#boolean and stuff
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hey! i’m super new to motogp, i was wondering if you would be able to point me in the direction of journalists who are generally trustworthy? if there are any haha. bo worries if not, thanks!!!
trustworthy is an interesting concept as we are all god's fallible little idiots but im DIGRESSING ! i get what you mean ummm lets see typically if you wanna know #thebusiness on a race weekend via social media, i'd recommend following mat oxley, david emmett (now only consistently available on bluesky), simon patterson if you can stomach it (or just wait for tumblr moots to filter out the relevant bits), valentin khorounzhiy, adam wheeler, and neil morrison. in terms of the guys whose articles i actually make sure and read its like val dave and oxley, and then as needed i head over to crash.net and pick up pete mclaren and lewis duncan sometimes. all these bitches also run podcasts (oxleybom, paddock pass, the race motogp, crash motogp pod). i would rate the podcasts in that order tbh but you usually get different opinions from the different crews so theres stuff for everyone AND i think its fun to get a bead on how much opinions can vary in the paddock among the press writ large. like okay so you guys ALSO dont know for sure about this thing okay cool im doing good...
#like in terms of english speaking news websites its motorsports magazine comma the race comma crash comma motomatters#and then theres a few spanish ones that i'll translate if dante sends me somethin or im diggin deeper#motogp#callie speaks#asks#go forth... search mat oxleys twitter using an insane amount of boolean operators to get at stuff concerning marc from 2014... i did....
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legally i should not say that I'm gonna wring the neck of whoever wrote this code, but for the record if I did I feel that it would be justified
#programming stuff#yeah man just check if that boolean equals the letter N#strongly typed languages love it when you do that
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having a horrid time but can't stop
#my stuff#sonic#sth#stvh#the mouth is a boolean modifier i hope this doesnt completely fuck me#eyes are shrink wrap#i am allergic to tutorials i take in about 15% of the info i need and then i close it down thinking “how hard could it be?”
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At first, Boolean is the most unintuitive shit ever. Like, girl, what do you mean that A+A=A
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I'll add on too, cuz why not ;)
what is math but practiced logic
media literacy requires logic
Having media literacy is more important than being good at math prove me wrong
#i get it#why is it important to know theorems and formulas when you should be learning how to break down media garbage right?#The real big helper in boosting media literacy is Boolean Algebra#That doesn't mean that other math isn't important#the stuff you learn in grade school is just foundation to do any of the things you might want to do in higher education#so it can't be - like prev said - separated
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RIVERDALIANS WAKE UP!
this is a pre-S07 video so some of its arguments haven't aged the best, but my god, imagine someone actually doing interesting and good analysis of Riverdale. watch this instead of the second Super Eyepatch Wolf video.
anyway, this is a really interesting and fun video with actual analysis of the show in interesting ways (though a few others have articulated similar arguments in other ways, like Quinn Curio's video talking about Archie's plotlines undercutting the seriousness of the others.) but like, it's actual analysis of the show, besides just saying it's cringe or badly written or whatever. like Kennedy still thinks the show is "so bad it's good" but like. whatever, at least there's actually any literary analysis here. it's a pretty good video essay with interesting analysis on the show and its relation to postmodernism and fragmentation.
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#james talks#riverdale#figured out you can use booleans and operators in YouTube search and came upon this within 5 minutes of searching#now i can easily look up riverdale on there and not feel like i need to teach some people how to have interesting takes on stuff#and i no longer have to sift through 100 videos calling the show cringe bc i can just exclude any video with the word in it.#literally cannot believe i had to figure that out myself#anyway genuinely just wild how easily i found this when i made the search bar actually functional#video essay#Youtube
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i am often kind of conflicted over if BRep modeling is worth the increased complexity compared to mesh modeling but man. when you can just connect two surfaces together with zero concern about matching vertices and faces and topology preservation that is just so, so satisfying.
#watch me create a surface that continuously morphs a square into a circle along its radius in like 3 clicks#ofc then if you want to turn it into a mesh the topologies can get a little nasty unfortunately.#but they will work and i guess there has to be some price to doing shit that seems impossible#this goes along with other stuff such as essentially being able to do both boolean and subd modeling at the same time
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goodnight. 🌆
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trying to move away from google sheets, but excel and libre office both lack the extremely basic "checkbox in/as a cell with a configurable data format" function that i NEED for like 90% of my spreadsheets. they both require dragging the checkboxes into place ON TOP of the spreadsheet (not IN the cell, you have to drag them over and resize/align them by hand!!!!) and setting up complex formulas and references so they actually DO ANYTHING, either one cell at a time or by using fucking MACROS to do it. AND YOU CAN'T SET WHAT THE CHECKED AND UNCHECKED VALUES EVEN ARE. i am full of hatred and loathing.
