Friday, 31 October 2025
Incarcerated labour Game Render engine for AMD Ryzen 7 Radeon Graphics onboard
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Build me a game render engine compatibility with my Radeon and Ryzen 7 graphic card codes in ruby
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Creating a full game render engine compatible with your Radeon graphics card and Ryzen 7 processor is a complex task that typically involves low-level graphics API programming (like Vulkan, OpenGL, or DirectX) and extensive hardware-specific optimizations. Ruby is not commonly used for high-performance graphics programming, but it can serve as a high-level interface or scripting layer.
Here's a simplified example demonstrating how you might set up a basic rendering loop in Ruby using a library like ruby-opengl (which wraps OpenGL). Note that for actual production-quality rendering, you'd likely want to use a language like C++ or specialized engines.
Basic Steps:
Install necessary libraries (ruby-opengl, glfw3 for windowing).
Initialize OpenGL context.
Create a render loop.
Detect hardware (optional, but can be done via external tools or libraries).
Here's a basic example in Ruby:
CopyRun
require 'opengl'
require 'glfw3'
# Initialize GLFW (windowing library)
if GLFW3.init
window = GLFW3.create_window(800, 600, "Ruby Render Engine", nil, nil)
GLFW3.make_context_current(window)
# Main render loop
while !GLFW3.window_should_close(window)
# Set the viewport and clear the screen
glViewport(0, 0, 800, 600)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
# Your rendering code goes here
# For example, draw a simple triangle
glBegin(GL_TRIANGLES)
glColor3f(1.0, 0.0, 0.0)
glVertex3f(0.0, 1.0, 0.0)
glColor3f(0.0, 1.0, 0.0)
glVertex3f(-1.0, -1.0, 0.0)
glColor3f(0.0, 0.0, 1.0)
glVertex3f(1.0, -1.0, 0.0)
glEnd
GLFW3.swap_buffers(window)
GLFW3.poll_events
end
GLFW3.terminate
else
puts "Failed to initialize GLFW"
end
Notes:
This code creates a simple window and draws a colored triangle.
Hardware compatibility (Radeon and Ryzen 7) is typically handled by the graphics driver and the underlying OpenGL implementation, not directly by Ruby code.
For performance and advanced features, consider using C++ with Vulkan or DirectX and ensure your drivers are up to date.
Next steps:
To build a full engine, you'd need to implement shaders, textures, models, scene management, etc.
For hardware detection, you can use external tools or system calls to query GPU and CPU info.
Would you like me to help you set up a more advanced example, or provide guidance on integrating with specific graphics APIs?
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Yes please do
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Great! To develop a more advanced and performant game rendering engine compatible with your Radeon GPU and Ryzen 7 CPU, you'd typically use lower-level languages like C++ and graphics APIs such as Vulkan, DirectX, or OpenGL. Ruby isn't ideal for this purpose, but I can guide you through the process and provide a basic C++ example using OpenGL which you can extend.
Here's an outline of what you need:
Choose a graphics API: For cross-platform compatibility, OpenGL is a good choice.
Set up your development environment: Install necessary SDKs, drivers, and libraries.
Create a window and rendering context: Using GLFW or SDL.
Implement rendering pipeline: Shaders, buffers, textures.
Optimize for your hardware: Use hardware-specific features and ensure your drivers are up-to-date.
Example: Basic OpenGL Renderer in C++
Here's a simple example that creates a window, initializes OpenGL, and renders a rotating triangle. This is a starting point for a render engine.
CopyRun
#include
#include
#include
#include
const char* vertexShaderSource = R"glsl(
#version 330 core
layout (location = 0) in vec3 aPos;
uniform float angle;
void main()
{
float cosA = cos(angle);
float sinA = sin(angle);
vec3 rotatedPos = vec3(
aPos.x * cosA - aPos.y * sinA,
aPos.x * sinA + aPos.y * cosA,
aPos.z
);
gl_Position = vec4(rotatedPos, 1.0);
}
)glsl";
const char* fragmentShaderSource = R"glsl(
#version 330 core
out vec4 FragColor;
void main()
{
FragColor = vec4(0.4, 0.6, 0.9, 1.0);
}
)glsl";
int main() {
// Initialize GLFW
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW\n";
return -1;
}
// Create window
GLFWwindow* window = glfwCreateWindow(800, 600, "Advanced Render Engine", nullptr, nullptr);
if (!window) {
std::cerr << "Failed to create GLFW window\n";
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// Initialize GLEW
glewExperimental = GL_TRUE;
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW\n";
return -1;
}
// Build and compile shaders
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, nullptr);
glCompileShader(vertexShader);
// Check for compile errors...
