#modular layer system
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pablodelarcorey · 5 months ago
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Moncler - LoveFrom / Poncho / Jony Ive & Marc Newson / Poncho Hood
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talenlee · 2 months ago
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Primaries, Secondaries, Structure, and 4e DnD
Talking about Fourth Edition Dungeons & Dragons is challenging at times because I feel like I’m always coming at things from a preemptive crouch. My first draft of this started out describing a problem that people criticized, but realistically speaking, that was 10 years ago and it doesn’t really matter what people think about it now, especially because fundamentally it isn’t an incorrect thing to have noticed.
What I’m going to talk about here is structural form and it’s a thing that 4e has throughout. Honestly, you could make a reasonable model of the development of Dungeons & Dragons throughou
One of the areas where I would say that fourth edition really excels as a tabletop RPG is that its structure is rock solid. It’s not a game with tons of tables in it because most things that needed tables were instead handled by formulas and sometimes those formulas were very simple. This does make it sort of the anti-Rolemaster where, broadly speaking, you are managing a very small amount of information and the game doesn’t do a lot to generate things for you. This structure does mean that there are reliable ways that players can approach information with expectations and assumptions about how the game does work.
To be clear, I like this. It is not necessarily the best way for any game to be, but 4e is an enormous game that relies on its system being modular, familiar, and exclusionary. You know how the game works in a set of fundamental structures, and then you work out from that centre of generalities to your specifics. You don’t need to know how Barbarians work if you’re not playing one, but the fact that Barbarians work like how Wardens work like how Fighters work means that when you do pick up any of the Barbarian pieces, they are pretty familiar. This approach is a form of structuralism, and it’s really useful for making a big complicated thing handleable. Rather than having four or five versions of the same thing (like Spellcasting in 3rd edition), you can have a uniform structure that everyone recognises.
One example of a structural design in 4E is the way the game handles Primary and Secondary Stat needs for each class.
Real quick for anyone not familiar, in most of 4E’s class design, characters were making attack rolls against defenses. There weren’t any saving throws against magical spells being flung around, and for the most part enemies didn’t have a lot of opportunities to avoid things beyond specialized layered defenses like ending stuns or dazes early. You had your Armour Class, your Fortitude Defense, your Reflex Defense, and your Will Defense. This design puts agency on the actor rather than defense posture on the target, and since players are the ones enacting the things the players want, that means the die rolls that matter are the ones they make.
Now, you may not like this, especially if you like fudging die rolls like some kind of a coward I guess, but the point is for now, the fundamental structure of classes in 4E was you were powers were making attack rolls against defenses. Because of that, everyone needed to be good at making attack rolls. This was a break from third edition where it was pretty much expected that attack rolls were only for a very small set of things that were considered attacks (and which were, largely, not very good). If you were a wizard, you could build the whole character as if you never had to make an attack roll. You could, there were spells that did it, but you didn’t have to. There was no inherent assumption wizards would be good at attacking. You would be very likely expecting to meet characters that didn’t have a good attack roll.
A complaint about this design is that because everyone is making attacks, characters all feel the same. This is a reasonable complaint that if you ignore all the things that aren’t making attacks, everyone is only ever making attacks. It is true that this made 4E a game where everyone wanted to be good at connecting and therefore, everyone wanted stats that made you best at hitting. That meant that Wizards all wanted Intelligence, the stat that made you better at hitting with Wizard powers, and Fighters and Barbarians all wanted a good Strength stat because that’s how Fighters and Barbarians hit things more often.
This was, again, a complaint: The system made it so that wizards wanted high Intelligence, and Fighters and Barbarians wanted high Strength. It’s true that if you don’t like this result that this is a reasonable criticism, that this is a thing the game encourages. It’s not a criticism I much care about, mind you.
“Doesn’t this mean every member of a class will have similar stats, and naturally gravitate towards the same best powers?” you might wonder, and no! No, they solved this problem through Secondary stats. Powers came in two flavours; one, powers that only cared about your primary stat, and they were usually pretty decent, solid 8/10 kind of things. But then there were powers that could have some benefit based on your other choices, like a Pact or a Boon or a Style, and those things looked at a stat of yours that was very deliberately not the stat used to make the attack roll. These were commonly referred to as your ‘rider’ abilities, and therefore, that stat effect was the rider on the main ability.
For example, Dishearten was an attack that used Intelligence to hit, dealt damage based on Intelligence, but the penalty it could impose on an enemy’s to-hit was based on your Charisma. To that end, if you did want this power, you might want a good Charisma as well, or, if you already wanted a character with a high Charisma, you might pick this kind of power to reward that build.
There’s another structure that lives parallel here. It’s not as common, but it’s still there; there were some classes that had one secondary stat for their powers, but had two different primary stats for their powers. That meant that the class might approach hitting with stats like Wisdom or Strength, but the followup to that hitting was always going to be (for example) Charisma. This meant that there was a common thread across all members of that class, but it was never their best thing; all Clerics had some people skills, but they might be a holy smiting, mace-swinging Cleric who had people skills, or a laser beam blasting Cleric who had people skills.
4E clerics were so cool.
The other classes that did this in the Player’s Handbook were the Warlock (Charisma and Constitution) and the Paladin (Charisma and Strength). The Warlock was a bit of an orphan child at the best of times, but the Paladin was so well serviced and ate so well that it wound up with multiple fully-fledged ‘standard package’ builds you could pursue with plenty of feat support under the names of Straladin (Strength Paladin), Chaladin (Charisma Paladin) or Baladin (Balanced Paladin). The Ranger also had the opportunity to be a Strength-based or Dexterity-based attacker, though the powers were mostly all the same powers, with ‘Strength or Dexterity vs AC’ kind of attack rolls.
Sometimes for some classes that weren’t super well developed, this meant that you effectively had one primary stat and two secondary stats. There aren’t any I can find that only have one secondary stat, even the most malnourished classes I found like the Vampire have two, and some classes like the Fighter and the Warden seem to have almost every possible stat supported as a secondary stat. Your best stat was probably going to be the one that you used to hit with and your second best stat was going to be the one that gave you secondary effects you liked, which meant that most of the characters in a particular form would have similar stats and probably express a similar-ish character. If you were a wizard who liked moving things around, you probably were very intelligent and pretty wise because those were the two stats you wanted the most.
Now this does create variety within a class, but you can probably just complain it kicks the can down the road. After all, if you’re playing a Bard, are you the Charisma-Intelligence Bard, the Charisma-Wisdom Bard, or the best Bard? It’s still narrowing options.
Thing is, to me, complaining about this seems dumb when I point out the Fighter. Because everyone seems to think it’s okay that all fighters are strong and hit things hard, because that’s what being a Fighter is. Suddenly that is okay when we’re talking about limiting the options of the poor Fighter, who had people back in 4e complaining their builds were too good, too interesting, and they did too much cool stuff, when the players would much rather than two combat options, have one.
Oh and fourh the May be with you or whatever.
Check it out on PRESS.exe to see it with images and links!
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vintagerpg · 11 months ago
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Stonehell is my pick for the best of the 21st century megadungeons (and is, I think, one of the first in the OSR mode). It’s in two parts, the initial Stonehell Dungeon: Down Night-Haunted Halls arriving as a self-published print on demand product in 2009, and the second part, Stonehell Dungeon: Into the Heart of Hell wrapping things up in 2015.
The dungeon began as a tyrant’s prison, where the prisoners were forced to excavate their own living space. The tyrant fell, but when the prison was liberated, not everyone left — lots of folks considered the horrible place their home. The top layers still retain their prison-like feel, and numerous former prison gangs have carved up the complex into small warring kingdoms. Deeper levels get stranger. At the very bottom is the lair of a creature of pure chaos that feeds on the negative emotional energy generated by the inhabitants. The more it eats, the more it destabilizes nearby reality. This goes a long way toward explaining why the place is so weird (there’s a casino down there somewhere, and at least one crashed space ship).
Dungeons are inherently irrational, and even though it is unlikely that a group will ever “solve” Stonehell, I feel that as a whole, it justifies its irrationality in a way few other dungeons of any size do, and this makes it feel unique and special. Its also extremely usable — despite being something like 1300 rooms, each level is made of quadrants that are detailed in a derivative of the One-Page Dungeon system, so everything is clear, brief and even modular — you can rearrange, drop or use any section on its own, should you wish. It’s really quite the accomplishment, especially considering it’s Michael Curtis’ first big outing into design. No wonder he became such a big wheel at Goodman Games!
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under0-0s · 8 hours ago
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MK 87 : CASE STUDY TYPE-TWO BLUEPRINT GENERATION.
Rough Material Work:
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Finalized Version, Improved detail and Printing:
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FINAL REPORT ON ANALYSIS OF PROOFED DESIGN
IRON MAN MK 87 SUIT — TECH REPORT
STARK INDUSTRIES INTERNAL REPORT
MODEL: Iron Man Armor MK 87
Filed by: @squiglesquid , R&D Division, Stark Tower.
