#edge computing real-world examples
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techtoio · 1 year ago
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The Edge of Innovation: Why Edge Computing Is a Big Deal
Introduction
Staying updated with the ever-evolving world of technology is vital. At TechtoIO, we pride ourselves on being at the edge of innovation. Edge computing is one of the most revolutionary developments transforming the technology landscape today. But what exactly is edge computing, and why is it such a big deal? Let’s dive into this fascinating topic to understand its significance and potential impact on our digital future. Read to continue
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fontseeker · 5 days ago
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The Story of Letraset’s Quicksilver typeface
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I’m Dean Morris, the designer of the typeface ‘Quicksilver’ that came out in 1976 as part of Letraset’s Letragraphica range of rub-down typefaces — the stylishly aggressive ones in the yellow pages of the catalog. I named the typeface Quicksliver because it looked like bent thermometers (quicksilver is an old name for mercury which is used in thermometers), and because the word Quicksilver has some of the cooler letters such as Q, K, E, and R. I never meant it to suggest glowing neon.
The name Quicksilver was my second choice, however. Letraset Englishly felt that my first choice, ‘Polished Sausage’, would be ‘rather unpopular in foreign markets’. I designed it as a 16-year-old kid at John Glenn High School in Bay City, Michigan (born in Mercy Hospital 3 months after Madonna), and sent Letraset a xerox of a tight marker sketch of 3" letters letterspaced with the heavy outlines slightly overlapping as I originally intended. I drew only a skinny S without an alternate, and submitted no punctuation. I knew nothing about submitting typeface artwork and I assumed there’d be, you know, discussion.
But Letraset wanted it, and they must have wanted it REAL FAST (fifties nostalgia and disco were WHITE HOT then, remember), because they sent a letter and contract soon after, and they did the finished art themselves at 5" high (they can’t have known my age, maybe they had no confidence in my technical skills), starting with the E as did I in the design stage. And what a gorgeous rendering job they did in the pre-Mac days of ruling pens, straight-edges, and compasses (they shunned rapidographs!) — and they hand retouched the curves where they met the straight lines! Letraset sent a 5" sample E for approval, but I’m sure they had already drawn all the characters. They followed my sketch very closely, designed the punctuation, and suggested an alternate but weird wide S, which I approved, figuring there was probably no other decent way to design it. I don’t know if the thematically wrong heavy-overlap-line on the P came from me or them.
I assumed the punctuation would match the stroke width of the letters, but they drew them narrower and slightly oddly (what’s with those little dots in the periods and commas?), but I figured what did I know from diacriticals. I found out later that they produced a separate sheet of Quicksilver dots and dashes without my knowledge!
If you looked at the structure of the A, B, E, F, K, N, Q, R, or Y and wondered, ‘What was I thinking?’, I’ll tell you. I was simply trying to ‘draw’ as many letters as possible in the wrong direction — I thought I was SO clever! For instance the E cross-stroke goes right-to-left rather than left-to-right, like, oh, ANY OTHER ROMAN CAP E IN HISTORY. R and Q diagonals started waaaaaaaay on the other side, N goes waaaaaaay around the wrong way to form the diagonal. ‘Chrome’ letters can branch, but these ‘glass tube’ letters shouldn’t (did you hear that, dollar-sign?).
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The first album cover I saw with Quicksilver was Men At Work’s first smash LP, Business as Usual , then punk pioneer Stiff Records’ logo appeared on 45-rpm labels with a clearly Quicksliver-inspired F. And it was popular, of course, for sex, drugs , and rock and roll. For about ten years I, family, and friends collected food packages, tear sheets and posters, and took photos of signs from around the world. I think it’s about the easiest typeface to mishandle ever. My friends dared each other to use it in 6 point body text.
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Eventually home computers, Fontographer, scanners, etc. empowered amateur and professional designers alike. Crash went sales of rub-down type, my exclusive 15-year contract expired, and artwork was pirated without my knowledge and beyond my control, which I don’t condone, but I totally understand. I stopped trying to look for and collect examples of it. Maybe I’m overestimating its popularity now after 30 years (I totally forgot about it for about a decade), but still seeing it around at all is itself a rave. I can’t remember why I Googled ‘Quicksilver Letraset’ two years ago, but what I found was a whole community of sites for font identification with lists of their various names, where many bothered to accurately credit me as the original designer, which gets me RIGHT HERE. It makes me feel less forgotten even though I don’t see royalties. BTW, I never did, nor did Letraset ask me to, design a lower case version.
Feel free to pass along this modest piece of graphic microhistory to any Letraheads. Thanks for your interest in this historic cultural oddity called Quicksilver, the Citroen deux-chevaux of typographic aesthetics, that looks lame from any angle! Visit my Quicksilver museum and feel free to send me more examples at [email protected].
— Dean Morris, May 2009, New York City
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vgprintads · 4 months ago
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'Xplora 1: Peter Gabriel's Secret World'
[DOS / MAC] [USA] [MAGAZINE] [1995]
"The adventure game genre is often noted for how refined it is compared to other more philistine genres. XPLORA 1: Peter Gabriel's Secret World is an extreme example of this comparison. In 1993, interactive multimedia came into prominence, and the ever innovative Peter Gabriel decided to get involved and experiment with this medium. Collaborating with Brilliant Media under his own label Real World Records, the title was released for Macintosh in 1993, Windows in 1994, and CD-i in 1995. The avant-garde effort was well received by both fans and critics. Typical of Gabriel, the game is at times bizarre and feels like a purchase from a modern art museum store instead of a computer or record store. Rather than giving you a quest (or even a story), this is the kind of game meant to played with more than played (or explored, as the game itself calls it), which is a double-edged sword. Despite its age, the talent and care invested in its production is evident, and it looks younger than it is." ~Karen Niemla, Adventure Classic Gaming
Nowadays, this is the kind of game that will get you VOD-muted in a heartbeat...
Source: RetroMags; Areala
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usafphantom2 · 3 months ago
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The F/A-XX 6th Generation Fighter Announcement That Never Happened
ByKris Osborn4 hours ago
F/A-XX Fighter from U.S. Navy
The Pentagon, the Navy, the aerospace industry, and much of the world closely watch the US Navy’s ongoing source selection for the 6th-Gen F/A-XX carrier-launched fighter. Due to the program’s secrecy, little information is available. It was supposed to occur days ago according to some solid reporting. So why the delay?
The F/A-XX Fighter: When Is the Big Reveal?
F/A-XX Fighter for US Navy
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F/A-XX Fighter for US Navy. Navy graphic mockup.
Weapons developers, the defense community, and the public anticipate the expected announcement, and some might wonder why the decision is taking so long. The program is expected to move into Milestone B and transition to the well-known Engineering, Manufacturing, and Design (EMD) phase at some point this year, and only Boeing and Northrop Grumman remain alive in the competition.
Boeing is famous for the F/A-18 Super Hornet and was, of course, just selected for the Next-Generation Air Dominance F-47 6th-gen Air Force plane. Northrop is known for building the F-14 Tomcat.
