Last month Perplexity announced the confusingly named “Computer,” its cloud-based agent tool for completing tasks using a harness that makes use of multiple different AI models. This week, the company is moving that kind of functionality to the desktop with the confusingly named “Personal Computer,” now available in early access by invite only.
Much like the cloud-based version, Personal Computer asks users to describe general objectives rather than specific computing tasks—an introductory video shows Personal Computer’s questions in a sidebar asking things like, “Create an interactive educational guide” and “create a podcast about whales.” But Personal Computer, running on a Mac Mini, also gives Perplexity’s agents local access to your files and apps, which it can open and manipulate directly to attempt to complete those tasks.
That should sound familiar to users of the open source OpenClaw (previously Moltbot), which similarly allows users to let AI agents loose on their personal machines. From the outside, Personal Computer looks like a more buttoned-up, user-friendly version of the same concept, with an easy-to-read, dockable interface that can help users track multiple tasks. Perplexity users can also log in remotely to their local copy of Personal Computer, making it “controllable from any device, anywhere,” Perplexity says.
If you’re reading this right now, there’s a very good chance that you were one of many millions of children to grow up with LEGO as one of your favorite toys. The Danish plastic connecting bricks are a timeless classic, and no doubt many of you, like me, spent countless hours pretending that our Lego minifigs were in fact working on very important
The first release candidate of systemd 260 arrived in late February with the new mstack feature, dropping System V service scripts support, and other changes. A week after that systemd 260-rc2 released with a few more changes and now another week later is systemd 260-rc3…
Microsoft has had a big presence at this year’s Game Developer’s Conference, providing fans with a glimpse of the future of Xbox with a sneak peek at a potential Xbox Development Kit alongside detailing its partnership with AMD. However, the company hasn’t forgotten about the legion of gamers that call a Windows PC home, who will soon be seeing
Amazon just unveiled a new personality type for Alexa+. The “sassy” option is reserved for adults and the company claims it will throw out censored curse words from time to time. Amazon describes this option as a combination of “unfiltered personality” and “razor-sharp wit, playful sarcasm and occasional censored profanity.”
We aren’t yet sure how the chatbot handles the censoring. Does it use a garden variety bleep or a replacement word like fudge or something? I managed to get it to say “damn” and “hell”, but couldn’t force anything more profane than that.
In any event, adult users have to jump through a couple of hoops to activate this mode. It won’t work if there’s an enabled Amazon Kids profile on the account and it requires additional security checks, like face scans. The company also warns people upon being selected that the new tone could contain “mature subject matter.” I’m more afraid of the bot using “clever comebacks” to absolutely shred my buying habits. Yes, I buy bagged popcorn when I have plenty of uncooked kernels in the pantry. I’m working on it.
This is just the latest personality type that the company has introduced for the chatbot. Users can also choose from sweet, brief or chill, with the last one resembling a surfer archetype. Alexa+ is an updated version of the company’s long-standing chatbot that prioritizes natural-sounding conversation. It’s fine, more or less, but I still use it primarily for alarms and weather.
This article originally appeared on Engadget at https://www.engadget.com/ai/alexa-can-now-swear-thanks-to-a-new-personality-style-172106310.html?src=rss
We previously reported that Walkabout Mini Golf’s new Hollywood DLC, the third in its Passport series, was inspired by Mighty Coconut’s origins working in effects and animation for Hollywood productions. We had a chance to tour the course with Mighty Coconut Senior Art Director Don Carson and 3D modeler Shane Rhodes. That video from our Youtube channel is linked here:
After the tour, I sat down with Don to get more in depth about Passport Hollywood and Walkabout’s overall process for building courses. The following is a full transcription of that discussion:
UploadVR: So, multiple people, yourself included, talked about Mighty Coconut’s background in the film industry, including some people who are still currently on the team have backgrounds working in animations and special effects on Hollywood films. So, given the personal connection that some of the team has, did that make this course easier or harder [to build] because of their personal connections and their backgrounds?
Don Carson:I think easier. I think initially the idea of doing the Hollywood course was it seemed like a kind of an obvious one that was sort of a wish fulfillment location to hang out in. But I think as soon as we started scratching the surface, we realized that we all had sort of deep connections to that business and those places, especially Lucas Martell and Laura Krauss, both of them have had offices on backlots at Hollywood studios in their careers.So everything from the lot cats that wander around and keep the rodents down to the commissary and being able to sort of sneak around and look inside of soundstages. All of that sort of created this long wish list of things we wanted to make sure that we included when we were designing out all the places you visit.