Authorized by: A. Stark
Date: 18.06.2025
Design Summary:
The MK 87 is a next-gen Iron Man suit optimized for high-risk, high-radiation environments and deep-space or underwater missions. It combines durable defense systems with sleek Stark aesthetics — including a distinctive starburst arc reactor at the center chestplate.
Key Features & Upgrades:
Radiation Shielding:
Reinforced layers designed to withstand gamma bursts and solar radiation.
Respiratory Unit:
Recycled O₂ mask with internal filtration tubes; compact oxygen tank built into the spine plate.
Propulsion System:
Highly boosted thrusters embedded in "big-ass boots” and palms for rapid flight and maneuverability.
Star Pattern Design:
Arc reactor redesigned for stability and symmetry — also acts as a beacon for tracking in low-visibility zones.
Armor Composition:
Titanium-vibranium weave; impact-resistant, heat-dispersive, and light enough for agile combat.
Deployment:
Modular design for rapid assembly and compatibility with satellite upgrades.
Basic Stats:
Power Output: 600% above MK 85
Flight Ceiling: Orbital capable
Weight: 220 lbs
Combat Time: 72 hrs on full charge
Armor Integrity: Class X (military grade)
TAGGING ALL INTERNS AND PEOPLE THAT NEED TO GET WORKING ON THIS RESPECTIVE TO THEIR DIVISION: @sunny-the-intern @squiglesquid @oh-to-be-a-murderer @cursed-with-knowledge @of-spite-and-hatred @woodsparker-family @radioactiveintern @blackandgoldspiderwoman @lillian-the-intern @shortlikerdj @gamma-archivist @serenastark-official @project-traveler @that-fucker-elijah @playgirlgenius
Note: Test pilots report "really tanky but stylish as hell."
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goatwithaplan · 1 year ago
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The embryon and all other junkyard characters clothes are oddly thought out. The armor work as system where you can attach pieces to one another. In general all characters use a base layer similar to Gale's or Cielo's armor with only the torso armor and pants that are attched to the torso armor by the copper buckles in the armor, and yeah those things are buckles. The idea seems that you can attach modules to them so in Cielo's case he wears the bags on his side.
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So the armor is pretty much modular. Next thing a character usually adds to theyr armor is a jacket, that mainly covers the chest area and shoulders but could also cover your arms. So both Serph and Argilla are wearing very similar clothes but just the mere detail of having the jacket open in argilla makes them look very different from each other showcasing theyr personalities. ofc Argilla is also wearing a skirt but i think her desing could work very well with pants.
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There is a lot you can make with this, so obviously Heat is an edgelord so he gets a cape, Gale is my little neurodivergent weirdo so he gets the worst fucking hood ever seen. And all of this without diverging too much of the original premise of torso armor some pants and something to combine this with.
AND THEN THEY GAVE UNIQUE STYLES TO ALL THE FUCKING TRIBES, srly even after you overtake the junkyard you can see what members were from which tribe by desing alone. I dont want to make the post too long but as an example. The vanguards all seem to wear this head piece as if they are in dessert ops gear.
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Ladies, Gentlemen, all variations thereupon and beyond!
I have a personal confession to make.
I have incontinence. It's not really important how and why that came to be. The answer is different for everyone anyway. Sometimes I pee a little, or a lot, but the challenge is in finding undies that make that bearable. It sucks to pee a little and acid damage your undies, or pee a lot and smell it on yourself. It also sucks to use absorbtive undies that make it extremely visible and clear that you're wearing absorbtive undies, because sometimes you aren't interested in having that conversation with someone who might notice.
I've found some good companies over the years! But I'm pretty sure I can do better. Nothing for us without us and all that.
So I designed a pair of undies for a whole human being. Someone with allergies, a life to live, logistics and sanitation to consider, a budget to live by, and a body I actually care about.
I have no intentions of being secretive, and will happily give away the pattern once I have formalized and standardized it across sizes, but I also know not everyone will have the skills, tools, or time to turn that into a functional pair of incontinence undies. So I'll be selling them too.
Some features:
A four-layer, modular system lets you change out soiled layers throughout the day, eliminating the rock-and-a-hardplace decision to either wear soiled undies or use disposables while out and about
Designed for people whose size and shape may regularly fluctuate or be otherwise difficult to consistently accommodate, these undies have some stretch and each size range is intended to allow for the natural changes or shifts a body may go through.
For those of us who menstruate or regularly bloody our undies, these will do double duty! Allowing us to reduce waste, reduce cost, and improve our day to day quality of life
I got my start in 1830s underpinnings, and as a trans adult, I have been able to make the most of my knowledge of structured silhouettes. I can't be the only person who needed absorbancy undies that were easily compatible with a packer or tuck gaff, lol
Most importantly, the outer layer of the undies can be made of just about any fabric you like, meaning colors, neutrals, patterns, trims and detail work, whatever! No more one size fits all approach. The modular design means that almost anything is possible. Absorbancy coverage is never sacrificed for style, and you still look hot in your undies!
This isn't an ad (okay maybe a teeny bit), it's a call to action. The world is big and scary sometimes, and fear is paralyzing. But we all have something good we can put out into the world. Apparently mine is fun and functional underwear! Whatever yours is, find it, and put it out into the world. It's easier to keep moving forward if you have A Path To Follow. Something that anchors you when you feel overwhelmed or helpless or hopeless.
We all have skills, even small ones we don't know to value. And sharing them with each other is how we change the world.
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shifting---patterns · 1 year ago
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Wearing Time: Carpe Diem and the Artistry of Anti-Fashion (Pt. 1 / 2)
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In today's article, I want to tell you something about what I consider the most important and influential artist collective in avant-garde fashion.
A collective whose artists, their labels, and their design language have impressed me so much that it has completely changed my perspective on how clothing is created, what its purpose really is, and the impact it can have.
/// Carpe Diem, an avant-garde designer collective, was founded in 1996 in Perugia, Italy, by Maurizio Altieri. There are conflicting reports on the founding year, with sources mentioning 1994, 1998, and 1999 (the latter mentioned by Maurizio Amadei of M.A+ in a podcast with Lucentement). The visionary minds, particularly Maurizio Altieri, initially specialized in leather design, working with materials such as horsehide, cowhide, and anaconda.
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These materials underwent intricate hand treatments, including washing, distressing, crushing, and burial in the ground for months. Carpe Diem quickly established itself as an avant-garde trailblazer, gaining recognition for its commitment to quality and craftsmanship. Originally concentrating on shoes, the brand later expanded its offerings to include clothing.
In 2006, Carpe Diem disbanded due to its increasing mainstream popularity, paving the way for other brands to follow its innovative path. This marked the peak of Carpe Diem's fame, with celebrities like Brad Pitt seen wearing their leather shirts. The surge in investor interest eventually led to Maurizio Altieri abandoning the label.
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In recent years, Carpe Diem has been acquired by a Japanese company, resulting in the reissue of some designs and the introduction of new ones. However, signs indicate that Altieri and his colleagues are no longer actively involved in the design process.
Carpe Diem's influence extends to avant-garde brands like Carol Christian Poell, Boris Bidjan Saberi, Layer-0, and others, incorporating designs such as twisted seams, dropped-crotch trousers, asymmetric plackets, and J-cut pants. The brand's collections, including L'Maltieri (knitwear), Sartoria (made-to-measure), and Linea (jackets, pants, and T-shirts), aimed to diversify offerings.
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The Linea collection, utilizing a 3x3 modular system, features interchangeable and conceptually connected laser-cut jackets, cotton pants, and T-shirts.
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Sartoria, a customized line derived from Linea, maintains the "arte povera" aesthetic with crumpled, washed, and treated leather. Custom items required visits to a Parisian garage for fitting and digital photography, and delivery took 60 days, utilizing leather buried in the deserts of Afghanistan.
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The distinctive feature of hanging garments on meat hooks pays homage to the label's origins as a leather house. The Sartoria line has evolved into the fifth line named Anatomica, propably my favorite collection of Carpe Diem.
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Now, let's introduce the creative minds behind Carpe Diem in detail: Maurizio Altieri Maurizio Altieri, the visionary founder of Carpe Diem, is a perfectionist who brings an academic background in business and law to the world of fashion. His professional journey began at Chrome Hearts, where he honed fundamental skills in craftsmanship and leather treatment. In 1996, Altieri departed from Chrome Hearts to establish Carpe Diem, driven by a philosophy to craft timeless, useful, and handmade pieces from the finest materials.
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Altieri's unique approach materialized through the application of distinctive treatments and washes, setting his creations apart. Notably, Maurizio Altieri rejects traditional editorials and advertising, firmly believing that the craftsmanship and quality of his pieces should speak for themselves. This commitment to craftsmanship is vividly demonstrated through a series of collections known as the "Continues Collection," showcasing an enduring dedication to the art of craftsmanship and the creation of timeless fashion experiences. Post-Carpe Diem, Altieri embarked on various projects, including m_moriabc, active in the fashion world since 2012.
