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Lt Gen Dhiraj Seth, PVSM, UYSM, AVSM, General Officer Commanding-in-Chief, #SouthernCommand, witnessed #ShauryaSquadron of the #IndianArmy in action during a high-tempo integrated mechanised manoeuvre exercise at #Babina Field Firing Ranges. Pioneered by #WhiteTigerDivision of #SudarshanChakraCorps, #ShauryaSquadron represents a modern tactical construct for Multi-Domain Operations, drawing upon the AirLand Battle concept to integrate air and land capabilities across the depth of the battlespace through surveillance, manoeuvre and precision fires for faster decisions and decisive combat effect. Fielded in a realistic battle environment, #ShauryaSquadron demonstrated the seamless integration of real-time surveillance assets with mechanised forces, attack helicopters, swarm strikes and coordinated firepower, enhancing battlefield awareness, compressing the sensor-to-shooter cycle and enabling swift, decisive battlefield response. On culmination of the exercise, the Army Commander lauded the formation for exercising an innovative tactical capability aligned with the Indian Army’s ongoing transformation towards integrated and technology-driven warfighting. Interacting with the Squadron, he exhorted all ranks to remain professionally agile, technologically proficient and operationally aligned to deliver decisive effect across the full spectrum of Multi-Domain Operations. #DecadeOfTransformation #YearOfNetworkingAndDataCentricity #TechAbsorption ADG PI - INDIAN ARMY Ministry of Defence, Government of India रक्षा मंत्री कार्यालय/ RMO India PRO Defence Pune

Southern Command INDIAN ARMY

19,424 Aufrufe • vor 4 Monaten

OIL AT $100 BUT $177 SPIKE INCOMING: NUTTALL'S HISTORIC WARNING Oil expert Eric Nuttall just delivered a sobering update. Middle East production has collapsed by 14 million barrels per day and global inventories are drawing at an eye-watering pace. Yet the market remains shockingly apathetic even as physical shortages are already appearing in Africa, Europe, and Australia. THE SUPPLY SHOCK OF A LIFETIME ➡️ Middle Eastern output is down 14 million barrels per day with OPEC exports slashed by 11 to 12 million. ➡️ That means 360 million barrels forfeited every single month—production gone forever. ➡️ The biggest SPR release in history is only making the imbalance worse. THE INVENTORY NIGHTMARE ➡️ Global oil inventories are racing toward all-time lows. ➡️ We have already lost 700 million barrels. ➡️ Even if the Strait of Hormuz opened tomorrow the world would still lose 1.5 billion barrels total. ➡️ The IRGC is simply waiting Trump out while the problem worsens exponentially. THE PHYSICAL SHORTAGES BEGIN ➡️ Africa is seeing gas station owners murdered because pumps have run dry. ➡️ London Heathrow is facing jet fuel crisis after 60-plus days of disrupted imports. ➡️ Australia is scrambling for diesel following a refinery fire and China cutting exports. THE LIMITED FIXES ➡️ US shale production peaked in November last year—the best days are behind us. ➡️ UAE exiting OPEC adds at most 500 to 800 thousand barrels per day of hidden capacity after accounting for prior cheating. ➡️ Non-OPEC production is peaking this year. THE PRICE DISCOVERY AHEAD ➡️ Only way to balance this historic mismatch is massive demand destruction equivalent to COVID levels. ➡️ Historical math shows oil consuming 5.5 percent of global GDP forces that outcome. ➡️ That number lands at $177 per barrel. ➡️ New realistic floor is now $80 to $100 plus a political risk premium. THE BOTTOM LINE Eric Nuttall feels like the researcher in Wuhan in January 2020—he sees exactly what is coming while the market refuses to look. Complacency is ending in days or weeks as the gravity of this imbalance finally breaks through. This is the sound of the biggest energy supply crunch in history finally waking everyone up. HT: YouTube Trevor Rose #OilCrisis #StraitOfHormuz #EnergyShortage #$177Oil #NuttallWarning #SupplyCrunch #OilMarket

Mark

36,549 Aufrufe • vor 2 Monaten

** Sega Genesis 3D Engine Update 8 ** Significant improvements all round as you can see and hear from the last update !! Foremost - A huge thanks to Toni Gálvez - Megastyle - BG. who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few. He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared. Also many thanks to my good friend CYBERDEOUS - Crouzet Laurent for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !! Since last update : New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies . 3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height . Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex. Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha . Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit. Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites ! Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement. XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit. Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also. Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !! Progress continues on my other projects , updates soon on those - retirement can't come quick enough . #SGDK #SegaGenesis #SegaMegadrive

Shannon Birt

31,969 Aufrufe • vor 7 Tagen