These Absurd TWS On-Ear Headphones are like if someone combined the AirPods and AirPods Max

Although most people would call these headphones an abomination, I kind of think the ADV. Spider TWS on-ear headphones are the good kind of weird. They come with drivers as big as the ones you’d see on headphones, but are designed to be individual earpieces like most TWS earbuds. The result is almost Princess Leia-ish, with two cans attached to each ear, giving you a TWS earbud experience but with the power-packed audio punch of much bigger headphones. And the headband on top? Well, that’s extinct now, just like the headphone jack…

Designer: ADV.

TWS earbuds offer a distinct benefit – they’re ridiculously compact, and don’t have wires or cables that get tangled or broken. However, they don’t match the sound output of larger headphones. On the flipside, larger headphones have MUCH better audio output, but they’re significantly bulkier than TWS earbuds. ADV.’s Spider headphones try to create a bizarre but funky compromise. In what I can only describe as subtractive design at its best, these TWS on-ear headphones remove the one thing giving wireless headphones their bulk – the headband. By making large earpieces with ear-stems (like the kind you see on hearing aids or spectacles) , the Spider TWS on-ear headphones let you strap great audio directly to your ears. No headband, no bulk, no problem. Plus, these headphones don’t need a case either the way TWS earbuds do. Just slip them into your pocket or bag and you’re good to go. With TWS earbuds, the case does three distinct jobs – charging the earbuds, protecting the earbuds, and allowing you to quickly differentiate between the left and right earpiece. The lack of a case with the Spider headphones means it becomes slightly more difficult to tell the left and right wearables apart… but a clever design detail fixes that. A red ear stem on the right earpiece lets you quickly identify which headphone is which, letting you quickly and correctly wear your TWS headphones every single time.

Channeling the retro vibes of classic Sony or Koss headphones, the Spiders sport a familiar aesthetic. But under the hood, they’re packed with modern tech. At the heart of the sound experience lies a 30-millimeter dynamic driver, a well-regarded size for delivering clear and balanced audio across genres. The 30mm drivers deliver a frequency response of 20Hz to 20kHz (encompassing the full range of human hearing), and an impedance of 32 ohms, which means they should work well with most devices without needing a dedicated headphone amplifier. It’s worth noting that the headphones currently only support the SBC Bluetooth codec, a widely compatible option, but not the highest fidelity one. The headphones boast an impressive sensitivity of 105 decibels, ensuring they can get plenty loud without distortion.

Connectivity is handled by Bluetooth 5.2, ensuring seamless pairing with most smartphones, laptops, and tablets. Gamers will appreciate the inclusion of a low-latency mode, which minimizes audio delay for a more responsive experience. Perhaps the most compelling feature for everyday users is the lengthy battery life (which is another benefit of that large size). ADV. claims the Spider TWS can deliver up to 28 hours of listening on a single charge, making them ideal for long commutes, workdays, or travel adventures.

What’s most bizarre about the ADV. Spider headphones, however, is its price tag. You’d expect it to be in AirPod Pro or AirPod Max territory, given its size and novelty, but the TWS on-ear headphones start at just $35, which is quite the steal. The headphones are currently available for preorder on Drop.com’s website, with shipping estimated in July.

The post These Absurd TWS On-Ear Headphones are like if someone combined the AirPods and AirPods Max first appeared on Yanko Design.

Adorable banana-shaped hanger encourages kids to organize their wardrobes

Every parent understands the importance of instilling good habits in their children from a young age. Whether it’s tidying up after themselves or learning to organize their belongings, these habits lay the foundation for a disciplined and organized life. However, getting kids to adopt these habits can sometimes be a challenge, especially when it comes to something as mundane as hanging clothes. That’s where Banannang steps in.

Designer: Minje Park and ROUSEED STUDIO

Banannang is not just any ordinary hanger; it’s a cleverly designed tool that makes the process of hanging clothes fun and engaging for young children. Developed by a team passionate about fostering good habits in children, Banannang aims to revolutionize the way kids interact with their clothing and their environment.

One of the most common grievances of parents is the sight of clothes strewn across the floor or piled up on chairs – the infamous “chair of used clothes” in many households. These are clothes that aren’t necessarily dirty enough to be thrown in the laundry but still need to be tidied up. Banannang addresses this issue by turning clothes-hanging into a playful activity that children enjoy.

At first glance, Banannang resembles a banana, with its round, soft curved shape and bright color. This design isn’t just for aesthetics; it’s specifically tailored to fit the size, usability, and convenience of children’s hands. The hanger’s playful banana shape instantly captures the attention of young minds, inviting them to explore and engage with it.

But Banannang is more than just a cute hanger – it’s a tool for learning and development. For children who are unfamiliar with hanging clothes or who simply haven’t formed the habit yet, Banannang provides a fun and natural way to learn. Modeled after the behavior of monkeys peeling bananas, Banannang teaches children how to use hangers through imitation and practice.

The process is simple and intuitive, making it easy for children to grasp. Step by step, they learn to bring out the banana-shaped hanger, hold it, hang their clothes on it, and organize them neatly. By associating the act of hanging clothes with something as familiar and enjoyable as peeling a banana, Banannang makes the learning process both educational and enjoyable.

Moreover, Banannang’s branding reinforces its mission of promoting free and diverse personalities in children. The pattern of freely laid bananas on the hanger represents the idea of children expressing themselves without being confined by rigid molds. It sends a message that forming good habits doesn’t have to be boring or restrictive; it can be a fun and liberating experience.

By combining innovative design with educational principles, Banannang empowers children to take ownership of their belongings and develop essential life skills from a young age. So, the next time you’re struggling to get your child to hang up their clothes, why not give Banannang a try? After all, who can resist the allure of a banana-shaped hanger?

The post Adorable banana-shaped hanger encourages kids to organize their wardrobes first appeared on Yanko Design.

