
Conor O’Hollaren
7.4K posts

Conor O’Hollaren
@dotconor
design, strategy, enthusiasm @realitylabs



< 24hrs from unboxing my devkit to a working mvp. today I built a smart baby monitor that: - clones the mother's voice from a 45 sec recording - detects crying in 20s rolling windows - classifies intensity and selects interventions autonomously - plays soothing speech in mom's voice through the speaker - escalates to alerting the parent via text message thru openclaw if soothing fails after 5 min - transcribes the entire night with speaker diarization - delivers a spoken morning summary augmented parenting, not automated parenting. demo has crying, be warned. thanks @JesseRank and @openhome for having me at the demo last night and for giving me a devkit while there!






midjourney is still the only image generator that comes in color

you went to a real SF party this weekend if you talked about - openclaw and how it’s a paradigm shift but also zomg so unsafe - peptides - how impossible dating in SF is - AI agents replacing everyone - the Anthropic tender driving up housing prices - creatine

The Rive Vehicle HMI Challenge starts this week on @contra Build a vehicle HMI with Rive. Think cockpit HUDs, instrument clusters, media centers, or companion apps. It doesn’t have to be a car. Boats, planes, spacecraft, submarines, sci-fi vehicles. Get creative.

Ever since I first saw this I wanted to try implementing it in TypeGPU, and I finally got around to it while testing the new 0.8 release. You can try out the Jelly Slider here: #example=rendering--jelly-slider" target="_blank" rel="nofollow noopener">docs.swmansion.com/TypeGPU/exampl…
Had a lot of fun brainstorming optimisations with @iwoplaza and the team, and it should run well on most modern devices. Built entirely with TypeGPU, no extra libraries, with all shaders written in TypeScript. The prototyping speed with features like console.log on the GPU and “bindless” resources made the process really smooth.


Despite everything I know this still brought tears into my eyes.





A Three.js particle engine morphing 24k nodes between three cosmic states. Features a sleek glassmorphism HUD, UnrealBloom, and interactive flow toggles for a high-performance, immersive WebGL experience. Demo and code in comment below 👇










