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FINALLY Able To Sit On Vector! #PROLAPSE4LYFE #baddragon #hugedildo #prolapse #gape #anal #hardcore #hardcoreporn #rosebutt #fetish #solo #fisting

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Admin Post: They're finally plowing our street!! Of course there's no way I'm going to skip this opportunity to do some desensitization work with Kenji. He's a very confident puppy but those plows are big and loud. From a distance they didn't bother him but as they approached the driveway he became visibly nervous. Asking him to sit and watch isn't going to help that. Neither is retreating back into the house. Instead we move a few feet back and play a game of hand targets (I hold my hand out in various positions, changing from high to low and left to right, and when cued, he pushes it with his nose) and toss his treat a few feet away he does it. He also gets paid for eye contact so when he focuses on me he gets a reward. He still watches, but he's no longer fixated on it. He offers eye contact and will stop watching it when cued for a "push". The little "wins" of getting the reward are a huge confidence builder in an uncomfortable environment. Much more than just having him stand there being fed to keep him distracted from the uncomfortable stimuli. If he can't do a hand target on cue and isn't checking in with eye contact even when his name is said, he isn't choosing to ignore me. It means the situation is too stimulating for him so we back up to give him more space. Confidence isn't approaching big scary things (or even small scary things) barking and acting like we'll chase them away or eat them. The majority of the time dogs exhibit that behavior, it's fear based. Confidence is being able to function and not become overwhelmed in situations that are different and sometimes uncomfortable. That's our goal. And on that note, I can finally get out of the driveway to get tomatoes!

Team Servicerottie🇨🇦🐕‍🦺🦽

21,525 Aufrufe • vor 6 Monaten

Matt Ebert was an average teenager from the Midwest when he wrecked his parent’s car, learned how to fix it, got hired to work in a garage, wrecked another car, fixed that one, opened up his own garage, and went on to launch Crash Champions, a national chain of auto-body repair shops in 38 states with over 650 locations currently worth $3 billion. I met Matt last year in Atlanta, where I was speaking at the annual Skills USA competition. Matt was there to recruit the most promising competitors right off the competition floor and get them started with an AI-proof (for now, anyway) six-figure job. (He employs 11,000 and could easily hire hundreds more today.) He was not there to buy me and my crew dinner, but when he saw us in the hotel restaurant, he couldn’t help himself. He left before I could thank him, but I tracked him down the next day and expressed my gratitude. “It’s the least I can do, Mike Rowe. I loved Dirty Jobs, and I appreciate what you’re doing to reinvigorate the skilled trades.” He said some other nice things, but I was already sufficiently flattered and invited him to come on the podcast anytime. It took a year, (Matt’s busy building an empire,) but the schedules finally lined up, and we were able to sit down for a proper chat last month, which I think you’ll enjoy. It’s a great American success story, but it’s also further proof that opportunity is alive and well in these United States, and available to anyone with a modicum of ambition, a refusal to take no for an answer, and a relentless work ethic. Our whole conversation is here.