Sam Altman is ‘embarrassed’ that OpenAI threatened to revoke equity if exiting employees wouldn’t sign an NDA

OpenAI reportedly made exiting employees choose between keeping their vested equity and being able to speak out against the company. According to Vox, which viewed the document in question, employees could “lose all vested equity they earned during their time at the company, which is likely worth millions of dollars” if they didn’t sign a nondisclosure and non-disparagement agreement, thanks to a provision in the off-boarding papers. OpenAI CEO Sam Altman confirmed in a tweet on Saturday evening that such a provision did exist, but said “we have never clawed back anyone's vested equity, nor will we do that if people do not sign a separation agreement (or don't agree to a non-disparagement agreement).”

An OpenAI spokesperson echoed this in a statement to Vox, and Altman said the company “was already in the process of fixing the standard exit paperwork over the past month or so.” But as Vox notes in its report, at least one former OpenAI employee has spoken publicly about sacrificing equity by declining to sign an NDA upon leaving. Daniel Kokotajlo recently posted on an online forum that this decision led to the loss of equity likely amounting to “about 85 percent of my family's net worth at least.”

In Altman’s response, the CEO apologized and said he was “embarrassed” after finding out about the provision, which he claims he was previously unaware of. “[T]here was a provision about potential equity cancellation in our previous exit docs; although we never clawed anything back, it should never have been something we had in any documents or communication,” he wrote on X. “this is on me and one of the few times i've been genuinely embarrassed running openai; i did not know this was happening and i should have [sic].” In addition to acknowledging that the company is changing the exit paperwork, Altman went on to say, “[I]f any former employee who signed one of those old agreements is worried about it, they can contact me and we'll fix that too.”

All of this comes after two more high-profile resignations from OpenAI this week. OpenAI co-founder and Chief Scientist Ilya Sutskever announced on Wednesday that he was leaving the company, and was followed soon after by Jan Leike, who was a team leader on OpenAI’s now-dissolved “Superalignment” AI safety team.

This article originally appeared on Engadget at https://www.engadget.com/sam-altman-is-embarrassed-that-openai-threatened-to-revoke-equity-if-exiting-employees-wouldnt-sign-an-nda-184000462.html?src=rss

Sam Altman is ‘embarrassed’ that OpenAI threatened to revoke equity if exiting employees wouldn’t sign an NDA

OpenAI reportedly made exiting employees choose between keeping their vested equity and being able to speak out against the company. According to Vox, which viewed the document in question, employees could “lose all vested equity they earned during their time at the company, which is likely worth millions of dollars” if they didn’t sign a nondisclosure and non-disparagement agreement, thanks to a provision in the off-boarding papers. OpenAI CEO Sam Altman confirmed in a tweet on Saturday evening that such a provision did exist, but said “we have never clawed back anyone's vested equity, nor will we do that if people do not sign a separation agreement (or don't agree to a non-disparagement agreement).”

An OpenAI spokesperson echoed this in a statement to Vox, and Altman said the company “was already in the process of fixing the standard exit paperwork over the past month or so.” But as Vox notes in its report, at least one former OpenAI employee has spoken publicly about sacrificing equity by declining to sign an NDA upon leaving. Daniel Kokotajlo recently posted on an online forum that this decision led to the loss of equity likely amounting to “about 85 percent of my family's net worth at least.”

In Altman’s response, the CEO apologized and said he was “embarrassed” after finding out about the provision, which he claims he was previously unaware of. “[T]here was a provision about potential equity cancellation in our previous exit docs; although we never clawed anything back, it should never have been something we had in any documents or communication,” he wrote on X. “this is on me and one of the few times i've been genuinely embarrassed running openai; i did not know this was happening and i should have [sic].” In addition to acknowledging that the company is changing the exit paperwork, Altman went on to say, “[I]f any former employee who signed one of those old agreements is worried about it, they can contact me and we'll fix that too.”

All of this comes after two more high-profile resignations from OpenAI this week. OpenAI co-founder and Chief Scientist Ilya Sutskever announced on Wednesday that he was leaving the company, and was followed soon after by Jan Leike, who was a team leader on OpenAI’s now-dissolved “Superalignment” AI safety team.

This article originally appeared on Engadget at https://www.engadget.com/sam-altman-is-embarrassed-that-openai-threatened-to-revoke-equity-if-exiting-employees-wouldnt-sign-an-nda-184000462.html?src=rss

Are Low-Top Basketball Shoes Good for Teenagers?

Caption: Basketball players sitting on a bench, wearing both high-top and low-cut basketball shoes.

As basketball evolves, so does the design of footwear aimed at maximizing performance and safety. This article explores the intricacies of low-top basketball shoes, examining their safety, technological advancements, stylish colorways, and current models. It also considers the social dynamics and personal expression crucial for teenagers when choosing their basketball shoes.

The Shift in Basketball Footwear

Basketball shoes have shifted from traditional high-tops to the increasingly popular low-top designs. Extensive research suggests that with proper design and technology, low-top shoes can offer adequate support and safety, challenging the belief that high-tops are inherently better for ankle protection. Leading brands like Nike, Adidas, and Under Armour are at the forefront, innovating to suit all playing styles and needs.

Low-top shoes appeal not just for their performance capabilities. For teenagers, these shoes also represent a style statement and a connection to their favorite basketball players. This blend of form and function makes low-tops particularly appealing to young people, merging on-court benefits with off-court style.

Are Low-Top Shoes Good for Basketball?

Mobility and Speed: Low-top shoes are typically lighter than high-tops, allowing players to move quickly and freely on the court. This can be particularly advantageous for guards or players whose game depends on speed and agility.

Ankle Flexibility: Low-top shoes do not restrict the ankle, providing a greater range of motion. This benefits players who need to change direction quickly and rely on their ability to maneuver swiftly.

Ankle Support: The primary concern with low-top shoes has been the perceived lack of ankle support, potentially increasing the risk of injuries. However, modern low-top basketball shoes often use advanced technologies to stabilize the foot and provide protection in other ways, including enhanced midsole cushioning, secure lacing systems, and innovative designs that offer stability without the bulkiness of high-tops.

Personal Preference and Comfort: Choosing between low-top and high-top basketball shoes is often a matter of personal preference. Some players find low-top shoes more comfortable and perform better in them due to their lighter weight and greater freedom of movement.

