#granular flow
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Predicting Landslide Speeds
Knowing what speed a landslide will reach helps us predict how much damage they can cause. That speed depends on many factors: the steepness of the terrain, the sliding distance, the thickness of the flowing layer, and the type of grains making up the flow. (Image credit: W. Hasselmann; research credit: Y. Wu et al.; via APS News) Read the full article
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doing another gender presentation (ha) at another church that is going to pay me to be transgender for an hour. awesome
#blah blah blah#the last iteration of this presentation was very yikes#i was trying to pack 300-level 90 minute nuance into a 000-level 20 minute class because i myself am a phd in being queer#and trying to put all that nuance meant i got choppy and awkward and accidentally gave Incorrect messages because of the incoherent flow#oopsie#but i'm good now#*this presentation is different from the one i did a few weeks ago. that one was fine. this is an edit of one i did a few years ago and whe#all the over-clarification and granular definitions was ACCIDENTALLY giving r*df*m vibes. yikesaroonie glad i'm fixing this shit#this iteration is much more 'words are whatever. be nice about em' and that is MUCH healthier and much closer to my actual beliefs#smh embarrassed about how the last version of this was. my apologies to pastor e about the accidental disservice i did to his group#my resident cis(?)het(?) (affectionate) is my proofreader tonight
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Zoom In, Don’t Glaze Over: How to Describe Appearance Without Losing the Plot
You’ve met her before. The girl with “flowing ebony hair,” “emerald eyes,” and “lips like rose petals.” Or him, with “chiseled jawlines,” “stormy gray eyes,” and “shoulders like a Greek statue.”
We don’t know them.
We’ve just met their tropes.
Describing physical appearance is one of the trickiest — and most overdone — parts of character writing. It’s tempting to reach for shorthand: hair color, eye color, maybe a quick body scan. But if we want a reader to see someone — to feel the charge in the air when they enter a room — we need to stop writing mannequins and start writing people.
So let’s get granular. Here’s how to write physical appearance in a way that’s textured, meaningful, and deeply character-driven.
1. Hair: It’s About Story, Texture, and Care
Hair says a lot — not just about genetics, but about choices. Does your character tame it? Let it run wild? Is it dyed, greying, braided, buzzed, or piled on top of her head in a hurry?
Good hair description considers:
Texture (fine, coiled, wiry, limp, soft)
Context (windblown, sweat-damp, scorched by bleach)
Emotion (does she twist it when nervous? Is he ashamed of losing it?)
Flat: “Her long brown hair framed her face.”
Better: “Her ponytail was too tight, the kind that whispered of control issues and caffeine-fueled 4 a.m. library shifts.”
You don’t need to romanticise it. You need to make it feel real.
2. Eyes: Less Color, More Connection
We get it: her eyes are violet. Cool. But that doesn’t tell us much.
Instead of focusing solely on eye color, think about:
What the eyes do (do they dart, linger, harden?)
What others feel under them (seen, judged, safe?)
The surrounding features (dark circles, crow’s feet, smudged mascara)
Flat: “His piercing blue eyes locked on hers.”
Better: “His gaze was the kind that looked through you — like it had already weighed your worth and moved on.”
You’re not describing a passport photo. You’re describing what it feels like to be seen by them.
3. Facial Features: Use Contrast and Texture
Faces are not symmetrical ovals with random features. They’re full of tension, softness, age, emotion, and life.
Things to look for:
Asymmetry and character (a crooked nose, a scar)
Expression patterns (smiling without the eyes, habitual frowns)
Evidence of lifestyle (laugh lines, sun spots, stress acne)
Flat: “She had a delicate face.”
Better: “There was something unfinished about her face — as if her cheekbones hadn’t quite agreed on where to settle, and her mouth always seemed on the verge of disagreement.”
Let the face be a map of experience.
4. Bodies: Movement > Measurement
Forget dress sizes and six packs. Think about how bodies occupy space. How do they move? What are they hiding or showing? How do they wear their clothes — or how do the clothes wear them?
Ask:
What do others notice first? (a presence, a posture, a sound?)
How does their body express emotion? (do they go rigid, fold inwards, puff up?)
Flat: “He was tall and muscular.”
Better: “He had the kind of height that made ceilings nervous — but he moved like he was trying not to take up too much space.”
Describing someone’s body isn’t about cataloguing. It’s about showing how they exist in the world.
5. Let Emotion Tint the Lens
Who’s doing the describing? A lover? An enemy? A tired narrator? The emotional lens will shape what’s noticed and how it’s described.
In love: The chipped tooth becomes charming.
In rivalry: The smirk becomes smug.
In mourning: The face becomes blurred with memory.
Same person. Different lens. Different description.
6. Specificity is Your Superpower
Generic description = generic character. One well-chosen detail creates intimacy. Let us feel the scratch of their scarf, the clink of her earrings, the smudge of ink on their fingertips.
Examples:
“He had a habit of adjusting his collar when he lied — always clockwise, always twice.”
“Her nail polish was always chipped, but never accidentally.”
Make the reader feel like they’re the only one close enough to notice.
Describing appearance isn’t just about what your character looks like. It’s about what their appearance says — about how they move through the world, how others see them, and how they see themselves.
Zoom in on the details that matter. Skip the clichés. Let each description carry weight, story, and emotion. Because you’re not building paper dolls. You’re building people.
#writeblr#writing community#writers of tumblr#writing tips#character development#creative writing#writing advice#character description#descriptive writing#show don't tell#world building#narrative voice#writing help#fiction writing#amwriting#writing characters
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Little P.Eng. for Discrete Element Modeling (DEM) Services
In a world driven by technological advancements, the ability to understand granular systems at a particle level has never been more essential. This precise understanding has been made possible through a computational technique known as Discrete Element Modeling (DEM). While many entities offer DEM services, Little P.Eng. has carved a niche for itself as a front-runner in this specialized domain.
Understanding Discrete Element Modeling (DEM)
Before diving into the specifics of Little P.Eng.'s offerings, it's essential to demystify DEM:
DEM is Calculation-based Modeling: At the heart of DEM is mathematics. This method uses precise calculations to predict the behavior of individual particles within a system. By doing so, it can accurately predict the interactions and outcomes when these particles are subjected to various conditions.
DEM Allows for Visualizing Results: One of the standout features of DEM is its ability to provide visual results. Users can observe:
Particle Velocity: Understand the speed and direction of individual particles.
Forces: This includes shear (parallel to the surface) and normal (perpendicular to the surface) forces that the particles experience.
Moments: This refers to the bending and torsional (twisting) moments affecting the particles.
Acceleration and Material Scatter: Track how quickly particles move and the variations in their dispersion patterns.
DEM: More than just Flow Simulation: While DEM is instrumental in predicting the flow of bulk materials, its capabilities extend beyond this. It plays a crucial role in understanding:
Wear Patterns: Predict how equipment will fare over time by simulating particle interaction and the resultant wear.
Mixing: Understand how different particles mix, which is vital in industries like pharmaceuticals and food production.
Center Loading: This refers to the loading pattern where materials concentrate towards the center, crucial in industries like construction.
DEM Programs: The Power Behind the Predictions
Any tool is only as good as the software powering it. When it comes to DEM, numerous programs can be used to perform this intricate modeling:
EDEM: A market leader, renowned for its comprehensive modeling capabilities.
PFC (Particle Flow Code): Known for its versatility, offering both 2D and 3D simulations.
LIGGGHTS: An open-source powerhouse that's both versatile and widely accepted.
Rocky DEM: Its strength lies in simulating realistic particle shapes, crucial for specific industries.
Yade: An open-source tool prized for its extensibility.
Abaqus: A multi-faceted software that, beyond its renowned finite element analysis, offers DEM capabilities.
Ansys Rocky: Building on the Ansys platform's strengths, it focuses on granular flow simulations.
Barracuda Virtual Reactor: Ideal for energy sector applications, especially particle reactions.
Also there are some open sources:
Kratos Multiphysics is developed by CIMNE (International Center for Numerical Methods in Engineering) in Barcelona and covers all kinds of numerical simulations, including DEM/PEM and DEM/PEFM-FEM coupling.
YadeDEM is a DEM package that is specifically designed for geomechanics.
Woo is a fork of YadeDEM with a strong focus on parallel computing and portability.
LAMMPS is a general purpose DEM/PEM.