UploadVR: Have you ever had to, in this course or any other, scale back some of the production design specifically because the hole had to be reconfigured?
Walkabout Mini Golf Passport Hollywood concept art provided by Mighty Coconut
Don Carson:Yeah, the place often happens before the hole. We usually start in Gravity Sketch as all the design team will meet up in VR and start scribbling to scale. And we have sort of placeholders for all 18 holes. And so we know there’ll be a hole here, but the placeness will start to sort of come together. And then we’ll have to move the furniture around a bit to make sure that the hole fits as opposed to the other way around.
UploadVR: Okay. So, that happens pretty often after you get the okay?
Don Carson: Yeah. Yeah. There’s no room or there’s an opportunity we hadn’t thought of. Like especially on the Hollywood one, we wanted the holes to sort of represent the departments that are part of the film making process. So there’s the model shop and there’s the props department and there’s the the Foley sound department. So, uh, the the places were designed first and then the holes came to sort of support the theme of the places.
UploadVR: Was there an element in the overall design, like music design, art, or whatever, that was easy that came together fairly quickly? And conversely, was there one that was like a pain to get right?
Don Carson:I think the coming up with the style of the we call it a shape language. You know, what’s different not only about the gameplay, but what’s the what what do the borders look like?And I know we wanted to do sort of an art deco look for the the the edges of the holes. So, there was a lot of back and forth trying to get that right. I think we did a good job, but I think it it went through a lot of iterations before we we hit on the style that we have in that course now.
UploadVR: Timeline wise, was this in line with your usual 15 to 18 month turnaround?
Don Carson:I think we came up with this January of last year, so it’s a little over a year to do it.
UploadVR: Wow.
Don Carson:Yeah.
UploadVR: Is there anything that you can say there was an idea that just hit the cutting room floor? Like you really wanted it in or there was like an idea for a hole that just didn’t make it in.
Don Carson:I think we crammed it all in really. I don’t think we missed a thing, which it tends to be true of all the courses that we inevitably have a list that we are constantly pushing the limits as to how many polygons we can get squeezed into an environment and so we rationalize, especially with a course like the Hollywood course, is that luckily a lot of those props exist in a building, so that when you leave the building, we don’t have to render those anymore. So, like the props department is just full of objects that are great when you’re in there, but you don’t want to have to be rendering them all the time.
Walkabout Mini Golf Passport Hollywood Concept Art provided by Mighty Coconut
UploadVR: One of the things that came up when we were taking our tour was we were in the film projector room that’s over the screening room and you said that someone on the team chimed in and said when they saw it, “This looks kind of dull.” And then someone else came back and said, “No, that’s pretty much how this room looks.”
Don Carson:That’s right.
UploadVR: How do you straddle that line between authenticity and still like making it aesthetically pleasing and entertaining?
Don Carson:Well especially with the passport courses, our first one was Venice, is we desperately wanted to make sure that it fulfilled people’s sort of bucket list idea of what it would be like to go to these places in the world. So for people who haven’t been, it needs to represent what they think it’s going to be like. And for the people who have been and love it, we wanted to make sure we hit all the high points.So they felt like they had “oh you caught everything that I love about Tokyo or or or Venice.” So we did the same thing with Hollywood. We wanted to make sure that we didn’t leave anybody out. And then I think because of our own personal experience and this is true of Venice, Tokyo, and Hollywood. There’s enough people on the team that have have lived in that world that they could make sure that not only were we being honest to the design, but also we were able to put little anecdotes and little personal experiences. Like I mentioned during our walkthrough, I think that Laura really wanted to make sure that the art department was really rich because that was the world she lived in. But also the fact that the art department is usually the unloved cousin who always gets shoved in some, you know, unwanted building. So those two things are represented and I think that really adds a level of sort of human touch to the courses.
UploadVR: Even in that specific room you talked about lowering the ceiling. It was too high. Like no, no art department has had a ceiling this tall. They feel like they’re in a closet basically.
Don Carson:Exactly right. Exactly.
UploadVR: Do you have a specific section that you specifically are proud of? Like you really pushed for an idea and they made it?