Parents often worry about the safety of low-top basketball shoes, particularly regarding ankle support. However, current research and product testing have shown that these concerns can be mitigated with the right features. Platforms highlight the exceptional stability and traction of these models, crucial for preventing slips and enhancing performance during gameplay. Research indicates there’s no significant difference in the rate of ankle injuries between low-tops and high-tops, suggesting that low-tops can be just as safe for basketball. Consequently, a player’s choice of shoes should be guided by personal comfort, playing style, and advice from coaches or medical professionals.

Technological Innovations Across Brands

For teen athletes, the performance of their basketball shoes is often equated with their on-court confidence. Shoes that are part of the latest trend or endorsed by popular athletes can significantly boost this feeling. Thus, when these shoes are also backed by positive safety reviews, it reassures both parents and young athletes that style does not compromise safety.

Image: Fastpass.cn – Air Force 1 deconstructed

Best Low-Top Nike Basketball Shoes

Finding the perfect low-top basketball shoe is crucial, whether you’re playing in a local league or the NBA Finals. Low-tops need the right mix of support, comfort, cushioning, and traction to keep up with the dynamic nature of the game.

LeBron XXI Basketball Shoes

Best Low-Top Basketball Shoes by Position

Forwards and Centers: These players need excellent support and stability, even in low-top designs. Nike’s Air Zoom technology provides lasting performance and comfort. The Nike Air Zoom G.T. Run, for instance, stacks a React footbed on top of a React midsole and Zoom Air in the forefoot, offering shock absorption and a responsive feel. The Jordan “Why Not?” line, featuring low-top designs, includes two stacked Zoom Air units in the forefoot for responsive cushioning, enhancing speed and stability.

Nike Air Zoom Gt Cut 2 Tb Shoes Men’s

Guards: Guards require shoes with high levels of grip and traction for quick cuts and sudden stops. The Nike Cosmic line, featuring Air Zoom Strobel units partially made from recycled materials, provides efficient acceleration. The Nike Air Zoom low-tops are designed for players who excel at creating and closing space, offering stability and control with minimal ground contact.

All-Around Players: Modern basketball blurs the lines between positions, requiring shoes that offer balanced support, multidirectional traction, and energy return. Nike LeBron low-top shoes combine speed and power with a full-length Zoom Air unit and Max Air in the heel. The Zoom Freak line, designed for versatile play, includes a TPU plate for lateral mobility and Zoom Air units for explosive moves. Nike KD low-top shoes feature durable uppers with minimal material for a broken-in feel and full-length Zoom Air cushioning for dynamic movement. Nike PG low-tops provide agility and support, with a full-length Air Zoom unit connected to the upper for prolonged freshness.

Nike KD17 Basketball Shoes

Basketball Shoe Structure

Understanding the key components of a low-top basketball shoe can help in choosing the right pair. There are three main parts to consider: the upper, midsole, and outsole.

Upper: The upper part of the shoe provides some ankle support, especially during quick cuts and multidirectional moves. Low-tops allow for greater agility and speed, suitable for guards and small forwards. Models like the Nike Cosmic line include additional closure systems for extra security.

Midsole: This part provides cushioning and comfort, reducing fatigue and stress. Look for midsoles with flexible yet sturdy materials that absorb impact effectively. Some low-top models feature external TPU pieces for added stability during lateral moves.

Outsole: The outsole offers traction and grip, crucial for maintaining balance and avoiding slips. Flat, wide outsoles with grooves and ridges provide optimal multidirectional traction.

Best Low-Top Adidas Basketball Shoes for Your Playing Style

Best Low-Top Basketball Shoes by Position

Forwards and Centers: Even in low-top designs, forwards and centers need stability and support. The Dame 8 EXTPLY, for instance, features a dynamic Bounce Pro midsole for elevated stability and lightweight cushioning. Its internal sock construction and TPU propulsion plate ensure that your feet are locked down, providing confidence and agility during practice and games.

DAME 8 EXTPLY BASKETBALL SHOES

Guards: Guards require shoes with excellent grip and traction for quick cuts and sudden stops. The Trae 3, designed with peak performance in mind, features composite foam in the midsole for explosive power. The asymmetrical Torsion Bar enhances stability, and the high-abrasion outsole, developed using biometric data, ensures excellent grip and support for quick direction changes.

adidas Harden Vol. 6

All-Around Players: In today’s versatile game, players need shoes that provide balanced support, multidirectional traction, and energy return. The Adidas Harden Vol. 6 offers a blend of speed and stability, featuring a full-length Boost midsole for impact absorption and energy return. The Exhibit Select CP Mid provides a springy Bounce midsole and gore straps for a snug, locked-in feel, catering to players who perform across multiple positions.

Key Features of Adidas Low-Top Basketball Shoes

Upper: The upper part of a low-top basketball shoe provides some ankle support while allowing for greater agility and speed. The Exhibit Select CP Mid, for example, includes 3-Stripes gore straps that wrap around the foot, offering a secure fit from the first lace-up to the final whistle. The internal sock construction of the Dame 8 EXTPLY also ensures a comfortable and locked-down feel.

Midsole: The midsole provides cushioning and comfort, reducing fatigue and stress. Look for midsoles with flexible yet sturdy materials that absorb impact effectively. The Trae 3’s composite foam midsole and TPU propulsion plate offer explosive power and stability, perfect for high-impact moves.

Outsole: The outsole is crucial for traction and grip, helping maintain balance and avoid slips. The ripple-style outsole of the Exhibit Select provides excellent traction, enabling quick bursts of speed and sharp cuts. The Trae 3’s high-abrasion outsole, developed with biometric data, ensures reliable grip and support.

Best Low-Top Under Armour Basketball Shoes

Grade School UA Jet ’23 Basketball Shoes

Finding the perfect low-top basketball shoe is crucial for maximizing your performance on the court. Under Armour offers a range of low-top basketball shoes designed to enhance support, comfort, cushioning, and traction.

Best Low-Top Basketball Shoes by Position

Forwards and Centers: Even in low-top designs, forwards and centers need stability and support. The UA Spawn 3, for example, features a unique anatomical design with layers of flexible, lightweight material to enhance movement and provide support. The Micro G foam midsole offers responsive cushioning for powerful moves and jumps.

