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Journey through the seamless fusion of global finance and blockchain sovereignty with @usetria the self custodial neobank that narrates borderless stories of spending trading and yielding across 150 countries via BestPath AVS for fee optimized routing and chain abstraction magic turning complex multichain ops into intuitive app experiences with AI enhancements for personalized strategies. This empowering tale educates on fiat ramps DeFi vaults and compliance layers keying keywords like neobank abstraction global payments and yield sovereignty #ChainAbstraction #NeobankWeb3 #CrossChainFinance #AIPathfinding #SelfCustody @MindoAI gMindo @cookiedotfun gcookie snap snaps
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Beyond Transactions: The Architectural Edge of Tria When people talk about @useTria , the community often focuses on trading performance, marketing campaigns, token updates, or revenue milestones. But what truly sets Tria apart lies behind the scenes its operational architecture and product design philosophy. 1. Deep Multi Chain Architecture with True Self Custody Tria doesn’t just “integrate multi-chain” on the surface. The platform runs internal bridges that optimize storage, data transfer, and security, enhanced by AI to detect risks or errors in cross-chain processes. Users maintain control of their private keys and can customize access per service adding a protective layer that most DeFi products only claim but rarely sustain at the core of their systems [connectria 1]. 2. Automated Compliance and Advanced Security Few realize that Tria has built-in systems for automated compliance checks, 24/7 security monitoring, and real-time threat response. This allows transactions to remain aligned with global standards (SOC, HIPAA, PCI) while ensuring high performance reducing institutional risk while keeping individual users safe and seamless [connectria]. 3. AI Pathfinding for Every Action Tria brands itself as the “GPS for crypto,” but its true meaning lies in AI-driven optimization. Every transaction and asset flow is guided through the most efficient path not only for swaps via BestPath, but also for predicting hidden costs, balancing idle capital across Earn, Trade, and Stake products. Very few platforms can embed this logic at both retail and institutional levels [tria 2]. 4. Product Philosophy: Unified Experience, Decentralized Execution Instead of forcing every service into one centralized bundle, Tria lets each module operate independently while connecting them intelligently via AI. This preserves privacy and sovereignty for users, while solving one of DeFi’s toughest UX challenges: balancing all-in-one convenience with decentralized security. #Tria #DeFi #Web3 #CryptoArchitecture #AIPathfinding #MultiChain #SelfCustody #BlockchainInnovation
20 Sep 2025
Network effects aren’t just a talking point - $106.8 ARPU, $300K revenue in 8 weeks, and 1,800 ambassadors prove it. This is what scalable, programmable value looks like. Welcome to the next phase.
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Development Update 1.0.6: - Fixed a null reference exception in `UIInventorySlot` when rapidly swapping items. - Corrected a typo in `SkillDescriptionFormatter` where "Cooldown Time" was displayed as "Cool Time." - Resolved a crash issue in `NetworkPlayerSpawner` caused by incorrectly assigned player prefabs. - Fixed an index out-of-range exception in `PlayerStatsManager` when calculating bonus attributes during level-up. - Added a missing null check in `AbilityCooldownManager` to prevent crashes during multiplayer matches under specific conditions. Refactoring: - Split `IWeaponSystem` into: - `IWeaponDamageCalculator`: Centralized damage calculations for melee and ranged weapons. - Moved `SpawnPowerUp()` from `GameManager` to a new `PowerUpSpawner` class, improving separation of concerns. - Decoupled `UIProgressBar` logic from `GameTimer` and linked it via an event-driven system. - Overhauled Crafting System: - Split `ICraftingSystem` into: - `ICraftingRecipeManager`: Manages recipe creation, validation, and ingredient requirements. - `ICraftingExecutor`: Handles crafting execution, animations, and success rates. - Scoreboard Improvements: - Moved `UpdateScoreboard()` logic from `GameSessionManager` to a new `ScoreboardHandler` class, enhancing maintainability. - Unified Input Handling: - Consolidated `PlayerInputHandler` for mobile and PC platforms using the new `IPlatformInputManager` interface. - AI Decoupling: - Extracted `AIPathfinding` from `EnemyController` into a standalone module for easier testing and updates. UI/UX Improvements: - Enhanced `UIMatchResultScreen`: - Added animations for player ranks and rewards display. - Improved contrast for better readability on dark-themed maps. - Updated `UITooltipSystem`: - Tooltips now dynamically adjust to avoid overlapping with screen edges. Performance Optimization: - Optimized `PhysicsTriggerSystem`: - Reduced overhead by switching from fixed updates to event-driven triggers. - Improved memory usage in `EffectHandler` by reusing particle systems instead of instantiating new ones. - Enhanced `ParticleEffectManager`: - Introduced particle system pooling to lower memory usage during high-action sequences. Miscellaneous: - Standardized enums in the `CharacterAttributes` namespace for improved backend integration. - Removed unused assets from the `MapEffects` package, reducing build size. - Cleaned up redundant debug logs and legacy methods across systems for a streamlined codebase. $VXR #Web3 #Web3Gaming #Ethereum #DeFi #GameFi #Wagering #P2E #revshare #GambleFi #play2earn #Crypto #BlockchainGaming #GamingCommunity #cryptocurrency
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24 Dec 2024
- Project 2088- - DevLog 123 - - Build Number 137 - Entry: Project2088_Devlog123_01 #Fallout3 CaseStudy - "Super Duper Mart" A perfect example of good-level design. #AIPathFinding and #NavigationTesting I remember the 8 Yr 8-year-old me slowly peeking at every corner. In this episode I am making my version of the Toilet area. i can't wait to use the mines and different traps I Want "Replayability" And "Scalable difficulty". Blanks Used to be difficult but with the weapon upgrades they are easy target practice when seen. Yuri's are Tough and quick; working in packs to hunt. - #IndieGameDev - #indiegamedeveloper - #Realworldentertainment - #UE5 - #indiedev
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🌟 Finally made progress with the height elevation system! 🏔️ Now, AI pathfinding works smoothly across varying terrains. The rabbits are back to hopping around the island again! 🐇🌿 #GameDev #IndieDev #SurvivalGame #AIPathfinding #UE5 #UnrealEngine #EcoSurvival #Progress
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Ever wondered how NPCs navigate a dynamic world? Watch as our characters explore a generated town in real-time! 🌆 Anyone have any suggestions for pathfinding that I should check out or keep in mind? #indieGame #ProceduralGeneration #GameDev #AIpathfinding #madewithunity
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Mercuna’s runtime rebuilding of the navgrid is done asynchronously, so new parts of the navmesh are built in the background and seamlessly swapped in when they are ready. Paths passing through or near the changed regions are automatically recalculated #FeatureFriday#AIpathfinding
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Is it weird that for our kinematic pathfinding we search following a heuristic found itself by a heuristic guided-search accumulating another heuristic? #HeuristicsAllTheWayDown #AIpathfinding
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Another plug for Peter’s blog last week. Kinematic pathfinding - what it is and why you need it in your game #AIpathfinding #VehicleAI #AnimalAI mercuna.com/kinematic-pathfi…

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Don’t miss Peter’s talk on Vehicle Pathfinding @devcom_global Tech and Tools summit. This Thursday 10th June 16.00 BST (17.00 CEST) #AIpathfinding #toolsandtech #gameAI #gamedev bit.ly/3ggx9EM

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New blog out today! Peter takes us through the considerations for animal and vehicle pathfinding - why it’s different from standard, humanoid-based systems, what the main challenges are, and how you solve them #AIpathfinding #VehicleAI #AnimalAI mercuna.com/kinematic-pathfi…

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Newly Announced! Mercuna AI Navigation in UE4 for animals and vehicles #AINavigation #AIpathfinding ow.ly/ncWS50CBCKc

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Our ground navigation development is coming along nicely. Now with animals! #AInavigation #AIpathfinding #AnimalPathfinding
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"@NickDiMucci: Well fuck me. It's actually working :D #indiegamedev #screenshotsaturday #aipathfinding #bots x.com/NickDiMucci/status/668…"

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"@NickDiMucci: Well fuck me. It's actually working :D #indiegamedev #screenshotsaturday #aipathfinding #bots #demonswithshotguns
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Learning some programming! #utahdigicon #jordan #aipathfinding
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