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quarta-feira, 17 de setembro de 2025

Show HN: Coding AI Agent API for Developers https://ift.tt/E5XAyKa

Show HN: Coding AI Agent API for Developers Hi Hacker News ! Today I have new product waitlist that will launch soon next week. Workser is Coding AI Agent API for Developers to integrate into your product to deliver vibe coding for your business use cases. You can custom branding with prebuilt UI to make it your own vibe coding ai agent. Started with Custom web app by ai agent. But soon with more types of software development. Tell me how you think or join waitlist when we launch next week. https://workser.ai September 17, 2025 at 03:58AM

Show HN: STT –> LLM –> TTS pipeline in C https://ift.tt/suJPNqQ

Show HN: STT –> LLM –> TTS pipeline in C For speech-to-text, large-language-model inference and text-to-speech I created three wrapper libraries in C/C++ (using Whisper.cpp, Llama.cpp and Piper). Follow the URL to see an example that shows how to use these libraries for a speech-to-text, LLM inference, text-to-speech pipeline. Windows and Linux are supported. https://ift.tt/Yd1u5pa September 17, 2025 at 03:52AM

Show HN: HuMo AI – Create Realistic Videos with Text, Image, and Audio Inputs https://ift.tt/TFkfUMP

Show HN: HuMo AI – Create Realistic Videos with Text, Image, and Audio Inputs Hi HN, I’m excited to share HuMo AI, an AI-driven tool that helps creators easily produce realistic, human-centric videos. HuMo AI supports text, image, and audio inputs, turning simple ideas into fully customized, lifelike content. Key Features: Multi-Input Support: Combine text, images, and audio to generate videos. Realistic Results: Lifelike videos with perfect synchronization. Perfect for Storytelling: Ideal for immersive experiences, education, and character creation. Full Customization: Tailor every element, from appearance to actions. HuMo AI uses an advanced AI reasoning engine, making it highly versatile for various creative tasks. Whether for gaming, education, or marketing, it offers a new level of freedom and control for creators. The main challenge was integrating different input types to maintain synchronization and consistency. We’re continuously refining this, and we’d love your feedback. https://www.humoai.co September 17, 2025 at 12:14AM

Show HN: A PSX/DOS style 3D game written in Rust with a custom software renderer https://ift.tt/fCGxq10

Show HN: A PSX/DOS style 3D game written in Rust with a custom software renderer So, after years of abandoning Rust after the hello world stage, I finally decided to do something substantial. It started with simple line rendering, but I liked how it was progressing so I figured I could make a reasonably complete PSX style renderer and a game with it. My only dependency is SDL2; I treat it as my "platform", so it handles windowing, input and audio. This means my Cargo.toml is as simple as: [dependencies.sdl2] version = "0.35" default-features = false features = ["mixer"] this pulls around 6-7 other dependencies. I am doing actual true color 3D rendering (with Z buffer, transforming, lighting and rasterizing each triangle and so on, no special techniques or raycasting), the framebuffer is 320x180 (widescreen 320x240). SDL handles the hardware-accelerated final scaling to the display resolution (if available, for example in VMs it's sometimes not so it's pure software). I do my own physics, quaternion/matrix/vector math, TGA and OBJ loading. Performance: I have not spent a lot of time on this really, but I am kind of satisfied: FPS ranges from [200-500] on a 2011 i5 Thinkpad to [70-80] on a 2005 Pentium laptop (this could barely run rustc...I had to jump through some hoops to make it work on 32 bit Linux), to [40-50] on a RaspberryPi 3B+. I don't have more modern hardware to test. All of this is single threaded, no SIMD, no inline asm. Also, implementing interlaced rendering provided a +50% perf boost (and a nice effect). The Pentium laptop has an ATI (yes) chip which is, maybe not surprisingly, supported perfectly by SDL. Regarding Rust: I've barely touched the language. I am using it more as a "C with vec!s, borrow checker, pattern matching, error propagation, and traits". I love the syntax of the subset that I use; it's crystal clear, readable, ergonomic. Things like matches/ifs returning values are extremely useful for concise and productive code. However, pro/idiomatic code that I see around, looks unreadable to me. I've written all of the code from scratch on my own terms, so this was not a problem, but still... In any case, the ecosystem and tooling are amazing. All in all, an amazing development experience. I am a bit afraid to switch back to C++ for my next project. Also, rustup/cargo made things a walk in the park while creating a deployment script that automates the whole process: after a commit, it scans source files for used assets and packages only those, copies dependencies (DLLs for Win), sets up build dependencies depending on the target, builds all 3 targets (Win10_64, Linux32, Linux64), bundles everything into separate zips and uploads them to my local server. I am doing this from a 64bit Lubuntu 18.04 virtual machine. You can try the game and read all info about it on the linked itch.io page: https://ift.tt/C2KEkUu All assets (audio/images/fonts) where also made by me for this project (you could guess from the low quality). Development tools: Geany (on Linux), notepad++ (on Windows), both vanilla with no plugins, Blender, Gimp, REAPER. https://ift.tt/C2KEkUu September 16, 2025 at 11:39PM

