• Reddit's success may be inextricably tied to Google Search
    www.businessinsider.com
    Reddit has seen tremendous growth since going public last year, but it's having difficulty separating itself from Google. Omer Taha Cetin/Anadolu via Getty Images 2025-04-01T08:06:01Z SaveSaved Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now.Have an account? Reddit has grown since going public last year, but some analysts fear it may be too closely tied to Google.Redburn Atlantic analysts warned Reddit's reliance on Google traffic and logged-out users may limit its long-term value.Reddit's stock has been volatile, affected by Google's algorithm changes and rumors of a Google deal.Reddit is growing quickly, but like many media companies it's struggling to separate itself from Google.Wall Street analysts from Redburn Atlantic rated Reddit "sell" on March 17 after saying in a note that the company's "potential, breadth of appeal and thus value as a company are being overstated," according to Bloomberg.James Cordwell and Joseph Barker, analysts for the firm, said that much of Reddit's growth over the past few years has been "misconstrued" because it came from logged-out users as the main driver, with many of those users coming from Google's algorithm, according to the outlet.Reddit CEO Steve Huffman has repeatedly said that people are going to Google more with the intention of ending up on Reddit.But the Redburn analysts say this trend could lead to more logged-out user growth than logged-in user growth.Reddit's daily active users who are logged in to their accounts were up 27% last year, but the same metric was up by 70% for people who were logged out, BI previously reported."Accelerated user growth has been driven predominantly by logged-out users who arrive on the platform largely via Google Search," the Redburn analysts wrote. "These users are much less valuable to Reddit as they are typically just looking for an answer to a query and thus spend little time on the platform."Cordwell and Barker added that there is "clear evidence" that the boost to traffic from Reddit's recent changes is "hitting a ceiling, with a risk that what Google giveth, it will taketh away," according to Bloomberg.Redburn did not return requests for comment from Business Insider. A spokesperson for Reddit noted that the majority of analysts have maintained their "buy" rating for the company and that the experience for logged-in user has been driven by improvements to the platform.Jen Wong, Reddit's COO, recently described the relationship with Google as "symbiotic.""People are using Google to get to Reddit," she said at the Morgan Stanley Technology, Media, and Telecom Conference in March. "When I view it like this, I don't view it as existential; we have these two sources of traffic. It's not existential for us, but it is some chop that we managed through."Reddit has seen tremendous growth over the past year since going public in March 2024, but its stock has seen some volatility in recent months. On February 12, Reddit's stock dropped more than 15% after Huffman said in an earnings call that a tweak to Google's algorithm caused "volatility" in site traffic.He added that "traffic from search has recovered so far in Q1, and we've regained momentum. What happened wasn't unusual."On March 17, Reddit's stock jumped again after Reuters published an article that it later retracted, which said Google and Reddit had entered a new partnership. Reuters said in an update that the post was based on outdated information.Reddit users reacted to the post in r/stock, a community where users discuss stocks, market news, and finances."Wild. There was just like a 10% pump and it instantly dropped back down. Is Wall Street Bets on this stock or something?" one user wrote in a comment about the article.Another user said in the comments they see many Google search results that use Reddit information. The user wrote that it is "insane how Google has basically sold out its Search function to operate as the Reddit search bar.""Most of the time when you Google something now you're either shown a list of Reddit pages or given an AI overview that uses Reddit to write the answer," the user wrote.Recommended video
    0 Reacties ·0 aandelen ·64 Views
  • AD Classics: Nordic Pavilion, Venice / Sverre Fehn
    www.archdaily.com
    AD Classics: Nordic Pavilion, Venice / Sverre FehnSave this picture!The Nordic Pavilion (Giardini, Venice). Image ke E:son LindmanPavilionVenice, ItalyArchitects: Sverre FehnYearCompletion year of this architecture project Year: 1962 PhotographsPhotographs:ke E:son LindmanAs a result of the ideas competition organized by the governments of Sweden, Finland, and Norway in 1958, Sverre Fehn's Nordic Pavilion won first prize, becoming one of the most significant works of his career and one of the most outstanding Scandinavian architectural achievements during the mid-20th century. Designed to create a space at the Venice Biennale for the biennial exhibitions of these countries, Fehn's proposal addressed several key architectural challengesranging from its integration with the site and incorporation of pre-existing elements to the handling of physical boundaries and uniform natural lighting. His design explored the interaction between architecture and trees, the flexibility in the exhibition space, the filtering of light, the connection between interior and exterior, the concept of movement through space, and the display of artworks.Save this picture!In June 1958, the Finnish architectural duo Reima and Raili Pietil, Swedish architect Klas Anshelm, and Norwegian architect Sverre Fehn were invited to participate in the competition