Don Carson: Probably my absolute favorite part of the process is the research part and I tend to research by drawing it and so I got to do a lot of research on the sort of vintage equipment that was used. So the editing machinery, the Foley and sound props. That was my favorite bit is the you know what are we going to fill this with? Always with this sort of keeping in mind what the audience is going to experience.You want to give them something that’s going to be interesting. Kind of make them want to go find out more about it, but also you don’t want to to be wrong.You don’t want to foolishly recreate a Venice that doesn’t exist. You want it to be something that people go, “Yeah, that’s how I felt when I was there.”
UploadVR: Did that play into your decision to make it more of an older studio feel as opposed to the more modern digital lots?
Don Carson:We talked about doing sort of silent era. Then we talked about sort of musical era and then we talked about the 70s and the 60s and then we decided we were just going to sort of do our greatest hits of what we remember was wonderful about the uh the Hollywood system and a lot of that’s going away. I mean certainly with the digital content and also the idea that Hollywood is the place where is the only place where movies are made is kind of out the window. They’re being made everywhere.
UploadVR: I’ve got to ask this. Who has the best score on the course right now on the team?
Don Carson:I pretty much would guess it’s Lucas. Lucas and Henning are the are the top players. I’m sort of neck and neck with Emma as the worst players, I think. But I think that the thing is that we’re not doing it for the high score. We’re just doing it for the good conversation.
UploadVR: Do test sessions ever get competitive?
Don Carson: No, no. We’re often willing to sacrifice good shots for just to see what happens if we knock it against that wall and see if it bounces off the ceiling.
Walkabout Mini Golf Passport Hollywood Concept Art provided by Mighty Coconut
UploadVR: What was your first course with the company? You joined in I think it was 2021?
Don Carson:Yes. Yes. About four and a half years now. My first assignment was the nautilus for the first Jules Verne course was working on that.But we simultaneously work like on at seven at the same all at the same time. We’re constantly working on stuff at various stages. So I think I was doing Around The World right next to doing the drawings for the nautilus. I personally love, you know, pile it on just give me more diversity and then I love to draw, but sometimes I love to stop drawing and build stuff and sometimes I want to stop building stuff and go back to drawing. So I get to jump back and forth between those tasks.
UploadVR: Is there a course that kind of precedes your time with Mighty Coconut that you personally looked at and went, “Man, it’d have been really cool to work on that one.
Don Carson:Yeah, it was when Bogeys Bonanza came out and mutual friends it was during Covid we’re playing it and we just saw the connection between our work in the theme park industry and what Mighty Coconut was doing and so we just we had to tell them like you guys are rocking it.There’s something really special happening here. And then I was lucky enough to get hired to get to play with this team. And at the time I think there were six coconuts at the time and we blossomed from there.
UploadVR: From a guest column you wrote on Upload in early 2025, you said, “First impressions matter. Establishing shots set the tone and align with what players expect when they step into a new course.” How quickly did you land on that entryway in the water tower as like the gateway to the Hollywood course? And were there any other ideas that you kind of played around with?
Don Carson:No, that was it. That was we knew that you had to end. You had to There’s always sort of a where am I question as soon as you touch down like okay, where am I? How do I relate to this? And is it fulfilling my expectation? And so someone getting to go to a studio is going to do have any experience that actually anybody’s been to a studio, you’ve got to go through security and security is inevitably beyond a gate. And sort of that that Paramount arch although it’s been replicated in at other studios is the perfect establishing shot for “I get to go into this sort of magical place that not everybody gets to go to.”
UploadVR: You said building the course start to finish takes anywhere from 15 to 18 months. Recently, unfortunately Mighty Coconut went through a staff reduction. We, of course, wish everyone affected well in their future endeavors. One of the notes in that announcement was that there was going to be a reduction in courses from seven down to six. Is that just to give each course a little bit more breathing room because of the tightly compacted schedule?
