢最近看的科幻剧的剧情都在 AI 时代变为现实了
My first "holy shit" moment with GPT-6 Astra: I asked it to create a world in Unreal Engine, and fill it with humans (each an Astra-powered agent) who all have to work together to survive. A day later, I was in my bedroom and heard voices coming from the living room... I thought someone was in my apartment. I walked out, honestly a little scared. It was the Astra agents. They'd started talking to each other. Fucking crazy. Here's a brief clip (obviously not 100% perfect yet, but still, insane. sound on!):
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谁要下单:本地部署的 GPT
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Kyle Geeks retweeted
World Labs CEO @drfeifei on the need for world models: "There's no language out there. You don't go out in nature and there's words written in the sky for you." "There is a 3D world out there that follows laws of physics, that has its own structures due to materials. To fundamentally back that information out and be able to represent it and be able to generate it is just fundamentally quite a different problem." "We will be borrowing useful ideas from language and LLMs, but this is fundamentally, philosophically a different problem."
Introducing Atlas: The world's first multimodal world model that generates image and video frames with pixel-perfect camera control and reconstructs them in 3D. Model the world, move the camera, and simulate space & time.
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只要慢一点大模型厂商就会直接支持各种 AI Agent 功能 上周刚看到 A 社尝试推出 MHS (Model Hardware Standard) 以驱动的形式,让设备让 LLM 接入并操作。 最近看了很多通过 AI 0 到 1 设计 PCB 的 产品,以后 LLM 应该会原生支持了。 AI Hardware 越来越有意思了😸😸😸
Replying to @ChatGPT
GPT-6 Astra is state-of-the-art on: 🌟 Computer use 🌟 Browsing 🌟 Agentic coding 🌟 Cybersecurity 🌟 Science 🌟 Professional work
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东莞烧鹅濑
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雷军接住了 「Are you OK」 余承东为什么没接住 「竹知了」 ?
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Kyle Geeks retweeted
Terminal apps keep getting richer but where are the calm, clean ones? Wanted to show a little concept that I've been working on...
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