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Simple yet very useful improvements in Three.js latest versions. - Env map/background rotation - Env map/background intensity - AgX tone mapping

14,100 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 6

Фото профиля Anderson Mancini
Anderson Mancini2 лет назад

@threejs The envmap rotation is my favorite one! So easy to use and yet so powerful :).

Фото профиля Abdulhamit Akaslan
Abdulhamit Akaslan2 лет назад

@threejs Finally!

Фото профиля RΞNN
RΞNN2 лет назад

@threejs Great update, especially env map rotation, really useful

Фото профиля Rolans
Rolans2 лет назад

@threejs AgX sounds interesting. Been really enjoying it in Blender since 4.0

Фото профиля AarkeinDevaed
AarkeinDevaed2 лет назад

@threejs Finally 🙌🏻

Фото профиля Sergio Vicanò
Sergio Vicanò2 лет назад

@threejs Good! Drei/Enviroment will be update?

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Helium

185,981 просмотров • 4 месяцев назад

Interesting times in the maps space, and its exciting there is so much buzz - maps are awesome :) My parents Rakesh and Rashmi Verma pioneered digital mapping in India in 1995, returning from the US after a successful career there with the passion and desire to do something unique for India. And it’s been 20 years for me personally in the mapping space, since I was a 19-year old Stanford engineering undergraduate student and got involved in starting India’s first interactive mapping portal, I realise MapmyIndia is a relatively lesser known company amidst more consumer facing global and local players, so it would be great if this post can be amplified, so that more people can be made aware 🙏 Warm regards, Rohan Verma CEO & ED, MapmyIndia *** A few thoughts on maps: 1) Accuracy and quality of maps is critical. I’d caution folks to check out quality and reliability of maps by browsing those maps in areas familiar to them, and if they notice errors in them, in terms of incorrect places marked wrongly on the map, it should serve as a reminder not to rely on such maps. I’ve personally looked at the maps of various global and local players, and find so many inaccuracies, which confirms my belief that the difficult art and science of map-making is not as easy and people may imagine or claim. 2) What’s exciting about Mappls MapmyIndia, as a home-grown indigenous deep tech digital products and platforms company, is that not just did we pioneer digital mapping in India since 1995, when there were no other digital maps available for the country, but back then, and even now, we’ve always built the most cutting-edge tech to build the most capable maps and empower our customers, users and developers with the most comprehensive and advanced solutions. Over the last 15 or so years, there have actually been many global and local players who have come into the mapping market, yet for some reason or the other, they haven’t sustained or maintained quality. On our side we have continuously innovated in our products and tech - already bringing and making the most advanced featured available into our 4D HD maps covering 360 RealViews and 3D drone and digital twin based maps, immersive views and RealVerses - and focused on solving the needs of Indian consumers and enterprises, and served customers and users with humility, passion and consistency, with a solid and sustainable business model to ensure and provide a long-term reliable mapping solution for customers and the country. 3) Here’s an explainer video of our maps, tech & APIs which focus on how developers, users and customers can leverage our solutions to get their needs solved in the best way. Do watch - you’ll be pleasantly surprised and happy at the offering. 4) To try out as a developer for yourself, visit We’re glad that tens of thousands of developers, and their hundreds of millions of users, benefit from Mappls MapmyIndia Maps & APIs everyday, using both our free plans and our commercial plans. Do try for your own needs as a developer. 5) In one sense, the quality and capability of Mappls MapmyIndia is proven to be better and more useful and valuable through our free consumer Mappls MapmyIndia app (learn more and download from which has gotten love from millions of consumers who are able to navigate safer and better. MapmyIndia Mappls Rakesh Verma @RashmiV1956