Under Armour Men’s Spawn 3 Basketball Shoe

Guards: Guards require shoes with excellent grip and traction for quick cuts and sudden stops. The Curry Flow 9, designed with Stephen Curry’s input, features a UA Flow outsole that provides grippy traction and a lightweight feel. The Warp upper material delivers a locked-in fit for agile movements.

All-Around Players: In today’s versatile game, players need shoes that provide balanced support, multidirectional traction, and energy return. The Under Armour HOVR Havoc 4 offers a full-length HOVR midsole for energy return and cushioning. The TPU shank provides lateral stability, and the durable outsole ensures excellent grip for all types of movements.

Key Features of Under Armour Low-Top Basketball Shoes

Upper: The upper part of a low-top basketball shoe provides some ankle support while allowing for greater agility and speed. The Curry Flow 9’s Warp upper material offers a secure, comfortable fit.

Midsole: This part provides cushioning and comfort, reducing fatigue and stress. The HOVR Havoc 4’s full-length HOVR midsole offers energy return and impact protection.

Outsole: The outsole is crucial for traction and grip, helping maintain balance and avoid slips. The UA Flow outsole in the Curry Flow 9 provides excellent traction and lightweight performance.

When High-Tops Are Better

Hight-top basketball shoes

Ankle Support for Young Players: High-tops may offer better ankle support for young players who are still developing their coordination and strength. This additional support can help prevent ankle sprains and provide extra stability during quick direction changes and jumps.

Protective Cushioning: High-tops often come with more extensive cushioning, which can protect against stress fractures and other injuries. This is particularly beneficial for kids who might play on hard surfaces or engage in high-impact activities.

Peace of Mind for Parents: For parents concerned about ankle injuries, high-tops can offer reassurance due to their traditional design that encases and supports the ankle more comprehensively.

When Low-Tops Are Better

Low-top basketball shoes

Enhanced Mobility: For positions requiring speed and agility, low-tops provide enhanced mobility and quicker response times. This makes them ideal for guards and players who rely heavily on fast movements and sharp cuts.

Lightweight Comfort: Low-tops are generally lighter, reducing fatigue over long periods. This is particularly advantageous for young players who may play for extended periods during practice or games.

Personal Style and Expression: Low-tops often come in a wider variety of styles and colors, allowing young athletes to express their personal style on and off the court. This can boost confidence and encourage a greater sense of individuality.

Selecting the Right Basketball Shoes: Balancing Personal Expression and Functionality

Choosing the right basketball shoes is a nuanced decision that balances personal expression through colorways and practical functionality for optimal performance. Colorways in basketball shoes allow athletes to express personal style, team identity, and even personal branding. Recognizing this, brands offer vibrant and eye-catching options to cater to young athletes’ desire to stand out or align with their role models.

However, the decision extends beyond color and style. Ensuring a proper fit is crucial to maximizing the functionality of the shoe’s safety and performance features while ensuring comfort during play. Athletes and their parents should consult coaches, utilize fitting guides, and review current models to find shoes that meet both performance standards and aesthetic preferences. This comprehensive approach helps in selecting footwear that supports the physical demands of basketball while satisfying personal style, enabling young players to perform at their best and express individuality on the court.

Expanding Our Coverage on Low-Top Basketball Shoes

Yanko Design is committed to covering the dynamic world of low-top basketball shoes in greater detail in future articles. We aim to delve deeper into each brand’s specific technologies and individual shoe offerings. Our future content will provide focused reviews and comparative analyses of specific brands and standout models, highlighting both the functional benefits and aesthetic appeal of each shoe.

We will spotlight industry giants like Nike, Adidas, and Under Armour, covering both classic designs and the latest releases. Additionally, we’ll introduce emerging brands making significant strides with innovative technologies and designs, potentially offering unique benefits not found in more established brands.

Stay tuned for insightful content that merges detailed product information with style trends, helping young athletes and their supporters navigate the extensive options available, ensuring informed decisions that enhance both performance and personal expression on the basketball court.

The post Are Low-Top Basketball Shoes Good for Teenagers? first appeared on Yanko Design.

Blue Origin successfully sends tourists to the edge of space again after a long hiatus

Blue Origin is back in the space tourism game. Jeff Bezos’ spaceflight company successfully flew six paying customers to the edge of space and back this morning, breaking its nearly two-year-long hiatus from crewed missions. This was Blue Origin’s seventh trip with humans on board. The mission — a quick jaunt to cross the Kármán line, or the boundary of space, about 62 miles above Earth — lifted off from the company’s Launch Site One in West Texas shortly after 10:30AM ET.

The six people inside the New Shepard crew capsule included 90-year-old Ed Dwight, a former Air Force Captain who was the first Black astronaut candidate when he was picked for the training program in 1961. He went through training but ultimately wasn’t selected for NASA’s Astronaut Corps, and never made it to space until now. Also on board were Mason Angel, Sylvain Chiron, Kenneth L. Hess, Carol Schaller and Gopi Thotakura. They were briefly able to unbuckle their seatbelts and experience zero gravity.

Blue Origin's crew capsule is seen descending to Earth with two parachutes deployed

The crew safely landed back on the ground about 10 minutes after launch. One of the capsule's three parachutes didn't properly deploy on the return trip, but this didn't pose any problems for its touchdown thanks to the redundancies in the system that account for exactly that type of situation. 

This was also the 25th mission for a New Shepard rocket. It last flew a crew in August 2022, but suffered a structural failure in its engine nozzle the following month during the launch of a payload mission and didn't fly again at all until December 2023. It returned to flight then with another payload mission, making today's launch its first with human passengers in almost two years. 

This article originally appeared on Engadget at https://www.engadget.com/blue-origin-successfully-sends-tourists-to-the-edge-of-space-again-after-a-long-hiatus-144745261.html?src=rss

Blue Origin successfully sends tourists to the edge of space again after a long hiatus

Blue Origin is back in the space tourism game. Jeff Bezos’ spaceflight company successfully flew six paying customers to the edge of space and back this morning, breaking its nearly two-year-long hiatus from crewed missions. This was Blue Origin’s seventh trip with humans on board. The mission — a quick jaunt to cross the Kármán line, or the boundary of space, about 62 miles above Earth — lifted off from the company’s Launch Site One in West Texas shortly after 10:30AM ET.