to design the Nordic Pavilion within the Venice Biennale grounds. As outlined in Mara Dolores Snchez Moya's doctoral thesis, the competition aimed to address the need for exhibition flexibility while preserving existing site conditions. Given the nature of the location, the Biennale's administration required that a certain distance be maintained from the Danish pavilion to ensure pedestrian flow and to preserve as many trees as possible. Additionally, the competition rules stipulated that the pavilion should include an exhibition space of 400 square meters for paintings, sculptures, and graphic works, along with a space of at least 15 square meters for storage and maintenance. Each country needed to have the option of organizing its exhibitions independently or collectively, making spatial flexibility a crucial design consideration.Save this picture!Since its first edition in 1895, the Venice Biennale has been held in the "Giardini di Castello", located at the eastern end of the island of Venice. Densely populated with trees and shrubs, the site designated for the Nordic Pavilion imposed restrictions on tree removal. However, Fehn was already deeply interested in trees and made them an integral part of his design. His proposal stood out for how it was positioned within the landscape, its seamless integration of trees, and its relationship with the surroundings. His use of a light-permeable roof provided more exhibition space than the other competing designs. Related Article Spotlight: Sverre Fehn Save this picture!Situated between Denmark's pavilion and the U.S. pavilion, along Trento Avenue, the site was not flat but rather sloped, with a gradient running along its length, dividing it into two platforms. Beneath the tree canopies, the pavilion's space was formed through the layering of different densities, allowing light to filter through into the interior. While the layout was determined by the exhibition program, the way light entered the space shaped the section.Save this picture!Every design decision responded to three key objectives: preserving the site's trees, achieving uniform natural lighting within the exhibition space, and allowing for seamless movement between the interior and exterior. As Mara Dolores Snchez Moya's thesis states, the project can be seen as the creation of a new context that incorporates the pre-existing elementsthe trees and pathways. Fehn designed an open and transparent floor plan to maximize exhibition flexibility, concentrating the structural support in two concrete walls that formed the pavilion's enclosed angle, along with a single pillar.Save this picture!"I didn't want barriers between the park, the stage, and the works of art" Fehn once said. His architecture was deeply metaphorical, seeking to tell stories through space. The exhibition area was enclosed on one side by concrete walls, creating a visual boundary, while large sliding glass doors opened it toward the plaza and the main avenue. The roof extended beyond the mobile enclosure, effectively blending the interior exhibition with the outdoor space. While the jury recognized the pavilion's connection to the surrounding park's greenery, concerns were raised about the durability and maintenance of the roof, leading Fehn to make some adjustments and modifications.Save this picture!By minimizing spatial hierarchy, Fehn designed a flexible layout suited to different types of artworks and installations. The pavilion's rectangular shape and its placement within the site's topography resulted in a building with both a distinct front and back. It combined an open floor plan free of interior supports, even lighting throughout, and an absence of fixed entry and exit points. The vertical structure was concentrated in the L-shaped concrete wall and a single supporting pillar at the opposite corner, enabling a fluid and adaptable exhibition space without the need for perimeter columns.Save this picture!From the outset of the project, controlling natural light was a fundamental consideration. Designed as a continuous plane of illumination intersected by the existing vegetation, the pavilion's overhead lighting ensured uniform brightness throughout, reinforcing the sense of a cohesive and uninterrupted exhibition space. Since natural light is subject to unpredictable variations as it passes through different atmospheric layers, Venice's geographic location influences the quality of its daylight. The omnipresence of water affects atmospheric stability and the high relative humidity results in a diffuse light that defines the city's atmosphere. Consequently, the pavilion's roof structure was designed to block direct sunlight, providing a soft and even illumination across the space. This not only protected the artworks from the harsh summer light but also enhanced the viewing experience. The layering of beams shielded the interior from direct sunlight, allowing shadows to soften and blur at certain times of the day and year, dissolving the pavilion's fragile boundary. Thanks to the filtering capacity of the roof and the orthogonal arrangement of the beams, all artworks could be appreciated under the same lighting conditions, regardless of their location.Save this picture! The second challenge, which was very interesting, was to create shade. You cannot allow the Venetian sun to penetrate the interior space. The sun in Venice has a specific angle, so we designed the beams with enough depth to block direct sunlight. This way, the exhibition hall received uniform lighting. Between the beams, transparent drip edges were incorporated to channel water away. Sverre Fehn in the video for the traveling exhibition "Architect