Both companies have extensive experience engineering carrier-launched fighter jets, and both vendors are doubtless quite experienced with stealth technology.
It may be that Northrop has an edge with stealth technology, given its role in generating a new era of stealth technology with the B-21 and its history of building the first-ever stealthy carrier-launched drone demonstrator years ago called the X-47B.
Extensive Evaluation
Navy and defense evaluators will examine key performance specs such as speed, stealth effectiveness, thrust-to-weight ratio, fuel efficiency, aerial maneuverability, and lethality, yet there is an entire universe of less prominent yet equally significant additional capabilities that Navy decision-makers will analyze.
Requirements and proposal analysis for a program of this magnitude are extensive and detailed, as they often involve computer simulations, design model experimentation, and careful examination of performance parameters.
The process is quite intense, as the evaluation carefully weighs each offering’s technological attributes and areas of advantage against determined requirements. Requirements are painstakingly developed as Pentagon weapons developers seek to identify what’s referred to as “capability gaps” and then seek to develop technologies and platforms capable of closing those capability gaps by solving a particular tactical or strategic problem.
F/A-XX Fighter
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F/A-XX Fighter. Image Credit: Boeing.
Navy developers likely envision a 6th-generation, carrier-launched stealth fighter as a platform capable of closing or addressing many capability gaps.
While little is known about the program for security reasons, the intent is likely to combine F-22-like speed and maneuverability with a new generation of stealth ruggedized for maritime warfare and carrier deck operations. Carriers are now being configured with special unmanned systems headquarters areas designed to coordinate drone take-off and landing.
This station requires deconflicting air space, accommodating wind and rough sea conditions, and ensuring a successful glide slope onto a carrier deck.
As part of a 6th-gen family of systems, the F/A-XX will be expected to control drones from the cockpit, conduct manned-unmanned teaming operations, and take-off-and-land in close coordination with drones.
Networking & AI
Boeing and Northrop have extensive drone-engineering experience and mature AI-enabled technologies. The Navy is likely closely looking at networking technologies. Each vendor platform must conduct secure data collection, analysis, and transmission to ensure time-sensitive combat information exchange.
This requires interoperable transport layer communication technologies to interface with one another in the air in real-time.
For example, the platform best able to successfully gather and analyze time-sensitive threat information from otherwise disparate sensor sources, likely enabling AI at the point of collection, will be best positioned to prevail in a competitive down-select.
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F/A-XX. Image Credit: Creative Commons.
The F/A-XX will not only need to connect with each other but also network successfully with F-35s and 4th-generation aircraft and ship-based command and control.
This connectivity will likely require gateway applications. These computer technologies are engineered to translate time-sensitive data from one transport layer to another.
Key targeting data may arrive via a radio frequency (RF) data link. At the same time, other information comes from GPS, and a third source of incoming data transmits through a different frequency or wireless signal.
How can this information be organized and analyzed collectively to a complete, integrated picture and delivered instantly as needed at the point of attack?
This is where AI-enabled gateways come in, and the vendor most successfully navigates these technological complexities will likely prevail.
About the Author: Kris Osborn
Kris Osborn is Military Technology Editor of 19FortyFive and the President of Warrior Maven – Center for Military Modernization. Osborn previously served at the Pentagon as a highly qualified expert in the Office of the Assistant Secretary of the Army—Acquisition, Logistics & Technology. Osborn has also worked as an anchor and on-air military specialist at national TV networks. He has appeared as a guest military expert on Fox News, MSNBC, The Military Channel, and The History Channel. He also has a Masters Degree in Comparative Literature from Columbia University.
@Johnschmuck via X
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shuilongyinleo · 2 months ago
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Shui Long Yin VR Metaverse: Technologies and Digital Assets, and the melon about it being released in Summer 2025
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What is the metaverse?
The Shui Long Yin metaverse is a parallel world closely resembling the real world, built through the use of digital modelling and technologies such as VR and AR, and designed to exist permanently.
This virtual realm integrates cutting-edge advancements, including blockchain, augmented reality, 5G, big data, artificial intelligence, and 3D engines.
When you acquire a ticket to this world, you gain a digital asset, allowing you to become an immersive citizen within the Shui Long Yin Metaverse.
Every item within Shui Long Yin can be experienced through Augmented Reality using VR devices, providing a seamless blend of the physical and digital realms. These digital assets are permanent, and in some cases, overseas users may trade or transfer their tickets to enter the Shui Long Yin world.
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What is VR and AR?
Virtual Reality (VR) is a technology that enables users to interact within a computer-simulated environment.
Augmented Reality (AR), on the other hand, combines elements of VR by merging the real world with computer-generated simulations. A well-known example of AR is the popular game Pokémon Go, where virtual objects are integrated into real-world surroundings.
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Tang LiCi's universe
The Shui Long Yin film crew has digitally modeled the core art assets, 50 000 square meters.
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What technologies does China Mobile & Migu bring to the table?
China Mobile served as the lead organizer for the 2023 World VR Industry Conference. Its subsidiary, Migu, has also been dedicated to advancing projects in this area.
Shui Long Yin is their first priority this summer 2025.
5G+AI: VR world in Metaverse
AIGC AR 3D: Using AI technology in graphics computer, with the best trained AI system in China.
Video ringtones as a globally pioneering service introduced by China Mobile.
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Shui Long Yin from Screen to Metaverse to Real Life: Epic Battles and Intricate Plotlines
The United States and China are world pioneers in the development of TV drama integration VR Metaverse. Notably, Shui Long Yin is the sixth TV drama map worldwide to be merged into the Metaverse.
How can we enjoy these technologies?
-- First we need 5G -- According to a report by the Global Mobile Suppliers Association (GSA), by June 2022:
》There are 70 countries around the world had active 5G networks, you can fully experience all the technology featured in Shui Long Yin.
Example: South Korea, China, and the United States have been at the forefront. Follow after are Japan, United Kingdom, Switzerland, Australia, Taiwan, United Arab Emirates, Saudi Arabia, Viet Nam...
》No worries—even in countries without 5G, you can still watch the drama and enjoy AIGC and 3D technology through the streaming platforms Migu Video and Mango.
•Mango available on IOS and Android, Harmony OS
•Migu (Mobile HD) soon availabe on IOS and Android, Harmony OS
-- Second, we need VR devices --
In country where VR is already commonplace, such as the United States, owning a VR device is considered entirely normal. Users can select devices that best suit their preferred forms of home entertainment.
European countries have also become fairly familiar with VR technology.
However, it is still relatively new to many parts of Asia. When choosing a VR device, it’s important to select one that is most compatible with your intended activities, whether that’s gaming, watching movies, or working.
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It's no surprise to us that the drama Shui Long Yin will be released in the summer 2025, but it will also be coinciding with offline tourism to Long Yin Town in Chengdu, online VR Metaverse travel, and 3D experiences on the new streaming platforms Migu and Mango. Stay tuned!
Tv drama: SHUI LONG YIN Shui Long Yin & Leo All music and image are copyrighted and belong to the respective owners, included the official film crew SHUILONGYIN.