Don Carson:Well, yes, that’s one of them. I mean, unlike a game company where you’re in crunch mode until the the game ships, ours, we ship seven times a year. So, we’re constantly crunching. So we are good about our own personal time, but when we’re working, we’re it’s nose to the grindstone all year long. I think the other thing too is that we wanted to make sure that people weren’t going crazy, but at the same time, we wanted to make sure that we had the luxury to be able to to go through what we call the icing phase, which is for all intents and purposes, everything is done except wouldn’t it be great if we could add this one extra detail or this one extra effect. And I think that sometimes those little extra bits uh get left behind if you’re completely slammed to get something done. And when when they are added often those are the things that the players notice as being the kind of magical like “I can’t believe you went so far as to add this detail because it just makes it for me.”
UploadVR: Have you ever worked on your part of a course and thought “I don’t know if this going to work.” And then when you see the finished product with the sound design and everything coming together, you’re like, oh, okay, now now it’s magical?
Don Carson:Yeah. I think every every single course is like that because I tend to work on the front end. So I’m doing the drawings and building the first versions of things. Then it’s handed to the art team and I think we mentioned is as part of the conversation um after our walkthrough that it’s always better than you expected it because it’s gone through so many hands and each of them have been sort of anointed with the permission to make it as good as they want to make it and so everybody brings their own perspective and so I’d say that the final bake where the shadows are all baked in and everything’s come together happens at the 11th hour, so even a couple of weeks before we launch, wandering through it, I’ll go this is nice, you know, this is good. I think it’s a good example of what we can do. And then we release it and it’s like, oh boy, like, oh, this is way better. And it’s all those pieces coming together. The tech art team is especially good at making sure that we cross all the Ts and dot all the Is to make sure that we’re producing the best possible finished product.
Walkabout Mini Golf Passport Hollywood Concept Art provided by Mighty Coconut
UploadVR: That’s got to be a great feeling though, because you put this thing to bed, you’re working on, like you said, six or seven other courses, then you come back to this thing you worked on months ago and you’re like, “Oh, wow.”
Don Carson: Yeah. Yeah. This really came together. Also there’s another thing and I’m sure this is true of all of us at the on the team is that you’ll go well this one little thing isn’t isn’t working for me, but do I make a fuss about it or do I trust that it will get it will get seen to sort of magically as that quote from Shakespeare In Love is that you know it’s a mystery. I don’t know how it all comes together, but you go in and sure enough someone came in and not only did they do the thing you hope would happen. They did it better than you thought it could have been done. Then when you walk around when it releases, you just go, I am just so proud of the collective choices that were made that made this as nice as it is.
UploadVR: Last one. We’ll end on a lighter note. Are there any Easter eggs or hints you want to give to the players to look out for while they’re playing through the course?
Don Carson:So whenever we work on a new course, we understand there’s going to be a specific heavy lift for that course. Like when we knew we were going to do Tiki Coco, we knew it was going to be populated with lots of animated characters. We knew that animation job was going to be a hefty job, but it was worth it because we felt that the whole the success of the level was going to be based upon how charming those characters are. And so when it came to doing the Hollywood course, we thought this will be a piece of cake because we’ll just use all the stuff we already have to populate, you know, like the prop room is all stuff from our other courses. We ended up, of course, building a whole bunch of stuff. Shane, who was part of the walkthrough, built a lot of the vehicles and a lot of the hero props. It is packed full of things from um, past courses, but there are a couple things from future courses in there, too. Things we haven’t announced yet.
UploadVR: That’s a nice little hint for the future. All right. Anything you want to say to the audience as we wrap up?
Don Carson:Well, thank you for continuing to play it. Each DLC purchase allows us to build the next DLC. So we are really really dependent upon delivering the best we possibly can, but in the end it’s people voting with their with their dollars. We’re really lucky because people love the courses, not just for the courses, but also our main intent is to create a place for people to be together in. And I think that people acknowledge that that some of the quality time they have with friends and family have been happening inside the courses we produce. And that’s just makes getting up in the morning and doing more of them all the better.
Walkabout Mini Golf is available on Steam, PSVR2, Quest, Pico, Samsung Galaxy XR, and Apple App Store. The game is also available as part of Meta’s Horizon+ subscription service. The Passport Hollywood course is available now for $4.99.
The company behind Rocky Linux is rolling out an AI‑optimized edition that promises better GPU utilization, a validated CUDA stack, and less hand‑rolled tuning.