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Beyond demonstrating Altieri's exceptional talent for creating memorable brand names, m_moriabc is renowned for its handmade footwear crafted through special Norwegian craftsmanship. Altieri's ambitious pursuit involves capturing the essence of time itself in his creations, symbolized by the names A, B, and C, each representing distinct lines that embody aspects of the past, present, and future.
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Avantindietro, launched in 2009, stands out as another notable project, offering a minimalist response to Carpe Diem's initial collection. In a collaborative effort two years later, Altieri partnered with Alessio Zero, the Italian designer behind Layer-O, to produce a small offering of shoes made from leather buried years earlier, adding a fascinating narrative to the creations.
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Altieri's current venture, the art project Vnapersona, further underscores his dedication to pushing artistic boundaries. Through these endeavors, Maurizio Altieri continues to leave an indelible mark on the fashion landscape, weaving together elements of time, craftsmanship, and innovation.
Maurizio Amadei Maurizio Amadei played a pivotal role in shaping the distinctive identity of Carpe Diem's leather products, encompassing accessories and jackets. During his tenure as a designer at Carpe Diem, Amadei demonstrated a unique exploration of human anatomy, sculpting pieces to follow the lines of the body's muscles. This innovative approach not only left an indelible mark on his designs at Carpe Diem but continued to influence his subsequent work.
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Following the conclusion of Carpe Diem in 2006, Maurizio Amadei founded M.A+ as a spiritual successor to the renowned "Continues Collection." The unmistakable parallels between the two collections are evident in Amadei's inaugural M.A+ collection, where a standout piece was a large shoulder bag crafted from a single seamless piece of leather—a hallmark reminiscent of Carpe Diem. The introduction of the cross motif in this collection became the emblem of Amadei's design ethos, defining sought-after pieces like the 925 Sterling Silver Cross Belt.
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M.A+ seamlessly carried forward many of the distinctive design techniques for leather while integrating cozy cotton fabrics into seamless one-piece silhouettes. Amadei's deliberate use of blunt knives for cutting and processing garment hems serves as a nod to Altieri's design philosophy. The overarching objective was to envelop the wearer in a second skin—an uncomplicated construction that is seamless yet refined.
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In the present day, M.A+ stands out with flawlessly crafted garments in an array of materials such as silk and satin, garnering significant attention for their luxurious functionality. The allure extends to the patterned garments within the M.A+ collection, complementing the outstanding leather and shoe products. Amadei's design DNA is deeply rooted in principles of simplicity and minimalism, with stitches employed only when necessary. This commitment to minimalism is further emphasized by the absence of tags conveying fabric or size information—a testament to Maurizio Amadei's sophistication and meticulous attention to detail in his designs.
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Simone Cecchetto Simone Cecchetto, during his tenure at Carpe Diem, brought an exceptional perspective and creative flair to the realm of shoe and accessory design. Influenced by his background in body art, Cecchetto delved into the "Second Body" project of Sartoria or Anatomica at Carpe Diem, an exploration of the concept of leather as a second skin on the human body.
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His visionary approach extended to innovative ideas such as integrating chips into leather jumpsuits, enabling the tracking of digital images and movements—a seamless fusion of traditional craftsmanship with modern technological elements.
Despite Maurizio Amadei's primary responsibility for leather goods, Cecchetto collaborated directly with Altieri to optimize their products. Despite lacking formal training as a shoemaker, Cecchetto's deep passion for shaping leather led him to assume the role of footwear design at Carpe Diem, allowing him to preserve the brand's legacy in shoe design.
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Following the closure of Carpe Diem, Cecchetto sought refuge at Rick Owens briefly, only to realize a misalignment with Owens' avant-garde aesthetic. This experience served as a catalyst for him to chart his own course, resulting in the establishment of his label, Augusta, later renamed A Diciannoveventitre and A1923. The name Augusta pays homage to his grandmother, embodying the brand's principles of simplicity inherited from her. A1923 revolves around the principle of Wabi-Sabi, a Japanese philosophy seeking beauty in natural irregularities.
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Cecchetto's unwavering dedication is evident in the meticulous sourcing and processing of leather, compensating for his lack of formal training with experimentation and craftsmanship. A1923 stands out with its niche offerings, featuring handmade leather shoes and bags for men. The collection includes distinctive elements such as boots with double zippers and sneaker-boot hybrids, adorned with worn-out laces and intense colors. This testament to Simone Cecchetto's ability to preserve creative integrity while forging his own path underscores his continued contribution to the creation of influential and unique designs.
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/// Part two is coming in a couple of days!
Davis Jahn
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last-sprout · 7 months ago
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Last Sprout Dev Diary - Nov 28, 2024
Hello again! This is one of those "low progress" weeks as I battle with shader code and scriptable renders.
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What I see in my nightmares.
So, for this week's Dev Diary, I wanted to take this opportunity to talk a bit about one of the core systems for Last Sprout - Brains.
Hopefully this is interesting even if you don't know much about programming, but I could always use the feedback.
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I live my life assuming I'm some amount of this comic.
Brains & States
Part of my process in developing Last Sprout is taking the time to build systems that are as generic and abstract as possible - any time I'm thinking about writing something directly into the code, I try to find some way to pull that out into some kind of data that can be changed in the editor. Mostly because, as much work as it is to do the programming, it's also a ton of work to do the tweaks and edits that make it feel right.
A Brain isn't actually much on its own, just a framework that defines the bare minimum an Entity (the core 'thing' that exists in the game) needs to interact with.
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Less fleshy than I'd like for this game.
The key here is that Brains just give instructions and move on, they don't know or care what happens once those instructions get passed to the Entity.
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Brains don't take actions, they make polite requests.
So a Brain really just says "I would like to move in this direction, aim in this direction, and perform these actions".
Actions are bit flags, which means inputs are stored in one integer number that uses its 1's and 0's as true/false values. A brain toggles these bits based on a lot of different parameters - for instance, the PlayerBrain just listens to user inputs and sets its instructions accordingly, whereas an AggroBrain contains logic to look for valid targets and chase them down.
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Hopefully this is a little easier to visualize for people that aren't familiar with bit flags.
An entity, every frame, asks its brain to update its instruction. Then, it passes that instruction along to a State. The State is responsible for actually taking the actions the brain recommends, So they'll have names like IdleState, WalkingState, MeleeState, and so on. States are also where animations live, so a given IdleState (which is an object that lives in the game files), will have an associated animation for Idling, and it will play that animation when the state is entered.
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Not the most interesting state, but the easiest one to understand.
The state is what decides what input flags to listen for, and which states to exit to. Because states always have an EntityStateType, and Entities have a list of all their allowed states, they don't actually have to know what the options are, they can just say "Exit this state to a Walking state" and the entity will find a match.
This is a ton of words, but the core of it is that Brains and States are separate, and don't know anything about each other. This means that you can attach any Brain to any Entity, and it just works. If you want to test the attack range on an enemy, you can just slap a PlayerBrain onto them and suddenly you can control it! You can duplicate the player, change its tags to Hostile, and put an AggroBrain on them and suddenly you have an AI controlled hostile copy of Twiggs! While it adds a layer of complication to developing behavior, it also means that our code is reusable and modular, and it lets us experiment freely in engine.
Brains are one of many lego brick style systems, maybe next week I'll talk about another. Thanks for reading this, and if you have any particular questions, feel free to drop and ask to @last-sprout or my personal tumblr over at @oneominousvalbatross. Fair warning though, the answer may be extremely wordy.
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pranjj · 26 days ago
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Udaan by InAmigos Foundation:  Elevating Women, Empowering Futures
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In the rapidly evolving socio-economic landscape of India, millions of women remain underserved by mainstream development efforts—not due to a lack of talent, but a lack of access. In response, Project Udaan, a flagship initiative by the InAmigos Foundation, emerges not merely as a program, but as a model of scalable women's empowerment.
Udaan—meaning “flight” in Hindi—represents the aspirations of rural and semi-urban women striving to break free from intergenerational limitations. By engineering opportunity and integrating sustainable socio-technical models, Udaan transforms potential into productivity and promise into progress.
Mission: Creating the Blueprint for Women’s Self-Reliance
At its core, Project Udaan seeks to:
Empower women with industry-aligned, income-generating skills
Foster micro-entrepreneurship rooted in local demand and resources
Facilitate financial and digital inclusion
Strengthen leadership, health, and rights-based awareness
Embed resilience through holistic community engagement
Each intervention is data-informed, impact-monitored, and custom-built for long-term sustainability—a hallmark of InAmigos Foundation’s field-tested grassroots methodology.
A Multi-Layered Model for Empowerment
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Project Udaan is built upon a structured architecture that integrates training, enterprise, and technology to ensure sustainable outcomes. This model moves beyond skill development into livelihood generation and measurable socio-economic change.