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yellowhollyhock · 4 months ago
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people are often associated with colors to me. part of the joy of this is color combinations
example: with my siblings. it's all symbolic and just in my head but it brings me joy to think about
me: yellow (obviously)
oldest brother: green, like computer green. yellow+green = lemon lime soda, video game with timer and health bar. 90s/00s nostalgia. Artsy; the idea of the natural world but the one we create
oldest sister: purple, lovely pale lavender. yellow+purple = flowers, sunsets, soft moments. seashells, mountains; ethereal. gentleness, whimsy, adventure
older sister: red, dark and deep. yellow+red = contrast, boldness, gold and rubies. Fleshy, real; birds, poetry, stage lights. confidence, persistence, strength
younger brother: royal blue. yellow+blue = celestial, sunshine and sky. ocean and sand. soft contrast, fabrics, storybooks, candy. Easygoing, intellectual, fun-loving
younger sister: pink, like a rose gold. yellow+pink = designed, worked for, a pair that fits like puzzle pieces. Sparkles, knickknacks, crafts. Humor, optimism, tenacity
youngest sister: turquoise. yellow+turquoise = earthy, easy to look at, soft edges, hard center. Rocks, cartoons, butterflies. Unconditional love, understated wit, steadiness
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foggywiz4rd · 7 months ago
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Maybe this sounds random, but on Tik Tok I saw a lot of people using AI to make their Arcane lookalike character, and I just wanted to say that if you do so you didn't understand anything this show offers.
The quality of Arcane comes obviously from a really good writing but also from the amazing  character designs, worldbuilding choices, scene composition and obviously animation; those are works that take a lot of fucking time to the amazing artists, animators and directors, and using a technology that actively threatens this working positions is not only disrespectful but also stupid. Actively feeding AI with the unique artstyle of arcane is first of all helping this abomination evolve into becoming even more precise in stealing and copying specifics artworks, and also it's teaching it how to replicate Arcane lookalike art pieces that could be used to mass produce merch or prints putting a profit in the pockets of the wrong people; not only that but since we live in a time where profits are basically the only interest to big companies, who can guarantee us that once the AI products are good enough they will not be used for the actual series and products. I know that right now it doesn't seem like a possibility for this franchise because it has given us a genuine and fantastic work of art, but seeing what is happening in the world of animation (thinking for exaple Disney pushing only corporations slabs such as live action remakes or souless films, Pixar employees given less and less creative liberty, DreamWorks Co founder Katzemberg basically declaring that animators can be replaced by AI, and all the strikes the animators in the USA are doing because of the inadequate salaries and threatens to their positions) it's not an impossible scenario, maybe the fact that the arcane/league animation projects are done by a studio based in France, [were because of EU regulations AI is more limited (kinda, but also not really lol)], can keep it safe for now, but I wouldn't be so sure about it in the future.
This is to say that there are real people in the animation industry wich are suffering the direct consequences of the capitalistic mentality of their executives, and the real threat of AI replacing their labor, you chosing to use this technology is only giving this capitalist machine free fuel.
Also it's insulting to the amazing visual work done in the show, the art of animation is finally taking a different path in big industries than the iperrealism of Disneys 3D backgrounds; let's think about Spiderverse by sony, or the lates Ninja Turtles by nickelodeon, or even better Nimona, finally there has been a path of experimentation with this form of art recognized by the general pubblic, and Arcane is yet another example of this new and diverse path. The characters flow in the scenes, everyone of them has a unique style of combat reflecting their personality, the use of color as symbols but also as enanchment of the scenes, the raw strokes and blurred edges, the use of light to convey the scenes depth, the character designs, the writing, it's a work of art, a humanmade work of art, not one done by some click on a computer and a prompt. This is a tipe of work that an AI should struggle to replicate, it easy for an artificial intelligence to remake a Disney 3D style, because it's clean, boring and all the same therefore it's easy for a company like that to start rely on this technology to feed us with all the more shit ass stories and all the same animations, let's not make it easy for an AI to replicate something like Arcane, let's not feed this machine great material to steal and reuse to take away work from the people who give us this masterpieces in the first place.
Without obviously starting the discourse about how harmful it is for the environment, but this post is already a chapter, so maybe another time.
Section with spoilers:
Last thing is I saw a girl talking about the artstyle choices in the scene where Viktor and Jayce destroy the excore, where the excore products are all kinda fucked up and uncanny like something an AI could make, and then where the two of them fucking explode (rip to them I'll miss those gay boys) everything becomes more flat like a traditional human made drawing. So maybe the glorious evolution of mankind through AI it's a lot like how it's portraid in the show: souless, all the same, lacking personal freedom of choice and creativity, therefore if we put on our thinking caps maybe it's not the best path to go down. I dunno I just wanted to throw it out there because it fits a lot.
Just my thoughts. If there are grammatical errors I'm sorry, but clearly I don't want to use an AI to correct them lol.
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sngl-led-auto-lights · 18 days ago
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How do Teslas manage power differently from traditional cars, especially regarding overnight features like headlights?
Teslas manage power fundamentally differently from traditional internal combustion engine (ICE) cars—especially for "always-on" features like headlights—through architectural differences in their electrical systems, intelligent power management, and energy source prioritization. Here’s how they do it:
⚡ 1. Core Power Architecture Differences Component Traditional ICE Car Tesla
Primary Energy Source Alternator (belt-driven) recharges the 12V battery High-voltage (400V) battery pack → powers everything 12V System Power Source Lead-acid battery (depletes quickly) DC-DC converter taps HV pack to charge 12V lithium battery Headlights/Electronics Run only off 12V battery → drains in hours Prioritized LV loads → HV pack replenishes 12V as needed
🔋 2. Overnight Power Management
Teslas avoid dead batteries via layered power optimization: Deep Sleep Mode:
After 15-30 mins idle, Tesla shuts down non-essential systems (sentry mode, infotainment), cutting power draw to ~10-50W (vs. 200W+ in ICE idling).
Adaptive 12V Charging:
The DC-DC converter tops up the 12V battery only when its voltage drops → minimizes HV pack cycles.
Lithium 12V Battery (2021+ models):
Replaced lead-acid → 4x longer lifespan, faster charging, lighter weight.
Example: Headlights Left On ICE Car: Drains 12V battery in ~4-8 hours (500W draw).
Tesla:
Headlights auto-shutoff after delay (or via app).
If left on: HV pack feeds DC-DC converter → powers lights for days (~0.1% HV pack loss/hour).
🌙 3. Tesla-Specific "Overnight" Features Feature Power Source ICE Equivalent
Sentry Mode HV pack → 12V system (~200W) N/A – ICE battery dies fast Climate Keep HV pack → heat pump (1-3kW) Engine must idle (1-2L fuel/hr) Software Updates HV pack → compute (300W+) Drains 12V battery rapidly
HV battery sustains all features without idling an engine.
🔧 4. Real-World Efficiency Data Vampire Drain:
Tesla loses ~1-2% battery/day with sentry/climate off.