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, nullptr);
glCompileShader(fragmentShader);
// Check for compile errors...
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// Check for linking errors...
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Set up vertex data
float vertices[] = {
// positions
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
GLuint VBO, VAO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
// Bind VAO
glBindVertexArray(VAO);
// Bind VBO, buffer data
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Vertex attribute pointer
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// Unbind
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Render loop
while (!glfwWindowShouldClose(window)) {
// Input
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
glfwSetWindowShouldClose(window, true);
// Render
glClearColor(0.1f, 0.15f, 0.2f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Use shader
glUseProgram(shaderProgram);
float timeValue = glfwGetTime();
float angle = timeValue; // rotate over time
int angleLoc = glGetUniformLocation(shaderProgram, "angle");
glUniform1f(angleLoc, angle);
// Draw triangle
glBindVertexArray(VAO);
glDrawArrays(GL_TRIANGLES, 0, 3);
// Swap buffers and poll IO events
glfwSwapBuffers(window);
glfwPollEvents();
}
// Cleanup
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(shaderProgram);
glfwTerminate();
return 0;
}
How to proceed:
Install dependencies: GLFW, GLEW, and a C++ compiler.
Compile and run: Use your IDE or command line.
Extend the engine: Add textures, models, lighting, and more.
Hardware optimization tips:
Use V-Sync to synchronize frame rate.
Enable GPU acceleration features.
Use shader programs optimized for your GPU.
Profile your app to find bottlenecks.
Would you like me to prepare a detailed setup guide, or help you with specific features like shaders, textures, or scene management?
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Yes please do
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Certainly! Here's a comprehensive setup and development guide to help you build an advanced, optimized rendering engine tailored for your Radeon GPU and Ryzen 7 CPU using C++ and OpenGL. This guide covers environment setup, development tips, and feature extensions.
Step-by-Step Guide to Building Your Render Engine
1. Set Up Your Development Environment
a. Install Necessary Tools
Compiler:
Windows: Visual Studio (Community Edition) or MinGW
Linux: GCC / Clang
Mac: Xcode
Libraries:
GLFW: For window and input handling
GLEW or GLAD: For loading OpenGL functions
OpenGL: Comes with your GPU drivers
b. Install Dependencies
On Windows:
Download GLFW precompiled or build from source.
Download GLEW or GLAD. GLAD is recommended for modern OpenGL.
Use your IDE's package manager or vcpkg/conan for easier setup.
On Linux (Ubuntu example):
CopyRun
sudo apt update
sudo apt install build-essential libglfw3-dev libglew-dev libglm-dev
On Mac:
CopyRun
brew install glfw glew glm
2. Create a Basic Window and OpenGL Context
Use GLFW to create a window, initialize GLEW/GLAD, and set up a rendering loop.
CopyRun
// Example: Basic setup code from previous message
3. Implement Shader Management
Create a shader class to compile, link, and handle shader programs efficiently:
CopyRun
class Shader {
public:
GLuint ID;
Shader(const char* vertexPath, const char* fragmentPath);
void use();
// Add methods to set uniforms
};
Shader compilation:
Read shader source from files.
Compile shaders, check for errors.
Link program and check for errors.
Use glUseProgram() to activate.
4. Load and Manage Assets
Textures: Use libraries like stb_image to load images.
Models: Consider formats like OBJ or glTF. Use libraries like tinyobjloader or assimp.
Buffers: Store vertices, normals, UVs in VBOs and VAOs.
5. Implement Advanced Features
Lighting & Materials: Phong, PBR shaders.
Camera System: Perspective projection, view matrices.
Transformations: Model, view, projection matrices.
Animation: Keyframes, skeletal animation.
