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Why intent prediction needs more than an LLM
AINews

Why intent prediction needs more than an LLM

Ryan sits down with Frank Portman, CTO at Yobi, to talk about why next-token prediction, though great for language, isn’t the right inductive bias for forecasting human behavior. They discuss how Yobi builds a “foundation model of behavior” using transformers and graph neural networks instead of chat-style LLMs, and what it takes to run millions of personalization decisions per second while keeping consumer data private.

Stack Overflow Blog·June 30, 2026·1 min read
Eclipsa Video: HDR That Looks Right on Every Screen
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Mobile GamesOpen Source

Eclipsa Video: HDR That Looks Right on Every Screen

Posted by Tibian Elsheikh, Product Manager, Android Core Graphics and Jeffrey Jose, Product Manager, Android Core Graphics We’ve all been there: You’re scrolling through your favorite social media feed in a dim room, and suddenly an HDR video pops up. It’s so intensely bright that you have to squint, or maybe you find yourself turning down your screen brightness just to read the caption. Other times, a video that looks vibrant on your phone looks flat, dark, or washed out when you watch it on your living room TV.  While High Dynamic Range (HDR) technology was designed to make videos look richer and more lifelike, the lack of unified industry guidelines means that the exact same clip can render in unexpected and jarring ways depending on the display you’re using. To solve this, we’re introducing Eclipsa Video—a new standard built to make your favorite videos look consistent, balanced, and comfortable on every screen. Eclipsa Video builds on the open SMPTE ST 2094-50 specification , which Google developed in collaboration with Apple and NBCUniversal. Sudden brightness spikes during feed scrolling—fixed with Eclipsa Video. More consistency, comfort, and creative control Eclipsa Video moves past individual display guesswork. Instead of leaving it up to your device to interpret a video’s brightness on its own, our format carries precise guidelines that tell compatible displays exactly how to render the image. Designed to scale with your hardware, Eclipsa Video provides three core benefits: A consistent baseline: Eclipsa Video introduces a shared rulebook for screens. It establishes a consistent benchmark for normal brightness—known as the HDR reference white . This ensures standard text, app interfaces, and standard-range colors remain vibrant and readable without causing uncomfortable screen glare. Adaptive headroom: Screens have different physical brightness limits, or "headroom." Eclipsa Video guides how displays handle highlights dynamically. Bright details remain brilliant on a premium television, while being scaled intelligently on a mobile screen to prevent sudden blinding transitions. Preserved creative intent: Rather than applying a single static setting to an entire video, Eclipsa Video carries adaptive, frame-by-frame instructions. Think of it as a set of digital notes from the creator traveling with the video, ensuring the exact colors, contrast, and mood they graded are preserved on your display. Eclipsa Video preserves true highlight detail on any screen you watch. Built natively into Android 17 Starting with Android 17, support for Eclipsa Video is built directly into the platform. This means a more comfortable, true-to-life HDR experience is coming natively to the phones, tablets, and TVs you rely on every day. The video you capture carries its creative intent with it, and the video you watch is shown exactly the way it was meant to be seen. Guidelines for developers & creators We’re inviting the developer and creator ecosystem to help build a more reliable HDR environment: Get started with implementation: Learn how to configure playback and capture in your apps with our official guide . ExoPlayer & Media3 integration: Standard playback handling built directly into Jetpack Media3, allowing ExoPlayer to support Eclipsa Video metadata automatically with no additional player configuration. Explore open source tools: View and inspect SMPTE ST 2094-50 metadata and dynamic gain curves in real time using HDR Explorer . What’s next Eclipsa Video is rolling out now, and you’ll see more apps and devices supporting it over time. Because it’s an open standard, any app developer or hardware manufacturer can integrate it to elevate the viewing experience. Try out the new tools in Android 17, explore the open-source metadata, and let us know what you think on our developer channels. We can’t wait to see what you create. Notes & Availability 1. Device Compatibility: Eclipsa Video playback and capture are supported natively on devices running Android 17 (API level 37) and above with HDR displays passing Eclipsa Compliance tests. 2. Developer Resources: The SMPTE ST 2094-50 Specification is openly accessible for technical evaluation.

Android Developers Blog·June 29, 2026·3 min read
Does Merge-2 Monetize Better Than Match-3?
Mobile GamesNews

Does Merge-2 Monetize Better Than Match-3?

A merge game had quietly overtaken the most recognizable name in mobile puzzles. Does that mean it’s better than Match-3?

Deconstructor of Fun·June 29, 2026·11 min read
First dinosaur bone from Antarctica found in a drawer
ScienceNews

First dinosaur bone from Antarctica found in a drawer

The fossil, collected in Antarctica in 1985, is part of the tail of a beast called a Titanosaur.

BBC·June 29, 2026·1 min read
Fossil identified as first dinosaur ever found in Antarctica
ScienceNews

Fossil identified as first dinosaur ever found in Antarctica

Argentinian geologist Eduardo Olivero became the first scientist to find the remains of a dinosaur in Antarctica in 1986.

BBC·June 26, 2026·1 min read
Paging Charity! How can engineering leaders avoid becoming Bond villains?
ProgrammingNews

Paging Charity! How can engineering leaders avoid becoming Bond villains?

If you want your values to spread throughout the industry, the best thing you can possibly do is succeed and make others want to imitate you.