Sverre Fehn, Intuition, Reflection, Construction", Oslo, Nasjonal Museet for Kunst, Arkitektur og Design, 2008. Save this picture!The roof became the defining element of the space, though the presence, opacity, and positioning of the lintel also played a crucial role in shaping spatial perception. From inside the pavilion, the treetops remain unseen, emphasizing the horizontal nature of the space and reinforcing the continuity of the floor plane. The total thickness of the roof measures 2 meters, while the interior space beneath it has a free height of 4.3 meters. However, proportions within the pavilion are not solely dictated by light; there is also an underlying pattern of human scale. The angle of sunlight68.5 relative to the horizontal during the summer solstice in Venicedetermined the design of the roof, which consists of both longitudinal and transverse beams. Arranging them in a 1:2 proportion between their height and spacing produces a diffused light of uniform intensity throughout the pavilion, functioning as a brise-soleil system. Sverre Fehn in the competition submission report. Save this picture!Ultimately, the pavilion stands as an example of the relationship between space and construction. It employs a structural system where concrete elements define and enclose the space, integrating both structure and enclosure into a single, cohesive system. Built from five materialsreinforced concrete for the structure, wood, and glass for the enclosure, slate stone for the floors, and plastic for the roof coveringit embodies an architecture without additional finishes, allowing each material to express its natural color and texture without being coated or disguised.Save this picture!In fact, when Fehn chose to use white concrete to enhance the diffusion of light, the effect was achieved not through artificial coloring but through the selection of light-colored aggregates and white cement. True to his architectural philosophy, Fehn avoided concealing the inherent qualities of materials, instead emphasizing their expressive and evocative nature. He sought to reveal the sensory richness of materials, engaging not only their visual and tactile qualities but also their origins, and interaction with light, temperature, and sound. For Fehn, the combination of these elements created a language that could be perceived through touch, hearing, and sight.Save this picture!The Nordic Pavilion represents a masterful orchestration of spatial ideas and atmospheric intentions, bringing together walls, floors, steps, roof, landscape, light, and interstitial spaces. Its design is inextricably linked to the topography of the site, framing its surroundings through a delicate interplay of built form and natural elements.Project gallerySee allShow lessAbout this officeSverre FehnOfficeMaterialConcreteMaterials and TagsPublished on April 01, 2025Cite: Agustina Iiguez. "AD Classics: Nordic Pavilion, Venice / Sverre Fehn" 01 Apr 2025. ArchDaily. Accessed . <https://www.archdaily.com/784536/ad-classics-nordic-pavilion-in-venice-sverre-fehn&gt ISSN 0719-8884Save?AD: / You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
    0 Reacties ·0 aandelen ·51 Views
  • Cityplot Buiksloterham / Studioninedots + DELVA Landscape Architecture
    www.archdaily.com
    Cityplot Buiksloterham / Studioninedots + DELVA Landscape ArchitectureSave this picture! Sebastian van DammeArchitects: DELVA Landscape Architecture, StudioninedotsAreaArea of this architecture projectArea:63000 mYearCompletion year of this architecture project Year: 2013 PhotographsPhotographs:Sebastian van DammeMore SpecsLess SpecsSave this picture!Text description provided by the architects. Studioninedots & DELVA's Cityplot Buiksloterham: a pioneering, new urban district built on sustainability and collaboration. In Amsterdam's Buiksloterham, a former industrial harbour is being converted into a circular, mixed-use urban district. Designed in collaboration with DELVA, we introduce Cityplot Buiksloterham one, a pioneering approach to urban, landscape, and social regeneration. Initiated during the last global crisis, Cityplot Buiksloterham is an innovative kind of urban planning. Instead of adopting a rigid top-down master plan, we focused on a flexible, collaborative way of thinking, aiming for a resilient urban system that can constantly adapt to the shifting needs and desires of the community.Save this picture!Save this picture!Save this picture!Save this picture!Today, this revitalisation of the former Nedcoat and Air Products sites is rapidly taking shape, with 550 new homes and 4,000m of workspaces, hospitality and public functions. What began as an experimental vision is now a thriving urban district where social and technological innovations meet. Rather than building larger, fixed urban blocks, we committed to a different course of action: creating smaller-scale plots, yet with a great variety of typologies. Work/housing units are radically intermixed with social housing, self-build projects and social hubs. With this approach, we bring individuals, collectives, businesses, investors and developers together to create a more collaborative setting. The plan builds a durable community through 'urban activators' dedicated spaces for initiatives by local entrepreneurs and makers. Drawing on their local value, these initiatives reinforce the district, attract young entrepreneurs and contribute to the community. A new activator, a community room at the heart of the plan, is currently being added and will be available for the neighbourhood to use for their activities.Save this picture!This smaller-scale layout promotes residents to actively shape their