He upgraded
taylor price

shark vs the universe
Aqua Utopia|海の底で記憶を紡ぐ

❣ Chile in a Photography ❣

Product Placement

Janaina Medeiros
Mike Driver
Peter Solarz

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sheepfilms

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Sade Olutola
🪼
AnasAbdin
DEAR READER

JVL
hello vonnie
wallacepolsom
Game of Thrones Daily
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@leoloren
He upgraded
Hospital notes
2.5D anime
Yo..
Imagine setting up this whole thing
What are the stages of drafts? I'm trying to write my own book but I dont know how to draft properly and I feel like I'm gonna be stuck in a gutter if I don't know
Yesssssssssssssss someone finally asked it!!!
I’ve been waiting for the perfect opportunity to explain this and show everybody my inverted pyramid :D :D :D
I present, The Inverted Pyramid of Revising a Book
Now I’ll explain each section of the inverted pyramid:
THE FIRST DRAFT
This should be self-explanatory. You write the first draft. For novels, 75-150,000+ words of the world inside your head.
PLOT, CONTENT, SCENES, AND MAJOR CHARACTERS
Go back and fix it all up. Did you tell the story you wanted to tell? Did you include scenes and events that add up to the conclusion you present?
Are there any unnecessary scenes you could delete, or scenes that are redundant to other scenes? Get rid of them. If this means entire chapters have to go, wave bye-bye.
Do your main characters have believable back stories and arcs, and do they act appropriately in character at all times?
Is there any point in time when your characters do something that they literally WOULD NOT DO? Change that up.
WORLD-BUILDING, CHARACTERIZATION, HONING IN PLOT POINTS
Now pay attention to the deeper aspects of the story. Delve into the world your characters live in. Do they react appropriately? Does any part of society influence them more than others?
What does your world look like? Delve into the setting. The cultures, the technology, the history.
Work with your secondary characters and how they interact with your main characters. What role do they serve overall? Does the main character’s journey affect them at all, or vice versa?
Tighten up plot points. Stay concise if possible.
SENTENCE STRUCTURE, FLOW AND PACING OF SCENES
Now that the major parts of your story have been patted down, you can begin focusing on the technical stuff. Start broad.
Do you have redundant sentences? Do you start multiple sentences the same way?
Throw in short sentences.
Drop the pronoun from the beginning of a sentence every now and then.
Use commas instead of ‘and’ if you find you use ‘and’ a lot.
Does the flow of sentences and paragraphs fit with the tone of the scene?
Chop sentences apart. Use quick, sharp words.
Or combine sentences and flowery language and soft words.
BETA READER CRITIQUES AND SUGGESTIONS
Now that you’ve really patted this thing down, find people willing to read your work (hopefully for free).
Ask them to point out inconsistencies. Are they confused by anything?
Beta readers can tell you when things are boring or exciting. They’ll laugh. They’ll fangirl. They’ll beg you for more chapters.
Your brain is soft from so much revising. Beta readers are fresh, and will pick out things you’ve glossed over from seeing it so many times.
Shake things up and host a video chat for you and your betas! It’s a great way to make friends :)
PUNCTUATION AND MISSING WORDS
NOWWWWW you’ve finished all the major revisions and your story makes sense!!! All that’s left to do is get the broom and sweep it up (or the vacuum cleaner, or generate a black hole from the Large Hadron Collider to suck out all the errors because that’s super-effective**).
This is the nitty gritty stuff, and I highly recommend either forcing yourself to read really, really slow, or better yet, read your book out loud, start to finish.
You’ll trip up over misplaced commas and periods.
You’ll literally hear when a sentence is awkward.
Your brain will get confused when there’s a missing word.
Fill in the gaps, hammer down the boards, tidy up the place like you’ve got guests coming over.
THE FINAL DRAFT
OMG
OMG
OMG
OMG IT’S FINISHED AND YOU CAN SHARE IT WITH THE WORLD AND BUY PHYSICAL COPIES THAT YOU CAN HOLD AND SMELL AND RUB ALL OVER YOUR FACE AND DRAW IN AND DOG-EAR AND TOTE AROUND TO SHOW PEOPLE AND SIGN AUTOGRAPHS AND BECOME YOUR OWN LITTLE CELEBRITY!!!
Email the newspaper (I’ve appeared multiple times).