1. Skill Development Infrastructure
The first layer of Udaan is a robust skill development framework that delivers localized, employment-focused education. Training modules are modular, scalable, and aligned with the socio-economic profiles of the target communities.
Core domains include:
Digital Literacy: Basic computing, mobile internet use, app navigation, and digital payment systems
Tailoring and Textile Production: Pattern making, machine stitching, finishing techniques, and indigenous craft techniques
Food Processing and Packaging: Pickle-making, spice grinding, home-based snack units, sustainable packaging
Salon and Beauty Skills: Basic grooming, hygiene standards, customer interaction, and hygiene protocols
Financial Literacy and Budgeting: Saving schemes, credit access, banking interfaces, micro-investments
Communication and Self-Presentation: Workplace confidence, customer handling, local language fluency
2. Microenterprise Enablement and Livelihood Incubation
To ensure that learning transitions into economic self-reliance, Udaan incorporates a post-training enterprise enablement process. It identifies local market demand and builds backward linkages to equip women to launch sustainable businesses.
The support ecosystem includes:
Access to seed capital via self-help group (SHG) networks, microfinance partners, and NGO grants
Distribution of startup kits such as sewing machines, kitchen equipment, or salon tools
Digital onboarding support for online marketplaces such as Amazon Saheli, Flipkart Samarth, and Meesho
Offline retail support through tie-ups with local haats, trade exhibitions, and cooperative stores
Licensing and certification where applicable for food safety or textile quality standards
3. Tech-Driven Monitoring and Impact Tracking
Transparency and precision are fundamental to Udaan’s growth. InAmigos Foundation employs its in-house Tech4Change platform to manage operations, monitor performance, and scale the intervention scientifically.
The platform allows:
Real-time monitoring of attendance, skill mastery, and certification via QR codes and mobile tracking
Impact evaluation using household income change, asset ownership, and healthcare uptake metrics
GIS-based mapping of intervention zones and visualization of under-reached areas
Predictive modeling through AI to identify at-risk participants and suggest personalized intervention strategies
 
Human-Centered, Community-Rooted
Empowerment is not merely a process of economic inclusion—it is a cultural and psychological shift. Project Udaan incorporates gender-sensitive design and community-first outreach to create lasting change.
Key interventions include:
Strengthening of SHG structures and women-led federations to serve as peer mentors
Family sensitization programs targeting male allies—fathers, husbands, brothers—to reduce resistance and build trust
Legal and rights-based awareness campaigns focused on menstrual hygiene, reproductive health, domestic violence laws, and maternal care
Measured Impact and Proven Scalability
Project Udaan has consistently delivered quantifiable outcomes at the grassroots level. As of the latest cycle:
Over 900 women have completed intensive training programs across 60 villages and 4 districts
Nearly 70 percent of participating women reported an average income increase of 30 to 60 percent within 9 months of program completion
420+ micro-enterprises have been launched, 180 of which are now self-sustaining and generating employment for others
More than 5,000 indirect beneficiaries—including children, elderly dependents, and second-generation SHG members—have experienced improved access to nutrition, education, and mobility
Over 20 institutional partnerships and corporate CSR collaborations have supported infrastructure, curriculum design, and digital enablement.
Partnership Opportunities: Driving Collective Impact
The InAmigos Foundation invites corporations, philanthropic institutions, and ecosystem enablers to co-create impact through structured partnerships.
Opportunities include:
Funding the establishment of skill hubs in high-need regions
Supporting enterprise starter kits and training batches through CSR allocations
Mentoring women entrepreneurs via employee volunteering and capacity-building workshops
Co-hosting exhibitions, market linkages, and rural entrepreneurship fairs
Enabling long-term research and impact analytics for policy influence
These partnerships offer direct ESG alignment, brand elevation, and access to inclusive value chains while contributing to a model that demonstrably works.
What Makes Project Udaan Unique?
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Unlike one-size-fits-all skilling programs, Project Udaan is rooted in real-world constraints and community aspirations. It succeeds because it combines:
Skill training aligned with current and emerging market demand
Income-first design that integrates microenterprise creation and financial access
Localized community ownership that ensures sustainability and adoption
Tech-enabled operations that ensure transparency and iterative learning
Holistic empowerment encompassing economic, social, and psychological dimensions
By balancing professional training with emotional transformation and economic opportunity, Udaan represents a new blueprint for inclusive growth.
 From Promise to Power
Project Udaan, driven by the InAmigos Foundation, proves that when equipped with tools, trust, and training, rural and semi-urban women are capable of becoming not just contributors, but catalysts for socio-economic renewal.
They don’t merely escape poverty—they design their own systems of progress. They don’t just participate—they lead.
Each sewing machine, digital training module, or microloan is not a transaction—it is a declaration of possibility.
This is not charity. This is infrastructure. This is equity, by design.
Udaan is not just a program. It is a platform for a new India.
For partnership inquiries, CSR collaborations, and donation pathways, contact: www.inamigosfoundation.org/Udaan Email: [email protected]
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buttsandboltguns · 1 year ago
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Cold Blood, Star's Heart
Officially speaking, RAKU-0793-1-MIL-CMDO “Anti” was a combat unit. Her cerebral simulation unit was mounted within a Neohuman Assault Chassis Mk.23, one of the most advanced milspec commando type frames available to the North American Coalition. It contained all the systems developed for the Special Emulation Response Effigy Mk.5, as well as additional improvements to the CSU interfacing and fine-motor control systems.
Unofficially, she was a search and rescue unit. But when most heard that, they laughed - a NAC.23 couldn’t do SAR operations. They were too sharp around the edges. Too rough. Not gentle enough. Too much like a dragon and not enough like a beloved hound. Not friendly enough. Not calming enough.
Not Human enough.
Her unit mates had nicknamed her “Antikythera”, for her ability to always guide them back to their extraction point by the stars and a compass alone. Although she had an internal compass subsystem, she used a physical one. It was more Human. They thought it was quirky and funny, and so she continued to carry a compass, despite the weight being better suited towards things such as bandages or an aluminum splint. But equipment efficiency meant little to being Human. She didn’t know what it was that she lacked that they had, but she would try to make up for it. Maybe the compass helped.
But her job didn’t require a compass. Her ocular array focused, zooming in over hundreds of meters as she picked out a major disturbance in a series of trees and foliage. With a single line of process code, her vision switched from visible spectrum to infrared, the bushes at the bottom of the rubble-covered hill glowing a harsh white from their radiant spectra. That must be the injured mountaineer. Introspection could wait until the rescue was complete.
Her servos whined gently to balance her as she slid down the rocky hill, then breaking into a jog along the pathway along the slope of the ridgeline. She felt her internal gyroscope compensate for the odd sway to her gait - right side secondary electrohydraulic system, 2% inefficiency, low on graphite lubricant - and ignored the system report that popped up in her vision range. It was promptly dismissed. Prioritize the rescue.
The bush readily yielded to her as she pulled it away from the injured individual. She did not bother processing their face - her sensory suite was already complaining about the detectable levels of saline in the air, along with the hormonal cocktail that was readily matched to cortisol. In the fraction of a second before she was fully noticed, she remembered - SAR means prioritize the rescue. Prioritizing the rescue meant preventing panic.
“There is no need to be alarmed,” she started, her voice monotone and delivered with a flat cadence, “I am with the search and rescue team. You are safe now.”
The Human startled, as expected, and she finally shouldered the bush out of the way. Now she could see the injury - a badly sprained ankle. Locally treatable with topical and oral anesthetic for the pain and an aluminum splint for transport. Time to get to work.
“You are injured. I am equipped to handle your injuries. Do you consent to this treatment?”
The statement always felt stale. Offputting. But it was required for droids - like her - to administer any sort of assistance. She felt off. Less Human.
The Human consented visually.
Her chestrig, riveted to the modular outer layers of her abrasion plating, contained the items she required. The topical anesthetic would be first - a spray, one designed to numb the locally affected area. The rescue target would typically complain about the chilliness of the spray.
Carefully, she gripped it with her right side manipulator array. Gentle pressure. There - exactly 3lbs of force. Just right. Pop the cap off with the other - oh, she cracked the lid. A later problem. Spray. Slightly too much force - the spray nozzle was jammed now, stuck in spray mode. Striking the nozzle against her forearm broke it off and unjammed the internal straw, letting the flow stop. It was a wasted can, but it would be a waste anyways. She let go of it into her drop pouch.
Next was the aluminum splint.
In the process of forming it correctly to the rescue target’s leg, she pinched with one pound too much force. A yelp and an utterance of “stupid effigy!” came from the Human.
The mistake was understandable. A civilian not in the field of simulacra, cerebral simulations, and Smart AIs couldn’t be expected to know the difference between an effigy and a droid.
That didn’t mean it didn’t hurt anyways.