ICE cars lose 0.5–1L/day in fuel to keep 12V alive during shipping/storage.
Headlight Overnight Draw:
Tesla LED headlights: ~50W total.
ICE halogen headlights: 110W+.
⚠️ Why Tesla’s System Wins No Parasitic Losses: No alternator constantly burning fuel to charge a 12V system.
Energy Scale: Tapping a 75kWh HV pack for 12V loads is like "using an ocean to fill a bathtub."
Predictive Shutdown: Tesla sleeps deeply unless explicitly woken (via app or key).
🛠️ Edge Cases & Fail-Safes 12V Battery Failure:
Tesla alerts drivers weeks in advance → DC-DC converter keeps it charged proactively. HV Pack Depletion:
If HV pack hits 0%, the car uses reserve energy to boot critical systems for recovery. Frozen Temperatures:
HV pack self-heats to maintain efficiency (ICE batteries struggle below -10°C).
Bottom Line: Teslas treat electricity like a data network—intelligently routed, prioritized, and scalable—while ICE cars rely on wasteful "always-on" generation. This allows features like headlights, sentry mode, and climate control to run indefinitely overnight without stranding the driver. 🔋💡
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ennn · 1 month ago
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It is very interesting! I do like a less unhinged and far less obnoxious Rio in AUs. From what we saw of Rio in e1, e4 and e9 she could be very soft and even when they were fighting on “the road” in e8 she was still trying to be understanding until the “never want to see you again”
“gurl are you seriously forgiving her just like that? wild” haha I’m sorry but she would you know she would like I don’t know what she did there but in no universe Rio wouldn’t forgive Agatha and take her back if Agatha made a genuine bit of effort.
Rio is your favorite and you want fics that focus on her where she’s more than the character who loves Agatha and I get that. I love them both but imo there wasn’t that much Aubrey Plaza in the show and the main characteristics of Rio is that she’s Death but they barely explored it and that she’s very much in love and deeply devoted to Agatha. Even Jac Schaeffer said something about creating Rio that Agatha having Death so down bad for her was the coolest thing ever.
The vampire AU is super fun but I still have to catch up. For me “post-canon ghoulniverse” has the most IC Agatha and Rio by far. Unhinged Agatha and Rio and very much in love. Tbh I read fic for many many years and every fandom is mainly AUs now and most fics just use the canon names for characters that barely look or sound like their canon counterparts so I just try to find what I like and have fun but I do miss when rec posts were popular. There were even LJ communities lol and your rec post left me full of nostalgia :)
Oh yeah I mean, I totally agree that Rio is down bad for Agatha. Gurl folded like a lawn chair at least twice at some flirting.
But at the same time, gurl is vicious and angry. Like I saw a GIF set of the confession scene the other day and Rio is very snarly even in that moment. Which is a choice I love.
And I'm sorry no, I'm tired of the argument that "well Rio didn't have a lot of screentime and she was really down bad so that's what I got from the character".
Sorry if this sounds mean, this isn't just directed at you, I've heard it from more than one person in fandom and it just doesn't compute for me and my autistic brain.
A lack of screentime doesn't mean ignoring what Rio does for literally half her screentime: which is to be an annoying little shit and a danger to Agatha. Like if you look at episode one alone: Rio spends half her time being soft and understanding and patient, and then the other half doing violence. That's Rio. Soft but also with edges.
Like I get people want someone to love Agatha but there's a difference between: this is what canon is telling us, and this is what I'm choosing to ignore about the character from canon.
Which people are absolutely free to do! I just feel that we should be clear about it.
Also I do love that you brought up Ghoulniverse because that I think is a prime example of how the two of them are handled well (besides the characters being delightfully unhinged and hilarious). Like, Rio doesn't just instantly drop everything and forgive Agatha after Agatha makes one genuine effort to not be awful. There's a lot of hurt and doubt after centuries and I think it takes at least a few conversations before they get back together.
I'm just very hmmmmm at fics where Agatha does her emotional arc, feels bad, makes one apology and everything's okay.
But you know, I'm also well aware that slow burn seems to be a thing people struggle with, so unless it's a fic like Ghoulniverse focused on both of them figuring out their shit, people want their happy ending quickly. Probably because the real world sucks in a lot of ways especially right now.
Anyway, thank you for being very polite and cool Anon. I hope I didn't come across as too salty in here. And I'm glad you found what recs I did make helpful in some way.
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girlfriendsofthegalaxy · 1 year ago
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tuesday again 2/20/2024
i don't usually use these writeups as a memory aid, but this week it's good bc most of last week was a blur of applying to jobs and playing breath of the wild
listening
i have several playlists that are several hours long with a couple different flavors of the really specific kind of instrumental music i need to do mass quantities of data entry. these are now all poisoned by horrible memories of my last two jobs so i'm slowly building new ones. a great candidate is OASIS, off the REDLINE soundtrack. REDLINE (2009, dir. Koike) is an extremely horny anime movie about driving really fast, being true to yourself in spite of corporate overlords, sports betting, and fucking.
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i think this was a scene with background club or cafe music? electronica instrumental with a little bit of a groove and a very particular mid-aughts sound. you know when powder coating is extremely matte but also extremely sparkly? spotify.
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reading
Samantha Cole (previously Vice, co-founder of 404 Media) has a beat that's focused on sex tech, sex work, deplatforming of sex work, and kink community beefs that manages to be both detached and very, very kind. i trust her to write about any kink community in a respectful and fair way, and even when she visibly doesn't understand the appeal of a kink she writes about them in a respectful and fair way. a great example of this is the furry adult baby diaper community being deplatformed by patreon.
but her most recent investigation, "can this shitty vibrator actually give you malware?" is fascinating. any job that can legitimately claim vibrators as a buisness expense and perform a teardown is fascinating to me.
what a tremendous and endlessly fascinating world we live in.
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watching
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there are many movies on tubi that i have like. name recognition of but have never actually seen, so i'm starting to work my way through things that aren't noir or obscure westerns. like Crouching Tiger, Hidden Dragon (2000, dir. Lee).
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the practial effects in this movie are insane. the wirework is insane. wirework insane. this is the dreamiest and most beautiful chase/fight scene i've ever seen and they're zipping around a bamboo forest.
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we're going to have to live with this imperfect screenshot ok this laptop is Extremely old. the interior sets often look like theater sets (complimentary). just a stunningly beautiful movie with the sickest action scenes you’ve ever seen. plot a little choppy but forgivable imo. i know this is regarded as one of the finest movies of all time, not just one of the finest martial arts movies of all times, so saying anything feels a little like giving it a dollar store plastic trophy. i liked it and i had fun. watching a critically acclaimed non-american good movie is good for the brain steeped in lackluster american westerns, i think.
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playing
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much like in real life, in breath of the wild i am refusing to do much towards the main quest and am mostly puttering around looking for shit to upgrade my outfits.
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unlocked rudania, did not go inside.
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what's with this little. sword graveyard??? on the northeastern edge of the caldera??? the only thing on that island is an octorok?? did it kill like eight guys???