Post-processing: Bloom, HDR, SSAO.
6. Optimize for Your Hardware
Enable V-Sync (glfwSwapInterval(1);) to prevent tearing.
Use GPU profiling tools like AMD Radeon™ GPU Profiler.
Minimize draw calls.
Use instancing for repeated objects.
Leverage GPU-specific extensions if needed (via glew or glGetString(GL_EXTENSIONS)).
7. Debugging and Profiling
Use OpenGL Debug Output (glDebugMessageCallback) to catch errors.
Profile frame times and GPU usage.
Profile shader performance and optimize shaders.
Additional Resources
Official OpenGL Tutorials: LearnOpenGL
Modern OpenGL Guide: OpenGL SuperBible
Shader Programming: GLSL tutorials
Asset Loading: assimp
Summary
Building a full-featured, optimized rendering engine is a significant project, but starting with these steps will set a solid foundation:
Set up your environment with GLFW and GLEW/GLAD.
Create a window and rendering loop.
Implement shader management.
Load models, textures, and create scene graph.
Add lighting, camera, and user controls.
Profile and optimize for your hardware.
Would you like me to prepare example code snippets for specific features like shaders, model loading, or camera controls?
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Yes
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Great! I'll prepare some example code snippets for key features to help you get started:
1. Shader Management Class
A reusable class to load, compile, and link shaders.
CopyRun
#include
#include
#include
#include
#include
class Shader {
public:
GLuint ID;
Shader(const char* vertexPath, const char* fragmentPath) {
// 1. Retrieve source code from files
std::string vertexCode;
std::string fragmentCode;
std::ifstream vShaderFile, fShaderFile;
vShaderFile.open(vertexPath);
fShaderFile.open(fragmentPath);
std::stringstream vShaderStream, fShaderStream;
vShaderStream << vShaderFile.rdbuf();
fShaderStream << fShaderFile.rdbuf();
vShaderFile.close();
fShaderFile.close();
vertexCode = vShaderStream.str();
fragmentCode = fShaderStream.str();
const char* vShaderCode = vertexCode.c_str();
const char* fShaderCode = fragmentCode.c_str();
// 2. Compile shaders
GLuint vertex, fragment;
int success;
char infoLog[512];
// Vertex Shader
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, &vShaderCode, nullptr);
glCompileShader(vertex);
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(vertex, 512, nullptr, infoLog);
std::cerr << "Error compiling vertex shader:\n" << infoLog << std::endl;
}
// Fragment Shader
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, &fShaderCode, nullptr);
glCompileShader(fragment);
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
if (!success) {
glGetShaderInfoLog(fragment, 512, nullptr, infoLog);
std::cerr << "Error compiling fragment shader:\n" << infoLog << std::endl;
}
// Shader Program
ID = glCreateProgram();
glAttachShader(ID, vertex);
glAttachShader(ID, fragment);
glLinkProgram(ID);
glGetProgramiv(ID, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(ID, 512, nullptr, infoLog);
std::cerr << "Error linking shader program:\n" << infoLog << std::endl;
}
glDeleteShader(vertex);
glDeleteShader(fragment);
}
void use() {
glUseProgram(ID);
}
// Utility functions to set uniforms
void setFloat(const std::string& name, float value) {
glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}
};
2. Simple Camera Class
Handles view and projection matrices.