Rohan Verma

16,237 просмотров • 2 лет назад

** 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

35,170 просмотров • 2 месяцев назад

The Visual Studio Code insiders version that just shipped and will ship in the next few days will come with an insane amount of new capabilities. A few highlights: - You can now run sub-agents in parallel. Yes, really. I even attached a video. - Major UX improvements for sub agents, especially visible in the chat window - A new search tool wrapped as a sub-agent that iteratively runs multiple search tools: semantic_search, file_search, grep_search Which connects nicely to the point above: multiple searches running in parallel, efficiently and fast - Anthropic’s Message API is now enabled by default - You can choose the model for the cloud agent (three available, all premium) - Extended thinking support when using the Claude cloud agent This is part of the broader multi-vendor cloud support under AgentsHQ I wrote about a few weeks ago - Tasks sent to the background agent (basically the CLI tool) now always run in isolation, each with its own git worktree - In a multi-repo workspace, assigning a task to a cloud agent prompts you to choose the target repo Same behavior when opening an empty workspace with no repo - Support for building an external index for files not supported by GitHub’s default indexing - UI/UX improvements for starting new sessions and switching between local / background / cloud agents - Skills are now first-class citizens, just like prompt files, with better UX indicating when a skill is loaded - Improved API for dynamic contribution of prompt files New V2 includes skills as part of the model. Curious to see the extensions that will leverage this - Finally, initial support for showing context usage percentage per session - Skills are enabled by default - Resizable chat window and session view. Small thing, but it was driving me crazy 😁 - A new integrated browser meant to replace the old simple browser Maybe the beginning of real browser use? - Better UI/UX for token streaming in chat - Ability to index external files not supported by GitHub There’s a lot more. Some of it hasn’t fully landed yet, but everything that has is already in Insiders. The next stable release should drop in early February. As usual, I’m just shocked by the volume of features this team ships every month. After the holiday slowdown, this one is shaping up to be a wild release.

Oren Melamed

29,555 просмотров • 8 месяцев назад

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Bob Knakal | NYC Investment Sales

181,963 просмотров • 2 лет назад

Mozart – Bassoon Concerto in B-flat Major, K.191 When a Voice from the Background Finally Steps into the Spotlight In every play and every classical orchestra, there are performers whose role is to support everyone else. The bassoon—with its long body and warm, resonant tone—has traditionally been one of them. In most orchestras of Mozart's time, it was valued primarily for reinforcing the harmonic foundation and supporting the overall texture rather than drawing attention to itself. As a result, audiences became accustomed to hearing the bassoon as a voice from the background rather than a character standing at center stage. Yet in the Bassoon Concerto, K.191, Mozart does not try to turn the bassoon into a violin or a flute. Instead, he does something far more subtle: he gradually reveals the full expressive identity that has always existed within the instrument itself. The concerto's three movements feel like three different portraits of the same character. I. First Movement: Hidden Strength This becomes clear the moment the bassoon enters with its first solo. After the orchestra's opening, the bassoon does not begin with a gentle, lyrical melody. Instead, it speaks from its familiar low register before suddenly leaping upward across a wide interval, creating an immediate sense of energy and confidence. It is like someone who has quietly stood behind the scenes for years, suddenly stepping forward under their own strength. The bassoon never abandons its naturally warm, dark voice. Rather, Mozart transforms that very foundation into the source of its vitality and agility. For the first time, listeners begin to realize that beneath the instrument's seemingly weighty tone lies an unexpected freedom of movement. II. Second Movement: A Singing Voice If the first movement reveals strength, the second uncovers an entirely different side of the instrument. Mozart gently draws the orchestra into the background, thinning the texture and creating an open space in which the bassoon can truly sing. Freed from dense orchestral layers, its long melodic lines unfold with remarkable calmness, warmth, and emotional depth. A tone often associated with darkness and gravity suddenly becomes deeply human, almost like a quiet voice sharing its thoughts. The graceful phrases invite listeners to forget the bassoon's familiar orchestral role and instead hear an instrument capable of profound lyricism and sincerity. Mozart does not change the nature of the bassoon. He simply places it in the perfect setting for its beauty to reveal itself naturally. III. Third Movement: Wit and Grace In the final movement, Mozart reveals yet another side of the bassoon's personality. Against the lively rhythm of the rondo, the instrument dances through wide leaps, agile passages, and playful exchanges with the orchestra. Everything moves with lightness, wit, and effortless charm. The fascination lies not in virtuosity for its own sake, but in the way Mozart allows the bassoon to behave like a gifted stage performer—tossing ideas into the air, answering the orchestra, and smiling through its own musical phrases. An instrument long admired for its warm, mellow tone suddenly delights the listener with quickness, humor, and elegance. It is a side of the bassoon that can fully emerge only when it is given the opportunity to stand as a solo voice. Conclusion: An Instrument Allowed to Be Itself Seen as a whole, the concerto presents three portraits of the same instrument. The first movement reveals its strength and agility. The second reveals its ability to sing with deep emotion. The third celebrates its wit, elegance, and vibrant spirit. What makes this concerto remarkable is that Mozart never tries to transform the bassoon into something it is not. He neither disguises its naturally dark tone nor rejects its traditional place within the orchestra. Instead, he uncovers the expressive possibilities that have always existed within the instrument and brings them into the light. Perhaps that is why, more than two centuries later, the Bassoon Concerto in B-flat Major, K.191 continues to surprise listeners. Not because Mozart created a completely new instrument, but because he revealed that behind a voice long accustomed to supporting others lies a rich and distinctive personality waiting to be heard.