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finished richard scarey's tarreytown :) including that horrible rich guy who wanted me to kill some guardians for ??? reasons. i am pretty confident about killing hinox (is the plural of hinox, hinox?), wizzrobes, and most lizalfos if i can get the drop on em but i am Not confident about killing actively moving guardians without guardian arrows, which is an expensive way of doing business. due to reliably one-shotting the wizzrobes with revali's bow, i am running into the interesting problem of always having a glut of magical weapons. which leads me to go fuck around the extreme hot and cold areas those magic weapons are good for. and less fucking around the normie areas i actually want to fuck around.
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got the good sword at thirteen hearts, i stopped short at twelve hearts gone and the deku tree called me a pussy. i unfontunately did not screenshot that. hey did you know there's a korok on the deku tree's head whose life's purpose seems to be riddles?
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:(
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and now for quite a lot of horse talk.
dodged like four lynels taking Ganon's horse up the northern edge of the map to get a pic of the leviathan.
caught the white horse, we are such pretty pretty princesses together. i think it's very funny that the gerudo fanciest weapons and hylian royal regalia look so similar. purple and gold eternal.
did you know if you feed your horse an endura carrot you get extra spurs???
i was looking for a 5 star speed horse but after catching and releasing four different solid black horses this is the best one (4 str, 4 speed, 5 stamina) i found. maybe I’ll shoot for a bright chestnut with lots of chrome for my speedy horse, the equine equivalent of a red convertible.
very funky conincidence on the grasslands behind the lord of the mountain's spring. not identical, bc the lead horse doesn't have facial markings, but what are the odds of that huh. i wish grays in this game didn't look so chalky and washed out, i love a gray horse in real life.
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i think it's some bullshit that you have to fight your way into this spring, get told "go get a dragon scale", deal with all that, fight your way BACK into the spring, and then be presented with a Major Test of Strength shrine. c'mon just give it to me!!!
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game continues to be very bad at spitting out riders next to horses or donkeys EXCEPT!!! for this doctor. i didn't know hyrule had traveling doctors! i quite honestly didn't think they had the techonology, given that the state of medicine in hyrule is very mortar and pestle based!
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the game gave me a tooltip like "make friends with dogs! they'll lead you to treasure!" and i was like What but it does actually work, you just have to target them in the camera first and then feed them several hunks of meat. bonkers game. how many other goddamn mechanics are there that i've missed???
next steps: shrine hunting. i have like 50 out of 120 which is wild to me. i played this game two years ago, got to about a hundred shrines, and managed to forget where they all fucking are. yes my shrine sensor is always on. there's probably at least twenty in central hyrule, which is not a place i touched much on my list playthrough, also the last two memories i need are in there. i have filled out a good chunk of the compendium (completely filled the materials pages) but idk if i will be a completionist about it. there are so so so so so many weapons variants. i am cheating a bit and looking up the animals i missed (mostly a lot of bugs and fish) but one of the entries is for patricia, the royal sand seal. i would not have ever thought to take a picture of the named sand seal, i'm sorry game but that's a bit obtuse.
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making
not much progress on the cross stitch or job fronts, but since i finally have a balcony, i planted peas and beans from @shiny-good-rock and basil from @morrak than have been languishing in a box for several years, the basil had an okay germination rate so my fingers are crossed re: peas and beans.
i am a bit annoyed about marigolds. maybe it's a bit too early for them here, or maybe they're not as popular as they were in the northeast? i tried like five different big box stores and indie nurseries, only one indie nursery had any and they were very pest-ridden. i would like marigolds, as friends for my tomatoes.
it is currently 11:40 PM CST as i type this so tomorrow i'll add something with a garden layout and what varieties i planted.
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sheepytina · 1 month ago
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What's the issue with GPUs that use x8 lanes of PCIe?
This will be my attempt at a simplified explanation.
I might get some details wrong, so if I've made a mistake, please politely let me know.
Short explanation
8 lanes will have half the available bandwidth of 16 lanes. On a cutting-edge computer this isn't an issue at all, as that's all these smaller GPUs need.
However, these budget/mainstream GPUs are more likely to be used with older hardware, and when paired with older systems with slower PCIe speeds (i.e. PCIe version), having fewer PCIe lanes available will result in a tighter bandwidth crunch.
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Image attribution: PCI Express – Wikipedia. CC BY-SA 4.0
Technical explanation, using real world examples
The newest generations of GPUs run as high as PCIe 5.0, which is still pretty recent in consumer hardware, so there are still a lot of systems with PCIe 4.0 graphics slots, and plenty more with PCIe 3.0.
Users of these systems may be in search of a GPU upgrade right now. Chances are if you're using an older system, you're eyeing up a cheaper GPU. – This is something I can personally speak to.
Radeon RX 6600 and RX 7600 series and NVIDIA RTX 3050 and RTX 4060 series run at PCIe 4.0 x8. Higher-end models from these lineups are 4.0 x16, including RTX 3060.
NVIDIA RTX 5060 and RTX 5060 Ti run at PCIe 5.0 x8. On paper, this is the same as PCIe 4.0 x16. – When used with a PCIe 4.0 slot however, it'll be knocked down to 4.0 x8, half the available bandwidth that other GPUs would have on this system.
It's just been revealed this week that AMD's direct price/performance competitor in Radeon RX 9060 XT actually runs at PCIe 5.0 x16. In a PCIe 5.0 slot it probably isn't fast enough to saturate all PCIe lanes while gaming, but in a PCIe 4.0 x16 slot, you still have access to the same bandwidth that the RTX 5060 Ti would have at PCIe 5.0.
That's a lot of talk about bandwidth, but is this even an issue? Well… it depends.
As for the "why" of all of this…
Depending on what you use your system for, all of this bandwidth talk might not even be an issue for you. – I myself am using a PCIe 4.0 x16 GPU on a PCIe 2.0 system like some kind of weirdo.
But, to attempt to explain why this might be an issue:
(This is inevitably going to derail into a discussion about if 8GB of video memory is enough for games today, and I apologise for that.)
The reason that PCIe bandwidth has been a talking point lately is because modern game engines rely a lot more on streaming assets from storage into video memory as they're required. Many new games are pretty smart about using whatever available video memory they have access to, but some games do start having issues once the system runs out of VRAM.
Now, it's my personal opinion that the online hate for 8GB GPUs, while not unwarranted, is overblown – however,
The fact is that an 8GB GPU, such as these 60-class mainstream models, is going to be swapping memory a lot more frequently than a GPU with 12 or 16GB, and so having as much PCIe bandwidth as possible becomes paramount the less VRAM you have.
As people have been talking about this more and outlets have been testing the newest GPU models, we've seen just how potentially problematic this pair of VRAM and bandwidth limitations can be in some newer games.
Recently there's been some infamous coverage from Hardware Unboxed showing that the RTX 5060 Ti 8GB has a visible performance degradation compared to RTX 5060 Ti 16GB. – There are some flaws to their methodology and it's certainly a sensational headline that people have been relentlessly quoting, but the issue they demonstrate is real.