district, with its mixed nature fostering an ongoing dialogue between architecture and participants, between functions and economy. Cityplot Buiksloterham is an evolution of our 'Cityplot' concept, with which we also transform other former industrial and harbour areas into sustainable city districts. From our analysis of the Cityplot concept, the 100100-metre plot emerged as the ideal building block size. This generous dimension provides enough space for the very diverse mix of typologies while ensuring accessibility both from the street and from the core. Cityplot Buiksloterham consists of three of these compact plots side by side: Plot A, B and C. We prescribed that all buildings should express their unitary architectural language, which creates greater variety among the buildings, giving the neighbourhood its powerful identity. Public, semi-public, collective and private outdoor spaces alternate at various levels throughout the plan. At ground level, we have added open-ground gardens and large trees, which contribute to creating the circular city.Save this picture!Throughout the area, a route leads residents and visitors along green spaces, squares and walkways. At either end of this route, we introduced two buildings, designed as abstract, architectural objects. These structures provide space for centralised parking of cars and bicycles, and for energy generation. By clustering parking, we could keep the public space car-free and put the pedestrian at the heart of the area. Water is a fundamental element in our design for Cityplot Buiksloterham. Tolhuiskanaal runs prominently along the area, with its quay integrated into the public space. Rainwater is collected and buffered in wadis, on roofs and in crates, after which it is drained into the canal. This helps prevent flooding and improve climate conditions. In future, the public space at the quay will be extended with walking bridges over Tolhuiskanaal, seating elements and green patches. Cityplot Buiksloterham began as an experiment in urban development and has now become a vital part of Amsterdam. The ambition to adopt maximum circularity in a compact area now creates a functioning living environment that people shape with each other.Save this picture!Project gallerySee allShow lessProject locationAddress:Distelweg, Buiksloterham, Amsterdam, The NetherlandsLocation to be used only as a reference. It could indicate city/country but not exact address.About this officeStudioninedotsOfficePublished on April 01, 2025Cite: "Cityplot Buiksloterham / Studioninedots + DELVA Landscape Architecture" 01 Apr 2025. ArchDaily. Accessed . <https://www.archdaily.com/1028455/cityplot-buiksloterham-studioninedots-plus-delva-landscape-architecture&gt ISSN 0719-8884Save!ArchDaily?You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
    0 Reacties ·0 aandelen ·59 Views
  • Unreal Engine 5 - Skill Points - Action RPG #164
    www.youtube.com
    Project Files: https://www.patreon.com/posts/125654960 . This is the 164th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to implement skill points in our game. The way skill points work is, when the player collect more than 1000 experience points (XP), player will be levelled up to the next level and as the level up, 2 skill points will be granted. We will add character level and skill points to the BaseActorAttributes class and levelling up will be handled through a gameplay ability called GA_LevelUp. Skillpoints will be granted through a gameplay effectAnimations are sponsored by: https://www.ramsterzanimations.com/ https://www2.unrealengine.com/marketplace/en-US/product/greatsword-anims Full Playlist : Action RPG series with gameplay ability system: https://www.youtube.com/playlist?list=PLNTm9yU0zou7XnRx5MfBbZnfMZJqC6ixz // ! https://www.patreon.com/codelikeme Patrons will have access to project files of all the stuff I do in the channel and other extra benefitsJoin this channel to get access to perks:https://www.youtube.com/channel/UClb6Jh9EBV7a_Nm52Ipll_Q/join Like my facebook page for more content : https://www.facebook.com/gamedevelopersclub/ Follow me on twitter : https://twitter.com/CodeLikeMe2 Follow me on reddit : https://www.reddit.com/user/codelikeme #CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
    0 Reacties ·0 aandelen ·58 Views
  • How do you replicate the same effect in Blender?
    v.redd.it
    submitted by /u/Zap-zapper [link] [comments]
    0 Reacties ·0 aandelen ·62 Views
  • Eidos-Montral, known for Marvel's Guardians of the Galaxy, Marvel's Avengers, Deus Ex: Mankind Divided, and more, announced the layoff of 75 employe...
    x.com
    Eidos-Montral, known for Marvel's Guardians of the Galaxy, Marvel's Avengers, Deus Ex: Mankind Divided, and more, announced the layoff of 75 employees.The reason behind this decision, according to the studio, is that it is currently in the final stages of completing one of its major projects. The announcement clarifies that the layoff is not driven by the employees' performance: "It is not a reflection of their dedication or skills."The studio also expressed its commitment to helping those impacted by the layoffs, stating, "These very talented, highly experienced experts are going to enter the employment market, and we are working to support them through this transition."The announcement does not specify which project is nearing completion. The studio also confirmed that its ongoing projects will continue to move forward as planned.After releasing Marvel's Guardians of the Galaxy in 2021, Eidos-Montral hasn't shipped any more announcements. Also, it is known that he studio is an assistant developer of the reboot of Fable, the 2004 fantasy RPG.