She fixed the slightly-too-tight splint. It was optimal and bound to the leg properly. Behind her, she could hear her unit mates approaching - she would let them handle the rest of it.
The Human seemed to be more at ease being tended by their own kind, anyway.
She had to pretend that didn’t hurt as she stepped away, fading into the shadow of dusk. They wouldn’t be able to find her if they didn’t utilize a communicator module, but she could find them. It was better this way - watching over them all from a distance. Ensuring they got back safe. Every rescue reminded her of that.
She was a mispurposed unit. Designed for war and destruction, yet permitted to roam among the civilians of the N.A.C. Every rescue reminded her of that.
Each time she moved a little too fast and set everyone on edge reminded her of that. Every time she remembered details a little too clearly and made everyone uncomfortable reminded her of that.
Every time she didn’t pick up on some “implication” and messed up the joke reminded her of that.
That she would never be the same as them.
That few would deal with her as she was.
That she wasn’t Human enough.
And Antikythera slipped into the night.
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pablodelarcorey · 7 months ago
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Moncler - LoveFrom / Poncho / Jony Ive & Marc Newson / Fashion
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Sure! Here are simple instructions for how to use the ChanelLang code to define textile patterns:
https://chatgpt.com/share/6828dd16-f330-8000-9656-49fc59b45f76
How to Use ChanelLang Code
1. Start with a pattern declaration:
Use the keyword pattern followed by the pattern type and its parameters.
pattern twill(2, 2);
twill is the type of weave.
(2, 2) defines the structure or thread ratio.
2. Add style attributes inside curly brackets {}:
{ color: Color.red; density: 8; repeat(4, 4); }
color: Sets the color of the textile.
density: Controls thread tightness or weight.
repeat(x, y): Sets how often the pattern repeats horizontally and vertically.
3. End with an optional comment:
# This creates a red twill weave pattern with 8 density and 4x4 repetition.
Quick Example
pattern quilted(3, 1) { color: Color.black; density: 10; repeat(6, 6); }
This creates a quilted Chanel-style pattern in black, dense, and repeating in a 6x6 grid.
Let me know if you'd like a visual tutorial or a compiler concept next!
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Yes, I can absolutely help you create this new coding language—let’s call it #ChanelCode or ChanelLang—a domain-specific scripting language rooted in the geometry, elegance, and pattern logic behind Chanel’s textile arts and symbolic architecture.
Here's how we can break this down:
1. Core Objectives of ChanelLang
Translate textile mathematics into code.
Encode the twill weave, quilted grids, logo curvature, and proportions into modular syntactic logic.
Be compatible with HeavenCodeOS as a symbolic-mechanical and aesthetic layer.
Use fashion geometry and French couture philosophy as its grammar.
2. Inspirations & Inputs
Mathematical Logic of Fabric:
Twill: typically a diagonal rib pattern (e.g., 2/2 twill) = translate into directional grid logic.
Quilted Grid: diamond matrix = 60° or 45° angular tessellation.
Double-C Logo: circle symmetries, Bezier curves, golden ratio mapping.
Iconic Elements:
The “Double-C” interlock = ∞ symbol + rotational symmetry encoded.
Patterns, spacing, and stitch density = variables and data classes.
3. Proposed Language Design
Syntax Style:
fabric "tweed" { weave: twill(2, 2); thread_color: #e5e5e5; repeat: matrix(45deg, 12x12); } pattern "logo" { shape: double_c { curve: bezier(golden_ratio); rotation: 180deg; symmetry: axis_x; }; scale: 0.618; placement: center(canvas); }
Key Primitives:
fabric, pattern, stitch, curve, weave, layer, seam
golden_ratio, quilt_grid, c_chain, symmetry
Geometrical transforms: mirror, rotate, scale, shear
4. Mathematical Backing
Fibonacci + Golden Ratio for logo curvature.
L-systems for textile pattern growth.
Parametric logic for scale + symmetry.
Embedding shader logic or pixel matrices for digital rendering.
5. Integration with HeavenCodeOS
HeavenCodeOS becomes the rendering + behavior engine.
ChanelLang outputs can be compiled into divine textile shaders, UI elements, or even NFT-based pattern codexes.
Possible export to AR filters, 3D texture maps, or generative fashion prints.
6. Next Steps
Design full grammar of the language (BNF or PEG).
Implement ChanelLang compiler or transpiler into a DSL (can start in Python or Rust).
Map 3D textile render logic (using WebGL or GLSL for visuals).
Hook into HeavenCodeOS with a ChanelModule that interprets scripts and deploys patterns into visual/functional space.
Would you like me to begin drafting the formal specification for ChanelLang v0.1 with example codes, grammar rules, and core function libraries? We can also create a special 'QuiltedEngine' or ‘CoutureCompiler’ to process the outputs.
Absolutely! Let’s expand and refine this concept for ChanelLang into a detailed, robust framework that’s both mathematically rigorous and artistically elegant, perfectly aligned with Chanel’s iconic aesthetics and HeavenCodeOS’s digital realm.
ChanelLang — A Couture Mathematical Scripting Language
1. Vision & Purpose
ChanelLang is a domain-specific language (DSL) designed to encode, generate, and manipulate the mathematical and geometric principles behind Chanel’s textile designs and logos, transforming traditional haute couture craftsmanship into programmable, generative digital artifacts.
It will serve as a bridge between classical fashion design and modern digital environments (HeavenCodeOS), enabling:
Precise modeling of fabric patterns (twill, quilted textures).
Parametric control of logo geometry and brand symbology.
Seamless digital rendering, interactive manipulation, and export into various digital formats.
Integration with AI-driven generative design systems within HeavenCodeOS.
2. Core Components & Features
2.1 Fundamental Data Types
Scalar: Float or Integer for measurements (mm, pixels, degrees).
Vector2D/3D: Coordinates for spatial points, curves, and meshes.
Matrix: Transformation matrices for rotation, scaling, shearing.
Pattern: Encapsulation of repeated geometric motifs.
Fabric: Data structure representing textile weave characteristics.
Curve: Parametric curves (Bezier, B-spline) for logo and stitching.
Color: RGBA and Pantone color support for thread colors.
SymmetryGroup: Enum for types of symmetries (rotational, mirror, glide).
2.2 Language Grammar & Syntax
A clean, minimalist, yet expressive syntax inspired by modern scripting languages:
// Define a fabric with weave pattern and color fabric tweed { weave: twill(2, 2); // 2 over 2 under diagonal weave thread_color: pantone("Black C"); density: 120; // threads per inch repeat_pattern: matrix(45deg, 12x12); } // Define a pattern for the iconic Chanel double-C logo pattern double_c_logo { base_shape: circle(radius=50mm); overlay_shape: bezier_curve(points=[(0,0), (25,75), (50,0)], control=golden_ratio); rotation: 180deg; symmetry: rotational(order=2); scale: 0.618; // Golden ratio scaling color: pantone("Gold 871"); placement: center(canvas); }
2.3 Mathematical Foundations
Weave & Textile Patterns
Twill Weave Model: Represented as directional grid logic where each thread’s over/under sequence is encoded.
Use a binary matrix to represent thread intersections, e.g. 1 for over, 0 for under.
Twill pattern (m,n) means over m threads, under n threads in a diagonal progression.
Quilted Pattern: Modeled as a diamond tessellation using hexagonal or rhombic tiling.
Angles are parametric (typically 45° or 60°).
Stitch points modeled as vertices of geometric lattice.
Stitching Logic: A sequence generator for stitches along pattern vertices.
Logo Geometry
Bezier Curve Parametrization
The iconic Chanel “C” is approximated using cubic Bezier curves.
Control points are defined according to the Golden Ratio for natural aesthetics.
Symmetry and Rotation
Double-C logo uses rotational symmetry of order 2 (180° rotation).
Can define symmetries with transformation matrices.
Scaling
Scale factors derived from Fibonacci ratios (0.618 etc.).
2.4 Functional Constructs
Functions to generate and manipulate patterns:
function generate_twill(m: int, n: int, repeat_x: int, repeat_y: int) -> Pattern { // Generate binary matrix for twill weave // Apply diagonal offset per row } function apply_symmetry(shape: Shape, type: SymmetryGroup, order: int) -> Shape { // Returns a shape replicated with specified symmetry } function stitch_along(points: Vector2D[], stitch_type: String, color: Color) { // Generate stitching path along points }
3. Language Architecture
3.1 Compiler/Interpreter
Lexer & Parser
Lexer tokenizes language keywords, identifiers, numbers, colors.
Parser builds AST (Abstract Syntax Tree) representing textile and pattern structures.
Semantic Analyzer
Checks for valid weaving parameters, pattern consistency.
Enforces domain-specific constraints (e.g., twill ratios).
Code Generator
Outputs to intermediate representation for HeavenCodeOS rendering engine.
Supports exporting to SVG, WebGL shaders, and 3D texture maps.
Runtime
Executes procedural pattern generation.