terça-feira, 16 de setembro de 2025

Show HN: Drop-in Redis replacement in Rust with 5M+ GET/s https://ift.tt/sQTH6ZO

Show HN: Drop-in Redis replacement in Rust with 5M+ GET/s https://ift.tt/xuHheaY September 16, 2025 at 06:36AM

American Truck Simulator: 1.56 Update Release

We have good news for all American truckers. The 1.56 Update for American Truck Simulator is officially released! Let's see what's in store for you.

Before we take you through all the new features this update brings to the game, we would like to thank everyone who took part in the Open Beta and reported issues on our forum. This really helped us fine-tune the update and make it ready for the full update release.

Height Blend

The Height Blend effect is a technique used to create more realistic and visually appealing transitions between different types of terrains or surfaces, like grass, dirt, or stone. It works by utilizing a height map texture, a grayscale image that represents the elevation of a surface, to determine how different textures blend together.

For example, where a grassy hill slopes into a rocky cliff, the height blend effect ensures the textures mix naturally based on the terrain's height and slope, avoiding harsh or unnatural edges. For map designers, it eliminates the need for many decals, which previously had to be added to achieve a believable look, saving time and effort.

Under the hood, our team has converted, tweaked, and visually checked over 1,300 materials from our library to ensure seamless integration. During our testing, we didn't observe any significant impact on performance. There is only a minimal increase in memory usage, caused by the newly added texture.

Dynamic Cargo Improvements

We have expanded the dynamic loading and unloading feature to cover more cargo types. Truckers using their own logger or chipvan trailers can now see a material handler dynamically managing their loads at selected depots across the USA. The logger's cargoes - large tubes, logs, and utility poles - as well as the chipvan's metal scrap, are now included in this feature to make your trucking experience more immersive.

Camera Zoom - Hold/Toggle

The 1.56 update also brings a small but welcomed accessibility feature. Players can now choose whether the interior zoom function requires holding the key (the default) or can be switched to a toggle mode. This option not only adds convenience but also improves accessibility, offering a more comfortable way for all players to take a closer look at the details inside their cab, in the mirrors, and around their truck. Players can find this feature in "Options → Gameplay and Options → Accessibility".

DLC Browser

We are also introducing a brand-new design for the DLC Browser. This redesign aims to make browsing and discovering additional content for your game easier and more enjoyable.

The updated browser now features improved categorization, with clear sections such as Featured, Bundles, Map, Cargo, Trailer, Accessories, and Paint Jobs. The main layout has been completely redesigned, increasing the number of items displayed per row from three to four for a cleaner and more modern look.

The DLC browser is just the beginning of a feature with the potential to grow and evolve further. While it may take time and further development to see how far it can go, the vision is to make it possible for players to explore and enjoy all our DLCs without ever leaving the game. We plan to continue gathering feedback, and this feature might get some future adjustments.

Career Creation and Start-up Flow

We gave the career system a big refresh, which includes a new UI design and improved navigation. The old table-style list of careers has been replaced with larger, card-like slots that give a cleaner and more modern look. Your active career will always appear at the top, with your other careers sorted by most recent playtime. The first slot is reserved for starting a brand-new career, and switching between your careers is now quicker; simply double-click on a card to jump right in.