The six people inside the New Shepard crew capsule included 90-year-old Ed Dwight, a former Air Force Captain who was the first Black astronaut candidate when he was picked for the training program in 1961. He went through training but ultimately wasn’t selected for NASA’s Astronaut Corps, and never made it to space until now. Also on board were Mason Angel, Sylvain Chiron, Kenneth L. Hess, Carol Schaller and Gopi Thotakura. They were briefly able to unbuckle their seatbelts and experience zero gravity.

Blue Origin's crew capsule is seen descending to Earth with two parachutes deployed

The crew safely landed back on the ground about 10 minutes after launch. One of the capsule's three parachutes didn't properly deploy on the return trip, but this didn't pose any problems for its touchdown thanks to the redundancies in the system that account for exactly that type of situation. 

This was also the 25th mission for a New Shepard rocket. It last flew a crew in August 2022, but suffered a structural failure in its engine nozzle the following month during the launch of a payload mission and didn't fly again at all until December 2023. It returned to flight then with another payload mission, making today's launch its first with human passengers in almost two years. 

This article originally appeared on Engadget at https://www.engadget.com/blue-origin-successfully-sends-tourists-to-the-edge-of-space-again-after-a-long-hiatus-144745261.html?src=rss

Automate your life with Fabric open source AI framework for free

Fabric AI open-source framework for augmenting humans using AI

Fabric is an innovative open-source AI framework designed to seamlessly automate a wide variety of tasks on your computer. Described as a open-source framework for augmenting humans using AI. It provides a modular framework for solving specific problems using a crowdsourced set of AI prompts that can be used anywhere. Created by Daniel Miessler, Fabric […]

The post Automate your life with Fabric open source AI framework for free appeared first on Geeky Gadgets.

Indie developers are trying to make horse games that don’t suck. It’s not easy

Video game horses tend to play a fairly uncomplicated role, at least in mainstream titles. Like semi-sentient meat bicycles, they often exist as little more than a way to make the player travel faster, jump farther or occasionally defy the laws of physics. With the exception of Red Dead Redemption 2, an outlier beloved for its equine verisimilitude and breadth of riding-related activities, horses in video games are generally emotionless props, notorious for janky animations and unnatural anatomy.

That’s fine for most players’ needs, but for those who are drawn to certain games in part because they have horses, there's a lot to be desired. Especially since the alternatives — dedicated horse games — haven’t proven to be much better. The genre is plagued with shoddy graphics, unoriginal storylines and drawn-out, repetitive caretaking tasks like hoof-picking. While horse games of the aughts, like the Barbie Horse Adventures series, sparked a lasting interest in the niche for a lot of young gamers, we’ve yet to really see what their maturation can look like for the now-adults still chasing that high.

The biggest actual horse game today, the decade-old MMORPG Star Stable Online, is distinctly tween-girl-coded. Suffice it to say, there’s a hole in the market as big as a Clydesdale. But some extremely passionate developers are trying to change that.

Alice Ruppert, who runs The Mane Quest — the go-to blog for all things relating to horse games — has cultivated a community of “horse-interested gamers and game-interested equestrians” over the last five years by churning out news, reviews, analyses and wishful editorials covering the latest developments in the genre. As a lifelong equestrian who also has a professional background in game design, she’s become an authoritative voice at the intersection of these two worlds.

The way Ruppert sees it, dedicated horse games have long been stuck in place. Budgets for new titles over the years were kept tiny based on the assumption that these games would only land with a very small niche of gamers, namely young girls. Limited resources resulted in the creation of subpar games, with “basic mistakes of game design and usability,” causing those games to be poorly received. Bad sales and negative reviews ensured future projects wouldn’t be given bigger budgets, and the cycle repeats.

There’s been a shift more recently, she says, “as the game development space is getting democratized and more people start trying to make games.” That has introduced a host of new issues, like “very amateur teams launching really big projects… and not being able to deliver,” Ruppert said, but she thinks that's “a better problem to have than just nobody making any games at all.”

After Ruppert panned Aesir Interactive’s Windstorm: Start of a Great Friendship (Ostwind in its original German, based on a movie), the studio got in touch and later brought her on as a consultant and eventually creative producer for its 2022 title, Horse Tales: Emerald Valley Ranch. The game is far from perfect, Ruppert admits, but despite joining the project at a pretty late stage, she says she was able to make some contributions toward creating an experience that could be appreciated by people who actually know and love horses.

A still from Horse Tales: Emerald Valley Ranch showing a rider on a horse standing in front of a lake and waterfall
Aesir Interactive

That included helping to correct funky details that might not have registered to a non-equestrian but would stick out like a sore thumb to anyone in that world — like a bizarre transition when changing a horse’s leading leg in a canter. “Whenever I spotted something that was wrong, I was like, okay no, we need to fix this because the horse game crowd is going to care,” she says.

Horse Tales: Emerald Valley Ranch is an open world adventure game where players can explore on horseback, tame wild horses, breed and train horses, and maintain their own ranch. It takes a realistic approach to breeding and genetics, and the horses each have unique personality traits. The team crowdsourced horse names, too, so the game’s automatic name generator spits out the names of community members’ real horses.

Still, the game drew some harsh criticism after its release, and the reviews overall have been mixed, with common complaints of game-crashing bugs and a world that feels empty. (The team released a final patch for the game in April devoted entirely to bug fixes.) It has its fans, though, and if there’s one thing players seem to agree on, it’s that the horses and the riding mechanics look great.

Aesir also announced last month that it’s releasing a remastered version of Windstorm: Start of a Great Friendship. The revamped game includes improvements like “replacing those horse animations that I’ve been complaining about for the past five years,” wrote Ruppert — who has separated from the studio — in a blog post. It’s slated for release in June.

As more and more efforts from the horse games community pop up, “The really promising developments are going to come when either those amateur projects learn and grow into something better, or when more experienced indie devs start picking [them] up,” Ruppert says.