LIGGGHTS is a general purpose DEM software that includes heat transfer simulations and is based on LAMMPS.
ESyS Particle is developed at the University of Queensland, Australia, with a focus on geoscientic/geotechnical applications.
GranOO is a general purpose DEM.
MercuryDPM is a general purpose Discrete Particle Method (DPM) software.

Little P.Eng.: Setting the Gold Standard in DEM Services
In the expansive realm of DEM, Little P.Eng. shines brightly, and here's why:
Mastery Over Multiple Platforms: Their team is proficient in a diverse array of DEM programs, ensuring they always have the right tool for the job.
A Client-centric Approach: They tailor their solutions, ensuring that each client's unique needs and challenges are addressed.
In-depth Analysis: Beyond merely running simulations, they delve deep, integrating real-world measurements to enhance simulation accuracy.
Applications and Implications of DEM in Industries
The true power of DEM, as harnessed by Little P.Eng., lies in its diverse applications:
Equipment Design: Through DEM, companies can design equipment that's optimized for longevity and efficiency.
Optimizing Production Lines: By understanding how granular materials behave, industries can fine-tune their production lines for maximum efficiency.
Safety Protocols: Predicting particle behavior, especially in industries dealing with hazardous materials, can lead to enhanced safety protocols.
Challenges in DEM and How Little P.Eng. Overcomes Them
DEM, while powerful, isn't without its challenges. The accuracy of simulations is heavily reliant on input parameters. Additionally, the computational demands for large-scale simulations are immense.
Little P.Eng. rises above these challenges through a blend of rigorous experimental data collection and a deep understanding of the DEM software landscape. Their iterative approach ensures that simulations are continually refined for better accuracy.
Conclusion
Discrete Element Modeling (DEM) is transforming our understanding of granular systems. With its capability to provide in-depth insights at a particle level, its applications span a wide array of industries.
In this domain, Little P.Eng. emerges not just as a service provider, but as a trusted partner, guiding businesses towards better efficiency, safety, and innovation. As we venture further into an era where the micro informs the macro, the services of entities like Little P.Eng., underpinned by the power of DEM, will undoubtedly be invaluable.
Read more:
Little P.Eng. for Discrete Element Modeling (DEM) Services: Unveiling the Power of Simulation
The Importance of Discrete Element Modeling (DEM) Studies and What Problems It Can Solve
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Little P.Eng.
Discrete Element Modeling
Mixing
Granular systems
Particle behavior
EDEM
PFC (Particle Flow Code)
LIGGGHTS
Rocky DEM
Yade
Abaqus
Ansys Rocky
Barracuda Virtual Reactor
Calculation-based modeling
Particle velocity
Shear forces
Normal forces
Bending moments
Torsional moments
Acceleration
Material scatter
Flow simulation
Wear patterns
Center loading
Equipment design
Production line optimization
Safety protocols
Computational simulations
Input parameters
Simulation accuracy
Bulk Material Handling & Processing
Engineering Services
Located in Calgary, Alberta; Vancouver, BC; Toronto, Ontario; Edmonton, Alberta; Houston Texas; Torrance, California; El Segundo, CA; Manhattan Beach, CA; Concord, CA; We offer our engineering consultancy services across Canada and United States. Meena Rezkallah.
#Little P.Eng.#Discrete Element Modeling#Mixing#Granular systems#Particle behavior#EDEM#PFC (Particle Flow Code)#LIGGGHTS#Rocky DEM#Yade#Abaqus#Ansys Rocky#Barracuda Virtual Reactor#Calculation-based modeling#Particle velocity#Shear forces#Normal forces#Bending moments#Torsional moments#Acceleration#Material scatter#Flow simulation#Wear patterns#Center loading#Equipment design#Production line optimization#Safety protocols#Computational simulations#Input parameters#Simulation accuracy
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Thank you so much for your post on ADHD and managing communication. It was really interesting see your thought process and an example of how you set up systems that work for you. I was wondering if you'd mind sharing a little about how you handle task management (the “make sure you do the tasks promptly” part). This is something I (also only diagnosed with ADHD as an adult) feel like I really struggle with, especially at work. Thanks!
I wish I had as...systematic an explanation for that as I do for other aspects of my work and life management, to be honest. For me the most important part is remembering that I even need to do the thing in the first place, so I always focus on systems that will help with that. While I do have trouble starting projects sometimes, I rarely have trouble finishing them, so that aspect is not the most significant part of the struggle for me and not something I've spent as much time on. Still, I do have some advice!
For me the problem, when it happens, is almost always with getting started. I have a few strategies for that. The very first is to remind myself that it's never going to take as long or be as hard as I think it is. That kind of reminder has to feel true and that truth really only comes with time -- you have to be taught over and over, through experience, that "the task isn't that awful". For this the best I can recommend is, every time you finish something, take a moment to stop and reflect how hard it was to get started, and how once you got started it was actually much easier than you thought it would be. If you can identify "being scared of starting" as being the hardest part, eventually you can come to believe that the fear is normal and can be ignored because it's also your brain lying to you.
Another thing I do very often is break tasks I don't want to do (or am struggling to start) into extremely granular portions. If I have to make a powerpoint presentation, and I'm struggling to know where to begin, I'll take it really small steps at a time. Like, my to-do list for the presentation might read:
Open Powerpoint
Fill out the title slide
Gather all research into a folder (do not open any of it)
Start reviewing your research one file at a time
Start sorting your research into appropriate groups based on subject matter or where in the presentation they'll go
Look at the way your research is grouped, just look for a while
Which part of the research would you tell someone to start with if they're new to the subject matter?
That's slide one.
Usually at that point I'm in the "flow" enough that I can stop looking at those granular steps, but it's also fucking astonishing how often just opening the program I need to do the thing in can drop me into the project so deep I'll surface hours later having nearly completed it.
So my first step for any task, once I know it's time to work on it, is just to open the program needed and gather all my resources in one place and give myself permission to ONLY do that. Those two things, which are easy in themselves (they usually don't need much thought) trigger that "this is what I'm doing now" state and even if I don't finish the project, I will at least make headway. This works in non-digital, non-work ways too -- if you're going to paint a wall, gather all your supplies first in one place and make sure you have everything you need. In the process of doing that you start to become more at ease with the idea of actually doing it, and even if you don't do it right that minute, now you're actually feeling prepared for when you do.
And honestly even knowing all that I still struggle sometimes. That's just the nature of the beast. Adderall helps a lot, and age has helped because I know what I'm capable of and it's often more than I believe at the start. But it's just always going to take more energy for me than for some people. Making sure I'm fed, rested, clean, and medicated helps a great deal, so I recommend looking after yourself when you DON'T have a project looming, but I also recommend giving yourself some grace when you do -- these things are just the challenges we face.
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A 25-Year-Old With Elon Musk Ties Has Direct Access to the Federal Payment System
A 25-year-old engineer named Marko Elez, who previously worked for two Elon Musk companies, has direct access to Treasury Department systems responsible for nearly all payments made by the US government, three sources tell WIRED. Two of those sources say that Elez’s privileges include the ability not just to read but to write code on two of the most sensitive systems in the US government: The Payment Automation Manager (PAM) and Secure Payment System (SPS) at the Bureau of the Fiscal Service (BFS). Housed on a top-secret mainframe, these systems control, on a granular level, government payments that in their totality amount to more than a fifth of the US economy. Despite reporting that suggests that Musk's so-called Department of Government Efficiency (DOGE) task force has access to these Treasury systems on a “read-only” level, sources say Elez, who has visited a Kansas City office housing BFS systems, has many administrator-level privileges. Typically, those admin privileges could give someone the power to log into servers through secure shell access, navigate the entire file system, change user permissions, and delete or modify critical files. That could allow someone to bypass the security measures of, and potentially cause irreversible changes to, the very systems they have access to. “You could do anything with these privileges,” says one source with knowledge of the system, who adds that they cannot conceive of a reason that anyone would need them for purposes of simply hunting down fraudulent payments or analyzing disbursement flow. "Technically I don't see why this couldn't happen," a federal IT worker tells WIRED in a phone call late on Monday night, referring to the possibility of a DOGE employee being granted elevated access to a government server. "If you would have asked me a week ago, I'd have told you that this kind of thing would never in a million years happen. But now, who the fuck knows." A source says they are concerned that data could be passed from secure systems to DOGE operatives within the General Services Administration (GSA). WIRED reporting has shown that Elon Musk’s associates—including Nicole Hollander, who slept in Twitter’s offices as Musk acquired the company, and Thomas Shedd, a former Tesla engineer who now runs a GSA agency, along with a host of extremely young and inexperienced engineers—have infiltrated the GSA, and have attempted to use White House security credentials to gain access to GSA tech, something experts have said is highly unusual and poses a huge security risk.
