#Functional prototypes
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geared up ⚔︎
#my art#quinncent#qv art#oc: quinn lacey#oc: vincent craft#yeahhh boy we've got some toys for you 💥💥#this was a fun challenge but wooo lordy am I never drawing advanced weapons again#anyway--these are just 'prototypes'#idk how functional any of them are but it's neat to mess around with#also some delightful lore in there too 💁♀️
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If The Acolyte had gotten a second season, I feel like they would have revealed that the soul Mae and Osha share will become Anakin's after their story reached its planned conclusion.
It can't be an accident that Mae and Osha were so similar to Anakin, but just a little off because they were born wrong. Osha's struggle with autonomy and self-worth, paired with Mae's unhealthy attachment issues feel like pieces Anakin.
Sure it could be coincidence, or even the writers playing with previous dynamics, but they kept hitting us over the head that Osha and Mae were raised to believe that they SHOULD be one person. That they were born of the Force, but were born wrong because their existence was not of the Force's will. And the only way they for them to be right is to be one, but to truly be one they should have been born by the Force's will, and the only one who fits that description is Anakin!
The show was probably going to conclude at their deaths in a way that harkens Anakin's birth.
#star wars#the acolyte#osha aniseya#mae aniseya#anakin skywalker#the first clue was that mae was cringe in almost the same anakin was cringe except people actually laighed in her face over it#anakin is two really messed up girls in a trench coat#i also like the idea of anakin having older sisters who are functionally him but also NOT#like a successful experiment looking and playing with the prototypes of itself#it's so fun how all their existence is so messed up#i like how even tho Anakin was born the right way and was the Force's true chosen one... his life still SUCKED
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GPTim having both visual and hearing disabilities is so important to me. That man’s eyes were *burned out* when he *exploded the moon* his hearing is gonna be affected also; and having functional accessibility aids (his mechanical eyes, here) does not equal not disabled, it just means that the disability manifests differently.
#its definitely not just important to me because of projecting. not at all#the mechanisms#gunpowder tim#migraines and photophobia seems to be p common hcs for him. but under the belief that his eyes function *better* than organic eyes.-#he likely struggles to process visual information. his orhanic brain wasnt made for that input. especially with the belief that his eyes-#were originally made for brian who has a mechanical brain#tangentially. do you think his an brians eyes were made without a blind spot?#often its thought that tims eyes are newer and more advanced than brians. but what if theyre an old pair. old prototype or something#or what if they are newer but he would function *better* if they just. like. switched. for information overload reasons#i have so many thoughts about their eyes now.#also. like. we 100% have seen that mechanical eyes which have been abandoned by their creator does not turn out well for the user#*glares at real world events*
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god i really do need to work on the mechanical goggles while im energetic
#at least just to get a functional prototype#proof of concept and all#i need light sensors and figure out is linear actuators or servos would work better#i think servos would react faster but the motion i need is back and forth#ig i could turn rotation into linear motion through gears but thats a lotta failure points
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god. try 3 of kudoes and seen history ao3 extension. i have flown through THREE laptops in the past year. may this be the last time.
#i lose all my extension history with each time i have to redownload#it doesnt transfer over :(#ughhhh#depths' talks#this is the first time i have to transfer stuff (aka having a functional laptop -> functional laptop)#as well as the first time owning a laptop that is. like. legally mine? and not a prototype?#and its so DIFFERENT its very weird. i went 2 and a half decades without ever doing this
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#hoping this will be the cure for cancer that finally breaks that pesky 4th wall#the 4th cure perhaps#yes the first 3 cannot be patented#the 4th? debatable but I can try#no doubt the 4th is by far the most allopathic and western possible approach#i'll patent what i will patent and it's just likely competitors can patent something functionally identical#but i'd rather create this new industry and build momentum there#not even the chatbots see the application of the laws of physics they agree are at work behind my prototype design
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Sugarcube, flat stats and setter links
As I spent an unspecified time trying to figure it out, maybe it will spare someone the trouble or build towards intuition for how stats work. Or maybe this is bait to see if anyone knows a better solution 😏
First of all, flat stats vs fairmath stats. Fairmath stat accumulation is designed to represent stat gain as inversely relative: the higher your stat value, the smaller your absolute gain would be expressed by the same relative number. E.g. 10% gain at 90 is different from 10% at 15. A bonus (and very important) effect of this is that the stat value increased or decreased via fairmath will never fall below 0 or rise above 100, doing all the stat clamping for you.