One such example she points to is The Ranch of Rivershine, a horse game developed and published by Canadian studio Cozy Bee Games that’s currently in Early Access. The studio, founded by developer Éloïse Laroche, focuses on cozy games (think Stardew Valley and Animal Crossing), as the name would suggest, and already had a handful of highly rated titles under its belt before putting out The Ranch of Rivershine. That includes Capybara Spa and the baking sim Lemon Cake.

While it may not be “the horse game to end all horse games,” Ruppert says, “I do think it does a lot of things really well.” The Ranch of Rivershine takes a format Cozy Bee Games has shown it excels in, and applied horses. It isn’t groundbreaking — players are tasked with building up their own ranch, where they can breed, take care of and train horses — but it doesn’t necessarily need to be. There are trail rides, cross country competitions, villagers to interact with, auctions and lots of pretty horses. Unlike many of its peers, The Ranch of Rivershine has mostly positive reviews.

Arthur Morgan rides a brown paint horse through a shallow body of water
Rockstar Games

To this day, Red Dead Redemption 2 stands widely accepted as the best horse game out there despite it not technically being a horse game. Red Dead Online has drawn hordes of equestrian-minded players over the last few years for organized in-game meetups, trail rides, horse shows and other horse-centered activities. The horses themselves, though they’re not without flaws, are far more lifelike than others heretofore have achieved. And the game places importance on actually bonding with them.

It’s so good, it’s become a pain point for projects that have emerged in its wake. AAA games like Red Dead Redemption 2 set a bar that is “almost impossible for an indie game studio to reach, which puts a lot of pressure on creators,” says Jonna Östergren, a 3D animator working with the Hungary-based developer Mindev Games on Unbridled: That Horse Game. Nevertheless, they’re aiming high.

Engadget caught up with the Mindev team recently over a Discord group chat. “I have loved horses for as long as I can remember,” Östergren says, they’ve “been a big part of my life.” So have video games, and in 2017, she started learning how to make them using tools like Unity and Blender. Östergren by chance connected with Jasmin Blazeuski, the founder of Mindev, years later while working on her own horse game that had hit a dead end. “I had big aspirations but I was alone and I was trying to learn all the things, from coding to animation. It was a lot,” Östergren said.

After talking with Blazeuski, “I offered to help them make some 3D models if they needed it. One thing led to another and I became a much bigger part of the team than I had first imagined.”

Unbridled’s creators envision the game as one that allows the player a lot of freedom. “You decide how you want to play and manage your stables,” Blazeuski said. “If you want to make money over competitions, breeding horses or farming — it is all up to you.” They’re striving for realism, in terms of the horses’ physical appearances but beyond that, too. “I have never had a horse game with a simple yet so cute detail such as horses looking outside the stable. Casual, real things horses do, we want them all in the game.”

The emotional elements are crucial. Even in games where horses are the main subject, they often “lack personality and liveliness,” Östergren said. “They are not really their own being with their own mind… That is something that I would love to change in our game. Not making the horse a nuisance that never does what you want it to do, but to make it so that your horse feels alive in the world that you are in as your character.”

The team, also including 3D artist and longtime equestrian, Sara Wermuth, points to childhood games like Horse Illustrated: Championship Season, Riding Champion: Legacy of Rosemond Hill, Pippa Funnell: Ranch Rescue, My Horse Friends, and Pony Girl (1 and 2) as sources of inspiration. Only Unbridled’s programmer, Amon Ahmad, comes from outside the world of horses and horse games, and had to watch “a lot of gameplays from different horse games” to get up to speed.

Between the old and new games, “I noticed that nothing has actually ever changed, apart from the graphics or the style,” Ahmad said. “New functions, new gameplays, new ideas in general are missing.” The team aims to avoid those trappings with Unbridled, which is being built meticulously using the Unreal Engine.

A rider and horse stand in a field under a full moon
Mindev Games

Horse games have a tendency toward tedious and repetitive tasks or mini-games, which can be detrimental “no matter how much detail and love was put into it,” Östergren said. They don’t want to go down that road. And Unbridled will have unique systems for dressage and jumping to give players a challenge, without predetermined points that will guarantee a well-executed jump, according to Ahmad. Instead, players will have to train their horses and develop a feel for the timing.

But making a game of this scope that is fun, engaging and realistic can be a slow process, not to mention an expensive one. The team’s recent Kickstarter campaign failed to reach its funding goal, and it’s relying on avenues like Patreon for financial support to see the project through. An update posted in February noted that half of the team has picked up part-time jobs to bring in additional income.

The animation alone is a huge undertaking. The complexity of horses’ bone structure, all the bending points, plus “getting the gaits right and all those little details of movement is very difficult [to do] by hand,” Blazeuski said. But, “we will take our time to perfect everything.”

Unbridled: That Horse Game has been in a closed beta since November, allowing the developers to get direct feedback from the community, but the team estimates it’ll be a few years yet before the full release.

Astride, another horse game being developed by a small team with big ambitions, is setting itself apart with its focus on Nordic horse breeds, like the Norwegian Fjord Horse and the Norwegian Dole, as well as gaited breeds like the Icelandic Horse. The studio behind it, Raidho Games, was formed in 2021 after Maja Nygjelten (CEO and concept artist) and Mathilde Kvernland (Community Manager and 3D artist) decided to get serious about their idea to create the horse game they’d always been in search of.

A rider and horse jump over a log in a field next to a training area
Raidho Games

They put word out on a Norwegian Facebook group for gamers and ultimately expanded the team to five people, including fellow equestrian Tirna Kristine Mellum, who joined as a 3D artist and Project Manager. Using their combined experience with horses in real life to guide the process, Mellum said, “We are hoping to have a horse game where the horses feel like horses.”

“We know what to look for in references” to provide their animator, Marius Mobæk Strømmevold, so the horses’ gaits and other movements look true to life, Nygjelten said. “I think that's very important, to [not] take a random animation from YouTube” but instead provide him with references that they’re confident show the proper result.