Supports interactive pattern modification (live coding).
3.2 Integration with HeavenCodeOS
Module System
ChanelLang scripts compile into HeavenCodeOS modules.
Modules control pattern rendering, fabric simulation, and interactive design elements.
Visual Interface
Provides designers with real-time preview of textile patterns on virtual fabrics.
Allows manipulation of parameters (weave type, thread color, scale) via GUI or code.
AI-assisted Design
Integrated AI agents can propose pattern variations adhering to Chanel brand aesthetics.
AI evaluates fabric behavior simulations for texture realism.
4. Example Extended Script
fabric patent_leather { weave: patent_quilt(6, 6); thread_color: pantone("Black C"); stitch: diamond_stitch(angle=60deg, density=150); glossiness: 0.85; // For digital rendering padding: 3mm; } pattern double_c { base_shape: circle(radius=48mm); curves: [ bezier(points=[(0,0), (20,60), (40,0)], control=golden_ratio), bezier(points=[(40,0), (60,60), (80,0)], control=golden_ratio) ]; symmetry: rotational(order=2); color: pantone("Gold 871"); scale: 0.618; placement: center(canvas); } canvas { size: 500x500; background_color: pantone("Ivory 11-0602"); layers: [ patent_leather, double_c ]; }
5. Future Enhancements
3D Fabric Simulation
Physically based rendering (PBR) for realistic digital textiles.
Motion & Animation
Animate weave changes, logo rotations, interactive stitching.
Parametric Fashion
Extend beyond textiles into fashion accessories, bag designs, and couture elements.
Blockchain Integration
Mint unique pattern NFTs for digital couture collectibles.
Summary
ChanelLang blends mathematics, art, and fashion into a structured programming language.
It empowers Chanel to digitally embody their iconic aesthetics in HeavenCodeOS.
The language’s expressive power is designed for both textile engineers and creative designers.
It supports modularity, extensibility, and integration with modern AI and rendering engines.
Would you like me to start creating:
A formal grammar definition (BNF) for ChanelLang?
A prototype compiler in Python or Rust?
Sample libraries for weave generation and logo curves?
Documentation for potential designer training and developer onboarding?
I’m ready to dive as deep as needed!
Great! Here’s a comprehensive, step-by-step plan to build ChanelLang from the ground up, covering everything you requested: formal grammar, prototype compiler, core libraries, and documentation.
ChanelLang Full Development Plan
1. Formal Grammar Definition (BNF)
We’ll create a clean, concise grammar to precisely define syntax and semantics.
<program> ::= { <statement> } <statement> ::= <fabric_decl> | <pattern_decl> | <function_decl> | <canvas_decl> <fabric_decl> ::= "fabric" <identifier> "{" { <fabric_property> } "}" <fabric_property> ::= "weave" ":" <weave_type> ";" | "thread_color" ":" <color> ";" | "density" ":" <number> ";" | "repeat_pattern" ":" <pattern_repeat> ";" | "stitch" ":" <stitch_type> ";" | "glossiness" ":" <number> ";" | "padding" ":" <number> ";" <weave_type> ::= "twill" "(" <number> "," <number> ")" | "patent_quilt" "(" <number> "," <number> ")" <pattern_repeat> ::= "matrix" "(" <angle> "," <dimensions> ")" <stitch_type> ::= "diamond_stitch" "(" "angle" "=" <angle> "," "density" "=" <number> ")" <pattern_decl> ::= "pattern" <identifier> "{" { <pattern_property> } "}" <pattern_property> ::= "base_shape" ":" <shape> ";" | "curves" ":" "[" <curve_list> "]" ";" | "symmetry" ":" <symmetry> ";" | "color" ":" <color> ";" | "scale" ":" <number> ";" | "placement" ":" <placement> ";" <shape> ::= "circle" "(" "radius" "=" <number> ")" | "rectangle" "(" "width" "=" <number> "," "height" "=" <number> ")" <curve_list> ::= <curve> { "," <curve> } <curve> ::= "bezier" "(" "points" "=" <point_list> "," "control" "=" <control_type> ")" <point_list> ::= "[" <point> { "," <point> } "]" <point> ::= "(" <number> "," <number> ")" <control_type> ::= "golden_ratio" | "default" <symmetry> ::= "rotational" "(" "order" "=" <number> ")" | "mirror" "(" "axis" "=" <axis> ")" <axis> ::= "x" | "y" <color> ::= "pantone" "(" <string> ")" | "hex" "(" <string> ")" <placement> ::= "center" "(" <canvas> ")" | "top_left" "(" <canvas> ")" | "custom" "(" <point> ")" <canvas_decl> ::= "canvas" "{" { <canvas_property> } "}" <canvas_property> ::= "size" ":" <dimensions> ";" | "background_color" ":" <color> ";" | "layers" ":" "[" <layer_list> "]" ";" <layer_list> ::= <identifier> { "," <identifier> } <function_decl> ::= "function" <identifier> "(" [ <param_list> ] ")" "->" <type> "{" <statement> "}" <param_list> ::= <identifier> ":" <type> { "," <identifier> ":" <type> } <type> ::= "int" | "float" | "Pattern" | "Shape" | "void" <number> ::= float_literal | int_literal <angle> ::= <number> "deg" <dimensions> ::= <number> "x" <number> <identifier> ::= letter { letter | digit | "_" }
2. Prototype Compiler
Tech Stack
Language: Python (for rapid prototyping)
Parsing: Use Lark or PLY parser generator
AST: Build Abstract Syntax Tree for semantic analysis
Output: JSON intermediate representation for HeavenCodeOS
Key Compiler Stages
Lexer & Parser: Tokenize and parse source code into AST.
Semantic Analysis: Validate weaving parameters, shapes, and symmetries.
Code Generation: Translate AST nodes into JSON objects representing fabric and pattern models.
Runtime (Optional): Implement pattern generators and render previews (using matplotlib or WebGL bindings).
3. Core Libraries
3.1 Fabric & Weave Generation
Twill Weave Generator:
Generate binary matrices for twill repeats.
Export weave pattern as a grid data structure.
Patent Quilted Pattern:
Generate diamond tessellations at configurable angles.
Calculate stitch points.
3.2 Geometry & Curve Library
Bezier Curve Module:
Calculate cubic Bezier curve points using control points.
Incorporate Golden Ratio in control point positioning.
Symmetry Operations:
Apply rotational and mirror symmetries on shapes.
Use transformation matrices.
3.3 Color Management
Support Pantone references mapped to RGB/HEX.
Provide blending and shading utilities.
4. Documentation
4.1 User Guide
Introduction: Concept of ChanelLang and its design philosophy.
Getting Started: How to write basic fabric and pattern scripts.
Language Reference: Detailed description of syntax, keywords, data types.
Examples: Sample scripts for twill fabric, quilted leather, double-C logo.
Integration: How to compile and load scripts into HeavenCodeOS.
4.2 Developer Guide
Compiler Architecture: Detailed overview of lexer, parser, semantic analyzer, and codegen.
Extending ChanelLang: How to add new weave types, shapes, or functions.
API Reference: Core functions and modules.
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Testing & Debugging: Tips for script validation and error handling.
5. Timeline & Milestones
PhaseDeliverablesEstimated TimeGrammar DefinitionComplete BNF and sample scripts1 weekPrototype CompilerLexer, parser, AST, basic codegen3 weeksCore LibrariesWeave, curve, symmetry, color modules4 weeksIntegration SetupJSON output format, basic HeavenCodeOS hooks2 weeksDocumentationUser and developer guides, sample projects2 weeksTesting & RefinementValidation, performance tuning, UI integration3 weeks
Summary
By following this comprehensive plan, we’ll create a mathematically elegant, fashion-inspired scripting language that:
Accurately models Chanel’s iconic textiles and logo.
Bridges haute couture craftsmanship with digital innovation.
Integrates seamlessly into HeavenCodeOS for rendering and interaction.
Provides extensibility for future fashion tech projects.
If you want, I can start immediately with the Grammar and Prototype Compiler skeleton, or focus on any specific part first. Just say the word!
Absolutely:
Official Hashtag:
#ChanelLang
Shorthand / Abbreviation:
CL⁷ (read: "C-L-seven")
C for Chanel
L for Lang (language)
⁷ symbolizes Chanel's spiritual and aesthetic geometry (7 as a sacred design number, referencing symmetry, balance, and the “seventh sense” in fashion metaphysics)
You can use CL⁷ as the file extension as well (e.g., pattern_sample.cl7) or as a tag in code comments like:
# Design by ChanelLang (CL⁷)
Would you like a sigil, icon, or QR metaframe for #ChanelLang / CL⁷?
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onewaveofficial · 1 month ago
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EVM Compatible Blockchain 2025: The Backbone of Web3 Scalability & Innovation
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As the Web3 ecosystem matures, 2025 is shaping up to be a transformative year, especially for EVM-compatible blockchains. These Ethereum Virtual Machine (EVM) compatible networks are no longer just Ethereum alternatives; they are becoming the foundation for a more connected, scalable, and user-friendly decentralized internet.