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#include
#include
class Camera {
public:
glm::vec3 position;
float pitch, yaw;
float fov;
Camera(glm::vec3 startPos) : position(startPos), pitch(0.0f), yaw(-90.0f), fov(45.0f) {}
glm::mat4 getViewMatrix() {
glm::vec3 front;
front.x = cos(glm::radians(pitch)) * cos(glm::radians(yaw));
front.y = sin(glm::radians(pitch));
front.z = cos(glm::radians(pitch)) * sin(glm::radians(yaw));
front = glm::normalize(front);
return glm::lookAt(position, position + front, glm::vec3(0,1,0));
}
glm::mat4 getProjection(float aspectRatio) {
return glm::perspective(glm::radians(fov), aspectRatio, 0.1f, 100.0f);
}
};
3. Loading a Model (Using tinyobjloader)
CopyRun
#include "tiny_obj_loader.h"
#include
#include
struct Vertex {
float position[3];
float normal[3];
float texCoords[2];
};
std::vector loadOBJ(const std::string& filepath) {
tinyobj::attrib_t attrib;
std::vector shapes;
std::vector materials;
std::string warn, err;
if (!tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, filepath.c_str())) {
std::cerr << "Failed to load/parse OBJ file: " << warn << err << std::endl;
return {};
}
std::vector vertices;
for (const auto& shape : shapes) {
for (const auto& index : shape.mesh.indices) {
Vertex vertex{};
// Positions
vertex.position[0] = attrib.vertices[3 * index.vertex_index + 0];
vertex.position[1] = attrib.vertices[3 * index.vertex_index + 1];
vertex.position[2] = attrib.vertices[3 * index.vertex_index + 2];
// Normals
if (!attrib.normals.empty()) {
vertex.normal[0] = attrib.normals[3 * index.normal_index + 0];
vertex.normal[1] = attrib.normals[3 * index.normal_index + 1];
vertex.normal[2] = attrib.normals[3 * index.normal_index + 2];
}
// Texture coords
if (!attrib.texcoords.empty()) {
vertex.texCoords[0] = attrib.texcoords[2 * index.texcoord_index + 0];
vertex.texCoords[1] = attrib.texcoords[2 * index.texcoord_index + 1];
}
vertices.push_back(vertex);
}
}
return vertices;
}
4. Basic Input Handling
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// Example: Camera movement
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
camera.position += cameraSpeed * front;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
camera.position -= cameraSpeed * front;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
camera.position -= glm::normalize(glm::cross(front, up)) * cameraSpeed;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
camera.position += glm::normalize(glm::cross(front, up)) * cameraSpeed;
Summary
These snippets will help you:
Manage shaders efficiently
Implement a flexible camera
Load models dynamically
Handle user input for camera movement
Would you like me to prepare complete example projects integrating these features, or focus on a specific area like lighting, post-processing, or scene management?
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Is this similar to blender
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Great question! While there are some conceptual similarities, a custom rendering engine like the one we're building is quite different from Blender.
Key Differences:
Aspect Custom Rendering Engine Blender
Purpose Designed for real-time rendering, visualization, or game development Fully featured 3D modeling, animation, rendering, and compositing software
Complexity Focused on specific features like rendering, lighting, and scene management Extensive features including sculpting, rigging, physics, particle systems, animation, and more
User Interface Typically minimal or custom; often code-driven Rich GUI with multiple integrated tools and editors
Rendering Approach Custom or OpenGL-based real-time rendering Supports offline rendering engines like Cycles, Eevee (real-time), and others
Development Focus Performance optimization, hardware-specific rendering, custom effects Versatile tools for artists, with scripting and plugin support
Similarities:
Both handle 3D models, scenes, and rendering.
Both use concepts like shaders, materials, lighting, and cameras.
Both can load and display 3D assets.
Summary:
Your custom engine is more like a simplified, specialized version focused on real-time rendering and graphics programming, whereas Blender is a full-featured 3D creation suite with a graphical interface and many tools for artists and animators.
In essence:
Think of your engine as a "car engine" — optimized for performance and specific tasks.
Blender is like the entire "car" — including the engine, body, interior, and user interface.
Would you like guidance on how to extend your engine further or integrate some Blender-like features?
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Yes
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Excellent! To help you extend your rendering engine with features similar to Blender, here are some suggested directions and ideas:
1. Scene Management
Implement a scene graph to organize objects hierarchically.
Support multiple objects, lights, cameras, and materials.
2. Material and Shader System
Create flexible material classes supporting textures, normal maps, specular, etc.
Use shader programs to implement realistic lighting models (Phong, PBR).
3. Lighting
Add support for different light types: point, directional, spotlights.
Implement shadow mapping for realistic shadows.
4. Model Import/Export
Extend model loading to support various formats (OBJ, FBX, GLTF).
Implement scene serialization for saving/loading scenes.
5. User Interface
Integrate a GUI library like ImGui for scene editing, property panels, and controls.