Email the local TV station (I’ve appeared on live TV).
Email book talk radio shows (I’ve had a Q&A for an hour on live radio).
……..Marketing is hard.
I hope that helps!
N.B. **please do not ask CERN for permission to use the Large Hadron Collider to create black holes that suck out all the errors in your book. You’ll look silly, and you might destroy Earth in the process.
It’s not even ok how accurate this is.
A vanilla soy latte is a type of 3-bean soup.
I went on a bit of a KDA rampage.
Photos by Sophie the Magpie Via I Have Seen The Whole Of The Internet
this changed my life
I spent 10 minutes mentally preparing myself for this video and I still wasn’t ready.
I’ll be honest, this site has made me have a fight for flight response to cooking videos now.
I made it!
@libertybill was it as good as it looks?
It was pretty bomb tbh
saving this for later
can someone give me the recipe in text form? Its going too fast
This video is sourced from twisted kitchen on IG.
Worked on this girl for 9 months. Now this new music video comes out and she’s immensely popular, arguably one of the most popular characters in the LoL universe.
Don’t get me wrong, I’m really glad she’s a huge hit, it’s super exciting to see so many people love the character design and the gameplay, and know that I contributed directly and significantly to the behind-the-scenes engineering that makes it all work. It’s validating.
But it’s also so fucking melancholy to know I did so much work and put in so much time for such a shitty company, run by shitty people, and the reward I got for it was unemployment.
I threw a lot into this character. I cried at work. I started getting panic attacks, which I’ve never gotten before. I developed persistent heart palpitations from the daily overwhelming stress and had to go to the hospital (this is true, seriously.) I basically dropped all my friends outside of work. My manager (and his manager!) lied to me constantly to keep me working. They said I was doing a great job but to keep it up. Don’t worry, it’s going to turn out great, and it’ll all be worth it in the end – recognition, a raise, probably a promotion in short order. They promised me the world. When she was finally finished, I didn’t even get to go to the release party, they just walked me out.
I remember a quote from my last day, it sticks out in my mind: “I know you realize this is really hard for me,” my manager said. Yes, in the end, when he awkwardly informed me I didn’t have my dream job anymore – or any job at all – and then stared back at my shell-shocked face, my thousand-yard stare, the only thing he felt was sorry for himself.
She launched with no major bugs and was considered a technical success. Doesn’t matter. Get the fuck out.
I don’t know how I feel. A weird sensation of pride and intense bitterness. I did a good job; at least, I think I did. Unfortunately, internal validation is the only kind I’m going to get.
Everyone reposting KDA should see this. Riot has successfully distracted everyone into forgetting their culture of sexism, exploitation, and toxicity mere months after it was all revealed.
Look, I get it. Akali is EXTREMELY my type. It’s obvious how much love and care was put into her development. But it makes me furious to see all the free advertising that Riot is getting from people who I thought would know better. And now? One of the people who is arguably responsible for all that free advertising? Who’s work is undoubtedly making Riot hundreds of thousands of dollars a day? Who was overworked to the point of near breaking? They get nothing. WORSE than the scant bit of credit that most devs can get in a big company like Riot. They got let go.
Fuck Riot Games.
Commission for Largeredpanda@twitter Thank you for commissioning me! Glad you liked it!
Anatomy of a Falcon
We recently announced Falcon Age, a game about nurturing a falcon from a baby, bonding with them, and together resisting the forces that colonise your planet. Falcon Age will be out in 2019 for PS4 and PS VR.
We showed off the game at PAX last week, got a great response, especially on the falcon. Let’s do a deep dive of the design of the falcon, animation and rig setup, AI and navigation, feather tech, and raptor sounds.
Falcon Design
Chandana Ekanayake and Darran Hurlbut
Our falcon design combines multiple raptor types. She is big as a golden eagle, fights like a hawk, has some eagle-hawk resemblance, some owl-like tufts, and falcon tendancies. She’s one of the last of her kind left in our world and we wanted to make her unique visually for the story and also visually stand out during gameplay against the sky and desert like environments.
One of the early inspirations for Falcon Age came from videos of golden eagles hunting large mountain goats. That led to some research on falconry and the idea of having a falcon as a pet and designing mechanics and gameplay around that core idea. We made a rough prototype early on to test out the ideas. The first time we successfully whistled for the bird in VR and saw the scale change from it approaching from a distance to landing on our hand, we knew we were on to something that could serve as the core of a unique game.