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The Bureau of the Fiscal Service is a sleepy part of the Treasury Department. It’s also where, sources say, a 25-year-old engineer tied to [ ] as admin privileges over the code that controls Social Security payments, tax returns, and more."
[ ... ]
"Two of those sources say that Elez’s privileges include the ability not just to read but to write code on two of the most sensitive systems in the US government: The Payment Automation Manager (PAM) and Secure Payment System (SPS) at the Bureau of the Fiscal Service (BFS). Housed on a top-secret mainframe, these systems control, on a granular level, government payments that in their totality amount to more than a fifth of the US economy."
[ ... ]
"“You could do anything with these privileges,” says one source with knowledge of the system, who adds that they cannot conceive of a reason that anyone would need them for purposes of simply hunting down fraudulent payments or analyzing disbursement flow."
the Bureau of the Fiscal Service is responsible for financing the national debt. get ready for these morons to inject blockchain into the nation’s banking system. tech bros so desperately want to crash the USD and switch us over to crypto and this is just another brick in the wall of that construction effort. all of this while many BRICS nations are ready to switch to a different default currency altogether. the 20's are really back, baby. Great Depression 2 Electric Boogaloo.
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What do you think about Iterator puppets that have been altered from their original purpose or that have sort of.. add ons?
A puppet can break. Period. That is a fact. But the rest of the Iterator would still need a consciousness focus point (?) or whatever granular place the puppet occupies within the Iterator, it doesn’t really matter. I have to imagine that the ancients didn’t just keep a room full of spare puppets sitting around within the can; so what’s a robot to do?
Well, I think they’d mash neutral terminus engines and processing cells and whatever else they could get onto the preexisting (broken) puppet.
(By “they” I mean the iterators, not the ancients, as this would only become an issue when time has degraded the iterators enough for it to be a factor)
So then what do you have? An amalgam of a puppet, it could be as minor as a broken arm replaced with an extra processing device or weird tentacle thing or as major as a completely broken puppet that is just kept going by mechanical cystic growths holding their body together…
Why could a puppet not be altered/alter itself if its purpose was shifted after construction? Puppets were highly sacred to the ancients and each one was unique… hence if an iterator was reassigned from say… biological research to karmic eddy surveying. What then? One obviously requires different equipment from the other; and I’d like to think that carries over to the puppets too.
This is completely headcanon stuff here, but I like to think that puppets are more variable than we really see in game; with extra ports or connections or limbs as befits their secondary purpose. (Besides the great problem of course!)
So then what happens if that purpose changes…
Well just like if a puppet breaks, I think the iterator would have to make do and cobble together parts. I’m imagining a boxy relay stuck onto the puppet by dangling wires; adapters out the wazoo, etc. really why stop there… why not have an Iterator who has become so engrossed in their task that they have almost drowned the puppet chamber in hanging wires, the puppet itself just being a sort of… nexus for the surrounding nightmare tangle.
(This started because I’m finally making an Iterator oc and had the idea that they were adapted to be a satellite control relay, part of which means that a big box was attached to the puppet to serve as a adapter between their “brain” and the controllers)
plus I know you seem to think of them as more ornamental, but I’d still like to hear have thoughts on my weird ramble… I think you are a good mind as far as Iterators go
ok bye, sorry if this is incoherent, I was just spitballing really
IM FINALLY COHERENT ENOUGH TO REPLY TO THIS 🎉🎉🎉 I am sick rn and CANT FUCKING PLAY RAIN WORLD. ARE YOU KIDDING ME?? NOW OF ALL TIMES?? oh well, at least i get to answer this now :D
This is really cool!! As far as the puppets go for me, their purposes are 3 fold: to act as a comprehensible “face” for the iterator to interact with their citizens, to use as a hub to process information, execute instructions, and direct the flow of data within the structure. Basically, a CPU! And considering the walls around their chamber in the game literally resemble one, I’d think the analogy is at least a little plausible. And of course there are different CPU designs, so puppet variation seems to be a given.
(more below cuz this is gonna get kinda long)
Despite how I focus more on the ornamental purposes of a puppet, I do think it is a VERY integral part of an iterator for like, actually being able to do their job. The pearls within their chamber are read and written by said puppet, so it manages data storage and memory. They can also format neurons, as seen by Moon, and in order to wake her up, we had to give the slag reset keys to her puppet specifically. While I have no doubt an iterator could manage without a puppet, I think it would be significantly more challenging for them.
I don’t think their chambers are like, static closed boxes. Iterators definitely move more than we see in game, since we see that Pebbles literally ejects out a memory conflux room into garbage wastes and also the Lab rooms in memory conflux seem to be on rails. Also The Rot region gives us a glimpse at other portions of his can, since we’re seeing a 2-D space so it’s hard to imagine the different “layers” of rooms and stuff, but in RM_LOCKDOWN you can see these weird claw like things moving shit around, but they’re frozen in time from breaking down before they could…lockdown the area around Pebbles’ puppet from the rot. So I think they have some way or another to get shit in and out of their chambers, since obviously they can rearrange other bits of their can, and we can find a pearl all the way out in Moon’s memory conflux and it had to get outta there somehow. It was a batch of notes, so her puppet probably interpreted the data she was receiving from her hardware and sent it to long term memory storage.
The cilia that line the walls of an iterator’s insides are probably some kind of exposed nerve ending that send signals from the short term data, ie their neurons. The neurons interact with them often (and make that cute little VWOOP! noise, hehe) so we can assume that they’re sending info through these nerves to either be interpreted by the puppet. These nerves probably send data into the umbilical wires, or through some bluetooth type shit like moon.
“With my umbilical cord broken I can't operate my structure directly, but with them working as messengers I've been restoring some of my chamber's functionality!”
- Moon, Rivulet Dialogue after the Rarefaction Cell has been placed
So based on this we know the umbilical is used to communicate with the rest of the structure and send signals in order to direct its operations. However,
“Most of our processing is outsourced to microbe strata”
- Shoreline Bright Purple Pearl (Moon)
While this seems to imply that the puppet isn’t actually doing much of the processing, I think this is actually more of a conscious vs subconscious thing. The microbe strata are like a brain stem, which in humans is responsible for heart rate n breathing n shit. The puppet is meant for higher conscious thought. So the puppet is pretty central to their body as a whole.
The umbilical probably connects to all those little cilia in the walls, like if we lifted up the panels of a structure’s walls we’d see a network nerves, with long axons and the dendrites are likely exposed out of the walls or whatever. Maybe even a mycelium type structure, remember how they found out mushrooms can kinda communicate through those?…Does this make any sense lol
So how is moon able to use overseers to direct her can? Well, they seem to have those same cilia tendrils at the end of their bodies! They can transfer data between themselves with the same kinda animation as the neurons, so why wouldn’t they be able to transfer instructions to parts of her structure? Like sending instructions to an immune cell to begin a repair process. I also think Moon communicates with the overseers when she does that animation where she sits in the center of her chamber and her neurons go in a circle and do that bloop thing, much like how she would sit in the center of her chamber while reading a pearl, (in spearmaster) since it takes concentration. And she probably has to concentrate very hard to send those signals with such weak equipment.
Also cute lil side tangent: the neurons bloop green when she does this, which I think is a nod to the slag reset keys. Honestly the neurons themselves might have straight up been Sig’s originally, because where the hell did those neurons even come from. There’s no way they survived the collapse, right? Cuz if they did why aren’t there anymore, yknow? Anyways they might literally just be Sig’s neurons but reformatted, since Pebbles mentions everything “suggests it was tailored for the specific predicaments of a friend of mine.”, so the neurons were formatted for Moon.
UH ANYWAYS. Obviously we need to keep in mind that they are both biological and mechanical beings, so I don’t literally mean brain cells or wires or whatever, it’s just me using words humans can use to describe them yknow. So of course I do think that there are differences in puppet design and even chambers (cough PIn cough), so extra wires or even extra hardware within the chamber is absolutely possible.