🎼🌺Music Love♥️

15,023 просмотров • 2 месяцев назад

BREAKING:🚨 THE PACIFIC FLASHPOINT IS FORMING — AND EVERYONE JUST CHOSE SIDES 🚨 Today was not routine naval movement. It was a strategic declaration. China’s Liaoning carrier strike group, reinforced by joint Chinese-Russian bomber formations, has maneuvered directly into waters near Japan — at the very moment Tokyo asserts readiness to defend Taiwan alongside the United States. This was a message. And every regional player heard it. What it signals: • Beijing is preparing for more than rhetoric • Moscow is now openly acting as a Pacific force multiplier • North Korea is posturing in the background with missile readiness • Japan has triggered its “existential threat” doctrine • The U.S. Indo-Pacific Command is being forced into rapid alignment This isn’t symbolic positioning. A carrier strike group doesn’t move without intent. Strategic bombers don’t appear in formation without rehearsal. This is shaping the pre-crisis map. Three nuclear-armed states — China, Russia, North Korea — now signaling a unified posture against Japan, Taiwan, and the American security umbrella that protects them. We have entered a phase where: — One mistake becomes confrontation — One miscalculation becomes escalation — One strike becomes a regional war The Indo-Pacific is no longer “tense.” It is approaching ignition temperature. The question isn’t whether a line has been crossed— the question is who crosses it next. Defense Intelligence

Jim Ferguson

524,198 просмотров • 10 месяцев назад

New episode with Adam Marblestone, CEO and co-founder of Convergent Research. Adam is an extraordinary catalyst and accelerant for science: he has influenced or routed billions in funding, he helped start significant companies and scientific subfields, and he is the world’s go-to person for neuroscience roadmapping. This year, the NSF launched a $1.5B X-Labs initiative inspired by the FRO model Adam pioneered. Though he started with neuroscience, today he helps organize scientific endeavors across many fields, including AI, math, biology, climate, astrophysics, and more. Adam proposes that fields like neurotech, whole-brain emulation, cryo, and nanotech are severely limited by capital and coordination — not ideas. Connectomics is a clear case. He argues that mapping the brain's full wiring diagram is the approach most poised-to-scale and still extremely neglected. Costs for a molecularly annotated mouse connectome have come down orders of magnitude, from an estimated $10B to $100M–200M, Adam suggests, with a human connectome perhaps costing around $1B–2B. The cost curve of connectomes is similar to transistors and gene sequencing: once it is low enough, we get extraordinary outcomes for humanity. Near-term applications could pay for it: new drug targets for brain disease, insights for AI development, emulations, and even “control knobs” for mood and focus we haven’t identified yet. In this episode, we go deep on many topics in neurotech and beyond: what the brain can do that computers still can't; what neuroscience could teach AI; how you'd actually map a whole mammal brain; how far today's fly-brain simulations really get toward an upload; what it would take to move mind uploading beyond the fringe or science; where brain-computer interfaces go next; nanotech, reversible cryonics, AI doing its own ML research, and even predictive, agent-based economics. I'm very excited to have Adam on the podcast. Hope you enjoy! Other links to this episode and references below. Chapters 00:00:00 Introduction 00:01:40 What are the grand challenges of neurotech? 00:04:50 What the brain does that computers still can't (on a few bananas a day) 00:14:43 The neuroscience overhang: why brains learn from so little data 00:26:29 How to record and map the brain: DNA "ticker tape," ultrasound, and the unexplored map 00:40:29 Why connectomics is the area most poised to scale 00:47:54 How whole-brain connectomics works, end to end 00:55:27 Simulating the fly brain: how far does it actually get us? 00:57:51 What would it cost to map a mammal's brain? 00:59:55 What will be connectomics' ChatGPT moment? 01:04:35 What a connectome unlocks: disease, drug targets, and the brain's control knobs 01:14:20 Scaling up to the human brain — a faster timeline than expected 01:17:34 Mapping activity, and what the fly connectome has revealed 01:27:55 What you could build with today's connectome 01:35:29 Why uploading may be one of civilization's great cornerstones and transitions 01:42:43 Optimistic visions of a future with uploading 01:49:12 Beyond neurotech: virtual cells, nanotech, and AI-driven science 02:15:29 BCIs today: semi-invasive devices, ultrasound, and what's on the horizon 02:22:44 Why science is capital-and coordination-limited, not idea-limited