Animation and Rig
Aung Zaw Oo
FALCON FEET TRACKING
There are lots of animation options out there, but none of them would easily solve our specific falcon feet tracking needs. Inverse kinematic setups, root motion and other complex plugins could do the job if we had a bigger team and more time to dedicate to it. We wanted a more predictable outcome so we went with a multiple pose based solution made in 3dsmax.
However, the biggest reason for not using IK, is that this is the best way I could come up within a couple of days. We were building the prototype so fast back at the beginning of the project that we didn’t have time to look at what other solutions are available. This is the most reliable and least ugly way I found and we’ve stuck with it since. If it’s not broken, don’t fix it.
Here is how I imagined the bird claws blending IRL. The ball is the fist that is attached to the VR motion controls.There are limits to this method. The claws needs to be able to wrap around a fair chunk of the fist and the fist pose needs to be as spherical as possible.
Note that head and legs are siblings of the pelvis. This makes the bone masking and making separate blend trees easier. Ignore the word ‘eagle’ in the naming. That was just a temp asset name before we figured out the bird design.
Short version of how its done; the fist is a ball and the bird’s feet rotate around the ball using 30 blend poses and shuffle animation to get the feet back to center when the ball(motion hand) has rotated too far.
30 Blend Poses on a ball
A shuffle animation let feet recenter
And the the blends start again after that quick shuffle animation from the new rotation of the hand. According to our programmer Justin, he is doing some regular old quaternion and linear algebra math. And I’m using 3 float values that he’s giving me and feeding them into those anim blend states.
For baby bird, the 2nd knuckle on the index finger is treated like a ball.
The one edge case where the ball concept doesn’t work is when the glove is pointed directly down. Pictured below.
We had several ways we could’ve dealt with that case. One solution was to have a collider on the forearm part of the glove and have the bird fly away if bird’s collision intersects with it. Ultimately we decided to let it be as is. It’s more player friendly that way since it lets you scratch your left hip while in VR without having the bird leave you. Also most people would never have their hands positioned that way in normal play.
Unless they’re playing in a headstand for some reason. All kinds of animation features would look wrong or broken in a headstand.
FALCON HEAD TRACKING
Short version of how its done; the head (bone_Head) is a direct child of the highest object in the bird skeletal hierarchy ( bone_Root ).
Bone_Root’s position(not rotation) follows the position of the motion controller and bone_Head counters that motion. Basically a 2-object hierarchy where a positional blend is used to counter motion of the parent object to keep the child object in same global position. The rest of the bird body uses a blend of 27 poses to try its best to keep the bird looking natural.
With the size of the adult bird we have, a 12 cm translation in all axis(24x24x24 cube) seemed ideal for getting the stabilizer effect without stretching the neck too much. The head will also move at the edge of that range and when the motion hand stops moving, that new position is now the new center and another 24cm cube is formed there. Math wise, headlock is mostly just a vector transform with a lot of extra ‘fluff’ for limiting speed, transitioning in and out, and moving the lock point when it gets too far from the body but the bird is still in the area.
Bird Navigation and AI
Justin LaLone
BIRD BOREDOM
For the most part, the falcon obeys Ara’s commands and follows her around. If you stand around long enough in one area while the bird is just circling or if you launch her with no orders, she will start looking for something else in the area to do - usually hunting or landing on a point of interest. She will also take some initiative when perched on Ara if anything else tries to grab her (she’s possessive like that), and likes to help lead Ara to the next hole in lightning golf.
SUN BLINDING PREY
Some of the prey, such as the rabbits, are very skittish and as soon as they notice a falcon diving towards them they will take off for the nearest bolthole. They have a more difficult time seeing Ara’s bird if she approaches with the sun behind her, so paying attention to where the light is coming from and sending the bird from that direction can make catching prey easier and more reliable. On the other hand, simply diving from higher up can be good too, as the bird can pick up more speed before being noticed, giving her prey less time to dodge out of the way.
Coming in fast and and from the sun, for a guaranteed hit.
FALCON 3D NAVIGATION
Getting a flying animal to reliably traverse a 3D space in a somewhat natural looking way isn’t something you typically find out of the box in a game engine. We have roughly three levels of bird-navigation logic going on to get the bird from point A to point B without running into too many things or getting stuck in a corner.