So how the fuck do iterators perform experiments, or make shit? You know I headcanon Sig as a medical facility. This means her can layout would be different from Moon or Pebbles’. Hunter actually explains this to Monk in my apple juice fic (god i’m so sorry that i keep bringing it up and haven’t worked on it in months), but basically, Sig’s structure has more labs, and more security between said labs because he’s often working with viruses and stuff that are dangerous to its citizens or even itself. But for a specific example: Sig making Hunter. I believe the process would be:
-> Puppet interprets info gathered (ie Suns fucking up, moon is in danger, conclusion: make new messenger). Obviously this is just. A thought process LOL like a human would have.
-> Puppet sends instructions to a lab/area of the can that is suitable for growing biological material.
-> Some microbes or even smth similar to those weird spider things in the memory lattices or something initiate the growth process. They funnel nutrients and material to build cells and organic parts. This probably involves a lot of vats of goo LOL.
-> Puppet monitors the experiment, probably via those blue cilia again, and direct it as needed. Like, once Sig is alerted that a cluster of cells has formed, she’ll have it transferred to another nutrient bath, by way of tubes/pipes or having some protein move it (yknow how muscle proteins actually move and “walk” along chains of proteins? They strut real cunty btw), or like idk something else picks it up and transfers it.
-> Once Hunter was finished/“born”, she could be monitored via overseer, or some inspector type organism, and should Sig want to bring her to his chamber, they could carry her there:
“They also facilitate long distance communication within our living systems.”
- Moon, Inspector Eye Dialogue
I’m like 99% sure that Hunter was brought to Sig’s chamber at least once considering in her ending cutscene she knows what Sig looks like. Not to mention Spearmaster’s end screen shows it snuggling with Suns so like, there is definitely a way to get those things in their chamber.
For a less intensive experiment like transferring a pearl, a pipe or something (maybe even smth resembling intestines that moves it along that way with contractions) could be used. The fatter red wires that make a gross squishy sound when you grab them could be used, maybe? There are also just TONS and TONS of tubes and pipes in the background. The panels/screens in the backgrounds of their chambers can be lifted up and will expose the opening of said tubes, which is why they’re broken up into panels in the first place. There is also probably some kind of immune barrier (sorta like the blood-brain barrier in humans), in order to protect the puppet. (I only think the scugs were carried there because they’re more fragile and also probably would not appreciate being shoved in a pipe LOL)

DM_MEM01

DM_MOONCHAMBER
(also excuse my handwriting, also pebbles has this exact same “plug” thing at the bottom of his chamber)
I know a lot of iterator bits seem very rigid but there ARE squishy organic parts, (considering the noise those fucking red strands make when you grab them) so we can make the assumption that perhaps some of those tubes and shit could be lined with more organic-y stuff.
Uhh oh god this became more of a rant about iterator cans than iterator puppets. BRO WHY CANT I FOCUS.
Back to the original fucking question I could definitely see an iterator with extra shit in their chamber, needing extra wires to receive more signals or adapters. Puppet repair however…I do think they might be able to regrow parts, or at least rudimentary ones. Like how Sig and Suns grow slugcats. Maybe in a lab and they’re transferred over or maybe during some kind of rest period. These replacement parts might not be as good as the originals but I don’t think they’d be completely fucked. Their citizens probably kept spare parts around at least, maybe not entire puppets, but also I don’t really know how much damage they’d incur unless something went horrifically wrong. They are full of self-healing microbes, after all, so wear and tear of normal use is probably not going to kill them. The one part I’m not sure about is the using other parts to repair their puppet. Salvaging stuff from their can like neural terminus engines or other parts could impair their function as a whole, thus making the puppet more vulnerable to future complications, though I don’t think one or two modifications like that would kill them lol. They very likely have a million redundancies and backup parts since repairing iterators would be costly and even dangerous if something deep in their can was broken.
Puppet damage is very bad though. Their ability to move around their chamber seems to be integral to being able to actually function, so a puppet that’s just trapped in place would be a VERY dire, life support type situation. If they can’t reach pearls, or move to send them out of their chamber, their long term memory would probably be in the trash. I think post-Riv moon has to simply make do with her neurons, and a lot of their storage is filled with memories she does not want to forget (ie. Hunter or Riv), since she seems to be able to recall them when talking to Saint. Hell, they might also just have a larger storage capacity since they either came from Pebbles (a newer model) or *maybe* Sig, still a (likely) newer model. (I don’t think it’s ever confirmed he’s younger than her but considering what we know about their dynamic and Moon’s demeanor in general I think it’s a plausible conclusion to come to).
But yeah!! I can’t wait to see ur iterator oc so I can send u silly rp asks >:) I hope this was in ANY WAY coherent bc I am kinda sick so this might straight up be completely incomprehensible.
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OH!! Also this is mildly off topic but this is my yapping and I get to talk forever and ever. But I also think the puppet is meant as an identity as well. Like a face for them, to give them a sense of self. However some iterators are more attached to their puppets as “themselves” than others.


(blocked out message is my friends’ oc)(also these are tupperbots NOT fuckin ai, i’m the one writing all this it’s just using a proxy for rp purposes)
As you can tell Opportunity is not very attached to her puppet and sees “herself” as her structure. The puppet of an iterator is. Basically just another organ in a way. Like, I feel like some iterators would feel the same way we feel about like, our nose. It’s not us it’s just a part of us. But others might see it as their face, and heavily identify with their puppet’s appearance. My little headcanons are (based on my own interpretations of them, so some of this is heavily steeped in my own lore that i’ve just made the fuck up):
Moon: Pre-collapse she’s less attached to her puppet, but post-collapse she really begins to see it as herself, since it’s all she has access to. She also gestures with her puppet and uses it to communicate not just through voice.
Suns: Attached to xier puppet and is kinda embarrassed about it. They’re involved with their citizens’ affairs and since their citizens place his identity on his puppet, he does too. Not super expressive with movement aside from hands, fidgets when nervous.
Sliver: Doesn’t care, her puppet is a tool.
Opportunity: As you can tell, does not consider her puppet as “herself” and thinks those who do are too attached to the world. They have a job to do and that’s it.
Indigo: He likes his puppet. They don’t mind being seen as it.
Wind: His self-image is absolutely his puppet, and even when thinking about others he sees them as their puppets too. Specifically in the rot au, he attacks sig right after the whole sliver thing, which ultimately wouldn’t technically hurt her but it’s more of a symbolic thing.
Sig: Sees herself as her puppet! Considering he accessorizes it, like the scarf or whatever ribbon that it’s decorated with canonically kinda points to this? Like the others just wear simple cloaks but his is like, slightly “fancier”! Also obviously in the rot au his identity is heavily tied to her puppet. The goofy lab coat get-up is not his only outfit and she kinda just wears it for shits and gigs. It’s a doctor after all, gotta look the part!
PIn: Kinda has no choice but to see themself as their puppet, rip. The heavy emphasis placed on it by their citizens reinforces that sentiment.
Yui: Her puppet serves cunt just like she does. She uses it to gesture a lot, not just her arms or anything but like the whole puppet. Spinning, moving across the whole chamber, etc (sig does this too)
Light: Tries not to see themself as their puppet simply to “abate the self” or whatever. It is a part of their identity but not the whole. They do talk with their hands a lot tho
Pebbles: He sees *others* as their puppets but not himself as much. He’d still probably be sad if it was replaced with a metal box or something tho.
wow this got off topic. i’m sorry you have to read 3000 words of shit that barely answered ur question HAHAHAHA
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ayy monhun fan! what are you thinkin of what we've seen of wilds so far?
The initial trailer they dropped months ago was pretty cool. "World" is my least favourite game that I've played (even thought I liked it a lot!!), and 90% of why I felt that way was "this is the first time they're making a game of this scale / scope / direction", so it's exciting to see them make a successor to it now that they're not also learning how to make a game like it from the bottom-up & not also building the tech side of it from scratch.
Big desert environments have me excited!!!! I love the way these games do deserts. I'm always dreaming of Val Habar. I love the colour palette they're using for this area. Big fan of Yoshi being a new mechanic. In general I'm noticing a lot of things in "Wilds" that feel like a really cool mix of ideas from "World" and "Rise" in a way that feels a little more grounded. It's cool that they're bringing back a buddy you can ride around on & control. I wonder if they'll let Yoshi fight with you. I don't remember if they showed that off already. Getting to hotswap between 2 weapons without having to run back to base camp feels like a big deal that I haven't really wrapped my head around yet.