Stack Overflow Blog·June 26, 2026·1 min read
Lerninhalte von Epic im Juni: MetaHumans, Mesh-Gelände und mehr
Mobile GamesTutorial

Lerninhalte von Epic im Juni: MetaHumans, Mesh-Gelände und mehr

Die kostenlosen Lerninhalte dieses Monats umfassen eine UE-Vorlage für Liveübertragungs-Workflows, ein Tutorial zum Erstellen von Dialogszenen nur mit deinem Smartphone, Tipps zur Mesh-basierten Geländeerstellung und noch viel mehr.

Unreal Engine·June 26, 2026·1 min read
June’s Epic learning content: MetaHumans, Mesh Terrain, and more
Mobile GamesTutorial

June’s Epic learning content: MetaHumans, Mesh Terrain, and more

This month’s free learning content includes a UE template for live broadcast workflows, a tutorial that explains how to create cinematic dialogue scenes using just your phone, tips on mesh-based terrain creation, and much more.

Unreal Engine·June 26, 2026·1 min read
Code isn’t the only thing causing your production failures
ProgrammingNews

Code isn’t the only thing causing your production failures

Ryan sits down with Anish Agarwal, CEO and co-founder of Traversal, to chat about why AI coding agents have made writing code easier but running it safely in production harder, why production failures are really caused by interactions between systems and not just the code itself, and how teams can troubleshoot more effectively when traditional observability tools are not enough for agentic AI workflows.

Stack Overflow Blog·June 25, 2026·1 min read
Expanded billing choice and lower fees on Google Play
Mobile GamesTutorial

Expanded billing choice and lower fees on Google Play

Posted by Paul Feng, Vice President, Google Play Eng, Product, UX At Google Play, we are committed to delivering the best possible experience to users, while ensuring developers have the tools and adaptability to succeed. Guided by this commitment, earlier this year we announced updates to our business model introducing more billing flexibility, lower fees, and new programs to help your business thrive. With some of these changes rolling out soon, the breakdown below outlines what is coming, where to find more information, key dates, and how to get started. More billing flexibility Google Play’s billing system safely, efficiently, and intuitively handles the complexities of taxes, compliance, and subscriptions across 195+ markets with 300+ local payment methods. However, we understand there are situations where your business needs more flexibility, and that's why we're offering you more options in how you handle digital commerce. Building from existing programs, the new billing choice program is available to all developers globally who provide digital services or content to users within the United Kingdom and the European Economic Area, alongside programs in the United States. Following this initial phase, we will continue expanding availability to additional markets. You will find the global release schedule at the bottom of this post. Through these programs, developers can offer an alternative billing system or link users to their own website for purchases, alongside Google Play’s billing. You may also design your own choice screen in accordance with our UX guidelines, as an alternative to Google Play’s default version. Please find all the details in the program page here . Lower, separate fees To enable this new level of flexibility, we're separating our service fee from the billing fee. This starts on June 30, 2026, beginning with the United States, European Economic Area, and United Kingdom. Regardless of whether you use Google Play's billing system, alternative billing, or external web links, the service fee starts at 10% on your first $1M (USD) in annual earnings. This 10% service fee also applies to all auto-renewing subscriptions. For all other transactions, the rates in the table below applies: For other transactions, the service fee will be determined by whether the transacting user's install is new or existing relative to the regional rollout date:   New installs : A transaction from a user whose first-time install or first update of the app from Google Play occurred on or after the date that the new fee structure launched in their region. Existing installs : A transaction from a user whose first-time install or first update of the app from Google Play occurred before the date that the new fee structure launches in their market. For transactions that use Google Play’s billing system, an additional billing fee applies. In the United States, United Kingdom, and the European Economic Area, the billing fee is set at 5%. We'll announce billing fee details for other markets soon. For transactions processed via alternative billing or external web links, the billing fee does not apply. Review this Help Center article to understand how these rates apply to your business. Games Level Up and Apps Experience program guidelines We are also excited to announce even more opportunities for partners who deliver exceptional user experiences across the Android ecosystem: the revamped Games Level Up and the new Apps Experience program. Detailed guidelines are now available on the respective program websites. Apps and games that meet all requirements are eligible for a new program rate card with reduced rates. See the table below for details: Visit the Games Level Up and Apps Experience program websites, review the guidelines, and start preparing your games and apps ahead of September 30, 2026, when the program rate cards officially become available. Global release schedule Evolving our business model requires technical infrastructure and alignment with local regulations, so these updates will roll out on a staggered timeline. To help you plan, here is the previously announced release schedule for each update across all markets: Here is a quick recap of the resources available to help you get started: Review the billing choice program ; Learn more about Google Play's lower service fees ; Explore detailed guidelines on the Games Level Up and Apps Experience program websites. We look forward to building the next generation of Google Play experiences together.

Android Developers Blog·June 24, 2026·4 min read
Shining Isle Productions setzt für The Wingfeather Saga alles auf die Unreal Engine
GamesNews

Shining Isle Productions setzt für The Wingfeather Saga alles auf die Unreal Engine

Shining Isle Productions trainierte seine Künstler um und verlegte seine gesamte Animations-Pipeline in die Unreal Engine, um durch Engine-internes Rigging und Animieren schneller zu iterieren, sofort zu überprüfen und bei The Wingfeather Saga einen qualitativen Sprung nach vorne zu machen.

Unreal Engine·June 24, 2026·1 min read
Shining Isle Productions goes all-in on Unreal Engine for The Wingfeather Saga
GamesNews

Shining Isle Productions goes all-in on Unreal Engine for The Wingfeather Saga

Shining Isle Productions moved its whole animation pipeline into Unreal Engine, training artists fast, rigging and animating in-engine—and unlocking faster iteration, instant reviews, and the time to go from good to great on The Wingfeather Saga .

Unreal Engine·June 24, 2026·1 min read
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