For high-level navigation to find its way through the world, we build a 3D navigation graph and use A* to find a path. What’s probably somewhat unique in our implementation is that we are using the fairly new Unity job system to do all our A* pathfinding, giving us fast searches that stay off the main thread, allowing more time for other AI, physics, and more stuff in general. Most of the graph is generated automatically, with manually placed connections for flying through narrow gaps like windows that are small or require an approach from a good angle.
The purple line is a rough path for it to follow to get around the big rocks in between where the falcon started and where Ara is standing. The bird doesn’t try to follow this line very closely; it would be trying to make some pretty strange and sharp turns if it tried, so as soon as it has a clear shot to the next part of the path it heads there instead.
Sometimes smaller objects or moving objects can get in the way. The falcon looks ahead and goes over or around these objects. This rock is actually just big enough that it would normally navigate around it with A*, but I forced it to “forget” about that for now. Here, it’s turning left to go around the rock - the red lines show where it has been looking for the past few frames. It usually won’t try to go under things in this way, but the A* navigation can direct it to go under arches or walkways.
The last level of bird flight logic is the actual maneuvering logic, or how the bird decides how fast it wants to go, how much to ascend or descend, how quickly to turn, and how it applies physics accelerations, limited by what it is allowed to do, to get there. This feeds into the animation system telling it how hard the bird is working, what sort of pose it should be in, if it should be banking, etc. The object avoidance is tied in somewhat strongly with this, but all the A* navigation is completely separate. It is also a big pile of math and logic.
Feathers and Rendering
Ben Golus
The small body feathers, or contour feathers, on our birds flutter in the wind, and react to the player’s hands brushing against them to give a greater sense of tactile interactivity. The way this was done for the PAX demo is a bit of a hack which I hope to replace before we ship. (This of course means it’s the solution that will ship with the game.) The short description is each small feather on the bird is a treated like many grass or vegetation shaders. Several overlapping sine waves are used to calculate some simple noise used to flutter the feathers and give them some life. Their timing is offset by a random value per feather stored in the vertex color, and the flutter movement is scaled also using the vertex color. This means the base of the feathers don’t move, but the tips do. It also means longer feathers move more than shorter ones.
Unlike most grass shaders, we need the feathers to not move in random directions, so we can’t use world or local space directions. Plus this is on a skinned mesh which makes the direction even more dynamic. Instead I use a combination of the feather’s vertex normal and tangent so the feathers flutter in and out and side to side relative to their orientation. This isn’t strictly accurate, but for small movements like this it won’t be obviously wrong.
To handle hand interactions, the player’s hand has a script which tracks the bones and creates a list of capsules that follow the shape of each finger, and a sphere for the palm. If the hand is in range, the vertex shader iterates over the list of capsules to find closest distance to one and softly scales down the flutter if a capsule one is overlapping it. The feathers are also squished down towards the body. The capsules are oversized as the overlapping tests are soft, so this isn’t an instant on-off, but a gradual change. It’s roughly tuned so that once the visible finger is touching the feather it has stopped moving entirely and will push down.
Here’s an early test of this system in action. You can see how the feathers react to the sphere before it actually touches it, but the interaction is still convincing.
For the final release of the game I’d like to move to a geometry shader or compute shader approach which would solve some of the issues the effect currently has when only one vertex of a feather is being overlapped, and the fact the feathers light normals don’t change when being touched.
FALCON DAMAGE FEEDBACK
We needed some way to show when the bird is hurt, and we wanted to avoid using a health bar or similar mechanic as much as possible. Animation is used to make the bird look tired, and in pain, but we still didn’t find that it was clear enough to users that she had taken damage. We decided we wanted her to look physically damaged with blood and frayed feathers to really strongly communicate her state. The obvious answer was to do a material swap. However we also wanted to show a gradual increase in damage rather than a hard on / off, and did not want to have to have a lot of different maps. There was also the issue that most feathers shared the same UVs, which meant blood spots would be repeated all over the bird.
The solution we ended up with was done in two parts. First was feather damage and fraying. The alpha channel of each feather is setup in a special way so that both an undamaged and damaged version exist in the alpha at different opacities. The feathers are using alpha test cutout (actually alpha to coverage) at 50% opacity when at normal health, and 25% opacity when damaged to switch between the two states.
