@ppiccyy: #fyp #lewatberanda #4u #komedi

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Tuesday 23 June 2026 10:45:34 GMT
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oliviaa_.021
Oliviaaaaa :
tau Palopo kapang
2026-06-24 01:58:57
248
sukasukayuni_____
𝓼𝓾𝓴𝓪𝓼𝓾𝓴𝓪𝔂𝓾𝓷𝓲𝓲 :
berhenti kooo😭😭
2026-06-25 06:13:04
59
adibah0909
✿𝑏𝑖𝑏𝑎𝑎𝑎𝑎𝑎✿ :
ℎℎℎ𝑣𝑣𝑖𝑜𝑦𝑔𝑢𝑦𝑣𝑦𝑖𝑔𝑐𝑦𝑐𝑦𝑔𝑖𝑣
2026-06-25 11:53:37
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ilaaalaylaylayy
🐾 :
komen ah biar masuk fidio offline
2026-06-24 13:06:53
71
naraimut50
araa⚡ :
p
2026-06-26 00:30:10
1
pimpijit65
pimpijit 🌾🌾🌾 :
komen ah biar masuk fidio offline
2026-06-26 02:51:26
5
bvllie6
L I S A🧚‍♀️ :
astagfirullah kak berintih ki😭😭
2026-06-26 10:47:26
2
ecaa3803
ecaa :
Bru ka kasian buka tiktok 😭😭
2026-06-25 08:06:58
21
adalah_pokonyaa392
👅 :
komen ah biar masuk fidio offline
2026-06-25 23:14:18
9
fans_syaqirah.da7
FANS SYAQIRAH :
komen ah biar lewat lagi
2026-06-24 04:12:49
17
nadya.nurul.ramadhan
Nadya :
komen ah biar masuk fidio offline
2026-06-26 04:36:30
5
bayani9505
17/04/? :
taukan kenapa gue komen
2026-06-26 07:56:30
5
gartfy31
OnnlyyGarttt. :
2026-06-23 11:05:24
7
girlss_mair
girlss_ maira👀💫 :
izin teg
2026-06-25 22:45:43
1
qilacukamatcha_
𝕗𝕒𝕟𝕤 𝕚𝕟𝕥𝕖𝕣𝕞𝕚𝕒𝕞𝕚 :
𝕝𝕦𝕔𝕦𝕦 𝕟𝕒
2026-06-24 13:10:30
2
vigiaganigi
natallzyn🇦🇷 :
komenn ahhh biarr masukk vidio offline 😭😋
2026-06-26 04:40:42
0
freya.izzatunnisa
𝒻 :
bagi 3😭😭😭
2026-06-25 12:11:55
1
zaa18stcu
°•~୨୧hi,ini kiaaa๑❛♪~ :
wee talasoo ,pecahh ketawakuh 😭
2026-06-26 04:15:42
1
kornai_editt01
naaaa🐣 :
anjj😭😭
2026-06-25 09:34:58
1
__z1yaaa
zea :
KAKKK 😭😭
2026-06-25 07:04:53
1
ali4pcancer258
alip_4 :
mana prat 2nya😭😭
2026-06-24 04:48:29
4
cintacantik98
cintaa_ :
awehh
2026-06-24 00:54:58
3
lala_po148
lala :
bagus mentong dramannya 😭
2026-06-25 11:19:22
1
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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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