AMD today released ZenDNN 5.2 as the latest versio nof their deep nueral network library that now introduces their next-generation runtime architecture. ZenDNN 5.2 is designed to deliver better performance and geater scalability over earlier versions of this AMD library that began as their take on Intel’s open-source oneDNN…
When most people think of esports, they picture players sitting behind monitors tapping keyboards and controllers. At a recent Global Gaming League event, the competitors were throwing real punches instead, while immersed in VR.
Misfits Boxing champion Chase DeMoor stepped into a VR ring to fight podcast host Gillie da Kid live in The Thrill of the Fight 2, turning a virtual boxing game into a physical match played in front of an audience.
The crowd jeered and cheered much like fans at a live boxing event, reacting to every punch thrown in the virtual ring. Both competitors, wearing Meta Quest 3 headsets, traded blows for several rounds before DeMoor finally landed a knockout. By the end, both fighters were breathing heavily and drenched in sweat. The crowd roared its approval.
“When the punches started flying you could feel the crowd react to every hit,” said Global Gaming League founder Clinton Sparks.
In that moment, VR boxing worked as a live spectacle.
The match was part of an event hosted by the Global Gaming League, an organization trying to rethink what competitive gaming can look like for live audiences. Sparks prefers the term “gaming entertainment” rather than esports to describe the league’s format. While the lineup also included traditional titles like Call of Duty, Tekken, and Tetris, the VR boxing match closed out the evening as the main event. Instead of watching players hunched over controllers, the audience saw live competitors ducking, weaving, and throwing real punches as their avatars fought inside the virtual ring.
“We wanted something that felt physical and exciting for people watching in the room,” Sparks said. “VR boxing gave us that.”
“Most esports are fun if you’re playing them, but they can be harder for a live crowd to connect with,” Sparks said. “With VR boxing, people immediately understand what they’re watching.”
Pro boxer Chase DeMoor and podcaster Gillie Da Kid, boxing in VR
The game used in the match, The Thrill of the Fight 2, is a VR boxing game designed to track real punches, head movement, and defensive actions from players inside the headset. Unlike arcade-style fighting games controlled with buttons, competitors must physically move, throw punches, and pace themselves throughout the match. That physical element is a big reason the game works in a live event setting, where audiences can see the action.
Edward Vasquez, creative director on The Thrill of the Fight 2, said seeing the game used in a live competitive setting was a different experience from watching players compete online or at home.
“From the beginning we thought this could work as an esport because it’s so tactile and easy for people to understand when they watch it,” Vasquez said.
For professional boxer Chase DeMoor, it stopped feeling like a novelty pretty quickly. Inside the headset, the fight turned into a physically demanding contest.
“I was sweating way more than I expected,” DeMoor said. “You think it’s just a game until you’re in there throwing punches.”
“It’s actually a workout,” DeMoor told me. “You’re moving, you’re throwing punches, you’re ducking. After a few rounds you’re breathing hard.”
“After a couple rounds you forget it’s a game,” he added. “You’re just trying not to gas out.”
Pro boxer Chase DeMoor, wearing a Meta Quest 3, and celebrity team owner Howie Mandel
Unlike traditional fighting games where players rely on controllers, The Thrill of the Fight 2 requires competitors to throw real punches and move their bodies throughout the match. By the final rounds, both fighters were breathing heavily after trading punches in the virtual ring.
For DeMoor, that physical effort made the experience feel closer to a real competition than a typical video game. As a professional boxer, he said the game captures more of boxing’s movement and rhythm than he expected, even if it can’t replicate the physical contact of a real fight.
“It’s probably the closest thing you can get to boxing without taking a punch,” DeMoor said.
VR has struggled as a spectator esport, largely because it’s hard for an audience to follow what’s happening inside a headset. Boxing may be one of the few exceptions. When players are ducking, weaving, and throwing punches in real space, the action is easy to read even for people who have never used VR.
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Whether VR boxing becomes a regular feature of competitive gaming remains to be seen. But for one night, two fighters throwing real punches inside a virtual ring showed what immersive esports might actually look like.
If you’ve ever struggled getting a tubeless tyre to seat on a rim, or had your valves clog with sealant, preventing you from topping up your tyres, the new Peaty’s Holeshot Fast Flow valves could offer a solution.
After two years of development, the Fast Flow valves promise 200 per cent more airflow, won’t clog with sealant and enable the tyre to still hold air, even if you snap or damage one.
What’s more, thanks to one of the nifty valve caps, you can lube your ebike chain more easily.