When it comes to PCIe bandwidth, TechPowerUp has observed through testing the RTX 5060 Ti that the RTX 5060-series is really hampered when knocked down to PCIe 4.0, something that isn't currently a huge issue with the higher end RTX 50 models which use the full 16 lanes.
In most games available today, VRAM issues can still be mitigated by using reasonable settings levels. The concern is that this won't be enough forever, and a small selection of games are already pushing what these ubiquitous 8GB VRAM GPUs can handle.
Wrap-up
Steam user surveys suggest that 8GB desktop and laptop GPUs, particularly from NVIDIA, are still some of the most popular GPUs used for gaming. It's also worth noting however that the most popular PC games tend to be the free or esports titles that don't necessarily need cutting edge hardware.
There are still a lot of players gaming on CPUs from 7 or more years ago too. When you're upgrading an older system and don't have a lot of money, you're going to buy what you can afford, and when it comes to graphics cards that may soon be the RTX 5060 (non-Ti). VRAM limits paired with bandwidth limits of these cards on older systems may prove problematic in future, and people may not be aware of why they're getting the performance issues they are.
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spacetimewithstuartgary · 1 month ago
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New insights into black hole scattering and gravitational waves unveiled
A landmark study published in Nature has established a new benchmark in modelling the universe’s most extreme events: the collisions of black holes and neutron stars. This research, led by Professor Jan Plefka at Humboldt University of Berlin and Queen Mary University London’s Dr Gustav Mogull, formerly at Humboldt Universität and the Max Planck Institute for Gravitational Physics (Albert Einstein Institute), and conducted in collaboration with an international team of physicists, provides unprecedented precision in calculations crucial to understanding gravitational waves. 
Using cutting-edge techniques inspired by quantum field theory, the team calculated the fifth post-Minkowskian (5PM) order for observables such as scattering angles, radiated energy, and recoil. A groundbreaking aspect of the work is the appearance of Calabi-Yau three-fold periods – geometric structures rooted in string theory and algebraic geometry – within the radiative energy and recoil. These structures, once considered purely mathematical, now find relevance in describing real-world astrophysical phenomena. 
With gravitational wave observatories like LIGO entering a new phase of sensitivity and next-generation detectors such as LISA on the horizon, this research meets the increasing demand for theoretical models of extraordinary accuracy. 
Dr Mogull explained the significance: "While the physical process of two black holes interacting and scattering via gravity we’re studying is conceptually simple the level of mathematical and computational precision required is immense.” 
Benjamin Sauer, PhD candidate at Humboldt University of Berlin adds: “The appearance of Calabi-Yau geometries deepens our understanding of the interplay between mathematics and physics. These insights will shape the future of gravitational wave astronomy by improving the templates we use to interpret observational data." 
This precision is particularly important for capturing signals from elliptic bound systems, where orbits more closely resemble high-velocity scattering events, a domain where traditional assumptions about slow-moving black holes no longer apply. 
Gravitational waves, ripples in spacetime caused by accelerating massive objects, have revolutionised astrophysics since their first detection in 2015. The ability to model these waves with precision enhances our understanding of cosmic phenomena, including the “kick” or recoil of black holes after scattering – a process with far-reaching implications for galaxy formation and evolution. 
Perhaps most tantalisingly, the discovery of Calabi-Yau structures in this context connects the macroscopic realm of astrophysics with the intricate mathematics of quantum mechanics. “This could fundamentally change how physicists approach these functions,” said team member Dr Uhre Jakobsen of Max Planck Institute for Gravitational Physics and Humboldt University of Berlin. “By demonstrating their physical relevance, we can focus on specific examples that illuminate genuine processes in nature.” 
The project utilised over 300,000 core hours of high-performance computing at the Zuse Institute Berlin to solve the equations governing black hole interactions, demonstrating the indispensable role of computational physics in modern science. “The swift availability of these computing resources was key to the success of the project,” adds PhD candidate Mathias Driesse, who led the computing efforts. 
Professor Plefka emphasised the collaborative nature of the work: “This breakthrough highlights how interdisciplinary efforts can overcome challenges once deemed insurmountable. From mathematical theory to practical computation, this research exemplifies the synergy needed to push the boundaries of human knowledge.” 
This breakthrough not only advances the field of gravitational wave physics but also bridges the gap between abstract mathematics and the observable universe, paving the way for discoveries yet to come. The collaboration is set to expand its efforts further, exploring higher-order calculations and utilising the new results in future gravitational waveform models. Beyond theoretical physics, the computational tools used in this study, such as KIRA, also have applications in fields like collider physics. 
This achievement was the result of extensive international collaboration and advanced mathematical and computational methods. The groundwork for the study was laid in Plefka’s group at Humboldt University of Berlin, where the Worldline Quantum Field Theory formalism was pioneered together with Dr Gustav Mogull. Over time, the collaboration expanded to include world-leading specialists such as Dr Johann Usovitsch, who moved from CERN to Humboldt University of Berlin and is the developer of the KIRA software, as well as mathematical physicists Dr Christoph Nega (Technical University of Munich) and Professor Albrecht Klemm (University of Bonn), leading experts on Calabi-Yau manifolds. 
The project received key funding through Professor Plefka’s ERC Advanced Grant GraWFTy, the RTG 2575 Rethinking Quantum Field Theory, and the novel Research Unit FOR 5582 of the Deutsche Forschungsgemeinschaft, in which Plefka and Klemm are principal investigators. It was also supported by Dr Mogull’s Royal Society University Research Fellowship, Gravitational Waves from Worldline Quantum Field Theory. 
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deoidesign · 2 years ago
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Two things
Any tips for line work?
Any tips for drawing eyes?
You’ve got a killer style for that and I struggle for things like that, so was wondering what you do for that and have any advice for a young artist? Also Steve is gender goals and me and him have the same haircut which makes me happy. Comics with an older queer character are nice, makes me happy to see someone like me get to get older like that :]
This ended up really long, sorry...
"Style" is really just an amalgamation of every decision an artist makes. When you're starting to learn, your brain is processing a LOT on the technical and fundamental side. In time, these will become tools for you to use as you please.
Your style is in you already, I assure you. It's the clothes you love, your favorite color, the season that makes you comfy... Art is a form of communication, and the first person you have to learn to communicate with is yourself. It's a lifelong process of growth, self love, and personal expression. It's nothing to rush!
these are from 2011, 2016, and 2023!
(13, 18, and 25 years old)
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You can see how my skills have evolved, but my tastes are rather much the same. I've still got an absolute ton to learn.
When it comes to lineart, if you find yourself regularly struggling with "losing energy from the sketch", then making your lineart thicker might be a solution; thicker lines are a lot more forgiving!
This is a common issue many artists struggle with. It happens because the sketch has multiple lines, so the brain gets to choose which one it likes most. When you do lineart that choice isn't up to the brain, so it's not tricking itself to seeing all its favorite lines anymore.
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Lineart can also help you define depth. Generally speaking, thicker lines tend to be on closer objects, and further away objects have thinner lines. You'll also lose more and more detail (and sometimes edges) the further away an object gets.