Juan Benet

227,545 просмотров • 1 месяц назад

‼️BREAKING || RUSSIA UNLEASHES 70-PLUS MISSILE BARRAGE ON UKRAINE -- KYIV HIT BY REPEATED BALLISTIC SALVOS AS AIR DEFENCE STRUGGLES Kyiv -- Russian missiles were continuing to pour into Ukraine early Wednesday in one of the heaviest combined attacks of recent weeks, with Kyiv subjected to repeated concentrated ballistic salvos and explosions reported across the Ukrainian capital. More than 70 missiles of various types were reported involved in the attack, according to preliminary monitoring estimates, with ballistic, hypersonic and cruise missiles approaching from several directions. At one stage, monitoring data indicated at least 15 ballistic missiles arriving towards Kyiv within roughly 15 minutes. Ukrainian reporting from inside the city described missiles and explosions coming virtually one after another. A Kyiv Independent journalist counted more than a dozen explosions during the opening barrage. The intensity and concentration of the attack appeared designed to saturate Kyiv's air-defence network. At least two people have been killed in Kyiv. Hits, fires and falling debris were reported across Darnytskyi, Obolon, Podil and Shevchenkivskyi. Warehouses and industrial structures were among the locations reported hit. Videos from Kyiv shows a large sustained orange fire burning behind the city skyline, with thick smoke rising above the impact area. Another clip captures the sky suddenly glowing orange as a brilliant, steep luminous trail cuts through the frame above rooftops The footage conveys the extraordinary intensity of the Russian attack on the city. Another video shows a very different, human-suffering side of the same night: a Kyiv metro station effectively converted into an overnight shelter. Tents line the platform alongside sleeping bags, blankets and mattresses, with ordinary people lying down beside the tracks during the prolonged missile alert. This video gives the story a useful contrast -- the violence above ground and an almost entire underground town waiting out the deadly awe overhead. Dnipro was also struck. Regional authorities confirmed that a Russian attack damaged an industrial enterprise, while further cruise missiles were subsequently reported approaching the city. In Zaporizhzhia, Russian forces struck a transport infrastructure facility. Regional authorities warned that sections of the road network could be temporarily closed as a result of the damage. The attack map looks less like a conventional missile raid than a saturation diagram. Tracks converge on central Ukraine from the north-east, east and south, with Kyiv and Dnipro sitting beneath overlapping approach corridors. The mixture shown by AMK Mapping -- ballistic missiles, Kh-101s, Kalibrs, Zircons and several other missile families -- creates the visual impression of successive layers arriving in constant waves. The most striking feature is Kyiv: the routes appear to funnel towards the Ukrainian capital from several widely separated launch axes, forcing what is left of Ukraine's depleted air defence to deal simultaneously with weapons travelling at very different speeds, altitudes and trajectories. That is precisely the geometry that makes a concentrated mixed-missile attack difficult to defend against. The map is a picture of utter saturation and awe-inspiring scale, with more than 70 missiles arriving in repeated groups and converging on a small number of target areas, while Kyiv receives particularly dense attention.