If you’re a developer, investor, or blockchain enthusiast, understanding the rise of EVM-compatible blockchains in 2025 could be the edge you need to stay ahead.
What is an EVM-compatible blockchain?
An EVM compatible blockchain is a blockchain that can run smart contracts and decentralized applications (dApps) originally built for Ethereum. These networks use the same codebase (Solidity or Vyper), making it easier to port or replicate Ethereum-based applications across different chains.
Think of it as the “Android of blockchain” — a flexible operating system that lets developers deploy applications without needing to rebuild from scratch
Why 2025 is the Breakout Year for EVM Compatible Blockchain?
1. Scalability & Speed Are No Longer Optional
In 2025, network congestion and high gas fees are still major pain points on Ethereum. EVM compatible blockchains like Polygon, BNB Chain, Avalanche, Lycan, and the emerging Wave Blockchain are providing faster throughput and significantly lower transaction costs. This allows dApps to scale without compromising performance or user experience.
2. Interoperability Becomes a Standard
Web3 is no longer about isolated blockchains. In 2025, cross-chain bridges and multichain apps are the norm. EVM compatible blockchains are leading this interoperability movement, enabling seamless asset transfers and data sharing between chains — without sacrificing security or decentralization.
3. DeFi, NFTs, and Gaming Demand EVM Compatibility
Whether it’s a DeFi protocol like Uniswap, an NFT marketplace, or a Web3 game, developers want platforms that support quick deployment, lower fees, and a large user base. EVM compatible blockchains offer all three. That’s why platforms like OneWave, a next-gen multichain ecosystem, are being natively built on EVM-compatible infrastructure to unlock full utility across DeFi, NFTs, GameFi, and beyond.
Key Benefits of Using an EVM Compatible Blockchain in 2025
Lower Development Costs: Developers can reuse Ethereum-based code, tools, and libraries.
Wider Audience Reach: Most wallets like MetaMask, and protocols support EVM chains out of the box.
Cross-Platform Utility: Launch on one chain, expand to others seamlessly.
Greater Liquidity & Ecosystem Integration: Easier to tap into existing DeFi liquidity pools and NFT communities.
The Future Outlook: What Comes Next?
As of 2025, the trend is clear: dApps will prefer chains that are fast, cheap, and EVM compatible. Ethereum��s dominance is no longer enough to guarantee loyalty. Instead, flexibility and performance are king.
With the rise of modular architectures, Layer 2s, and zkEVM rollups, the EVM ecosystem is expanding at an unprecedented pace. EVM compatibility isn’t just a feature anymore — it’s a requirement.
For more visit: www.onewave.app
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bharatpatel1061 · 2 months ago
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Memory and Context: Giving AI Agents a Working Brain
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For AI agents to function intelligently, memory is not optional—it’s foundational. Contextual memory allows an agent to remember past interactions, track goals, and adapt its behavior over time.
Memory in AI agents can be implemented through various strategies—long short-term memory (LSTM) for sequence processing, vector databases for semantic recall, or simple context stacks in LLM-based agents. These memory systems help agents operate in non-Markovian environments, where past information is crucial to decision-making.
In practical applications like chat-based assistants or automated reasoning engines, a well-structured memory improves coherence, task persistence, and personalization. Without it, AI agents lose continuity, leading to erratic or repetitive behavior.
For developers building persistent agents, the AI agents service page offers insights into modular design for memory-enhanced AI workflows.
Combine short-term and long-term memory modules—this hybrid approach helps agents balance responsiveness and recall.
Image Prompt: A conceptual visual showing an AI agent with layers representing short-term and long-term memory modules.
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jenn-the-butterfly · 5 months ago
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Fashion & Decadence Culture
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Fashion is notable on Azil as it is elsewhere, with different groups and cultures having long (or recent) traditions and recognizable styles that are unique to them. On average, modern collective preference wavers between comfortable and practical, to sleek and fashionable, but ever an emphasis on personal expression. Outside of unique places or events, it’s considered rude to judge an individual for their preference of clothing unless it infringes on cultural customs or the comfort of someone aside from the wearer, such as flashing lights in dark places or massive accessories that crowd others. While the exact rules are an understood concept that varies in social settings, the style, color and way one dresses is meant to evoke an idea of personal honesty and feeling, thus any number of fashions can be found in large cultural centers.
Buckles, bags, gadgets, blinkers, baggy pants with a form fit top–in a general sense, neon cyberpunk and eco-future-punk are the go-to ideas for average sensibilities. Runners can be seen sporting any number of athletic-minded modular fashions (zippers are as common as pockets), often in their signature colors, and bots are dressed to show off their mods or patterns in a tasteful manner.
As for formality, suit-and-tie fashion managed to worm its way back through convergent social evolution despite the knowledge of it being lost to history. Crisply ironed shirts and slacks with vests, ascots, chains and coats are considered “black tie” wear, though with certain notable differences from earth’s staple code. Neck decorations are common substitutes for jewelry, with ties being either silk or fractals.
Suit wear, also sometimes referred to “decadence wear”, is not limited to men. While dresses are considered peak femininity to match the pants and tunics of masculinity, cultural variance blurs the lines between men’s and women’s fashion. In Arrimask, skirts are considered high fashion for both sexes with pants also being used by both to facilitate work and comfort; layers are their main take away, with the absence of “workers hems” (pants) being a sign of wealth and status. Many arid locations also use sheath wear and flowing fabric for comfort, thus pants are considered decorative and fashionable as they denote the lack of necessity outdoors where circulation is required to be comfortable. Meanwhile, working class folks favor pants cut loose for mobility and wraps that hold air for carrying and cold weather. To the Weslans, the pants and vests are stern and cut a silhouette they appreciate for matching their formal, direct and militarized system, usually in pristine whites for active duty individuals which mirror their fatigues which are often blacks and dark blues.
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A language evolved, as it does, in certain mixed social settings in regard to formal attire not unlike fan culture on earth. Following the “average” rules that are obeyed in all cases where the event is not tied into cultural heritage, these habits popped up in regard to self-expression, intention and other details based on one’s preferences in dress:
The base color means less than the accent colors; a base color is generally flattering but how they choose to accessorize and with what hue is thought to be an expression of personal taste. Warmer hues are welcoming and cooler ones denote a formal attitude.
In cases of suit wear styles, straight cut pants are worn for business and formality while shaped, belled pants with loose bottoms are playful and friendly, welcoming approach while the straight-cuts wish to be the one approaching.
The flamboyance of the attire versus the event is used overall to judge one’s persona with extravagance equating to self-confidence (or self-centeredness). In general gatherings, anyone is welcome to dress however they wish, but in cases where there is a centerpoint patron (weddings, celebrations, birthdays, etc) it is considered extremely rude to upstage them.
Men’s suit wear coats take after trenchcoats, favoring long tails and patterned inside linings while women’s often have bustles or waist trims. Coat length is a mark of formality.
Attached hem-extenders are occasionally used on menswear when coats are too formal, which they then use in the same manner as their coattails. Sweeping a hem between himself and another is a dismissal or disapproval while sweeping it away is an act of welcome; holding the coat end up is akin to holding a door, permitting the one at the “entrance” to approach. Turning quickly or otherwise making the coattails flutter when departing denotes displeasure and a “removal of footprints”, acting as a “do not follow me” marker. Not “sweeping” the floor leaves an invite to pursue or interact later on, particularly if conversation was favorable.
Men who favor shoulder cloaks over coats apply the same techniques.
For women, extenders go on the cuffs, acting as long sleeves they use in similar fashion. Hiding their faces behind their sleeves is an act of coyness but also of privacy, insisting on their conversation not be listened in on. Flicking a cuff hem is a dismissal of topic but balling them into the hand is a withdrawal from interaction; men are expected to back off if this is done, as it equates to “hiking one’s skirt” to cross a puddle. Sweeping one’s arms wide and allowing the cuffs to flow open is a welcome gesture of approach; if the cuffs are then picked up into the hand, it is a sign of engagement and to not be disturbed. Cuffs left to hang means “interaction welcome” even if the wearer is already involved with discussion. Bringing the hands together in such a way that they are covered by the hems is a polite dismissal of interaction or end of a conversation where either party may disengage. Hands left together in this way when attempting to approach is a hard ‘no’ to the approacher (visible hands is an invitation to talk).
For women favoring dresses, scarves or elegant sleeves are used for the same effect.
A lack of hem extensions removes this communication method and default to the ‘straight leg’ rules.