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It can also define light in your lines. solid blacks can block out entire sections of shadow. Another option is hatching, and another is stippling. It doesn't have to define light, though, many styles define their light through various other shading methods.
My biggest tip for lineart is to practice "line confidence." fill a sketchbook page with lines that span the entire length of the page, evenly distanced, as straight as you can, without lifting the pen. Do this every day. Fill a page with ellipses, fill a page with circles. Do this every day. Eventually, you'll learn to 1: draw with your entire arm, which will save you a lot of quite literal pain in the future, and 2: you'll be able to draw the right line the first time more often, which will save you time and frustration!
I didn't have an example offhand so I did this to show what I mean, but I highly suggest doing this on paper in ink and not on the computer, if you can.
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When it comes to eyes, definitely look lots to real people, and also pay attention to how artists stylize them! There's generally 4 main things to keep in mind:
1: the top lid. This one is major for defining the expression, so it changes a lot depending on context.
2: the bottom lid! this one doesn't move nearly as much.
Each lid has a vertex, and changing where the relative high and low points are on them between characters can change a lot about what the eyes are saying.
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3: the sclera (whites of the eyes), iris (color of the eyes), and pupil (the hole we see out of)! These change an absolute TON based on style.
4: the eyelid!
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and here's me just moving each of the elements around! it changes a lot about what the eye is saying as you change each element, play around with them! try not to always go with your first choices.
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There's a lot more to eyes than this, and a lot more to lineart as well... but I hope this is something of a starting point! Getting better about art is about learning to think and study everything you see. I genuinely see the world differently than I did 10 years ago, and I'm much happier for it (and a much better artist!)
And when it comes to writing stories about queer characters who get to be older and still happy, I hope to someday see you making stories that bring someone the same sense of comfort you had reading my work. I hope it someday becomes normalized, mundane even. And I know it starts with people like you deciding it's important! We're here, we've always been here, and we're not going anywhere.
Best of luck on your artistic journey, I wish you a long lifetime of growing closer to yourself through your art.
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pumpkinhcad · 2 months ago
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❓ + does the hammy enjoy horror games and if so, name some favorites?
QUESTIONS FOR THE MUN (Accepting).
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HAMMY'S POSTING. I don't play them THAT much myself, funny enough. One would think I do, considering the character I write, but far from it. I just don't like being on edge, or jumpscares, but I will watch my friends play those games no problem. I do have some favorites, however!
If we talk about mainstream horror, I had a phase during the early-to-mid-2010s where I was really into the bestiary of the Resident Evil, Silent Hill and Left 4 Dead games. I never got to play those games myself, I did not have the consoles or a computer that could run them, but I loved learning about the different enemies and what they were like, how they worked and, in the case of SH, what they symbolized. So I'd just watch walkthroughs instead. I really liked Silent Hill 3 back in the day. It's probably the darkest title in the series, some of Akira Yamaoka's best work (nothing will ever beat You're Not Here for me, nothing), and that intro sequence where Heather wakes up at the mall is, simply, iconic.
(Shoutout to Silent Hill 2 in terms of music and Silent Hill 4 because I really like its enemy design and I just have a soft spot for the black sheep of the series. The Twin Victim is still one of the craziest and saddest enemy designs out there, that think made an impression on me when I was 13-14.)
What games did I actually play in my potato PC back then? All the cult classic RPGMaker horror games. I remember finishing Ib, Mad Father, The Witch's House, Yume Nikki, you name it, I likely played it. But Dreaming Mary would likely be my favorite from that particular niche. Not as popular as other dream exploration or RPGmaker horror games, but I love Mary's design, I love her little pink dream world full of cutesy animal characters, and the music is a treat. Also being able to have Mary escape her IRL nightmare is nice, because at least she gets a happy ending unlike Madotsuki or Viola, for example.
I also really like Yume 2kki but it does not constitute as RPGMaker horror really? It's its own beast, a dream exploration experience like no other, and this video does an amazing job at explaining it. Also I love the OST, and chances are you have heard it too without realizing it!
Last, but not least, Fran Bow is another indie horror game I really liked back then. It was even one of the first games I bought on Steam with my own money because I saw someone play the first chapter and I wanted to experience the rest by myself. Now, that one is complete visual horror, gory and grotesque as it gets, not for people with a weak stomach. But it is all shown from the perspective of a little girl who is made to take a medicine that makes her view the world like a very surreal hellscape, which is what I find most interesting. It was one of my first point-and-click experiences ever and it was what got me into the genre. It's just very creative how the real world and the gory "other world" are used interchangeably for puzzles and to obtain items and the like.
Ohhhh, and, as a very obscure extra, Lone Survivor and its OST are never going to leave me, especially Survivor. A pixel survival horror developed by a single guy where the objective is surviving your daily life in a post-apocalyptic, monster-ridden town as you look for means to escape it for good. The main character is always hallucinating and it is very difficult to tell what are his memories and what is the horrible reality he lives in, but if you can reach the end I think it's very worth going through all of that.
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bestcollegedelhi · 3 months ago
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The Impact of Faridabad’s IT Infrastructure on B.Tech CSE and IT Careers
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In recent years, Faridabad has emerged as a thriving hub for technology and innovation. With its rapidly growing IT infrastructure, tech parks, and industrial zones, the city has become a hotspot for B.Tech CSE (Computer Science Engineering) and IT (Information Technology) graduates. If you’re a student or a professional wondering how Faridabad’s development impacts your career, this blog is for you. Let’s dive into how the city’s IT ecosystem is shaping opportunities for CSE and IT graduates.
Why Faridabad is Becoming a Tech Hub
Faridabad, part of the National Capital Region (NCR), is strategically located near Delhi, making it a prime location for businesses and industries. Over the past decade, the city has witnessed significant growth in its IT infrastructure. From state-of-the-art tech parks to industrial zones, Faridabad is attracting IT companies, startups, and multinational corporations (MNCs). This growth is creating a ripple effect, opening up countless opportunities for B.Tech CSE and IT graduates.
How Faridabad’s IT Infrastructure Benefits CSE and IT Graduates
1. Tech Parks: A Gateway to Opportunities
Faridabad is home to several tech parks and IT hubs, such as the Faridabad IT Park and Neo IT Park. These parks house some of the biggest names in the tech industry, including startups and MNCs. For B.Tech CSE and IT graduates, this means:
Access to Top Companies: Tech parks are filled with companies looking for skilled professionals in software development, data analysis, cybersecurity, and more.
Networking Opportunities: Working in these parks allows graduates to connect with industry leaders, attend tech events, and build a strong professional network.
Exposure to Cutting-Edge Technology: Tech parks often host workshops, seminars, and training sessions, helping graduates stay updated with the latest trends in technology.
2. Industrial Zones: Bridging the Gap Between Academia and Industry
Faridabad’s industrial zones, such as the Faridabad Industrial Area, are not just about manufacturing. Many industries here are adopting advanced technologies like IoT (Internet of Things), AI (Artificial Intelligence), and automation. This creates a demand for tech-savvy professionals.