The Real Mike Rowe

42,121 Aufrufe • vor 2 Monaten

A drag path but it’s Nayeon who survived a near fatal car crash when she was younger, leaving her left knee permanently injured. Yet, she always tries her best on-stage. It’s Nayeon who got scared of being happy, because happiness has never been hers to keep. It’s Nayeon who kept her promise to go to university, in exchange of her becoming a trainee. It’s Nayeon who has always felt the burden of being the eldest daughter, the eldest member of the team, wondering what she can do to lead the younger ones even if she was young too. It’s Nayeon who stood firmly by the members’ sides no matter what was being said about them or her. It’s Nayeon who broke down the bathroom door to drag unconscious Sana out of the bathtub. It’s Nayeon who saved Momo from falling off a 2/3 foot stage. It’s Nayeon who bore most of the weight when 2019-2020 happened and Jihyo was not able to be there as much. It’s Nayeon who cried secretly and uncontrollably during MAMA 2019, when TWICE was struggling the most. It’s Nayeon who felt uncomfortable and burdened about going solo first, but eventually did because she wanted to ease the same burden off others. It’s Nayeon who hid all of her emotions during her solo debut period, because she didn’t want to affect the others too much. It’s Nayeon who cried at the thought of Jihyo going solo, feeling overwhelmed that Jihyo’s hard work has finally paid off. It’s Nayeon who shows up to every single event of the members no matter what, even if it means hopping on a last minute flight to Japan. It’s Nayeon who performed like nothing happened during RTB Japan even when her grandma who was diagnosed with cancer passed away. It’s Nayeon who’s family history is constantly being dissected and analysed, even if she was just a child then. It’s Nayeon who gets misunderstood for whatever she does, for being selfish and wanting to stand out. It’s Nayeon who has never missed a single schedule in these 11 years, even when she’s sick and in pain. It’s Nayeon whom the members are grateful for, whom they go to for advice. It’s Nayeon who is the eldest sister that she never had.

🍒

101,502 Aufrufe • vor 6 Monaten

The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 Aufrufe • vor 2 Jahren

Back in 2015, in Zutter, he wrote an incredibly brutal line: “나는 어릴 적에 살쪄봐서 돈(豚) 맛을 알아” (“I used to be fat as a kid, so I know the taste of money/pig”) The lyric plays on the Korean word “돈” (don), which can mean both “money” and “pig”. And the way “맛을 알아” flows in pronunciation subtly hints at the English word “slaughter”. In the MV, he holds a kitchen knife, and the blood spraying out is green ~ the color of U.S. dollars. Back then, he thought success meant cutting off the weak, clumsy, not-good-enough version of himself. Killing that kid so “T.O.P” could sit on the throne. He really believed that killing was the only way. Eleven years later, in Desperado, he writes something completely different: “Your angle and mine” Now he’s no longer holding a knife. Instead, he wants to face the other version of himself, talk to him, reach the same angle as him. That “you” is Tempo, the person he was before debut. He doesn’t want to kill him anymore. He wants to fully absorb him back into himself, to love him “like crazy, like it’s the last time”. After going in circles for more than a decade, he finally understood something: real wholeness doesn’t come from killing your past self. It comes from letting him return and learning to coexist with him. The two “burials” mean completely different things. In Zutter (2015), he buried the “not good enough” version of himself so he could become a god in other people’s eyes. In Desperado (2026), he buries the version of himself that was once “T.O.P” so he can become a human being again in his own eyes. It took him eleven years to go from attacking himself to finally being able to calmly hold a ceremony for the person he used to be. He’s no longer trying to kill the overweight, insecure, not-shiny-enough Choi Seunghyun. Instead, he lets that person live on in his music, as Tempo. That’s the real meaning of T.O.P stepping down from the throne and returning to being human. #탑 #TOP #최승현 #CHOISEUNGHYUN #TTTOP #ANOTHER_DIMENSION

ashlms⁵💗

22,097 Aufrufe • vor 2 Monaten

Over the weekend, I reached out to Kwara State Home of the Needy, an orphanage that has become deeply personal to me. I went there alongside a crew of Sign signees and we shared the Orange Love with them. 🧡 Few weeks ago, we had visited to sit with the kids and their guardians, to listen to their needs. They told us what they lacked, and we promised to come back. On Saturday, we kept that promise. We went there with over 70 plates of jollof rice and chicken for the children and their guardians. For the infants, we brought diapers, infant formula, milk, and chocolates. We gave the younger children school supplies like sandals, socks, pens, and notebooks so they can go to school with hope and dignity. We also gave them body towels, soaps, and flasks, basic needs that mean the world to children. Their guardians mentioned that the children do receive an after-school tutoring right there at the home, so we paid the tutor’s fees for the next six months to help keep them motivated in their education. We didn’t take pictures of the infants, as it felt too private and sacred for me but we did take photos with the older children and their guardians. Furthermore, I stood up and spoke to the children and their guardians about what EthSign is building, how it’s bridging Web2 and Web3. But beyond that, I looked at those kids and urged them to grow up and the best versions of themselves. I also urge them to listen to their guardians so they can live a good life. The kids were incredibly happy. They laughed with us, hugged us, and held our hands like they didn’t want us to go. I was so overwhelmed and elated, because this, this is what truly matters to me, meaningfully touching lives. Doing this with my friends and family, folks who truly get it made it even more emotional for me. Folks like; M.M Munabau Hon. Òlàńréwàjú @Ibrahim50554404 Abdulqudus Atata ( Brand Identity Designer) And my two beautiful Ladies who aren't on X. Finally, I’m deeply grateful I was able to do this. But those kids? I swear to God, they gave me hope, purpose, and a strong reminder to keep going and pushing because one day, I'll WAGMI and do more. 🧡 siGM 🧡

