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recent
p/drift-ai
by
Sanjil Jain
•
2mo ago
Top questions we got and their answers!
... rough edges are expected, but production teams should be cautious -> The 60% stat frames simulation as a problem to skip, not a skill to build engineers who skip that struggle badly at sim-to-real transfer -> Terminal-only,
Gazebo
-specific workflow is a hard limit if your stack uses Isaac Sim or Webots -> And any proprietary AI agent in your core workflow = vendor lock-in risk Curious how it handles URDF validation and collision mesh accuracy? None ... ... bringing MuJoCo, Isaac Sim and other simulators and plugin support really soon. 8. If the vendors are getting your work done from months to days, that is not a worry. And we will always have
competitors
2
10
p/self-promotion
by
Rich Fallat
•
9mo ago
We built a Vision Pro eye-gaze arcade—with AI as a true copilot
... Gravitas Dark Matter is (as far as we can tell) the first controller-free, eye-
gaze
space arcade shooter for Apple Vision Pro. You stand inside an e.g. 10 10 100 ft play volume, look to lock, pinch to fire. It runs in Room, Arena, and Immersive Galaxy modes, with a headset-anchored HUD and a custom gravity solver for smooth, readable motion. Why this is relevant to OpenAI folks We treated AI as a full-stack teammate not just ... ... comps, iconography, infographics, and store artwork; copy passes for App Store, TestFlight, and outreach. Go-to-market checklists: submission flows, feature nominations, and CPP strategy distilled into actionables we could execute same day. What s novel Pure eye-
gaze
2
13
p/self-promotion
by
Rich Fallat
•
9mo ago
Gravitas Dark Matter — shoot with your eyes on Apple Vision Pro
... spatial arcade shooter built natively for Vision Pro. Lock on with eye-
gaze
and pinch to fire in a 10 10 100 ft volumetric arena (Room, Arena, or full Immersive Galaxy view). Custom gravity solver, headset-anchored HUD, and a fresh AI-scored soundtrack. Why it s different Controller-free eye-
gaze
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