Diverse Job Roles: CSE and IT graduates can find roles in software development, system management, and IT support in these industries.
Hands-On Experience: Working in industrial zones provides practical experience, helping graduates apply their classroom knowledge to real-world problems.
3. Startup Ecosystem: A Platform for Innovation
Faridabad’s startup ecosystem is booming, with many young entrepreneurs launching tech-based startups. This is great news for B.Tech CSE and IT graduates because:
Entrepreneurial Opportunities: Graduates with innovative ideas can start their own ventures and contribute to the city’s tech growth.
Flexible Work Environments: Startups often offer dynamic work cultures, allowing graduates to explore multiple roles and gain diverse experiences.
Mentorship and Guidance: Many startups in Faridabad are supported by incubators and accelerators, providing mentorship and resources to young professionals.
4. Government Initiatives: Boosting IT Growth
The Haryana government has been actively promoting Faridabad as a tech hub through various initiatives. For example:
Skill Development Programs: The government offers training programs to help graduates enhance their technical skills and employability.
Incentives for IT Companies: Tax benefits and subsidies are attracting more IT companies to set up offices in Faridabad, increasing job opportunities for graduates.
Career Opportunities for B.Tech CSE and IT Graduates in Faridabad
With its growing IT infrastructure, Faridabad offers a wide range of career opportunities for CSE and IT graduates. Some of the most in-demand roles include:
Software Developer: Designing and developing software applications for businesses.
Data Analyst: Analyzing data to help companies make informed decisions.
Cybersecurity Expert: Protecting systems and networks from cyber threats.
Cloud Engineer: Managing cloud-based systems and services.
AI/ML Specialist: Developing AI and machine learning solutions for various industries.
The average salary for entry-level roles in Faridabad ranges from ₹3.5 to ₹6 lakhs per annum, with experienced professionals earning significantly more.
How EIT Faridabad Prepares Students for the IT Industry
At EIT Faridabad, we understand the importance of aligning education with industry needs. Our B.Tech CSE and IT programs are designed to equip students with the skills and knowledge required to thrive in Faridabad’s IT ecosystem. Here’s how we do it:
Industry-Ready Curriculum: Our courses are regularly updated to include the latest technologies and trends.
Internships and Placements: We partner with top IT companies in Faridabad to provide internships and placement opportunities.
Workshops and Seminars: Regular sessions with industry experts help students gain practical insights.
State-of-the-Art Labs: Our advanced labs allow students to experiment and innovate.
Tips for B.Tech CSE and IT Graduates to Succeed in Faridabad
Stay Updated: The tech industry evolves rapidly. Keep learning new skills and technologies.
Build a Strong Network: Attend tech events, join online communities, and connect with professionals.
Gain Practical Experience: Internships and projects are a great way to build your resume.
Focus on Soft Skills: Communication, teamwork, and problem-solving are just as important as technical skills.
Conclusion
Faridabad’s IT infrastructure, tech parks, and industrial zones are creating a wealth of opportunities for B.Tech CSE and IT graduates. Whether you’re looking to join a top IT company, work in an industrial zone, or start your own venture, Faridabad has something for everyone. At EIT Faridabad, we’re committed to helping our students make the most of these opportunities and build successful careers in the tech industry.
If you’re passionate about technology and want to be part of Faridabad’s growing IT ecosystem, now is the perfect time to take the first step. Explore our B.Tech CSE and IT programs and start your journey toward a rewarding career!
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sntechsupport · 1 year ago
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how does the "development" of a game like SBURB go in general? That is, it literally moves players to another reality and destroys entire civilizations, how can its "code" be changed?
and by the way, the question is also different: if you are the developers and technical support of the game, then... Who are you? In this case, you are even more powerful beings than the gods themselves in the game.
Answering this is not as trivial as it might seem, because since the start of my work on Sburb (as SkaiaNet called the game when we started making it) a lot of retroactive coding has been introduced it.
Initially we were developing the game for desktops, but they didn’t really… have the capacity to hold it. Since ~ATH code works with real-life conditions (especially nearby deaths), the logical step to “okay, let’s make the game play out in reality” is super obvious. Or at least it was to us. I think that at this point Glue, who worked on the inner codes, got the game infovirus.
Our first wave of testing was done by yours truly, I was one of the dedicated members of the testing team. I was there when the game was in 2D only. Test Sessions didn’t play the full game out, we looped and cloned one Incinisphere and changed its inner variables… Kind of like making a balloon animal, except instead of a balloon you use a bubble of existence.
The second testing wave was releasing the Sburb Alpha. That went… better than we expected, but much much worse than we anticipated. The “destroys the entire world” bit took us by surprise. We didn’t know how it was possible that the game released across countless timelines either. Granted, we didn’t want to be obliterated with the rest of the planet, so… We went down to the core code and instead of the game code we changed our code.
You see, ~ATH is amazing: It is a code that can describe anything. Even a living being. How it acts, what it looks like, how it reproduces… and how and if it exists. What we did was that we made SkaiaNet stop existing in those timelines in which Sburb destroyed our planet. We created a backup of those alternate selves we had there and merged them with “ours”.
I have (had) a lot of parallel memories. I am a lot of Gears, but ultimately I am just Gears. That delete-and-merge code is still active and it has eliminated me and our entire SkaiaNet to one singular instance.
And then it deleted that instance and made us literally not exist. We have always existed and yet never existed in the first place. Hence why time is sort of weird for us and we are on the wrong edge of the whole reality thing. Our SkaiaNet Headquarters is every single SN HQ that could have ever been (but of course, never was). I am every single Gear that could have been, but of course never was. A lot of those Gears could have never been born.
Currently at the HQ there are just 4 (I have absolutely no idea where Marketing Department is… and it is not my problem). All of us are infected with the game infovirus, so our placement is also a sort of a quarantine. Is the virus a computer virus or a disease-virus? Yes. When you think about it, there is no difference. It is a string of information that compels its host to replicate itself. It is now integrated into our own source code (and DNA). It has overwritten parts of code that are vital for people to remain, well, people. For example our death mechanic is ultimately broken. If we die, our bodies repair themselves, we get up and carry on. And that’s even if there is nothing left of the bodies.
The catch here is: The infovirus is the core-most line of the game itself. That’s it. The game wants to spread and exist… and so we work on it. We have to. We literally can’t stop. We can venture deep into the source code that allows us to manipulate the fundamentals of the game itself, I literally carry around brackets and spaces and backslashes and order the code physically around. Having the infovirus makes me part of the core source code, and makes it possible - I presume that without it the abstract strain would tear my consciousness apart, which is what happened to a couple of my colleagues.
So… Technically I suppose that the four of us are incredibly powerful and we have the capability alter the foundation of reality itself. But we can’t. Because it would make a shit game. And we can’t not make a bad game. We have to make the best game possible, one you’d play and suggest to your friends and family, one you’d play with your children and schoolmates.
Speaking of, I’ve procrastinated by answer this long enough, back to those giraffe-necked Prospitians.
Gear out.
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