The focus mode thing seems fine. More granular control over aiming sometimes seems neat, & the footage we've seen makes it feel like positioning & animation commitment are still a part of it, which I like. Expanding part-breaking into "opening wounds that take more damage & enable special attacks" seems cool! (There was a similar-ish tenderizing mechanic with the Clutch Claw in "Iceborne", and I fuckin hated using it. Loved the idea of it at first. Having to do this whole separate action that interrupted the flow of the fight in a weird way to enable more damage felt awful after a while!! And they designed all the fights around the fact that you have it & use it! So I'm glad they're seemingly taking what I liked about it & chucking out the rest, haha.) I remember there was some hubbub about focus existing at all when news was first dropping. Some people were mad about it? I feel like this happens every time they announce a new Monster Hunter. They reveal a new feature, and a couple guys crawl out of the woodwork to go "THEY HAVE MADE THE VIDEO GAME PITIFUL AND EASIER - THIS IS THE DEATH OF THE FRANCHISE!" The franchise has died every game since the first one, by my count. (They end up buying the game anyway, of course.) I hope they put out a demo soon, though. I wanna get my hands on it & see how it works in the middle of a fight to see how I actually feel about it.
Weapon & armour design so far has been great. Happy about that. The bits of NPC designs we've seen have been cool. I don't really like the smith's look very much. Which makes me sad because I'm pretty sure she's supposed to be Little Miss Forge. LOL
When they first showed the game off I remember thinking "yeah, that's cool, I'm looking forward to this, but it's coming out Next Year & we're not even halfway done with 2024." Well now we're almost two thirds of the way through the year. And they keep dropping gameplay trailers. And they look hype as fuck!! And now I'm feeling more impatient!!! I wanna try this shit out soon!!! I wonder if they'll drop a public demo after Gamescom or something. I wonder if my computer could even run it...
I liked the way Hunting Horn played in "Rise" but it's cool to see the more traditional recitals back. (But faster!! And with new combo paths!!) I think I've spent a cumulative hour or two watching that horn trailer over and over again for little details. The funny bubble reminds me of bead of resonance but it seems like it might also be some kind of AoE team buff? It could also just be extra damage like bead was. But I loved bead. So I'll take it. Being a Hunting Horn fan is accepting that you'll be playing an entirely different weapon in every subsequent game, so I suppose I fuss less about whether or not it plays like any one specific game. But mannnnnn it looks cool as hell this time around.
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Oooooh, pick me, pick me!
Ahem! What would the various Boyd characters play in a D&D game, and what would their play styles be like?
Steve Murphy: Steve doesn’t know anything about DnD, but he immediately studies up on the rules and after a thorough review and cross-analysis of the classes and species, he decides the most tactical pick is a rock-gnome artificer. He’s lazy about the name though and just calls him “Todd”. His gnome is lawful good, and Steve sticks to that religiously. He’s a very studious player who’s very into the gameplay mechanics, and really likes problem-solving in the game. He’s… often sort of obnoxious to play with, and can sometimes steamroll over other players.
Donald Pierce: Pierce plays a half-elf, true neutral warlock woman with a tragic backstory he spent three sleepless nights meticulously plotting out. He’s the type of player that’s sort of dragged into it semi-unwillingly by someone else (Gabby), but once they’re in, they’re *in*. He gets so into the game, and specifically the roleplaying/story elements. (He also LOVES being a warlock, having a patron looking out for him is Very Sexy.)
Cap Hatfield: Cap plays a Dragonborn ranger of indeterminate gender! Their alignment is lawful neutral, and although Cap is overall a casual player, he’s very serious about sticking to his alignment. He does have a fairly intricate backstory for his character, but it doesn’t come up super often. Cap’s a pretty quiet player, and tends to go with the flow in most sessions! He’d actually make an excellent DM one of these days.
Clement Mansell: Clement thinks DnD is GREAT. He has a blast with his bard; he’s a chaotic neutral tiefling man (Clement likes the idea of an “outlaw devil musician”), and he absolutely poured so many stats into charisma. He mostly just acts like himself when he’s playing. He’s sometimes kind of annoying, but he can also be super fun to have around.
The Corinthian: Corinthian plays as a male human, of course! He goes for a chaotic neutral rogue, and mostly just tries to have fun. He doesn’t really concern himself too closely with the rules or the gameplay mechanics, he just likes the story, and building on scenarios with other players. It’s sort of an exotic delight to get to participate in this type of story creation, even just as a player!
Eli Klaber: Klaber designs his character to be a drop-dead gorgeous elf woman, and has every freckle on her face mapped out. She’s a true neutral fighter: the mechanics for fighters are simple, and pretty easy to get into for a newbie. Honestly, Klaber mostly likes getting to roleplay as his character the best. He doesn’t really care too much about what his party does in general.
Ty Shaw: Ty rolls for a male, half-orc barbarian. Despite being a real bruiser Ty ends up actually just trying to talk his way out of problems. His character’s technically neutral evil, but Ty doesn’t actually do much that’s very evil at all.
Quinn McKenna: Quinn makes a character mostly as a concession to Nebraska, who’s running a game, but he ends up having a decent time with it, especially when he realizes how stat focused it can be. He is *such* an optimizer. He doesn’t get as granular during the character rolling process as Steve though - he mostly just fashions a character that’s… kind of just like him: a lawful neutral, human male paladin, who’s taken the oath of the watchers. He doesn’t like having to roleplay at all. When his ‘character’ talks, that’s just Quinn.
#boyd holbrook#donald pierce#the corinthian#steve murphy#ty shaw#quinn mckenna#cap hatfield#clement mansell#eli klaber
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"Dispersion"
In "Dispersion," particles spread under the influence of an unseen fluid. Like Roman de Giuli's work, filmmaker Susi Sie creates macro images that look like ice floes, deserts, and river deltas viewed from above. This similarity of patterns at both large and small scales is a specialty of fluid physics. Just as artists use it to mimic larger flows, scientists use it to study planet-scale problems in the lab. (Video and image credit: S. Sie et al.) Read the full article
#dispersion#fluid dynamics#fluids as art#granular flow#granular material#particulates#physics#reynolds similarity#science
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Archangel Angst
- Whumpee: Angel Gabriel
Art made by Kentalei


Gabriel, the once-radiant archangel, now lay entombed in a prison of his own making a tomb of sand that stretched for miles in every direction, a suffocating embrace that whispered ancient secrets and bore witness to his solitude. Time had lost its meaning here, as the relentless granular flow buried every hope of escape beneath the desert's silent, shifting waves. Each grain a testament to the millennia that had passed since he had felt the warmth of the sun or the touch of the gentle wind on his feathers. In the vastness of this abyss, darkness and light played a twisted dance, their lines blurred into a monochrome existence that mirrored his own entrapment.
"How did I come to this?" He murmured to himself, his voice a mere echo in the vastness. His mind, once a bastion of divine wisdom, now felt like the parched earth around him cracked and barren of any comforting thought.
And just to think, his imposter was out roaming the streets of Mandela County. It was all too much to bear…
Gabriel sighed, the sound lost in the desert’s vacuum. “What a twist of fate,” he murmured again, “How could this happen. And when will they see the truth?” Gabriel’s voice began to break, as he continued to speak to himself.
“When will the truth be revealed to them, that that imposter is not me..?” He added.
The angel’s wings began to droop, as he then sniffled lightly, the sounds drifting off into the distance of the sandy prison that encompassed him.
And it was only a matter of time before it was too late. Before the tables would turn all too fast…
Gabriel's heart sank with each grain of sand that shifted around him. How long had it been since he was imprisoned in this maddening tomb? The days and nights blended into an endless, timeless existence, an eternal battle between light and darkness in this colorless void.
The knowledge of his own identity's usurpation gnawed at him, and the longing for freedom and the chance to clear his name seemed as elusive as an oasis in the desert. What more could he do, trapped in this ever-shifting labyrinth? And even though he had been in the tomb for centuries now, the wait for the truth to reveal itself felt like an eternity.
- To Be Continued.