For blood splatter the bird has a second UV for the blood texture so we don’t have to reuse the original feather texture UVs, and then we blend in the blood on top of the base texture. The result is we only need one base texture set, and one blood splatter texture set for the bird and we can get variable damage effects on the bird.
Raptor Sounds
Rob Pearsall
The bird wasn’t designed to be different - futuristic or magical - from any bird in our world, just an amalgam of several flying raptors (except for wearing hats); so, it didn’t make any sense to create a voice for it that might sound ‘cinematically awesome’ - it just had to work and be believable.
That said, I did have the choice of “borrowing” the calls of any raptor I thought would communicate to the player the various moods, feelings, and responses of the bird. So, I listened to the sounds that raptors make; and to my surprise, the biggest, most impressive bird - the eagle - was absolutely the worst sounding predator of them all. First place for “don’t use this”.
The hawk is always a great choice. Everybody loves the screech of a hawk. I used to think that there was only one good recording of a hawk screech and every sound designer owned it and that’s why all hawks in all shows and movies sound the same. Not true. It turns out, all hawks sound the same. Not much variation at all. Now, don’t get me wrong, it sounds awesome, so yea… we’ve got that sound on our bird too. But that’s not all.
The best thing I had going for me was that I didn’t have to limit our falcon voice to one specific kind of falcon; and there are many kinds. Because of this, I could liberally choose any sound any falcon produces that makes sense as a kind of emotional statement from the bird.
Conveniently, the emotions were limited; I name them as statements from the bird:
All is calm, all is well
I hear you call me
I’m attacking
I’m hurt, but I’m still flying
That hurts
Getting a recording of a raptor that’s annoyed is really easy; show up with a bunch of recording gear, get into it’s space, and it’s already annoyed. So, there’s a lot of material of raptors sounding negative and mad. This works for ‘pain’. The hawk’s sounds work for flying responses and attack calls. The “all is calm” sounds were the difficult ones. There were several chirps that worked, but then I had to edit a lot of different kind of calls to get partial, short squawks that fit with the chirps, and it worked.
Keeping track of the bird sonically while in game… well, that’s another story for later.
Thank you!
Thanks for reading. For more info and latest updates follow @outerloopgames
@miceenscene & @kelenloth & @elfpen HAVE Y’ALL SEEN THIS?? I’m sure you have, but i’ve been away from tumblr for a while AND I JUST SAW IT AND IT’S AMAZING.
@sun-kitten
i love cutthroat kitchen but bingewatching makes it really stand out how often alton brown refers to himself as ‘daddy’ and makes contestants wear spreader bars
I’m sorry what
you heard me
#I CAN’T BELIEVE I NOW KNOW WHERE TO BUY THE EXACT FETISH GEAR THEY USE ON MY FAVORITE COOKING SHOW
@genericrevenge
OKAY BUT WHY THE FUCK ARE THEY USING SPREADER BARS ON A COOKING SHOW??!??! DOESNT THAT MAKE IT KINDA HARD TO COOK???!?
kinda, yeah
@datas-vibrating-robot-dong this seems like your speed
That logo looks familiar.
WHAT
OH MY GOD
Alton Brown is a real life supervillain
someone tell me what the fuck is going on
K/DA Akali
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if you wanna know how long this year has been: the whole fucking tide pod fuckery happened in january
Jesus
This is the Lucky Ace. Reblog to recieve a wad of cash that is oddly specific to your current needs.
I reblogged this shit two days ago y’all… what kinda sorcery is this. Oddly specific too …. I’ll take it tho 🤯
I think I did it wrong
Uh I reblogged this like 3 days ago and I start my new job on Monday??? Like idk how you accidentally find a job but I did.
I need to get paid asap so pls ace help
I GOT PAID I GOT PAID!!!!!! MUCH MORE THAN I EXPECTED AAAAAAAAAAAA THANK YOU ACE
I legit have a specific amount i want in my head rn it better come true 😭
I ALSO HAVE A CERTAIN AMOUNT OF MONEY I WOULD LIKE TO ACQUIRE, PLEASE HELP
This Restaurant Has The Wildest Wing Pricing Structure And People Are Doing Math To Try To Figure It Out