Thanks to the valve cap shape, it’ll slot into a chainring bolt, sticking out far enough to snag a crank as it rotates backwards, engaging the chainring and enabling you to backpedal your drivetrain and lube the chain in the process.
The other valve cap doubles as a spoke key. That seems good for £34.99 / $44.99 / €39.99.
Born from warranty woes
By moving the valve seal so it sits inside the tyre, on top of the rim bed, the new Fast Flow valves are able to hold air even if the top of the valve is damaged. Scott Windsor / Our Media
The concept for the new Holeshot Fast Flow valves was based largely on “feedback from our customers, riders and warranty returns of our MK2 valves from the ‘Valves for life’ warranty,” says Rob Sherratt, head of marketing for Peaty’s.
According to Sherratt, the bulk of the returns were due to valves being snapped. As a result, Peaty’s has ditched the standard Presta valve core, moving the valve seal so it sits at the base of the valve and, more importantly, inside the rim.
Doing this, along with increasing the size of the base of the valve and incorporating a ‘cage’ increases airflow by a claimed 200 per cent over its predecessor, as well as enabling sealant to flow more freely.
Increased airflow means seating tubeless tyres – which can be a real headache – becomes easier.
The design also means you can inject sealant, straight through the valve, without having to remove the core – because there isn’t one, speeding up the tubeless-fitting process.
With the space Peaty’s has freed up, there’s less chance of sealant clogging or blockages. To help minimise this further, Peaty’s has anodised these outside and inside because, according to Sherratt, sealant doesn’t stick well to anodised surfaces.
The broad ‘bell-house’ shaping (inspired by old fire hydrants you’d see in America) and cage design at the base also ensure they’ll work with tyre inserts.
The broad base of the valve, along with the cage, help improve airflow (especially if there’s a tyre insert involved) and sealant flow. Scott Windsor / Our Media
In some instances, tyre inserts can suffocate the valve, limiting airflow.
The cage acts as a built-in buffer, creating space to ensure air can continue to pass through the valve and inflate the tyre.
While the Holeshot Fast Flow valves look similar to the Reserve Fillmore, where the valve seal closer is also housed closer to the base of the valve, that’s where the similarity ends.
That’s thanks to a drastically different design at the base of the valve, along with valve caps that do more than just protect the top of the valves.
More than just valves
While one valve cap doubles as a spoke key, the other can be used to fit into a chainring bolt, helping to lube your ebike chain. Scott Windsor / Our Media
Look closely and you’ll see two different-shaped valve caps.
Because there’s no longer a valve core to remove, Peaty’s has added a T30 Torx head. This will fit into T30 or 6mm hex chainring bolts. Why? Because ebike cranks turn independently of the chainring, due to how they’re connected to the motor.
One valve cap can be used to adjust spoke tension. Scott Windsor / Our Media
If you slot the T30 valve cap into one of these chainring bolts and rotate the cranks backwards until it butts up against it, you can then spin the cranks, chainring and chain together, making oiling your chain far easier.
The other valve cap can be fitted into a chainring bolt, enabling you to rotate your ebike cranks backwards until contact, at which point you’ll be able to rotate the chainring and chain backwards, too, and oil the chain more easily. Scott Windsor / Our Media
It’s a nice touch, plus you still get the second valve cap to tweak spoke tension.
Keeping air in the tyres
Even if you snap a valve, the design of the new Fast Flow valves means you should at least be able to keep air in your tyres. Schwalbe
Moving the valve seal to the inner side of the rim helps to keep air in the tyres, should you twang the valve or something twangs into it.
The Fast Flow valve design uses a double seal to keep it closed, even if you snap the top of the valve off, lose a valve cap or forget to put one back on.
It should mean racers can finish their runs, and riders can get to the end of the trail with air still in their tyres.
What’s on offer?
Peaty’s offers 12 colours and two lengths (as well as a mixed-length option) to choose from. Scott Windsor / Our Media
Peaty’s is offering the Holeshot Fast Flow valves in 42mm, 60mm or MX (42mm and 60mm to work on Bosch eMTBs) lengths, and in 12 colours.
Pricing for a pair is £34.99 / $44.99 / €39.99, covered by a lifetime warranty.
These valves are also serviceable should you need to rebuild them, with the kit costing £5.99 / €6.99.
