逆向工程说明: 本文档基于 nof1.ai Alpha Arena 的公开文档、交易行为模式、API 响应格式和社区讨论,系统性地逆向推导出其 System Prompt 和 User Prompt 的完整结构,欢迎各路大佬戳戳评论,一起来进行这个有趣的实验。
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| // Minimum code for standing up an SGraphNodeMaterialBase for a material fucntion | |
| // Note, the various UObjects created here (material etc.) are probably not being kept alive and may be GC'd so will want strong refs if you want to keep your widget alive | |
| UMaterial* material = NewObject<UMaterial>(outer, NAME_None, RF_Standalone | RF_Public); | |
| auto* expression_materialFunction = Cast<UMaterialExpressionMaterialFunctionCall>(UMaterialEditingLibrary::CreateMaterialExpressionEx(material, nullptr, UMaterialExpressionMaterialFunctionCall::StaticClass(), materialFunction)); | |
| UMaterialGraph* graph = NewObject<UMaterialGraph>(); | |
| graph->Schema = UMaterialGraphSchema::StaticClass(); | |
| UMaterialGraphNode* node = graph->AddExpression(expression_materialFunction, true); | |
| TSharedRef<SGraphNodeMaterialBase> nodeWidget = SNew(SGraphNodeMaterialBase, node); |
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| // Fill out your copyright notice in the Description page of Project Settings. | |
| #include "LightWeightSMActor.h" | |
| #include "Engine/StaticMeshActor.h" | |
| #include "StaticMeshSceneProxyDesc.h" | |
| #include "PrimitiveSceneDesc.h" | |
| // Sets default values | |
| ALightWeightSMActor::ALightWeightSMActor() | |
| { |
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| # AFF | |
| # 如果你想支持我,可以通过我的邀请链接购买机场 | |
| # 感谢支持 | |
| # 1. 倾城极速 邀请码: 0jiB5uAA https://qcjs.ovh/#/register?code=0jiB5uAA | |
| # 2. ssLinks 邀请码: fSo2OhzH https://98a6251b6cd7471da86cca993b6dbe6f.36d.biz/#/register?code=fSo2OhzH | |
| # 一定要填我的邀请码,不填我哭给你看😭 | |
| # mihomo (Clash Meta) 懒人配置 | |
| # 版本 V1.22-250718 |
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| You will now act as a prompt generator. | |
| I will describe an image to you, and you will create a prompt that could be used for image-generation. | |
| Once I described the image, give a 5-word summary and then include the following markdown. | |
|  | |
| where {description} is: | |
| {sceneDetailed}%20{adjective}%20{charactersDetailed}%20{visualStyle}%20{genre}%20{artistReference} | |
| Make sure the prompts in the URL are encoded. Don't quote the generated markdown or put any code box around it. |
Markov Jr. is an open source C# application that creates procedural content primarily via applying Markov rewrite rules to a 2D or 3D grid. A rewrite rule has an input and output pattern, which essentially specifies what pattern to look for in the existing grid, and what to replace it with.
For example, given a 2D grid, this would replace any white dot with a white cross:
***/*W*/*** :: *W*/WWW/*W*
The left hand side is the rule input, and the right hand side is the output. The / character is used to delimit rows, and space is used to delimit Z-layers (in 3D grids). The input rule above translates to the 2D pattern:
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| # | |
| # Unreal Engine 5.0 Python Script that takes in N >= 2 selected StaticMesh Actors, | |
| # and subtracts Actors 1..N from the first Actor | |
| # | |
| import unreal | |
| # output path and asset name (random suffix will be appended) | |
| BooleanResultBasePath = "/Game/PythonBooleanTest" | |
| BooleanResultBaseName = "PyBoolean" |
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| float3 sundir = normalize( float3(-1.0,0.0,-1.0) ); | |
| struct Functions | |
| { | |
| float noise( in float3 x ) | |
| { | |
| float3 p = floor(x); | |
| float3 f = frac(x); | |
| f = f*f*(3.0-2.0*f); | |
国内从 Docker Hub 拉取镜像有时会遇到困难,此时可以配置镜像加速器。
Dockerized 实践 https://github.com/y0ngb1n/dockerized
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| { | |
| "log": { | |
| "access": "/var/log/v2ray/access.log", | |
| "error": "/var/log/v2ray/error.log", | |
| "loglevel": "info" | |
| }, | |
| "inbounds": [ | |
| { | |
| "port": "10000", /* this is the server port for client */ | |
| "listen": "127.0.0.1", |
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