#stfu blue#computer stuff#i literally just want my checkbox cells to be a boolean binary value display#checked = 1; unchecked = 0. not fucking 'true' and 'false' that i have to add additional formulas to convert into usable numbers#and i want the checkbox to be IN THE CELL. not FLOATING ON TOP OF THE CELL. for FUCK'S SAKES#why is google the only place i can get a functional spreadsheet system that doesn't require an hour of extra work for every basic task#i hate this so fucking much
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ugh.....last week i had to do a bunch of overtime, this week......i have like no work and just gotta sit here waiting for requests to come in
why can't things be evenly distributed ;_;
#personal#idk whats worse....overworked or bored :/#i guess the two days i wfh i can just....cook while waiting for work or draw and sketch stuff while i have nothing#theres literally one style of tee on my weekly list and it cant be worked on yet bc the brand its from#is still updating the base design we have to adapt from :/#maybe ill just design a BUNCH of the rose fanmerch lmfaoooooo#i have supplier contacts for a lot of mass produced things now#not even just thru work but cause i go to networking events and.....showcases#suny FIT has a master's in business for artists in apparel/mass production industry and im debating doing it eventually#its all about sourcing stuff within the lens of doing it on art side vs production side#i....think im staying in this field long long term its MUCH better than digital digital media#like......... also im actually highly appreciated for knowing basic coding lmfaooooo like basic ass baby booleans#and ppl think im a wizard!!!!!
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Innovative Relationship Stats in Interactive Fiction
This is the write up I've been most excited to do--this is one of my favorite things in interactive game design--doing cool stuff with stats. I really, *really* wish someone had told me this stuff when I was starting out.
The most ordinary way to handle a relationship stat is to track it with a number that goes up and down according to choices and tests in some predictable fashion. So, for example, if I do something that Gilberto likes, according to some reasonable option, like “support Gilberto in the argument,” I get:
*set rep_gilberto %+10
And this makes sense to everyone. I gave Gilberto a gift, I get reputation points with him. I showed that I’m good at swordfighting, this impresses him, and I get a higher number.
Similarly, if I insult him, if I’m nice to his enemy, if I do something stupid in front of him, I get
*set rep_gilberto %-10
For my first game, this is the only kind of relationship stat I used. It was the only one I knew!
So the relationships were very simple to track and very simple to test. If, by the end of the game, Prenzie likes me 72 much, and that’s over the romance tester of >= 65, congratulations, Prenzie and you can have a happy ending together.
You can write a totally fun game never using anything weirder than that. But I thought it would be fun to share with you some other interesting ways to conceive of relationship stats.
A character who only goes to 0 or 100. That's it. Her relationship stat with you is essentially a boolean true/false. You can do everything for her, but the second you do something she doesn't like, it's down to 0. She loves you or she hates you. This is very character defining. The number tells you everything you need to know about the character.
That same character, who only goes to 0 or 100--except that you can do something over the course of the game to change them, to allow them to have a broader range of relationship numbers. Suddenly there can be shades of relationship. You did something to help them mature, to understand people better.
A hidden relationship number. If you look at the stat screen, whatever you do, nothing will change their number. They neither like you nor dislike you. They are professional, perhaps, and nothing more. However, you can do something to break down their shield or facade, and then, you can see the number moving; or perhaps the number doesn't move at all until that shield is broken.
The above, but in reverse. Something happens to chill someone's heart, and then nothing you do can affect the number. Or perhaps it can only go down, and then you are in a constant battle of attrition where you can only lose affection from someone.
When you reach a certain level of love and trust from someone, the bottom of the scale raises permanently. No matter how much I annoy my true love, the number just bottoms out at 40.
A relationship number that can be tapped as a resource. The bartender at the Noble Gases Club likes me reasonably well. Let's say she likes me 60 out of 100 much. When I need something in an emergency, she can do astonishing things. If I have over 35 relationship with her, she'll help me. Each time I use her, it depletes her by some amount depending on how big a favor it is. So this one is interesting, because now I have to balance whether I want to keep her liking me because I want to pursue this relationship, or whether I just really need her help right now.
A relationship number that can be a catch-all variable for a test. If you have a high relationship with Toppers, the club millionaire, I can throw that in as a variable in a test to see if you can impress someone by talking about high finance on the grounds that you may have had a conversation with Toppers about her money in the past. (*if intellect + toppers >= 50) Then, if you pass the test *because* the Toppers variable made you cross the threshold, you can add flavor text talking about that conversation with her. This is very, very good, because it tells the player that the game has taken into account your having done things to get close to Toppers (and there's a reward for it--you passed the test, sure, but...here's more content, too!)