#mandela catalogue fanfiction#whump scenario#whumpee#thehouseofwhump#archangel#mandela county#angsty writing#whump angst#tw angst#whump scenes#whump community
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so hades 2 huh
it's fun! i am more convinced after actually playing it than i was in the runup to it. the green colour palette looked a little drab in the videos but it works better for me fullscreen in game, and I really like the second zone's design. the major aesthetic change does go a little way towards making this feel like 'new Supergiant game' instead of just a rehash of the first game.
the difficulty floor is higher than the first game. i think it's well-tuned to go into if you've beaten that one. so far i've played 6 runs, seen the first boss in 5, and and beaten her in 2 of them; yet to get more than about halfway through the second zone after that tho!
the new mana mechanic is kinda interesting, lots of tradeoffs to make. it's a bit more granular than the cast in the first game; you use it to do powered up versions of your attacks, and spending it also charges up the Call-equivalent.
i'm increasingly intrigued by the setting, and i really like some of the side characters like arachne. i think the time skip was a good decision - the story of Zagreus et al. was definitely done. the epilogue ending of the first game was way too neat.
still, starting a revenge plot in media res is curious. especially when Nemesis lampshades the lack of personal motivation. compared to Zagreus's very pressing and relatable motivation (run away from my abusive dad), Melinoë's motivation is a little more abstract - this seems to be deliberate. but it does a fair bit to sell the sort of 'desperate resistance base' setting. it definitely seems rather like they're setting up a twist down the line. but it lacks the immediate emotional hook of the overbearing patriarch in the first game. curious to see how it will work once I've seen more of the story.
as far as the new gods, I'm fascinated by the decision to make Hephaestus and Hestia both be Northern - probably Yorkshire. it's always fun hearing regional UK accents in games. they do also both feel like responses to the criticism that Jen Z never designs fat characters lmao. still, they are good designs. both have satisfying mechanics. Selene also has a really good design I think.
the other gods' mechanics have naturally been redesigned to fit the new game. still broadly the same themes, e.g. Zeus will still be lightning based, but different interpretations of what that means, so for example you have 'hitting an enemy produces a lightning blast behind them' as the primary Zeus mechanic instead of chain lightning. which definitely keeps things fresh. Melinoë's kit has a lot of directional attacks and, with the Cast now being an AOE which slows/freezes enemies, there's a lot more emphasis now on positioning enemies to set up AOE attacks which is interesting.
the witch stuff is quite fun in an admittedly slightly cheesy way. it's definitely pull on aesthetic currents which aren't at all Ancient Greek, like the pointed hats. but hey! I can get into it, it's not like the game's aesthetic has ever been all that strictly historical. even if I am still scratching my head at 'so mote it be'. apparently it's an archaic word meaning 'may', i.e. 'may it be so'.
of course the main thing is, the actual moment to moment gameplay is fun. it flows just as the first game did, and it's just as addictive with the way it spreads out story breadcrumbs. the vfx and such look great, the movement is already super tightly tuned (tbf it's basically the same as the first game with the addition of a new 'hold dash to sprint'), and there's a already good variety of enemy mechanics.
there's some obvious placeholders for some of the UI art and character portraits (notably none of the keepsakes have been drawn yet), but overall it's surprisingly polished for an early-access build. all the voice acting is already there - it's fun seeing the Supergiant voice cast return in new roles.
the meta progression element... there's some neat ideas, like an upgrade system with a limited set of slots that very much calls to mind NieR Automata's chip system. so there are some stronger tradeoffs to make; it's not as simple as 'spend resource, get better' as it was in the first game. and it's clearly possible to advance quite far even without a lot of meta resource investment. so far it definitely feels like my main limit is skill, and I'll progress further once I learn more of the enemy patterns and figure out what builds I like to play.
(though I guess the idea with this kind of game is that the power ups quietly boost you and make it feel like you're getting better a lot faster than you are just learning the game lmao)
overall, it's just really fun to have another Supergiant game to sink my teeth into haha. I still wish they'd continued their streak of coming up with new IPs each time, because they'd come up with fantastic settings, but there's plenty of interest here still.
also the more I work in game dev the more I can appreciate just what a ludicrous amount of polish there is in Supergiant's games. I can only imagine the amount of work it must have taken to tune the feel of everything this tight.
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The Importance of Discrete Element Modeling (DEM) Studies and What Problems It Can Solve
In today's rapidly advancing world of science and engineering, the need for accurate and efficient simulation tools has never been greater. One such tool that has gained significant prominence in recent years is Discrete Element Modeling (DEM). DEM is a numerical technique used to simulate the behavior of granular materials, such as powders, grains, and particles, on a microscale level. This modeling approach has proven to be invaluable in a wide range of industries, from pharmaceuticals to civil engineering. In this article, we will explore the importance of DEM studies and delve into the various problems it can solve, demonstrating its versatility and impact across diverse fields.
I. Understanding Discrete Element Modeling (DEM)
Before we dive into the importance of DEM studies, it's essential to grasp the fundamentals of Discrete Element Modeling itself. DEM is a computational technique that simulates the behavior of a large number of individual particles. Each particle is treated as a discrete entity and follows specific rules and interactions with other particles. These interactions are governed by various force laws, including contact forces, friction, and collision dynamics. By tracking the motion and interactions of these particles over time, DEM can provide valuable insights into the behavior of granular materials.
DEM Fundamentals
At the core of DEM lies the discrete nature of particles. Unlike continuum-based methods, DEM models materials as a collection of individual particles, each with its own properties and interactions. These particles move within a virtual space and collide with one another, creating complex dynamics that mirror real-world granular materials.
The essential components of a DEM simulation include:
Particles: These represent the individual grains or particles within the material.
Interactions: DEM defines the rules governing how particles interact with each other, including contact forces, friction, and restitution coefficients.
Time Integration: DEM calculates the motion of particles over discrete time steps, accounting for forces and interactions at each step.
Boundaries and Constraints: The simulation environment often includes boundaries and constraints to model specific scenarios accurately.
DEM Applications
The versatility of DEM has led to its adoption in various fields and industries. Some notable applications of DEM include:
Geotechnical Engineering: DEM is used to study soil mechanics, soil-structure interactions, and landslide prediction.
Pharmaceutical Manufacturing: DEM helps optimize drug formulation, tablet compression, and powder flow in pharmaceutical processes.
Mining and Minerals Processing: DEM is employed to understand the behavior of ore materials during crushing, grinding, and transport.
Food Processing: DEM studies can improve the design of food processing equipment and optimize the handling of food particles.
Civil Engineering: DEM is applied to simulate granular materials in construction, such as concrete mixing and soil compaction.
Powder Technology: In industries like powder metallurgy and ceramics, DEM assists in optimizing powder compaction and sintering processes.
Now that we have a fundamental understanding of DEM, let's explore the significance of DEM studies and the diverse range of problems it can solve across these industries.
II. The Importance of DEM Studies
DEM studies have become increasingly important in various fields, offering valuable insights, solutions, and advancements. Here, we will delve into the significance of DEM studies by examining the critical problems it addresses across industries.
Geotechnical Engineering
a. Soil Mechanics
In geotechnical engineering, understanding the behavior of soils is paramount for infrastructure design and construction. DEM studies provide insights into soil mechanics by simulating the interaction between soil particles under various loading conditions. This allows engineers to predict soil settlement, shear strength, and bearing capacity, all of which are crucial for designing stable foundations for buildings, bridges, and other structures.
b. Landslide Prediction
Landslides pose a significant threat in hilly and mountainous regions. DEM can simulate the movement of soil and rocks on slopes, aiding in landslide prediction and risk assessment. By analyzing factors like particle size, shape, and cohesion, DEM models can help identify areas prone to landslides and develop mitigation strategies.
Pharmaceutical Manufacturing
a. Tablet Compression
In the pharmaceutical industry, tablet compression is a critical process in drug manufacturing. DEM studies help optimize tablet formulation by simulating the compaction of powder blends. By varying particle properties and compaction conditions, researchers can predict tablet properties like hardness, friability, and dissolution rate, leading to improved drug formulations and reduced development costs.
b. Powder Flow and Mixing
Powder flow and mixing are crucial steps in pharmaceutical manufacturing. DEM models can simulate the flow of powders through equipment like hoppers, silos, and blenders. This enables the identification of potential flow problems, such as segregation or arching, and the design of equipment modifications to enhance powder handling and mixing efficiency.