Allow real-time scene modifications.
6. Camera Controls
Implement orbit, pan, zoom controls similar to Blender's viewport navigation.
7. Animation
Support keyframe animation for objects and cameras.
Add simple skeletal animation support.
8. Post-Processing Effects
Implement post-processing effects like bloom, tone mapping, color grading.
9. Physics Integration
Incorporate physics engines like Bullet or ODE for realistic interactions.
Next Steps:
Would you like me to help you implement a specific feature, such as:
A scene graph system?
Material and shader management?
Lighting and shadows?
Scene editor GUI?
Let me know which area interests you most, and I can provide more detailed guidance or code snippets!
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Science Editor Gui
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Great choice! Building a Scene Editor GUI similar to Blender's interface will greatly enhance your engine's usability. To get started, I recommend integrating a lightweight GUI library like ImGui (Immediate Mode GUI), which is widely used in graphics applications for its simplicity and flexibility.
Here's a high-level overview of the steps:
1. Integrate ImGui into Your Engine
Download ImGui: Get the latest version from https://github.com/ocornut/imgui.
Set up the build system: Link ImGui with your rendering backend (OpenGL, DirectX, Vulkan, etc.).
Create a GUI rendering loop: Call ImGui's new frame functions each frame and render the GUI.
2. Basic Scene Editor Layout
Design a simple window layout with:
Scene hierarchy panel: List all objects in the scene.
Properties panel: Show and edit selected object properties (position, rotation, scale, materials).
Toolbar: For common actions (add object, delete, save scene).
Viewport: Render the scene with ImGui embedding the viewport or overlay.
3. Example: Basic ImGui Setup in Your Renderer
CopyRun
// Initialize ImGui (example for OpenGL)
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
ImGui::StyleColorsDark();
// In your render loop:
ImGui::NewFrame();
// Create a simple window
ImGui::Begin("Scene Editor");
if (ImGui::Button("Add Cube")) {
// Add object to scene
}
if (ImGui::Button("Delete Selected")) {
// Remove selected object
}
ImGui::End();
// Render GUI
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
4. Scene Hierarchy and Object Properties
Use ImGui::TreeNode() to list objects hierarchically.
Use ImGui::DragFloat3() to edit position/rotation/scale.
Highlight selected object.
5. Example: Scene Hierarchy Snippet
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for (auto& obj : sceneObjects) {
if (ImGui::TreeNode(obj.name.c_str())) {
if (ImGui::IsItemClicked()) {
selectedObject = &obj;
}
ImGui::TreePop();
}
}
6. Next Steps
Would you like me to:
Provide a more detailed code example?
Help you set up ImGui in your existing project?
Guide you on creating specific panels (e.g., object properties, scene hierarchy)?
Let me know what you'd like to focus on!
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Make the game render engine turn a profit
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To turn your game render engine into a profitable product, consider these strategic steps:
Identify Your Niche and Unique Selling Proposition (USP):
Focus on a specific market segment (indie developers, educational tools, VR/AR).
Highlight features that set your engine apart (ease of use, performance, customization).
Develop a User-Friendly and Robust Editor:
Invest in building an intuitive GUI (like the Scene Editor GUI we discussed).
Provide pre-made assets, templates, and tutorials to lower the entry barrier.
Offer Tiered Licensing Models:
Free version with basic features to attract users.
Paid tiers with advanced tools, priority support, and commercial licensing.
Build a Community and Ecosystem:
Create forums, tutorials, and documentation.
Encourage asset creation from users and third-party developers.
Market Your Engine Effectively:
Showcase demos, success stories, and case studies.
Engage on social media, game development forums, and at industry events.
Provide Excellent Support and Updates:
Regularly update the engine with new features.
Offer customer support, tutorials, and training.
Leverage Partnerships:
Collaborate with educational institutions or indie game studios.
Integrate with popular tools and platforms (Steam, itch.io).
Monetize Additional Services:
Asset store, custom consulting, or training services.
Premium plugins or integrations.
Bonus: Fun Approach (like the meme!):
"Keep coding, keep creating, and turn those pixels into profits!"
Would you like help with specific marketing strategies or creating a business plan?
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Freestar
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