Whether you're a new player or a seasoned veteran, the career creation process has also been redesigned to be simpler and clearer, focusing only on the most important options and selections needed when starting a new career.

A new Truck Preference screen has also been added between selecting your headquarters and the opening cutscene. Here, you can preview all available trucks in a rotating 3D view that spins automatically, or you can rotate them yourself. You'll be able to cycle through brands, switch between different models, or even press a “random” button to let the game surprise you. We hope this new preference screen gives both new and experienced players a detailed look at each truck and its key specifications.

We've also refreshed the Edit Career screen, which now focuses only on details that really matter for your career. Many of the older fields have been moved elsewhere, keeping the editing process simple and uncluttered. To make things more convenient, clicking on your career from the desktop top bar now opens a new Driver Details screen, where you can view all the important info about your career and even change your avatar without having to return to the title screen.

This redesigned approach not only makes career navigation smoother but also gives the whole experience a cleaner, more modern feel. Whether you're starting your very first trucking journey or managing multiple careers, we hope this update makes your career management more streamlined and accessible. As we gather more input, this feature could see further improvements down the road.

Management UI/UX Improvements

In the Company tab on the Desktop, the Driver, Trailer, Truck, and Garage Manager screens now feature a redesigned company subscreen. The refreshed company subscreen shows the company name and logo alongside key statistics, a redesigned seven-day profit graph, and highlights of the most profitable assets. It also introduces an economy summary pop-up for quick performance review and a company properties option for editing the name and logo.

We've also added a quality-of-life improvement to the relocation screen: when both a driver and their truck can be placed in the same garage slot, a checkbox allows relocating them together in one step. To improve accessibility, the Garage Manager and Driver Manager are now unlocked from the very start of the game, rather than only after purchasing a truck.

Finally, the Driver Manager subscreen has been polished with a clearer layout, including a new XP bar that lets players track their NPC drivers' progress, and a simplified job information and skills overview, where you can assign a collective preferred training policy for newly hired drivers. Our plan is to keep gathering feedback, so in the future, this feature might be further refined.

Changelog

Gameplay

  • Dynamic cargo improvements
  • Camera zoom - hold/toggle

Visual

  • Height blend
UI
  • Career creation – redesigned UI/UX and start-up flow
  • Management UI/UX improvements

Other

  • DLC browser - redesigned
Make sure to stay tuned for more updates from American Truck Simulator by following us on X/TwitterInstagramFacebookBluesky, and TikTok, or by subscribing to our newsletter! Until then, we wish you safe travels!


source http://blog.scssoft.com/2025/09/american-truck-simulator-156-update.html

Show HN: InfiniteTalk AI – AI Lip-Sync Video Generator for Long Videos https://ift.tt/hlwDsGE

Show HN: InfiniteTalk AI – AI Lip-Sync Video Generator for Long Videos Hi HN, We’ve been building InfiniteTalk, an AI-powered tool that transforms images + audio into long-form, lip-synced videos. With just a single image and one or more audio tracks, you can generate talking, singing, or even multi-character conversational videos. Key features: Image + Audio Driven Lip-Sync: Upload a static photo and audio, and get a naturally synced talking or singing video. Multi-Character Conversations (InfiniteTalk Multi): Sync multiple audio inputs to different characters for realistic dialogues. Long-Form Video Support: Generate videos up to 10 minutes per render—great for podcasts, lectures, or performances. Singing & Performances: Animate characters to sing songs, rap, or perform scripted content. Fast & High-Quality: Deliver expressive videos in minutes, ready for marketing, education, entertainment, or social media. Why we built this: Making engaging video content usually requires cameras, actors, editing, and lots of time. InfiniteTalk removes all of that—allowing creators, educators, and businesses to produce long-form, lip-synced conversational videos from just images and audio. We’d love your feedback on: Where long-form lip-sync video could be most useful. Features you’d want in multi-character conversation mode. API or plugin integrations that could make this more developer-friendly. Thanks for reading, and excited to hear your thoughts! https://ift.tt/tonza1T September 16, 2025 at 12:23AM

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