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Funnyvideo Uk
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Wednesday 24 June 2026 14:50:10 GMT
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s.k.fashion89
S.K Fashion :
oh..
2026-06-27 06:41:34
0
wmo6943
wmo :
🥰တကွက်ပြ😅
2026-06-27 06:52:14
1
user502034933
🧸တရုတ်လေး🧸 :
oh my god
2026-06-27 04:45:51
1
galaxy.song.33
GALAXY SONG 33 :
HI
2026-06-27 00:52:14
2
roger39172
Roger 😎😎🤫🤫🫡🤔🧐🙏😭🙏😭 :
yyyy
2026-06-26 23:53:36
1
ayra.humaira43
Ayra Humaira :
ttg
2026-06-27 02:27:44
1
pinlal.phyan.king.crab
diwi :
2026-06-25 08:08:46
6
gdhjtvnkhhtchk
บอลไปเดินบินทะบาท :
jkiufx cl kick off d da ACC bko KB bxs
2026-06-26 15:17:17
1
mamab7256
Ma Ma :
2026-06-26 14:56:44
1
flakiita80
flakiita80 :
ya no me
2026-06-27 01:39:28
0
vuasoclovietnam
đức sang ngầu lòi k17 :
ảo
2026-06-27 02:15:25
0
user1375163912047
Saw Saw :
ဟဟ😂😂
2026-06-26 13:48:33
1
myint.aye952
🫡🫥🫨😤ဒေါ်စု🙂‍↔️🫣😵‍💫 :
😳😳😳
2026-06-26 18:20:32
0
nghi.thng5
Nghi Thường :
2026-06-26 13:47:06
0
nan.san580
Nan San :
hi
2026-06-26 00:15:33
0
shinelay784107
🇯🇵🇸🇬D SHINE🇸🇬🇯🇵 :
ဟော😂
2026-06-26 02:36:11
0
wa.than0486
Wa Than :
တေ😳😳😳😳
2026-06-25 15:28:47
0
kaythi20260
kaythi20260 :
hi
2026-06-26 07:13:07
0
nfamily968
N个问啊Family💕 :
😂တည့်သွားရော
2026-06-25 12:41:05
0
user6357211369529
ဇူးဇူးစံ :
🔥🔥Naykyi20🔥🔥Naykyi20
2026-06-26 08:36:34
1
rhiavergara309
Michaella :
Ang galing naman ni ate 😮 to 👏👏👏👏
2026-06-26 13:00:24
1
thaw.zin.phyo969
thaw zin phyo :
ဆရာႀကီးပဲ
2026-06-25 09:56:12
1
tnge9549i30
Khant :
ကြက်တိုးသွားပြီး😂
2026-06-26 01:05:04
0
khng.bit8245
không biết :
ảo đéo
2026-06-27 03:15:53
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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