A degrading relationship stat is incredibly powerful and characterful. This stat declines, scene by scene unless you do something to raise it. This is a "what have you done for me lately" person, and even though it take a little setting up, code-wise, it's really powerful, and your player will feel smart for figuring out that's what's going on. Also, it's stressful. If you want to create that stress, this a great way.
You can, of course, do the opposite--this is how you code your biggest fan. I like you, and I just keep liking you more and more and more and more!...until you do something to halt that, at which point, the growth shuts down, which is a gut punch. The numbers tell such a story here.
Finally, numbers that seem to tell a different story than the narrative. Players are going to look at numbers; they are going to look at the stats. Not everyone, but a lot. And so they are part of the story, they just are. So you can make them part of the push-pull of romance, for example, or rivalry. What does it mean that as my relationship number with Haze goes up, they are more and more standoffish? Does their scale mean something different from other people's, and if I figure out out, will I understand them in some sense? Perhaps there's a tremendous amount of pushback in the 60-75 range, but once you get through that minefield, something changes?
More musings on game design and other Jolly Good stuff here (I just wrote up a thing on "hidden relationship stats and their use")--I'm on a relationship stats kick today, I suppose:
#interactive fiction#choicescript#if game#interactive game#choice of games#hosted games#jolly good tea and scones#choices#interactive story#game development#game dev blog#game design
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Oh Miss Miku Guide, can you please show me the absolute most scrungly mikus. Can I get one heaping helping of the most creaturey mikus you have. Stuff like the miku itabag or that one miku plush thats just face + hair and legs. May i please have your weirdest little mikus i need them for an art thing
Oh my deciple, I bring to you some of my most scrungly Mikus that lay upon this earth (´˘ -˘ 人)
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What's in the Box?



PONY PONIES IN THE BOX
If you've been following along you may have seen that @queenofsquids printed the Takara-inspired BJD last week, both in a "mini" test form and a full-sized one. The full-sized one was supposed to be in yellow, but the pure yellow resin turned out to be a more orangey tone. She incredibly generously offered to send me the orange pony BJD
And then
She incredibly incredibly again generously sent not only the little test takara-bjd in grey BUT ALSO printed my original takara 3D model and sent that?! This is so unbelievably kind and generous. I was so surprised when I opened them all!


I'm not sure if you were all aware but I actually dont have a print of the original "Takara duplicate" doll. I did get the seapony PLA printed at the library (and it was my first ever 3D print!).
For my second print, I got the Dollightful bunny doll printed because I wanted to have experience with jointed dolls made by other people before I put more complex models out. So I figured it would be a while before I got the chance to see my newer models printed.
So like its actually so kind of @queenofsquids to send these but also it's really meaningful to me because I started the takara project where I became obsessed with them over a year ago. It's so amazing to see this thing that frankly I spent so much time fiddling with (even if there are some imperfections; more about that later) and hold it in my hands 🥹 I just keep looking at them and smiling


Also I immediately stole the clothes off my NaNaNa dolls and put them on mini-takara-bjd. They're a little short but fit pretty well!
Some design notes/planned adjustments under cut
-The neck and arm balls are definitely too blocky, this doesn't impact the movement but it is very visually obvious
-Queenofsquids mentioned this but the arm bean is too big and gets stuck in the arm sockets.
^^ These two issues are the most obvious upon brief inspection but are also easy to fix so I'm gonna put out a version ASAP adjusting the file. Call it the version Version 1 Hotfix. Both of these should be fixed in the existing models with a bit of sanding.
-The legs are like just a touch too blocky and I think you can also see lines in the head and chest areas ;-; I think this would depend on the printer, like it might be fine in PLA due to the lower resolution. This can also be buffed out but I can adjust it with some effort
-> I think the blockiness issues come down to the fact I was trying to make the models not too high resolution because then the file size is massive, can't import into cura properly, and even slows down *my* beefy computer. that's why it might take a bit for me to adjust all of these pieces, especially the legs because they have a lot of booleans that lag blender. basically i leaned in the other direction and went a bit too far with some pieces.
-legs are very thin at the bottom (ran into this issue with the dollightful bunny doll too and had to redo quite a bit actually to make it neat)
-The bottom of the heart on the knee in particular is an imperfect fit. I was getting errors in Cura because of some issues related to the knee so I had to remesh it, if you'll remember, so I will need to maybe go in and redo that one :/
-The line around the eyes could be a touch more pronounced, its supposed to be somewhat stylized eyelashes
-I need to play with the arms/legs more to figure out potential issues with the existing joints. But they do at least work and hold poses. I'm not sure if people would prefer anything more complicated like locking joints or if this level of poseability is acceptable
Other things I want to experiment with
-hand pose variation
-nose/mouth variations? it is actually kind of funny to imagine you could switch the expression out to a little :o face or a c: or :3 type of thing
-pegasus/unicorn/fluffy hoof variants like i had planned before
so much stuff :0 and I haven't even finished bunny doll, although at least her paint job is basically done. Once I string the big BJD I can also test posing.