Bloomberg Whistleblower

47,360 просмотров • 3 дней назад

People are undoubtedly a little alarmed at having unwittingly helped build a 3D map of the world for Niantic by contributing 30 billion crowdsourced images. I interviewed Niantic's CTO Brian McClendon about exactly this in a TED interview last year -- he's also the guy who co-created Google Earth. But let's put it in perspective. Pokestop data isn't what you think it is. It's not a surveillance panopticon of your neighborhood. These are static captures of parks, statues, murals, landmarks -- the places people congregate. Brian described it as "building the map from the bottom up, from the locations where people spend time." Think of these 20 million waypoints as basically the inverse of what Google mapped with Street View. Google mapped the drivable streets. Niantic mapped where people actually hang out. Cool data, genuinely useful for visual positioning -- but very different from what the headlines imply. And lest we forget that Niantic is just one of many companies quietly building their own map of the world right now -- and they're all capturing different facets of reality: >🚶 person-level: Axon body cams on hundreds of thousands of officers. Meta Ray-Ban glasses capturing first-person POV at scale -- overseas operators reviewing images every time someone says "Hey Meta." > 🚗 vehicle-level: Tesla dashcams on every car in the fleet, massive onboard compute extracting and distilling data to the cloud. Waymo with cm-accurate 3D maps of every city they operate in. Fleet telematics cameras on delivery vehicles globally. > 🏠 street & home-level: Flock Safety deploying CCTV across neighborhoods and cities. Amazon with Ring cameras on every doorstep and mailroom (recently got dragged over that Super Bowl commercial about fusing all these cams together to find your dog) plus dashcams on every Prime delivery van. Roomba mapping your floor plan every time it vacuums -- Amazon wanted that data badly enough to try acquiring iRobot for $1.7B before regulators shut it down. > 🥽 headset-level: Apple Vision Pro and Meta Quest build a 3D model of whatever room you're in every time you put them on. Between Ring, Roomba, and your headset, your entire home is being spatially understood by at least three different companies. >📍platform-level: Google with Street View cars, aerial planes, satellite imagery, and live location from every Android phone in your pocket. Apple doing the same with mapping cars AND every LiDAR iPhone is quietly a 3D scanner. And yeah, despite the "Apple is too privacy-conscious" narrative, they're collecting location data too. >🏃 trajectory-level: Strava mapped every running and cycling trail on Earth -- and accidentally exposed secret military bases in Afghanistan and Syria because soldiers logged their jogs. When you aggregate enough individual trajectories, patterns emerge that were never supposed to be visible. > 🛰️ space-level: Planet Labs imaging the entire Earth's landmass every single day from orbit. Vantor capturing it in higher detail. Iceye doing it in 3D using SAR. If something changes anywhere on the planet -- a building goes up, a forest burns down, a military convoy moves -- before-and-after imagery within 24 hours. Fused together -- we have everything from body cam to dashcam to doorbell to phone to satellite -- every layer of physical reality is being mapped by somebody right now. Different sensors, different angles, different purposes. Same pattern. The interesting part is how they incentivize it. Google spends billions. Mapillary tried altruism. Hivemapper grinds with crypto. Pokémon GO cracked something none of them could: a game mechanic that subsidizes the scanning behavior. You're not building a map. You're catching pokemon. The map is just a side effect. 3D scanning is still a niche hobby for reality capture nerds like me. The moment somebody gamifies dense 3D capture at scale -- not posed photos but actual geometry -- that's when this blows wide open. Niantic sold the games for $3.5B but kept the spatial platform, with a data-sharing agreement in place. One team makes the game great, the other builds the spatial infrastructure underneath. Incentives finally aligned. Gaming is becoming a way for humans to contribute real-world trajectories that help physical AI learn about the real world. Google does it with live traffic. Tesla does it with autopilot. The mechanic is different but the pattern is identical -- and most people are already part of at least one -- if not a majority -- of these datasets whether they realize it or not.

Bilawal Sidhu

204,351 просмотров • 6 месяцев назад

** Mega Parodius Update ** The team have been busy over last couple of weeks , implementing more of the games engine. WIP since last update : White Bell power up ( this is the text attack ) Blue Bell power up ( full screen explosion ) Catboss & animating Trees Updated Lazers to work on the BGB layer ( Plane A updated to 64x64 tilemap ) . Pyron has been doing excellent work on Blue bell Explosion, Whitebell power up text gfx - the slogans are great !! Arcade quality tree animations have been added. Feeding me a lot of videos so we can replicate the arcade port more accurately. Vector Orbitex has updated the music to mark IV for stage 1 making it smaller yet again , he's also added the Orchestra Hit in , potentially more samples can be added back in now also as the song now is a miniscule 57 kb. I keep telling him its 2025 - not 1990 for rom sizes haha , a professional is always a professional though !! The Blue Bell power up uses the static large sprite class I made for SOTA where it supports unlimited amount of sprites per object and detects all the reverses / flips & uses the same tile pointers where it can and crunches it down into single sprite object. We use up to 40 sprites in the Explosion but only 147 tiles needed in vram thanks to clever use of mirroring. The Catboss is easily the hardest enemy in the level for a few reasons - we also had to free up Plane A so the boss could shift upwards onscreen, so lazer effects were shifted to Plane B. The bit that caused me the most issues was when he sits in the water line between the two islands. He is quite wide and also has overlapping palettes and animating parts , to do it solely with sprites would have lead to severe dropout at times. At the waterline we have to simulate 3 background planes and sprites at that point and we only have 2 background planes. Luckily the MD sprite engine is very flexible and we were able to recreate the arcade look at this point with some sprite trickery, the water-line is now sprites . So we use Plane A + sprites to recreate him and use a lot of plane animation to reduce the amount of sprites needed. For example the face, the tail the propeller are all plane A animations . I analysed the SNES/PCE versions and we use less sprites than those versions for him so that will help reduce the chance of sprite dropout when attacking. The Catboss is only about 1/2 done , all damage states, the onboard penguin factory, bullets from Cannons yet to added etc. He wraps around at the end of the vid as theres no destruction routine in for him yet . No extra enemies in at this stage , tackling the hard parts first etc. We took the arcade GFX for the Trees that sway around under the Catboss, all the animations are in. There were some DMA bandwidth issues originally I had to sort out as the Catboss has several animating parts + swaying Trees was leading to overload so after some load balancing it all is playing nicely !! We still have loads of stuff to add , collisions are not in - normal enemy waves etc but yeah a lot of future issues were sorting out just getting this far. So the team is very happy with the progress !! #SGDK #Parodius #SegaGenesis #SegaMegadrive #indiegame