Fairmath is easy to test and observe in ChoiceScript, where you can run thousands of tests automatically. You cannot do that in Twine. This is my primary motivation for going with flatmath for my SugarCube project. Which means that someone has to handle clamping, as a gain of 10 at stat value 95 will set the value above 100.
The frequent code for handling that is during change:
<<set $stat to Math.clamp($stat + 5, 0, 100)>>
which, in this example, increases variable $stat by 5 and makes sure the result is not smaller than 0 and not greater than 100: clamping.
My problem with it is how much code repetition is there and how incredibly copy paste error prone this is. You will no doubt be copy pasting this code all over your game files and will need to make sure you are replacing the variable name twice each time, lest one variable will end up with the value of another in an oversight that is way too easy to miss. Ideally we want to specify not only the name of the variable, but also our bounds (0 and 100 respectively) only once.
There are two answers to this problem: widgets and JavaScript. A widget for this is one and done, but it is more fuss to integrate it into code, I found. In the JS solution you would need to figure out a function that works for your variable storage schema.
Let's cover the widget solution first:
<<widget "modify">> <<print '<<set ' + $args[0] + ' to Math.clamp(' + $args[0] + ' + ' + $args[1] + ', 0, 100)>>'>> <</widget>>
Not only will the above check that each resulting value is within the [0; 100] range, it accepts the variable name as a parameter, meaning it will work for any stat (though you would need to pass the variable name as a String) and for subtraction too:
<<modify "$stat" -18>>
Now to problems. For my links between passages in the format for Twine I use, SugarCube, I strongly prefer the structure of setters:
[[Link text|NextPassageName][stat modifications]]
Calling a widget is not possible inside a setter link though. You would either need to do that in the next passage, which is inconvenient if you do not need that passage for anything else, or to marry two syntaxes in this unholy matrimony:
<<link [[Link text|NextPassageName]]>> <<set $otherstat to "wowza">> <<modify "$stat" -18>> <</link>>
And this is just one link/option.
Now, for the price of extra JS code you can avoid all this. Depending on how you store your game variables, flat or in objects, you can employ tricks to save you time and code lines.
window.modifyStatA = function(value) { State.variables.StatA = Math.clamp(State.variables.StatA + value, 0, 100); }
This anywhere in your custom JS file for the game will allow to do the following:
[[Link text|NextPassageName][modifyStatA(-18), $otherstat to "wowza"]]
and will change the value of $StatA by subtracting 18 upon clicking that link/option.
You can also do the following:
window.modifyStat = function(statName, value) { State.variables[statName] = Math.clamp(State.variables[statName] + value, 0, 100); }
which creates a more generic function:
[[Link text|NextPassageName][modifyStat("StatA", -18), $otherstat to "wowza"]]
As you can see, this is suitable for flat stat storage (which I personally do not do). I suppose for the nested stats you could specify the object names as inputs in their order of hierarchy and access them so for a generic function, but I am not sure yet how to do that for a variable number of levels, e.g. Parent.StatGroup.statA vs Parent.statB
I believe this is geared to the very specific way I personally structure my passages and links, so I am ready to be proven wrong 😅
Cheers!
