@y7.w0: لتزعل ابو لكورلا 😉😂 #النترا #مقدس #الموصل #العراق #الشعب_الصيني_ماله_حل😂😂

عمر عبدالله Omar Abdullah
عمر عبدالله Omar Abdullah
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Region: IQ
Wednesday 17 June 2026 00:49:08 GMT
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ljsmy1467
علي الحمداني 🦅 :
اي صحيح الكورلا. احسن من سيارتك تبقئ تويوتا
2026-06-17 05:51:17
13
2007msh0
مَسٍتٓرٍ صَعٌٍوُبٰيٍ🔹 :
والله كورلا احله منهه وحسن منهه
2026-06-17 10:29:16
4
22x_kk
ال مصمم ريوني 😎❤️ :
خابرني 🤙 😂
2026-06-17 10:21:06
1
q4__f4
زيدون السيد :
مشاءالله تبارك الرحمن
2026-06-17 07:13:02
1
usu.515
ياسين ذنون الكاصومي :
😂سيارتك احسن من الكورلا؟
2026-06-17 10:43:02
1
zozo02317
منار :
شگد سعرها
2026-06-17 10:00:46
1
3_iql
رأفت التركاوي :
الكورلا رقم صعب ❤️❤️
2026-06-17 08:56:10
1
.z23479
Z♥🫶 :
حبيبي الكورلا سياره رزنه وقتصاديه وصناعته اقوه من النترا يعني جيب النترا عل يابان
2026-06-17 07:47:06
3
aa.mm5681
munir :
والله استحي اركبها 😂
2026-06-17 14:09:27
0
_208847
صـــالــح🟫(^_-) :
المقدس بعد يأبه الله يعمره الك❤️
2026-06-17 11:44:09
0
z.rt71
راشـدالجـبوري 811 :
الله يعمره
2026-06-17 07:35:04
0
abdalmalek07
أبـن عكـــاب🦅 :
عز
2026-06-17 18:20:33
0
zy_.._6
Mohammed Al-Obaidi :
هاي انترا عادي لو أفانتي
2026-06-17 02:45:28
0
t6_gn
عدنان اللهيبي👑🦅 :
2026-06-17 16:40:34
0
sm_knt3
Othman Al-Janabi 🤍 :
ماعرف ليش أسعارهن متقاربه مع العلم الكورله احسن بهوا الشكل والمكينه والتبريد واعرض
2026-06-17 15:13:42
0
g.3_1_3.a
Akram Al-Shammari :
شسالفه
2026-06-17 13:15:51
0
a__.x8o
ᥫ᭡ 𝐀𝐰𝐬 𝐀𝐥-𝐇𝐮𝐬𝐬𝐞𝐢𝐧 :
اثنينهن جنيتهن ضلت يمي سنه محركها 16 بل صيف تكوم تسحل بنفسها مثل كورلا ما شفت سياره وهسه يمي كورلا 2021 عزل ونشاطه وكلشي ولا اصير سياره مثل كورلا
2026-06-17 17:25:20
0
i__ioi5
حــزن شـْــْــْــابۦِٰؖ💔🩹 :
2026-06-17 08:35:54
0
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Other Videos

Opus 4.8 to one-shot a playable Backrooms, same prompt. #fable5 #claudeai #glm5 #deepseek #prompt #aimodel Opus got the flashlight working but you can't run and can't pause. GLM-5.2 built the full mechanics. Opus: 2:14sec & $1.94 GLM: 1:08sec & $0.37 Promt: 👇🏻 Act as a senior game developer. Build a technically impressive Backrooms horror game in a single self-contained HTML file. Embed all CSS and JavaScript, no external libraries or assets. Priorities: atmosphere, smooth 60 FPS performance, procedural generation, visual quality. Engine Raycaster (DDA) with textured walls plus per-row floor and ceiling casting. Internal render buffer 480×270, upscaled to the screen with image-rendering: pixelated for performance. Infinite world on 16×16 chunks, deterministic generation from value-noise / fBm, with a guaranteed open
Opus 4.8 to one-shot a playable Backrooms, same prompt. #fable5 #claudeai #glm5 #deepseek #prompt #aimodel Opus got the flashlight working but you can't run and can't pause. GLM-5.2 built the full mechanics. Opus: 2:14sec & $1.94 GLM: 1:08sec & $0.37 Promt: 👇🏻 Act as a senior game developer. Build a technically impressive Backrooms horror game in a single self-contained HTML file. Embed all CSS and JavaScript, no external libraries or assets. Priorities: atmosphere, smooth 60 FPS performance, procedural generation, visual quality. Engine Raycaster (DDA) with textured walls plus per-row floor and ceiling casting. Internal render buffer 480×270, upscaled to the screen with image-rendering: pixelated for performance. Infinite world on 16×16 chunks, deterministic generation from value-noise / fBm, with a guaranteed open "street" grid so every chunk stays traversable; unload distant chunks (LRU). Procedural textures (yellow wallpaper with damp stains/seams, wet carpet, ceiling tiles) sampled from typed arrays for speed. First-person controls: WASD + arrows to move, mouse look, F toggles a flashlight, Esc releases pointer lock. Atmosphere & lighting Dynamic lighting: fluorescent fixtures placed across chunks with inverse-square-style falloff. The lights are ON by default and the world stays clearly, brightly lit — the scene must never be hard to see. Distance fades into a warm yellow fog (haze), never to black. Lights only flicker slightly and occasionally. Flashlight (F): a cone source in front of the player adding extra light. Vignette, film grain, and subtle VHS effects (scanlines, slight chromatic edges). Web Audio synthesis: constant low hum (58/116 Hz + saw grit), high-frequency fluorescent whine, footsteps (filtered noise), electrical buzz that rises around flickering lights. Pop-up atmospheric subtitles tied to events. Save player position/heading in localStorage. Modern-browser compatible. Horror mechanics — psychological, dread over jumpscares The player is never truly alone, but is almost never sure of it. Build tension and uncertainty; most events should make the player question what they saw. Avoid constant monsters or chase sequences. Events: Disembodied footsteps directly behind the camera, HRTF-spatialized, slightly out of sync with the player's own pace; they stop the instant the player turns around. Include a variant that matches the player's walking rhythm. Fluorescent lights briefly flicker and buzz, then settle back to full brightness — short, subtle, never going dark. A single light turning off behind the player, back on when they turn to look. A faint humanoid silhouette glimpsed at the end of a far corridor or just past a corner, that vanishes before the player gets a clear look or can reach it — it never approaches or attacks. Trigger once within the first 10 seconds, then randomly afterward. Include a sub-second "glimpse" version during a flicker. Very rare shadow entities at long distance. Distant footsteps and noises. Rare spatial anomalies: a door/room that wasn't there before (opens while unseen, reverts when not looked at), impossible hallways. A distant scream heard only once per session. An extremely rare jumpscare (less than 1% chance per minute). Event rules Trigger on a randomized timer/probability, never a fixed loop, with a cooldown so events never overlap or repeat back-to-back. Keep them subtle and ambiguous. Tie each event to the existing audio and lighting systems so they feel native to the world, not scripted overlays. Slowly escalate frequency/intensity the longer the player keeps walking. Return only the complete HTML source code. No explanations.#aifyp

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