Shannon Birt

19,640 просмотров • 11 месяцев назад

The Pipeline Deal That Could Remake Iraq’s Oil Map As the Turkey-Iraq pipeline agreement is set to expire in July, the two countries have started negotiations on a new agreement. The treaty lapses during the sharpest contraction in Gulf energy shipping in recent memory, and that has turned a technical renewal into a contest over the shape of Iraq’s export map. The legal background shapes every Iraqi position in the talks. The pipeline went dark in 2023 after Iraq won arbitration against Turkey over unauthorized Kurdish exports between 2014 and 2018, with Turkey ordered to pay about $1.5 billion. Baghdad will not sign a successor agreement that leaves ownership of the crude, the marketing channel, or the payment route open to a parallel Erbil-Ankara reading. Ankara, for its part, is not negotiating a simple renewal. Turkish Energy Minister Alparslan Bayraktar has argued repeatedly that the line carries a nominal capacity of nearly 1.5 million bpd and has never been used at scale. Any new agreement, he says, must include a mechanism to guarantee fuller use. Reaching that volume requires extending the line south toward Basra, since northern production cannot fill it. Turkey folds this into the wider Development Road from Faw to Turkey, reframed as an energy corridor carrying oil, gas, petrochemicals, refining, and electricity alongside road and rail. Baghdad’s instrument is the Basra-Haditha pipeline, which the Oil Ministry calls the backbone of the northern export system. Baghdad has chosen a turnkey, state-financed model with full Oil Ministry ownership after rejecting an investment structure that would have handed an outside party long-term transit rights. If Turkey is seeking ownership leverage under the heading of investment, that is the Iraqi red line. The decisive feature of the Iraqi design is that Basra-Haditha is multidirectional. From Haditha, crude could move north to Ceyhan. In theory, it could also support future western exits toward Baniyas and Tartus on the Syrian coast, or southwest toward Aqaba in Jordan. These branches should not be read as equally imminent projects. Their immediate value is strategic optionality. They give Baghdad a map of alternatives, even before all of them become physical export routes. For the Kurdistan Region, the trajectory is unfavourable. Its 2014-built line, with a design capacity of nearly 900,000 bpd, remains physically useful in the short term while the ministry-controlled Kirkuk-Fishkhabur line, rated at nearly 1.5 million bpd, is rehabilitated as a federal bypass. Once that bypass and Basra-Haditha are in place, the KRG pipeline becomes a feeder rather than a strategic bottleneck. Baghdad’s aim is not necessarily to shut it. The aim is to strip it of independent commercial authority. Turkey signs with Baghdad alone, SOMO markets the crude, and revenue runs through the federal treasury. The KRG line may remain part of the infrastructure, but not as the basis for a parallel political economy. Whatever the structure, a deal struck before the deadline will not restore the pre-2023 model. The likeliest endpoint is Ceyhan returning as a federal corridor under SOMO and the treasury, the KRG line being tolerated as infrastructure without political-commercial autonomy, and Turkey gaining volume guarantees and investment access but not a chokehold over Iraqi oil. Baghdad’s wager is that holding the Syrian and Jordanian options open is what keeps Ceyhan a corridor rather than a second Hormuz. More details:

The National Context

13,412 просмотров • 4 месяцев назад