The main focus of the game at launch, which is somewhat scaled down from the original vision, will be on breeding horses in the fictional Scandinavian town of Eldheim and training them to compete. “Most [horse games] have show jumping as the first feature, including us… [but] I think we will stand out a lot with the breeding and everything,” Nygjelten says. “We have very realistic horse genetics,” according to Mellum, and that will initially be what the game leans into most.

The early gameplay is centered around the stable and interactions in the Eldheim community rather than grand adventures. It’s being designed to be an online multiplayer game, so players will also be able to meet up with friends. Down the line, the plan is to implement more complex storylines and quests to keep building out the experience.

The project has had some successful funding efforts, including a Kickstarter campaign in spring 2022, but it’s also suffered delays. An Early Access version of the game was released behind schedule last June to very mixed reviews. But, the team emphasizes, it’s still a work in progress.

Astride still has some years left of development,” says Nygjelten, “The game will continue to grow every single day, and it will probably be very different in a year.”

This article originally appeared on Engadget at https://www.engadget.com/indie-developers-are-trying-to-make-horse-games-that-dont-suck-its-not-easy-140008337.html?src=rss

Indie developers are trying to make horse games that don’t suck. It’s not easy

Video game horses tend to play a fairly uncomplicated role, at least in mainstream titles. Like semi-sentient meat bicycles, they often exist as little more than a way to make the player travel faster, jump farther or occasionally defy the laws of physics. With the exception of Red Dead Redemption 2, an outlier beloved for its equine verisimilitude and breadth of riding-related activities, horses in video games are generally emotionless props, notorious for janky animations and unnatural anatomy.

That’s fine for most players’ needs, but for those who are drawn to certain games in part because they have horses, there's a lot to be desired. Especially since the alternatives — dedicated horse games — haven’t proven to be much better. The genre is plagued with shoddy graphics, unoriginal storylines and drawn-out, repetitive caretaking tasks like hoof-picking. While horse games of the aughts, like the Barbie Horse Adventures series, sparked a lasting interest in the niche for a lot of young gamers, we’ve yet to really see what their maturation can look like for the now-adults still chasing that high.

The biggest actual horse game today, the decade-old MMORPG Star Stable Online, is distinctly tween-girl-coded. Suffice it to say, there’s a hole in the market as big as a Clydesdale. But some extremely passionate developers are trying to change that.

Alice Ruppert, who runs The Mane Quest — the go-to blog for all things relating to horse games — has cultivated a community of “horse-interested gamers and game-interested equestrians” over the last five years by churning out news, reviews, analyses and wishful editorials covering the latest developments in the genre. As a lifelong equestrian who also has a professional background in game design, she’s become an authoritative voice at the intersection of these two worlds.

The way Ruppert sees it, dedicated horse games have long been stuck in place. Budgets for new titles over the years were kept tiny based on the assumption that these games would only land with a very small niche of gamers, namely young girls. Limited resources resulted in the creation of subpar games, with “basic mistakes of game design and usability,” causing those games to be poorly received. Bad sales and negative reviews ensured future projects wouldn’t be given bigger budgets, and the cycle repeats.

There’s been a shift more recently, she says, “as the game development space is getting democratized and more people start trying to make games.” That has introduced a host of new issues, like “very amateur teams launching really big projects… and not being able to deliver,” Ruppert said, but she thinks that's “a better problem to have than just nobody making any games at all.”

After Ruppert panned Aesir Interactive’s Windstorm: Start of a Great Friendship (Ostwind in its original German, based on a movie), the studio got in touch and later brought her on as a consultant and eventually creative producer for its 2022 title, Horse Tales: Emerald Valley Ranch. The game is far from perfect, Ruppert admits, but despite joining the project at a pretty late stage, she says she was able to make some contributions toward creating an experience that could be appreciated by people who actually know and love horses.

A still from Horse Tales: Emerald Valley Ranch showing a rider on a horse standing in front of a lake and waterfall
Aesir Interactive

That included helping to correct funky details that might not have registered to a non-equestrian but would stick out like a sore thumb to anyone in that world — like a bizarre transition when changing a horse’s leading leg in a canter. “Whenever I spotted something that was wrong, I was like, okay no, we need to fix this because the horse game crowd is going to care,” she says.

Horse Tales: Emerald Valley Ranch is an open world adventure game where players can explore on horseback, tame wild horses, breed and train horses, and maintain their own ranch. It takes a realistic approach to breeding and genetics, and the horses each have unique personality traits. The team crowdsourced horse names, too, so the game’s automatic name generator spits out the names of community members’ real horses.

Still, the game drew some harsh criticism after its release, and the reviews overall have been mixed, with common complaints of game-crashing bugs and a world that feels empty. (The team released a final patch for the game in April devoted entirely to bug fixes.) It has its fans, though, and if there’s one thing players seem to agree on, it’s that the horses and the riding mechanics look great.

Aesir also announced last month that it’s releasing a remastered version of Windstorm: Start of a Great Friendship. The revamped game includes improvements like “replacing those horse animations that I’ve been complaining about for the past five years,” wrote Ruppert — who has separated from the studio — in a blog post. It’s slated for release in June.

As more and more efforts from the horse games community pop up, “The really promising developments are going to come when either those amateur projects learn and grow into something better, or when more experienced indie devs start picking [them] up,” Ruppert says.

One such example she points to is The Ranch of Rivershine, a horse game developed and published by Canadian studio Cozy Bee Games that’s currently in Early Access. The studio, founded by developer Éloïse Laroche, focuses on cozy games (think Stardew Valley and Animal Crossing), as the name would suggest, and already had a handful of highly rated titles under its belt before putting out The Ranch of Rivershine. That includes Capybara Spa and the baking sim Lemon Cake.

While it may not be “the horse game to end all horse games,” Ruppert says, “I do think it does a lot of things really well.” The Ranch of Rivershine takes a format Cozy Bee Games has shown it excels in, and applied horses. It isn’t groundbreaking — players are tasked with building up their own ranch, where they can breed, take care of and train horses — but it doesn’t necessarily need to be. There are trail rides, cross country competitions, villagers to interact with, auctions and lots of pretty horses. Unlike many of its peers, The Ranch of Rivershine has mostly positive reviews.