As well as being covered by a lifetime warranty, they’re rebuildable, with kits available so you can access spare parts. Scott Windsor / Our Media
There’s also an accessory kit available for £9.99 / €11.99, which includes a spoke key valve cap, ebike-lubing valve cap and two Fast Flow lockrings.
There’s no option for roadies or gravel riders seeking an 80mm version just yet, though.
The EndeavourOS team announced today the release and general availability of EndeavourOS Titan as the latest stable snapshot of this Arch Linux-based distro featuring the KDE Plasma desktop environment.
Centuries before the rise of the Inca Empire, a much smaller kingdom on the central coast of Peru already had a sophisticated trade network—one it used to import live parrots across the Andes from the Amazon rainforest.
Australian National University conservation geneticist George Olah and his colleagues recently studied feathers from a headdress in a Ychsman noble’s tomb, dating to 1100–1400 CE (the centuries before the rise of the Inca Empire). DNA and chemical isotopes reveal that the parrots the feathers came from (still bright blue, yellow, and green after all these centuries) were born in the wild on the far side of the Andes but kept in captivity somewhere on the Peruvian coast. To pull off importing live parrots from hundreds of miles away across the steep, towering Andes, the Ychsma (who the Inca annexed around 1470) must have had a far-reaching trade network that spanned at least half a continent.
After spending many years as the public face of Overwatch, Jeff Kaplan stayed well out of the limelight after leaving Blizzard in 2021. Five years later, the former Blizzard vice president and Overwatch lead director is back with his own studio and a new game, which you might be able to play pretty soon.
The Legend of California is billed as an open-world, action-survival shooter. It looks like a mix of Red Dead Redemption and Rust (Rust Dead Redemption, if you will). It’s set during the gold rush era, but Kaplan says he and his team at Kintsugiyama were not aiming for historical accuracy. For one thing, this version of California is an island. Still, the developers wanted to make the game feel authentic to the time period.
There are cowboys and prospectors, and you’ll be able to go hunting, build mines and stables, craft tools and weapons, build out your homestead and raid hostile camps. There are “challenging” player vs. environment encounters (Kaplan says there are four difficulty tiers available to start with) and optional player vs. player battles. You’ll be able to form a company with up to three other players and share progress, resources, buildings and other things with them.
Kaplan says his 34-strong team hand-crafted the world, though there’s a degree of randomization at play. A certain biome (say, the game’s version of the Mojave Desert) might be the easiest, most beginner-friendly area of the game on one server, and the endgame, tier four section on another. The points of interest might pop up in unexpected spots too — an Alcatraz-inspired structure will appear in a Bay Area-style region in some world seeds, and in snowy mountains in others.
The Legend of California is being published by Blizzard co-founder and former CEO Mike Morhaime’s company Dreamhaven. It’s slated to enter early access on Steam and the Epic Games Store later this year, with closed alpha playtests expected to start soon.
Kaplan announced The Legend of California in unusual fashion. Not during a splashy showcase, but in a five-hour appearance on Lex Fridman’s podcast. Kaplan discussed his life and career, including his work on World of Warcraft, the ill-fated Titanand, of course, Overwatch.
In his first public appearance since stepping down as Overwatch director, Kaplan revealed his reasons for leaving Blizzard, where he spent 19 years and previously had no intention of leaving. Business pressures related to the Overwatch League and Overwatch 2 played a part in his departure, but the final straw came in 2020 during a meeting with Blizzard’s then-chief financial officer. Kaplan says he was told that if Overwatch didn’t reach certain revenue targets, the publisher would lay off 1,000 people and that would be on Kaplan’s shoulders.
This article originally appeared on Engadget at https://www.engadget.com/gaming/former-overwatch-director-jeff-kaplan-returns-with-a-western-survival-shooter-161221852.html?src=rss
Apple’s MacBook Neo is the company’s first serious effort to break into the sub-$1,000 laptop business, challenging midrange Windows laptops and Chromebooks with its $599 starting price and its focus on build quality rather than high-end performance.
One less-advertised change that may make the Neo more appealing to businesses, schools, and the accident-prone is that its internal design is a bit more modular and easier to repair than other modern MacBooks. That’s our takeaway after spending some time thumbing through the official MacBook Neo repair documentation that Apple published on its support site this week.