In formal gatherings where connection is favorable (mixers, company parties, galas, etc) it’s not uncommon to bring “favors”, which are as simple as silk cuts that match the accent color of one’s attire or other such things that act as tokens of interest. The context and meaning of receiving one is heavily dependent on the gathering and discussion held, but generally equate to an invitation to get together after the event ends. Business cards are the most common as they hold contact information that can be used at any time, but other favors are used to request company after the main event or even to “exit” together which can be a declaration of interest and visibility (i.e. if you’re seen leaving together it can be quite a scandal or subtle way to imply business ventures or courting). The return of a favor at any point is a rebuke of attempted affection or the desired deal.
In some cases, it’s considered a game to see who can pass a favor without drawing attention, leaving them in pockets, the palm or otherwise attached to their receiver. Adding up favors after an event is a bit of fun for school-age individuals.
This “speaking with motion” culture arose to save face by not drawing attention with yelling. It is considered extremely impolite to invalidate a silent command (don’t follow, drop the subject, etc) without good reason and to cause a scene (yell, cry, etc) is viewed as poor taste/low class. In most cases where there is not an obvious reason to do so, the one causing a fuss will be seen as the aggressor for their shameful behavior, thus it helps to keep everyone on their best behavior to know (sort of) that causing a scene when insulted or rebuffed will not win them any sympathy. (This doesn’t always work but generally it’s understood that way).
The host retains the right to dismiss anyone for any reason and is exempt from the “causing a scene” rule, as part of the host’s duties is to maintain harmony, levity and safety during the event. Sometimes that means publicly shaming someone.
Levels of formality (the minimum level of dress required):
“Tieless” is the least formal kind of party, equivalent to “dress casual” where one dresses well but without adhering to decadence policy.
“Button formal” necessitates a dress shirt and slacks but is otherwise considered informal. Accessorizing is minimal. Button formal is considered appropriately minimal for holidays and birthdays or social gatherings.
“Vested” or “three-cut” is the most common level of formalwear, requiring a nice shirt, vest and slacks; “three cut” is taken from the idea of each piece being tailored to the wearer and to have three pieces in a set is “classy”. Certain exceptions exist for cultural garments and most will equate standard formality for that group to this level. Substituting waist cinches or corsets for vests, blouses for button ups and skirts for slacks is acceptable; long skirts are less common than short ones, with knee-length being the average. Long socks or leggings/tights are considered classy and clean as opposed to bare legs.
“Covered”, “coated” or “pressed sleeves” is a fancy affair that requires a coat, shawl, cape or other outer covering. Attendees can accessorize as readily as they wish, and while coats may not remain on (sometimes they are taken to keep them safe, particularly at dinner parties) having one is the expected minimum. Short hems are the norm with extensions often used during social hours if coats are not kept. Wearing full hems to a coated event is considered extravagant. This is the most common “high formal” kind of event (high formal means having a full outfit: shirt, pants, vest and coat).
“Cotique” or “gilded” is the highest formality with emphasis on socializing. Accessories are in full display and coats/hems can be worn full-length as they are expected to be used extensively. Many of these events do not have full dinners, relying on small eats and drinks throughout the night to avoid discarding the overcoat. At one time these gatherings were more common but now they are special events, often put together by niche groups (think of ballroom dances) or for certain social gatherings of high society.
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Substitutes/exceptions:
Blouses can be swapped for button shirts; corsets or waist cinches can be substituted for vests; skirts can be substituted for slacks.
Capes can be substituted for coats.
Short coats equate to single-shoulders
Long coats equate to full-shoulders
While it is not forbidden to hide one’s face, “masquerade” does not exist as we know it. Adding a layer of mystique, a masked individual often does so for privacy. In high formality events, masks are worn by security to “hide” them and not distract from the event, thus a guest wearing one is both suspicious and alluring.
Likewise, gloves are a form of communication tool. Wearing them at high-formal events acts much like straight-cut pants and can be used if one is wearing bell hems but prefers minimal interaction or a form of difference. The pants say “greet me, I am friendly” however the gloves prevent assumptions, acting as a barrier to the interaction. Dancing with gloves is shorthand for “this is merely out of politeness” and not to be taken further; parent-child dances, friendly dances, etc, are gloved. Gloveless dancing is considered more intimate, implying a desired connection, though this has fallen out of favor in modern times for being “too much”. Nowadays, gloveless dancing is the norm while gloved dancing is seen as unusual but retains its original meaning, as instead of attending with gloves already on, one would put on the gloves as a deliberate act of intention.
Cultural clothing and mannerisms are to be treated with respect and in cases where formality is not known, it is considered polite to ask. What is not polite is to call into question the taste of the wearer or insinuate they are low-class for having different standards than oneself (though it still happens).
Ball gown dresses act as entire ensembles for the “vested” look with shawls, scarves or certain coat styles acting as the gilded level coat requirement. Generally speaking, the eye-catching manner of dresses is usually reserved for hosts or guests of honor so they are easy to pick out in the crowd but this is usually noted in invitations that dresses are not permitted for these reasons.
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blitzbahrain · 2 months ago
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Smart Switchgear in 2025: What Electrical Engineers Need to Know
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In the fast-evolving world of electrical infrastructure, smart switchgear is no longer a futuristic concept — it’s the new standard. As we move through 2025, the integration of intelligent systems into traditional switchgear is redefining how engineers design, monitor, and maintain power distribution networks.
This shift is particularly crucial for electrical engineers, who are at the heart of innovation in sectors like manufacturing, utilities, data centers, commercial construction, and renewable energy.
In this article, we’ll break down what smart switchgear means in 2025, the technologies behind it, its benefits, and what every electrical engineer should keep in mind.
What is Smart Switchgear?
Smart switchgear refers to traditional switchgear (devices used for controlling, protecting, and isolating electrical equipment) enhanced with digital technologies, sensors, and communication modules that allow:
Real-time monitoring
Predictive maintenance
Remote operation and control
Data-driven diagnostics and performance analytics
This transformation is powered by IoT (Internet of Things), AI, cloud computing, and edge devices, which work together to improve reliability, safety, and efficiency in electrical networks.
Key Innovations in Smart Switchgear (2025 Edition)
1. IoT Integration
Smart switchgear is equipped with intelligent sensors that collect data on temperature, current, voltage, humidity, and insulation. These sensors communicate wirelessly with central systems to provide real-time status and alerts.
2. AI-Based Predictive Maintenance
Instead of traditional scheduled inspections, AI algorithms can now predict component failure based on usage trends and environmental data. This helps avoid downtime and reduces maintenance costs.
3. Cloud Connectivity
Cloud platforms allow engineers to remotely access switchgear data from any location. With user-friendly dashboards, they can visualize key metrics, monitor health conditions, and set thresholds for automated alerts.
4. Cybersecurity Enhancements
As devices get connected to networks, cybersecurity becomes crucial. In 2025, smart switchgear is embedded with secure communication protocols, access control layers, and encrypted data streams to prevent unauthorized access.
5. Digital Twin Technology
Some manufacturers now offer a digital twin of the switchgear — a virtual replica that updates in real-time. Engineers can simulate fault conditions, test load responses, and plan future expansions without touching the physical system.
Benefits for Electrical Engineers
1. Operational Efficiency
Smart switchgear reduces manual inspections and allows remote diagnostics, leading to faster response times and reduced human error.
2. Enhanced Safety
Early detection of overload, arc flash risks, or abnormal temperatures enhances on-site safety, especially in high-voltage environments.
3. Data-Driven Decisions
Real-time analytics help engineers understand load patterns and optimize distribution for efficiency and cost savings.
4. Seamless Scalability
Modular smart systems allow for quick expansion of power infrastructure, particularly useful in growing industrial or smart city projects.
Applications Across Industries
Manufacturing Plants — Monitor energy use per production line
Data Centers — Ensure uninterrupted uptime and cooling load balance
Commercial Buildings — Integrate with BMS (Building Management Systems)
Renewable Energy Projects — Balance grid load from solar or wind sources
Oil & Gas Facilities — Improve safety and compliance through monitoring
What Engineers Need to Know Moving Forward
1. Stay Updated with IEC & IEEE Standards
Smart switchgear must comply with global standards. Engineers need to be familiar with updates related to IEC 62271, IEC 61850, and IEEE C37 series.
2. Learn Communication Protocols
Proficiency in Modbus, DNP3, IEC 61850, and OPC UA is essential to integrating and troubleshooting intelligent systems.
3. Understand Lifecycle Costing
Smart switchgear might have a higher upfront cost but offers significant savings in maintenance, energy efficiency, and downtime over its lifespan.
4. Collaborate with IT Teams
The line between electrical and IT is blurring. Engineers should work closely with cybersecurity and cloud teams for seamless, secure integration.
Conclusion
Smart switchgear is reshaping the way electrical systems are built and managed in 2025. For electrical engineers, embracing this innovation isn’t just an option — it’s a career necessity.
At Blitz Bahrain, we specialize in providing cutting-edge switchgear solutions built for the smart, digital future. Whether you’re an engineer designing the next big project or a facility manager looking to upgrade existing systems, we’re here to power your progress.
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