So which models produce HTML that has the least accessibility errors, and at what cost? Mapped it out here (bottom left is the best). This is helpful for understanding which models are most compliant for those with disabilities and do it efficiently. Qwen and Gemini 2.5 Flash lead the pack. Hat tip to Ben Ogilvie for pointing me to this: aimac.ai
Which AI models produce the most accessible HTML?
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Dynamic Material Instances are one of these features in Unreal that are covered ad nauseam in tutorials and Youtube videos out there. But honestly, in my experience, 99% of the time, people should use Custom Primitive Data instead. Not only because it delivers better performance, but also because it's easier to set up, more versatile and less prone to bugs (in most use cases). In old versions (4.26 and earlier), it was indeed a bit finicky to use, and that's why it's not as well-known as dynamic materials, but nowadays, it's really pleasant to use. All reasons to switch are detailed in my latest blog post: https://lnkd.in/edYHnFvm #gamedev #Unreal
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Two mysterious new models, "orionmist" and "lithiumflow," have surfaced on the LMArena leaderboard, sparking speculation that they are unreleased Gemini 3 models from Google DeepMind. This theory is based on Google's typical naming patterns and internal codenames. Early community testing suggests both models have outstanding capabilities. In particular, "lithiumflow"—presumed to be Gemini 3.0 Pro—has demonstrated powerful skills in generating sophisticated SVG and HTML code for complex graphics.
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Gemini in Android Studio's "Transform UI" capability now leverages agent mode, letting you modify your UI with simple, natural language prompts → https://goo.gle/46LY7yu The ability to just tell the IDE to "add padding" or "change a color" without digging through code is a huge workflow improvement. This is one of those features you'll quickly wonder how you lived without.
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The Three.js library continues to impress with its capabilities. A developer recently shared an innovative project where they controlled shapekeys in Three.js by creating a 3D alphabet in Blender and mapping distance to the mouse. This level of interactivity can elevate user experience in various applications. The project is part of Sableraph's Weekly Creative Coding Challenges, showcasing the community's creativity. Check out the project and explore how you can apply similar techniques to your own work. Source: https://lnkd.in/gznrYx3F #Threejs #Blender #CreativeCoding #WebDevelopment
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Today SCS is pleased to announce that we've (moreorless) managed to get much of the core functionality of the old prototype working within the generated terrain! 🎉 As per the attached video that our feline friends assembled earlier, you can see - Editor nodes networked properly ⭐ - Avataring of tokens working as expected 🧙♂️ Next steps include: - Continued conversion of the old project from gdscript to rust, - Improving the UX for better legibility, - Looking into improved villages with better procgen algorithms, such as Poisson disc + Voronoi decomposition of hamlets to introduce neighbourhoods
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When I was first learning sorting algorithms, textbooks made them feel abstract — all logic, no intuition. It wasn’t until I challenged myself to build an interactive tool that it all started to click. What makes it different? You can slow down each algorithm step by step, compare two side by side, and explore info sheets that break down time complexities in plain English. It’s fully responsive, so you can play around on any device. The idea behind it When you watch something like Quick Sort divide and conquer its way through data—or see Merge Sort’s perfect symmetry—it stops being theory and starts feeling logical. Visual learning turns “I think I get it” into “I see it.” Under the hood Built with Next.js, React, and Tailwind CSS, it uses a custom animation engine powered by React hooks, modular components for adding new algorithms easily, and Radix UI for accessible, polished interactions. This project reminded me that the best way to understand complex ideas is to build something that makes them tangible. Give it a go: https://lnkd.in/dmsH5FmV Repo: https://lnkd.in/dftnXn8m Tell me, what’s your favorite way to learn tough programming concepts — reading, building, or watching them in action? 👇 #AlgorithmVisualization #NextJS #ReactJS #WebDevelopment #ComputerScience #OpenSource #LearningThroughBuilding
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Unpacking the Math: Building a Custom Miniature-Style DoF in UE with HLSL Lately, I've been deep into developing Neovim plugins for Unreal Engine, which ironically involves more configuration than actual coding. To switch things up, I decided to dive back into the engine itself—not by writing C++, but by playing with the Material Editor. My goal: to create a custom Depth of Field (DoF) post-process effect from scratch. At first, I tried using a Cine Camera with a telephoto lens and a low F-stop. While it produced a beautiful, cinematic bokeh, the camera had to be too far from the player character, making it impractical for gameplay. That's when I decided to implement it as a post-process effect using HLSL. In this article, I'll walk you through the process, from modifying the core formula to implementing it in HLSL and even experimenting with custom bokeh shapes. The core of any DoF effect is the Circle of Confusion (CoC). It's a value that determines how large and blurry an out-of-focus point on the screen should be. The standard, physically-based formu https://lnkd.in/gv95X87c
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I wrote about how to design enemy AI in Unity using abstract classes — a clean and scalable way to manage different enemy behaviors. If your game has multiple enemies sharing logic but acting differently, this approach can save you a ton of refactoring later. 💡 Key takeaways: •Share base logic while keeping each enemy unique •Reduce duplication and improve maintainability •Scale your game architecture with ease #Unity #Unity3D #GameDev #IndieDev #GameDevelopment #MadeWithUnity #UnityTips #UnityDeveloper Check it out here 👇 🔗 Unity: Designing Enemies Using Abstract Classes
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Gemini 3.0 Pro reportedly simulated macOS in a single HTML file during A/B testing. If this is real, we might be looking at the next leap in coding models. What's happening: Google is quietly A/B testing Gemini 3.0 Pro on AI Studio. Early leaks show it's crushing complex coding tasks, particularly frontend development. The model appears as "gemini-beta-3.0-pro" in code commits. The macOS simulation claim is wild creating a functional OS interface with working components in one HTML file from a single prompt. That's not just code generation, that's understanding system architecture and UI/UX at a different level. Other impressive demos from testers: PlayStation 4 controller SVG from one prompt Complete web designs with preview functionality Voxel world generators Google is positioning this to compete directly with GPT-5-Codex and Claude 4.5. Based on what's leaking from the A/B tests, they might actually deliver. The question isn't if AI can code anymore. It's how complex of a system can it architect from scratch. #AI #Gemini3 #Google #DeepMind #Coding #AIModels
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1moThanks for posting this! Note: a major update is imminent that will: 1. Fix a couple of bugs 2. Test the top ~20 programming models according to OpenRouter's actual usage of these models 3. Daily update at noon, adding and removing new models automatically as they get more or less usage 4. Adding a chart similar to yours that shows accessibility per dollar. I wanted to do a Pareto Frontier chart, but 20 models aren't enough data. Maybe we'll add it in 6 months when we have enough historical data.