Mining and Minerals Processing
a. Crushing and Grinding
In mining and minerals processing, the efficient comminution of ore materials is essential for resource extraction. DEM studies simulate the crushing and grinding of ore particles in crushers and mills, allowing engineers to optimize equipment design and operating conditions. This leads to improved energy efficiency and increased mineral recovery rates.
b. Material Handling
The transport of bulk materials within mining and processing facilities can be challenging. DEM helps analyze conveyor belt behavior, chute design, and transfer point performance. By studying particle trajectories and interaction forces, engineers can minimize material spillage, dust generation, and equipment wear, ultimately reducing operational costs.
Food Processing
a. Mixing and Blending
In the food processing industry, achieving uniform mixing and blending of ingredients is critical for product quality. DEM simulations of mixing processes help optimize equipment design and operating parameters. By visualizing particle distribution and movement, manufacturers can ensure consistent product quality and reduce waste.
b. Powder Handling
Powder handling in the food industry can be complex due to the diverse properties of food powders. DEM studies assist in designing equipment such as pneumatic conveyors and feeders. By predicting powder flow behavior and potential issues like segregation, DEM helps ensure the efficient and hygienic handling of food ingredients.
Civil Engineering
a. Concrete Mixing and Placement
In civil engineering, the proper mixing and placement of concrete are essential for constructing durable structures. DEM can model the behavior of concrete constituents, such as aggregates and cement particles, during mixing and placement processes. This allows engineers to optimize concrete mix designs and construction techniques, leading to improved performance and longevity of concrete structures.
b. Soil Compaction
Achieving adequate soil compaction is crucial for road construction, embankment construction, and foundation preparation. DEM simulations can replicate the compaction process, considering factors like soil particle properties, compactor geometry, and dynamic loading. Engineers can use DEM to optimize compaction equipment and procedures, ensuring the desired level of soil compaction is achieved.
III. Challenges and Advances in DEM Studies
While DEM has proven to be a valuable tool in addressing various problems, it is not without its challenges and limitations. Researchers continue to work on improving DEM techniques and expanding their capabilities. Let's explore some of the challenges and recent advances in DEM studies:
Computational Intensity
DEM simulations involving a large number of particles can be computationally intensive and time-consuming. To address this challenge, researchers have developed parallel algorithms and utilized high-performance computing clusters to accelerate simulations. Additionally, advancements in graphics processing units (GPUs) have significantly improved the efficiency of DEM simulations.
Particle-Particle Interactions
Accurately modeling complex particle-particle interactions, including adhesive forces and agglomeration, remains a challenge in DEM. Recent research has focused on refining contact models to better capture these interactions, allowing for more realistic simulations of cohesive and adhesive materials.
Scale-Up and Scale-Down
Scaling DEM simulations from laboratory-scale experiments to real-world applications can be challenging due to differences in length and time scales. Researchers are developing multiscale modeling approaches to bridge this gap, enabling more accurate predictions in practical engineering applications.
Integration with Other Simulation Techniques
In some cases, it is necessary to combine DEM with other simulation techniques, such as Computational Fluid Dynamics (CFD) or Finite Element Analysis (FEA), to study complex multiphysics problems. Integrating DEM with these techniques and developing robust coupling methods are active areas of research.
Calibration and Validation
Calibrating DEM models to match real-world behavior and validating simulations against experimental data are crucial for model accuracy. Researchers are developing techniques for parameter calibration and validation, including advanced imaging and tracking technologies for particle characterization.
GPU Acceleration and Cloud Computing
As computing power continues to advance, the use of GPUs and cloud computing resources has become more accessible for DEM simulations. These technologies enable researchers and engineers to perform more extensive and detailed simulations, opening new possibilities for problem-solving and optimization.
Machine Learning and AI Integration
The integration of machine learning and artificial intelligence (AI) with DEM is a promising avenue for advancing the field. These techniques can aid in data analysis, model parameterization, and real-time decision-making in DEM simulations.
IV. Conclusion
Discrete Element Modeling (DEM) has emerged as a powerful and versatile tool for simulating the behavior of granular materials in various industries. Its ability to address critical problems in geotechnical engineering, pharmaceutical manufacturing, mining, food processing, and civil engineering has led to its widespread adoption and continued development.
DEM studies have provided engineers and researchers with valuable insights into the behavior of granular materials, enabling them to optimize processes, design equipment, and make informed decisions. Despite its challenges, ongoing advancements in computational methods, particle interactions, and multiscale modeling are expanding the capabilities of DEM and enhancing its accuracy.
As industries continue to evolve and face new challenges, DEM will likely play an increasingly vital role in solving complex problems and driving innovation. Its integration with emerging technologies like machine learning and AI holds promise for further enhancing its capabilities and broadening its application areas.
In conclusion, Discrete Element Modeling stands as a testament to the power of computational simulations in shaping the future of science and engineering. Its importance in solving real-world problems cannot be overstated, and its continued development promises to revolutionize the way we understand and manipulate granular materials in the years to come.
V. The Capabilities of Newton DEM Software
In the realm of Discrete Element Modeling (DEM), the choice of software is paramount to achieving accurate and insightful simulations. One software package that has gained recognition for its capabilities and versatility in solving complex granular material problems is Newton DEM Software. In this section, we will explore the unique features and advantages that Newton DEM Software offers in the context of DEM studies.
High-Performance Simulations
Newton DEM Software is renowned for its high-performance capabilities. It leverages advanced algorithms and efficient parallel processing to handle simulations involving a vast number of particles seamlessly. This makes it suitable for tackling large-scale industrial problems, such as those encountered in mining, pharmaceuticals, and construction.
Comprehensive Material Models
One of the standout features of Newton DEM Software is its extensive library of material models. It provides users with the flexibility to simulate a wide range of granular materials, including various shapes, sizes, and properties. This enables researchers and engineers to model materials accurately, whether they are dealing with cohesive powders, irregularly shaped particles, or even mixtures of different materials.
Advanced Contact Mechanics
Accurate modeling of particle-particle interactions is crucial for DEM simulations. Newton DEM Software employs advanced contact mechanics algorithms to precisely capture complex interactions, such as rolling, sliding, and friction. Additionally, it allows users to define custom contact models, ensuring that simulations closely mirror real-world behavior.
Multiscale Modeling Capabilities
Newton DEM Software recognizes the importance of bridging the gap between laboratory-scale experiments and practical engineering applications. It offers multiscale modeling capabilities that enable users to perform simulations at various length and time scales. This flexibility is particularly valuable when dealing with materials that exhibit different behaviors under different conditions.
Coupling with Other Simulation Techniques
Many real-world problems require a multiphysics approach, combining DEM with other simulation techniques like Computational Fluid Dynamics (CFD) or Finite Element Analysis (FEA). Newton DEM Software supports seamless coupling with these techniques, allowing users to investigate complex interactions between granular materials and fluid flows or structural elements.
User-Friendly Interface
Usability is a key consideration in software tools, and Newton DEM Software excels in this regard. Its user-friendly interface streamlines the simulation setup and visualization processes, making it accessible to both seasoned researchers and newcomers to DEM. The software provides an intuitive environment for defining particle properties, boundary conditions, and analysis parameters.
Visualization and Data Analysis
Newton DEM Software offers robust visualization and data analysis tools. Users can visualize simulation results in real-time, enabling immediate insights into particle behavior. Additionally, the software provides tools for post-processing and data analysis, allowing users to extract valuable information from their simulations and make informed decisions.
Integration with Machine Learning and AI
To stay at the forefront of technological advancements, Newton DEM Software has embraced the integration of machine learning and artificial intelligence (AI). Users can leverage these capabilities to enhance their DEM simulations, from automating parameter tuning to making real-time predictions based on simulation data.
Scalability and Cloud Computing
Recognizing the growing demand for scalability and accessibility, Newton DEM Software is compatible with cloud computing platforms. This facilitates the execution of resource-intensive simulations on remote clusters, reducing computational bottlenecks and accelerating research and development efforts.
Comprehensive Support and Training
Effective use of DEM software requires proper training and support. Newton DEM Software provides comprehensive training materials, documentation, and customer support to assist users at every stage of their simulations. This ensures that users can leverage the full potential of the software and achieve meaningful results.