    0 Reacties ·0 aandelen ·73 Views
  • ChanWoo Lee showcased a stunning recreation of Fallout 4's Red Rocket truck stop made with 3ds Max, Substance 3D tools, and Unreal Engine. More render...
    x.com
    ChanWoo Lee showcased a stunning recreation of Fallout 4's Red Rocket truck stop made with 3ds Max, Substance 3D tools, and Unreal Engine.More renders here: https://80.lv/articles/3d-artist-recreates-fallout-4-s-red-rocket-truck-stop/
    0 Reacties ·0 aandelen ·78 Views
  • Phantom Blade Zero Directors Path From A Gifted Yale Graduate To Video Game Developer
    cgshares.com
    S-GameS-Game is the development studio behind Phantom Blade Zero, an upcoming samurai Soulslike with Chinese cultural elements. As an AAA project that attracted attention and anticipation following the success of Black Myth: Wukong, this Chinese studios backstory is a point of interest for many.Recently, CEO and Game Director Liang Qiwei (Soulframe Liang) sat down with PC Gamer to talk about how he refused an offer from a company in New York after graduating from Yale with a masters degree in architecture and returning to China to set up his own indie studio to create video games.Their conversation started with how the online nickname Soulframe was created. Thanks to his hard-to-pronounce Chinese name in English, he got some random idea back in high school. I just figured out something cool and not-so-usual, something fantasy and something solid coming together. This nickname has been used for so long, actually around 15 years, so he trademarked it in China. If you happen to be a fan of sci-fi shooter Warframe, developed by Digital Extremes, you might already know that its melee-oriented MMORPG sequel,Soulframe, was announced back in 2022. Whoopsie, same name here. The developers tried to reach out to Liang via Tencent to purchase the trademark but with no luck. No, Im not selling, he said with laughter.Soulframe LiangBack to the topic of how Liang chose a career path of creating games, it seems to be rooted in his passion for video games. He grew up as a gamer and started making games during his last couple of years of undergrad at Tsinghua University, a top-two university in China. And spending time to create games was a way to kill time during the first years after studying at Yale. It helped him make friends, some of whom are from drama school doing set designs. Meanwhile, he was also a teaching assistant for interactive architecture, which is very close to games.It sounds like being a game developer is a perfect path for Liang to take. In 2011, S-Game was registered. Over the years, the studio has expanded from a four-people team to more than a hundred developers working on Phantom Blade Zero. It was revealed at the 2023 PlayStation Showcase and received a new stunning trailer in February last year, showcasing the battle between the two main characters. Upon its launch, the game will be available on PlayStation 5 and PC, although the release window has not yet been announced.Last October, Soulframe Liang and Art Director Michael Chang talked abouttheir thoughts on the Chinese console market, how it evolved, and where it will head.Dont forget to join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post Phantom Blade Zero Directors Path From A Gifted Yale Graduate To Video Game Developer appeared first on CG SHARES.
    0 Reacties ·0 aandelen ·75 Views
  • 3D Artist Recreates Fallout 4s Red Rocket Truck Stop
    cgshares.com
    Take a look at this highly-detailed recreation of Fallout 4s Red Rocket truck stop, a location and one of the first settlements one would encounter in their playthrough, presented recently by 3D Artist and an avid Fallout 4 fan, ChanWoo Lee.According to the creator, the project, comprising a meticulously crafted exterior that is nearly indistinguishable from the original and the interior packed with Fallout-themed paraphernalia such as various weapons, ammo, and a full set of power armor, took five months to complete. To bring the scene to life, the artist used 3ds Max, ZBrush, RizomUV, Substance 3D Painter/Designer, and Unreal Engine, along with additional assets sourced from Megascans and Decagon.Its also worth noting that the Red Rocket project is ChanWoos first attempt at 3D environment art, as previously, the creator focused primarily on digital characters. You can check out the artists full portfolio by visiting ChanWoos ArtStation page.Dont forget to join our80 Level Talent platformand ournew Discord server, follow us onInstagram,Twitter,LinkedIn,Telegram,TikTok, andThreads,where we share breakdowns, the latest news, awesome artworks, and more.Source link The post 3D Artist Recreates Fallout 4s Red Rocket Truck Stop appeared first on CG SHARES.
    0 Reacties ·0 aandelen ·78 Views
  • 0 Reacties ·0 aandelen ·53 Views