#twine#sugarcube#twine tutorial#I realized the generic JS function solution as I was typing this so for this alone it was a very useful exercise lmao#I feel like there should be a way to modify the prototype of the JS object but everything I tried led to an error
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The prototype is as functional as me now :3
#ashes to ashlyn#prototype#game dev#at this point i'm like 'okay now what'#because while it IS functional it isn't quite pitch-worthy yet#and that's kind of important because i plan to crowdfund the thing#am i overthinking it#anyway it's a non-zero amount of progress
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Ah the wonders of bag lining
#I'm plotting out how I'll be constructing my cloak/poncho for my Siffrin cosplay#And lemme tell ya I WILL be making myself a step-by-step guide because I apparently decided to make this difficult#Mainly by wanting as little visible seams as possible#AND wanting to have the collar section be a separate piece from the main cloak body (Imagine a turtleneck for reference)#AND embroidered constellation stitching on the inner bottom hem#With probably two different fabric types (Darkless wool on the outside and lightless cotton/silk if affordable on the inside)#With preferably the lining having a speckled patterning to mimic the night sky#I have high ambitions and don't know how to work a sewing machine so we'll see how it goes#But I CAN hand stitch. I'll probably be making like 15 prototypes first since I do want this to be a functional clothing piece#Both in and outside of cosplay#Now Siffrin's hat? Man I don't want to think about that rn other than it'll probably involve either horsehair or copious amounts of wire#ramblings about nothing/everything
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Eagerly we await the return of our once and future king. The M*crosoft Office landscape was never better under his tutelage. Cursed was the day he forsook us, and during the lapse in his guidance our kingdom has languished: bloated, over-developed, and unhelpful.
Here my cry, King Clippy! May ye return and save us from this subscription-model hellscape! Return and usher in the reign of Word 2003 for a century!
#shitposting#lichposting#king clippy#clippy microsoft#i just figure there's been a decline in functionality since they shot him in the head and fed his corpse to the xBox 360 prototype
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Finally making a timeliness design-guide for Geno from ec-4o.verse! (Just a wip tho)
#spot!drawn#ec 4o!geno#he goes through a progression in this au unlike a lot of the others#because at one time he was more of a 'Sans' style guy until his setting and circumstances changed him for the worse#far left is pre-war when he's just a programming upstart. i mean he's a boss monster so he's been *programming* for years and years#but he's doing his own project as a volunteer on the side and that's where his real prowess comes from. he programs ecto (robot) AIs!#in this part of the design he's very casual and relaxed and it also features A.Z.! AZ is his first breakthrough because he's an#ultra-realistic ai with no magic infused who was supposed to be used to study mental illnesses in children w/o putting real kids in harsh#environments. but he kept A.Z. as he was the 'prototype' and now Geno monitors him and makes sure his programs function right while also#lowkey highkey raising AZ because he got attached#of course then there's mid-war which is technically also a bit before the war but technicalities don't count.#Geno is a talented programmer. the government (for Nefarious Plans) blackmail him into working at one of their facilities on new updates#for Ectos nation-wide. he doesn't exactly have a choice but he's far too deep in by the time he really understands what the new#protocols are for. then there's Post-war where he's sustained a lot of injuries and takes on his final 'Geno' appearance#at this point he's just trying to survive in the apocalypic wastes and finish what he started (cleaning the aftermath of the war)#but yeagg#the silly#(the government took his robot son but it's okay. he gets two mentally unstable boyfriends and reunites with AZ eventually)
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my plan was to make like a big 3 hour video essay about my orin project but i dont even think thats possible it might have to be a series of like, 3 seperate videos. mostly just for pacing reasons so i can focus on one section at a time
#curremt prototype of the chapters (i guess?) is#1. character origins and inspirations and early development. maaaaybe a timeline of his actors/portrayals?#2. character breakdown and explanation. how hes written and how he functions as a character in the narrative#will also probably go into depth about his actor portrayels again#3. fandom analysis and comparison. because i have noticed Interesting Things.#i just dont know where to put the actor timeline???? should i do it in the first chapter or combine it into the second#and do it simultaneously along with the portrayal analysis#orin has 12 minutes of screentime btw
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people who think the axiom of choice implying the well-ordering theorem is unintuitive never tried putting wooden blocks in a random order at 3 years old and it shows
#mathematics#like no duh if you can make a choice (i.e. define a choice function)#then you can just pick the least element. then the next element. then the next element.#infact that's essentially how we originally came up with literally all orderings of numbers in history#“two is bigger than one because two things is more things that one thing” is just an informal definition of a choice function to define the#well ordering on the naturals. it's obscene#although i will grant the prototypical well-ordering on Z being 0 < 1 < -1 <... n < -n < n+1... is absolutely stupid
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