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Sims3SettingsSetter thing
OLD POST REALLY SORRY IF YOU BOOKMARKED THIS I'M DUMB LMAO
NEW: https://www.tumblr.com/sims3fiend/764382296987025408/sims-3-settings-setter?source=share
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Was bored ripping my hair out trying to do optimizations so I made this instead of anything actually worthwhile. For now it's mostly just a novelty. Rushing it out as I'm at work 4x12hrs starting tomorrow :)
This is a ALPHA IT SHOULD BE SAFE BUT IT MIGHT ALSO NOT BE. Speedwriting this post as I've gotta go sleepy.
Ignore the strange names for things i-it's an alpha.
Simsfileshare
To use, have an ASI loader like this or maybe this and shove it into the folder where the sims 3 exe is. Press insert to toggle
What it does:
Renderer Flags:
This was the original idea and what this was solely going to be. I found a function that set things like wireframe and other renderer things, so I made a script for it.
Some useful things it can do are turning drop shadows off, which is nice for reshade as it lets you do a better looking AO. Some people might find the pips, scene boxes, etc. useful but idk. Some of it is neat to look at I guess.
Game Values:
Just the one for now, max lots, it's still effected by the weird range/frustum cull thing that effects shadows, so outside of that range extra lots wont load. These are going to be static values that can be edited ingame. There's a few other ones I've found like ObjectSizeCullFactor but I need to properly test them. I'll also add some informational ones that can't be changed like loaded object count, etc.
Game Config:
This is where things went off the rails…
I'm hooking two functions here to grab and set boolean and string config values directly as they're called in memory, which is important as some are overridden or altered, or aren't listed in the files at all (ForceHighLODObjects my beloved). Currently it lists mostly everything in the SGR file and some ini settings. The boolean stuff is a pretty sure bet, the strings might be overwritten elsewhere idk. Please keep in mind that some of these settings can be very damaging to your game and sanity, do not use ones you don't recognize on a save you love.
To enable the config overwrite, tick the box next to it and hit save. They won't do anything unless the box is checked.
I'll be adding tunables (like LightingCommon) into the list… eventually. Currently they're a little… weirdly/interestingly/uniquely written in the decomp'd functions I've been looking at, so I haven't been able to get their values. There's probably a really simple way of doing all of this in one of the dlls or packages or something but idk. If you know lmk.
I'll also probably try and find the in memory location of some of them, so they can be changed ingame without the need to restart.
Issues:
If you have any problems/info please message me either on discord(fleshtexture) or tumblr ! Keep in mind it's still an ALPHA (or whatever) and I haven't really tested it that extensively.
Known problems:
Config sorting is yucky
Code looks yucky, weird names for things, don't look until I rewrite!
There was a freezing issue due to how I was hooking d3d9 but I think I fixed it? Idk I've never used imgui before.
#sims 3#sims 3 mods#ts3#sims3#another rambling post#auuuuuuuuhhh#im forgetting something idk#goodnight
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Hello! Do you have any tips or tutorials you could direct to on how to make 3d sculpting for dolls? I have some 3d sculpting knowledge, but I wouldn't know how to tackle joints for printing
no tutorials unfortunately, since i figured this stuff out for myself. but i can do a quick rundown on how i do it.
firstly, i sculpt my dolls in pieces from the start. i find it easier to keep the joint locations & shapes in mind during the whole process, rather than making a solid statue and chopping it up later. when i'm almost done with sculpting, i add spheres to all round parts of the joints and blend them in; this way i don't need to worry about masking them off during sculpting, or accidentally deforming them.
next, i use the boolean modifier to cut the sockets, as demonstrated on this random wip file.
in the case of this shoulder, i would put a boolean difference modifier on the torso, and then pick the upper arm as the object to cut with, and apply.
which creates a socket. because 3d printing isn't always 100% accurate, i leave 1% of tolerance so the ball can actually fit the socket even if both of them warp ever so slightly in printing.
after the sockets, everything else is quite similar. i cut the elastic channels, magnet holes, and hollows inside large parts using a variety of stock shapes and tools i've pre-made to speed things up.
this, for example, is a tool i use for cutting channels into upper arms and thighs. just position the tool in the middle [unlike in this one, where i've accidentally placed it crooked], put a boolean modifier on the part you are cutting, and select the shape as the cutting tool.
i don't know about how anyone else does these things, but this way has worked well for me.
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“Being good at Googling stuff” used to be an actual skill you could develop by learning the Boolean search functions.
Now it’s just fucking luck.
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