Arthur Morgan rides a brown paint horse through a shallow body of water
Rockstar Games

To this day, Red Dead Redemption 2 stands widely accepted as the best horse game out there despite it not technically being a horse game. Red Dead Online has drawn hordes of equestrian-minded players over the last few years for organized in-game meetups, trail rides, horse shows and other horse-centered activities. The horses themselves, though they’re not without flaws, are far more lifelike than others heretofore have achieved. And the game places importance on actually bonding with them.

It’s so good, it’s become a pain point for projects that have emerged in its wake. AAA games like Red Dead Redemption 2 set a bar that is “almost impossible for an indie game studio to reach, which puts a lot of pressure on creators,” says Jonna Östergren, a 3D animator working with the Hungary-based developer Mindev Games on Unbridled: That Horse Game. Nevertheless, they’re aiming high.

Engadget caught up with the Mindev team recently over a Discord group chat. “I have loved horses for as long as I can remember,” Östergren says, they’ve “been a big part of my life.” So have video games, and in 2017, she started learning how to make them using tools like Unity and Blender. Östergren by chance connected with Jasmin Blazeuski, the founder of Mindev, years later while working on her own horse game that had hit a dead end. “I had big aspirations but I was alone and I was trying to learn all the things, from coding to animation. It was a lot,” Östergren said.

After talking with Blazeuski, “I offered to help them make some 3D models if they needed it. One thing led to another and I became a much bigger part of the team than I had first imagined.”

Unbridled’s creators envision the game as one that allows the player a lot of freedom. “You decide how you want to play and manage your stables,” Blazeuski said. “If you want to make money over competitions, breeding horses or farming — it is all up to you.” They’re striving for realism, in terms of the horses’ physical appearances but beyond that, too. “I have never had a horse game with a simple yet so cute detail such as horses looking outside the stable. Casual, real things horses do, we want them all in the game.”

The emotional elements are crucial. Even in games where horses are the main subject, they often “lack personality and liveliness,” Östergren said. “They are not really their own being with their own mind… That is something that I would love to change in our game. Not making the horse a nuisance that never does what you want it to do, but to make it so that your horse feels alive in the world that you are in as your character.”

The team, also including 3D artist and longtime equestrian, Sara Wermuth, points to childhood games like Horse Illustrated: Championship Season, Riding Champion: Legacy of Rosemond Hill, Pippa Funnell: Ranch Rescue, My Horse Friends, and Pony Girl (1 and 2) as sources of inspiration. Only Unbridled’s programmer, Amon Ahmad, comes from outside the world of horses and horse games, and had to watch “a lot of gameplays from different horse games” to get up to speed.

Between the old and new games, “I noticed that nothing has actually ever changed, apart from the graphics or the style,” Ahmad said. “New functions, new gameplays, new ideas in general are missing.” The team aims to avoid those trappings with Unbridled, which is being built meticulously using the Unreal Engine.

A rider and horse stand in a field under a full moon
Mindev Games

Horse games have a tendency toward tedious and repetitive tasks or mini-games, which can be detrimental “no matter how much detail and love was put into it,” Östergren said. They don’t want to go down that road. And Unbridled will have unique systems for dressage and jumping to give players a challenge, without predetermined points that will guarantee a well-executed jump, according to Ahmad. Instead, players will have to train their horses and develop a feel for the timing.

But making a game of this scope that is fun, engaging and realistic can be a slow process, not to mention an expensive one. The team’s recent Kickstarter campaign failed to reach its funding goal, and it’s relying on avenues like Patreon for financial support to see the project through. An update posted in February noted that half of the team has picked up part-time jobs to bring in additional income.

The animation alone is a huge undertaking. The complexity of horses’ bone structure, all the bending points, plus “getting the gaits right and all those little details of movement is very difficult [to do] by hand,” Blazeuski said. But, “we will take our time to perfect everything.”

Unbridled: That Horse Game has been in a closed beta since November, allowing the developers to get direct feedback from the community, but the team estimates it’ll be a few years yet before the full release.

Astride, another horse game being developed by a small team with big ambitions, is setting itself apart with its focus on Nordic horse breeds, like the Norwegian Fjord Horse and the Norwegian Dole, as well as gaited breeds like the Icelandic Horse. The studio behind it, Raidho Games, was formed in 2021 after Maja Nygjelten (CEO and concept artist) and Mathilde Kvernland (Community Manager and 3D artist) decided to get serious about their idea to create the horse game they’d always been in search of.

A rider and horse jump over a log in a field next to a training area
Raidho Games

They put word out on a Norwegian Facebook group for gamers and ultimately expanded the team to five people, including fellow equestrian Tirna Kristine Mellum, who joined as a 3D artist and Project Manager. Using their combined experience with horses in real life to guide the process, Mellum said, “We are hoping to have a horse game where the horses feel like horses.”

“We know what to look for in references” to provide their animator, Marius Mobæk Strømmevold, so the horses’ gaits and other movements look true to life, Nygjelten said. “I think that's very important, to [not] take a random animation from YouTube” but instead provide him with references that they’re confident show the proper result.

The main focus of the game at launch, which is somewhat scaled down from the original vision, will be on breeding horses in the fictional Scandinavian town of Eldheim and training them to compete. “Most [horse games] have show jumping as the first feature, including us… [but] I think we will stand out a lot with the breeding and everything,” Nygjelten says. “We have very realistic horse genetics,” according to Mellum, and that will initially be what the game leans into most.

The early gameplay is centered around the stable and interactions in the Eldheim community rather than grand adventures. It’s being designed to be an online multiplayer game, so players will also be able to meet up with friends. Down the line, the plan is to implement more complex storylines and quests to keep building out the experience.

The project has had some successful funding efforts, including a Kickstarter campaign in spring 2022, but it’s also suffered delays. An Early Access version of the game was released behind schedule last June to very mixed reviews. But, the team emphasizes, it’s still a work in progress.

Astride still has some years left of development,” says Nygjelten, “The game will continue to grow every single day, and it will probably be very different in a year.”

This article originally appeared on Engadget at https://www.engadget.com/indie-developers-are-trying-to-make-horse-games-that-dont-suck-its-not-easy-140008337.html?src=rss