iamoptimist

27,324 Aufrufe • vor 1 Jahr

Soooo... if you haven't accidentally collided into them yet, lets talk about the GODDAMN CHAIN-LINK FENCES FROM HELL in our Grand Theft Auto 3 port to the Sega Dreamcast, which were not present in the PS2 original. We begin by examining these two side-by-side direct hardware captures. On the left is what will happen if you've been unfortunate enough to disturb one of these evil bastards.... The game becomes a slideshow until you move far enough away from them that they despawn. On the right is what it looks like after I FINALLY got that shit fixed, showing running the god-forsaken things over and sending them back to hell where they belong without a performance dip. This has been an issue we've known about since almost day 1, but we haven't been able to come up with a good solution for fixing it, because just ripping them out is totally not our style on this team... But no low-level SH4 math acceleration for the physics engine gained more than a couple FPS when we dipped into the single-digits. We honestly just hoped our haters and doubters wouldn't notice these damn things... So wtf was the deal? Why are these fences the last boss for the Dreamcast's 200Mhz SH4? Were they put there by bitter PS2 fans to spite us? Well, the story here is quite interesting. It turns out that by default, in the REGTA3 codebase, upon collision, every chain link within that fence immediately becomes a simulated rigid body. These bodies then are all interacting with and checking for collision against one-another, so that if you hit one link hard enough, it can cause a chain reaction that brings the entire fence down and destroys the performance while the physics engine contends with resolving all of the contacts... Then to make matters worse, the lower the framerate, the more steps the physics engine has to run during the contact resolution phase, since that means each object moves further per frame. This causes a feedback loop of shit performance leading to shittier performance. Okay, cool. So how'd they do it on the PS2? OH YEAH, THEY DIDN'T. There are no goddamn fences on the PS2 version. They were added to the PC version! Then to make matters more interesting, how does the REGTA3 port to the PLAYSTATION VITA perform upon hitting these fences? Like shit. Tanking to 14FPS! WTF!? ...Okay, so on the low-end, we got the PS2 featuring NO goddamn fences with a 300Mhz MIPS processor (plus a couple vector units that could've accelerated the math here), and on the high-end we have the PSVita choking and dying on them with a quad-core ARM Cortex-A9 MPCore... so... any other samples? Why, yes. What the hell does the original Xbox do in the middle-ground between the two, with its custom 733 MHz Intel Pentium III? OH, SOMETHING QUITE INTERESTING. There are fences present, but... They do NOT respond the same way to being disturbed. Like the REGTA3-based ports, and I believe the official PC port, the Xbox port does feature fences you can knock over by bashing into them; HOWEVER, unlike those two, the Xbox has settled on a compromise: chain links do not interact with one-another. They simply react to collisions with the player, so no domino effect from hell is produced through a collision response chain reaction. So right there, I knew what the best approach would be for us with a 200Mhz SH4: we're going with what the Xbox did! We get to still say "fuck da PS2," and flex with extra fences, but we don't also look stupid choking on them and dying tring to handle the extra physics and collision calculations.

Falco Girgis

18,056 Aufrufe • vor 1 Jahr