Incorporating Newton DEM Software into DEM studies enhances the capabilities of researchers and engineers, enabling them to tackle increasingly complex granular material problems across a spectrum of industries. Its combination of high-performance simulations, advanced contact mechanics, multiscale modeling, and integration with other simulation techniques makes it a valuable asset for those seeking to push the boundaries of DEM.
In conclusion, the capabilities of Newton DEM Software exemplify the ongoing evolution of computational tools in solving real-world problems. Its user-friendly interface, extensive material models, and support for multiscale modeling and coupling with other simulation techniques empower researchers and engineers to explore the behavior of granular materials with unparalleled accuracy and efficiency. As industries continue to advance, Newton DEM Software stands as a reliable and indispensable tool in the realm of Discrete Element Modeling.
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Little P.Eng. for Discrete Element Modeling (DEM) Services: Unveiling the Power of Simulation
Little P.Eng. for Discrete Element Modeling (DEM) Services
Tags:
Artificial Intelligence
Discrete Element Modeling
Mixing
Geotechnical Engineering
Granular Materials
DEM Studies
Simulation
Particle Interaction
Pharmaceutical Manufacturing
Mining
Food Processing
Civil Engineering
Soil Mechanics
Landslide Prediction
Tablet Compression
Powder Flow
Crushing
Material Handling
Concrete Mixing
Soil Compaction
Computational Intensity
Particle-Particle Interactions
Multiscale Modeling
Machine Learning
GPU Acceleration
High-Performance Computing
Newton DEM Software
Contact Mechanics
Cloud Computing
Validation
Bulk Material Handling & Processing
Engineering Services
Located in Calgary, Alberta; Vancouver, BC; Toronto, Ontario; Edmonton, Alberta; Houston Texas; Torrance, California; El Segundo, CA; Manhattan Beach, CA; Concord, CA; We offer our engineering consultancy services across Canada and United States. Meena Rezkallah.
#•#Artificial Intelligence#Discrete Element Modeling#Mixing#Geotechnical Engineering#Granular Materials#DEM Studies#Simulation#Particle Interaction#Pharmaceutical Manufacturing#Mining#Food Processing#Civil Engineering#Soil Mechanics#Landslide Prediction#Tablet Compression#Powder Flow#Crushing#Material Handling#Concrete Mixing#Soil Compaction#Computational Intensity#Particle-Particle Interactions#Multiscale Modeling#Machine Learning#GPU Acceleration#High-Performance Computing#Newton DEM Software#Contact Mechanics#Cloud Computing
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2. Travis Scott
Superhero Name: Astro Pulse
Hierarchy Placement:
Rank 2 – Celestial Striker of the Solevengers
Travis Scott, as “Astro Pulse,” takes the second rank for his mastery of cosmic energy and his incredible range in battle. His unique long-range abilities and his visionary mindset give him an edge over many others, making him a powerful asset and tactician who can shift the tide of battle from afar.
Role Within the Group: Cosmic Conductor | Celestial Firebrand
Combat Style: Long Range Combatant
Travis’s real-world persona as a genre-bending artist and performer translates into a combat style that’s all about weaving cosmic, far-reaching attacks. In-universe, his superpowers harness the energy of the stars, allowing him to control and manipulate long-range pulses that batter enemies from a distance.
Origin Story: Travis was born under a rare planetary alignment that infused him with cosmic potential. As a young visionary obsessed with the cosmos, he spent nights under the stars, producing music that seemed to call to the heavens. One night, a meteor crashed near his studio, infusing his soles with astral energy. From that day forward, he became “Astro Pulse,” blending his cosmic visions with the rhythmic force of the Solevengers.
Tagline: “Where the stars align, so does his fury.”
Promotional Poster Background: The background shows a surreal, cosmic desert at twilight, dunes lit by neon constellations and floating meteors above. In the sky, pulsating auroras flicker across the galaxy’s edge, creating a dreamscape that bridges the Earth and outer space. The cosmic energy infuses the sand, turning it into a shifting, vibrant surface that reacts to every pulse of power.
Superhero Outfit: His suit is a celestial-inspired ensemble with dark, galaxy-patterned fabric that seems to shimmer and move like the night sky. Golden lines crisscross like star maps, emphasizing his cosmic power. His high collar and layered tunic flow like a nebula, while thick gauntlets pulse with starry energy. His shades are wraparound mirrored lenses that glimmer with a constellation pattern, reflecting the cosmos and shielding his celestial eyes.
Shoes: Travis wears high-top, star-streaked trainers with thick, cloudlike midsoles that seem to glow with a faint, cosmic blue. Nebula-like swirling patterns are embedded within the dark leather. Iridescent silver laces add a celestial shimmer, while the soles have star constellations etched into them, pulsing with each step he takes.
Bare Soles Description:
• Color: A deep bronze with streaks of shimmering silver, as if stardust had fused into his skin.
• Texture: Smooth yet subtly granular, like the surface of a meteor, providing incredible grip and traction.
• Width: Medium-narrow, aiding in precision footwork and balancing cosmic energy.
• Thickness/Meatiness: Moderately thick, designed to store and disperse pulses of energy.
• Ball: Slightly domed and cushioned for impact absorption.
• Heel: Firm and angular, designed to launch cosmic projectiles.
• Shape of Arches: High arches, sculpted for an elegant curve that stores astral charge.
• Shape and Splay of Toes: Tapered and naturally spread for maximum stability during bursts of power.
• Presence of Callouses: Only light callouses on the heel and ball, a sign of cosmic exertion.
• Unique Markings/Patterns/Scriptures: Star and constellation motifs etched into the skin, faintly glowing when powers are engaged.
Shoe Smell: A faint metallic ozone scent, reminiscent of lightning storms and cosmic dust, mixed with a slight resinous tang from the desert. The scent mirrors his planetary energy and constant creative charge.
Sole Smell: A gentle, sweet aroma with undertones of burnt cedar and dry desert air, giving off an earthy but celestial vibe. It reflects Travis’s desert-born inspiration and grounded presence, despite his cosmic reach.
Sole Taste: A mineral-rich, slightly metallic flavor with a hint of spiciness, echoing the raw energy of a meteor crash. It’s a taste of cosmic grandeur blended with a down-to-earth grit.
Unique Superpower: Celestial Pulse – Travis’s soles can emit powerful pulses of astral energy, each with the power of a small star. These long-range blasts of kinetic energy can shatter defenses, create shockwaves, and even warp the air around them, making him a master of ranged combat.
Three Unique Moves:
• Sole Funk (Smell): Nebula Drift – A cosmic haze wafts from his soles, confusing and disorienting enemies by disrupting their senses with a stardust-laced funk.
• Sole Taste: Stellar Flavor – Anyone daring enough to taste his soles is overwhelmed by cosmic visions and disoriented by sensory overload, knocking them out of sync.
• Sole Sight: Astral Mirage – His soles glow with star patterns that create illusions of multiple Travis clones, making it impossible for enemies to pinpoint his true location.
Stat Justifications:
• Intelligence (88): Travis’s music and persona highlight his creative genius, translating to adaptability and innovative cosmic tactics in battle.
• Physical Strength (52): While not known for brute strength, his endurance and stage presence give him solid, reliable power.
• Speed (67): His footwork is fast and fluid, but more about bursts of cosmic energy than sustained sprinting.
• Superpower (96): His cosmic pulse is nearly unmatched, drawn from his connection to the stars and otherworldly forces.
• Sole Touch (88): His soles have an electric, energetic sensation that’s mesmerizing to touch.
• Sole Stench (48): His soles emit a mild, almost pleasant cosmic aroma, not particularly offensive.
• Sole Visual (91): The shimmering patterns and galactic energy swirling in his soles make them captivating.
• Sole Taste (87): The mineral richness and hint of desert spice create an otherworldly, unforgettable flavor.
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HiPOD: Dune Avalanche Slopes
These dunes have exhibited recurring slope lineae (RSL)-like streaks in a couple of previous images, but they do not seem to have been significant in 2013, when we obtained a full monitoring series. With this observation, we can keep monitoring to understand this activity, which may help test the RSL-granular flow model for the streaks. (Black and white image is less than 5 km across; enhanced color is less than 1 km.)
ID: ESP_074730_2070 date: 6 July 2022 altitude: 286 km
NASA/JPL-Caltech/UArizona
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