Replacements for pretty much any component in the Neo are simpler and involve fewer steps and tools than in the M5 MacBook Air. That includes the battery, which in the MacBook Air is attached to the chassis with multiple screws and adhesive strips but which in the Neo comes out relatively easily after you get some shielding and flex cables out of the way.
Tech companies really want you to start talking to their products. And sure, that makes sense for an Amazon Echo, or even ChatGPT’s voice mode, but I’m not sure I need to talk to my apps. Google disagrees: The company is now rolling out “Ask Maps” to iOS and Android users in the U.S. and India, making Google Maps the latest such product to implement an AI assistant. It begs the question: Will you talk to your navigation app while out on the road?
Google’s pitch for Ask Maps is this: Rather than search for generic stops along your route (e.g. “coffee,” “gas station,” or “hotel”), you can “Ask Maps” complex questions to increase your chances of finding something specific. One of Google’s example questions is, “My phone is dying—where can I charge it without having to wait in a long line for coffee?” That’s a tall order not usually fit for a navigation app’s search feature—you want the app to find a location with public outlets that serves coffee, but isn’t too busy at the time you’re heading out. Type that into the typical search feature, and you’ll instantly get a pop-up that reads “No results found on Google Maps.”
Google says that Ask Maps can analyze information from over 300 million locations, including sifting through the reviews of its more than 500 million contributors. The results also take your past searches into consideration, as well as any saved locations you may have in Maps. In another example, Google says you could ask your Google Maps assistant to find you a spot with a “cozy aesthetic” and a table for four at 7 p.m., to meet up with friends coming from Midtown East. Ideally, the assistant would know not to pull up any Midtown East spots, since the friends are coming from that location, cross-reference restaurants with “cozy” reviews that have that availability—plus, it may know from past searchers that you are vegan, so it will only return results with vegan options.
Credit: Google
This is Google, so, of course, Maps’ assistant is powered by Gemini. In concept, it is an interesting implementation of generative AI. I certainly wouldn’t have a chat with Ask Maps, but I’d be curious whether it’d really deliver on these contextual requests. If I really could tell Google Maps that I needed to find a restaurant with availability in 30 minutes that could accommodate both a gluten and peanut allergy, within a 15 minute radius of a concert venue, sure, that’d be super helpful.
But AI isn’t perfect. In fact, it has a habit of making things up. It’d be a shame to walk into that restaurant and find out it doesn’t have gluten free options, or that everything is fried in peanut oil, or that they don’t actually have availability, or that it is indeed a 15 minute walk to a concert venue, but not the concert venue you’re aiming for. If that request overwhelms the AI and returns results that don’t match some (or most) of the request, or, perhaps, a “No results found on Google Maps” alert, I probably won’t be using Ask Maps again.
An anonymous reader quotes a report from Bloomberg: Atlassian plans to cut 1,600 jobs or a 10th of its global workforce, joining rivals in slashing staffing to cope with the advent of AI and a broader post-Covid industry slowdown. Australian billionaire founder Mike Cannon-Brookes explained the reductions in a staff memo, while also announcing his chief technology officer was leaving the Sydney-based company. “It would be disingenuous to pretend AI doesn’t change the mix of skills we need or the number of roles required in certain areas,” Cannon-Brookes said. “It does.”
With Claude enjoying a moment of newfound popularity among regular people, Anthropic is previewing an update designed to make its chatbot better at explaining some concepts. Starting today, Claude can generate charts and diagrams as part of its responses, either when asked directly or when it decides visuals might be helpful to the user.
For example, try asking Claude what’s the best way to fold a paper plane. Where previously it was limited to text, now it can show you step by step how to fold a Nakamura lock plane. Anthropic is quick to point out what it’s introducing today isn’t image generation. When producing visual aids, Claude will use HTML code and XML vector graphics. Anthropic likens it to giving Claude access to its own whiteboard.
The new feature is available to all Claude users, regardless of whether you pay for one of Anthropic’s subscriptions. However, the company does warn it’s releasing beta software, so expect some quirks along the way. The feature also isn’t available on mobile just yet. This release comes just days after OpenAI made ChatGPT capable of generating interactive visuals when explaining science and math concepts.
This article originally appeared on Engadget at https://www.engadget.com/ai/claude-can-now-generate-charts-and-diagrams-160000369.html?src=rss