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wow.export has some pretty big changes to the map exporter coming this weekend - here's the big ones - 8+ layer midnight terrain support - height blending + full alpha map shaders - export pre-stitched png maps (shipped early) - full heightmap exporting (8/16/32 bit), custom resolution, relative texture...

12,990 Aufrufe • vor 8 Monaten •via X (Twitter)

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Prof. Steve Hanke: Russia🇷🇺 is a BIG WINNER from Strait of Hormuz Remaining SHUT ‘The commodities that are all plugged up in the Gulf right now are in short supply, and the price is going up. It happens that Russia produces some of those key commodities that are plugged up in the Gulf. One of them happens to be oil, but also fertilisers, helium, aluminium, etc. So as those prices go up, of course that’s beneficial to Russia. It’s exporting and, to some extent, even having some of the sanctions lifted, at least temporarily, on Russian exports, believe it or not. Russia is actually increasing the quantities that they’re exporting, and they’re exporting those at higher prices. So they’re a winner in that sense. You can see this in all kinds of telltale signs, one being the fact that the ruble is pretty strong right now. Of course, there’s a little grumbling about that with the fiscal authorities in Moscow, because that increase in the value of the ruble versus the US dollar means that for every dollar’s worth of oil or commodities that you’re selling, you get fewer rubles per dollar. So the fiscal deficit increases a little bit as a result of that strong ruble. But the strong ruble, by the way, is also an important factor in anchoring inflation and inflation expectations in Russia. The central bank has been doing a pretty good job. They’ve slowed down the money supply growth, and as a result, inflation has come down. I think the money supply growth rate consistent with Russia’s 4% inflation target is a little over 8%. They’ve now got their growth rate down to a little over 11%, but they’ve been steadily cranking it down. As a result, the official inflation rate is about 5.6%, which is a little over the target, but it’s coming down, not up. And the strong ruble helps that, of course. —Steve Hanke, Professor of Applied Economics at Johns Hopkins University, on the season premiere of Going Underground Watch the full interview in the quoted post below👇

Going Underground

28,120 Aufrufe • vor 1 Monat

Unix is closing the year strong with the best of web3 gaming under one roof, $UNIX achieving a 500% performance increase in just 30 days. 🔺 Game League, powered by Avalanche • The largest web3 tournament to date • $1,000,000 in prizes • 50 million impressions • 53,000 quests completed • 100 Games participated • 12,600 active users • 1,500 average participants 🔸 powered by andres gomez • 25,000 new user sign ups • Activated 80+ gaming (and web3 gaming) creators • 60 new partnerships • Custom Owned Fortnite map "Neo Tokyo" is live • High-rig UE5 Merc NFT for brand IP expansion • AWS activated partnership Alpha: Project "W" has successfully completed all smart contract audits, confirmed its launching dates, and is ready to make a significant impact in web3 gaming. Phase 1 is almost completed, with a few updates still expected in December, including lootbox distribution, Merc reveal, token migration, and the start of recruiting teams. None of this would have been possible without an awesome, hardworking team. A big shoutout to , SpikeReacts_, Mat, iceyyy, 'Stache, a dom, MaddoxMakes l DreamTestLabs, Owned content creators and everyone working behind the scenes. And a special thanks to our biggest believer, Avalanche🔺 | Gaming on Avax The launch of Owned and #GameLeague couldn't have come at a better time, kicking off amid the gaming bull market. All the hard work has paid off for the teams who have consistently thrived during the bear market. It's worth highlighting the tremendous efforts and hard work put into conquering web3 on hardcore mode with 15 games and 80 game partners, despite the barriers present in web3, such as chains, wallets, and UA. Hard work pays off, and $Unix will continue to be deeply integrated within the gaming space. We are more than proud to be the finest combo meal in web3 today and to welcome the top games in the space, especially those projects that excelled throughout the bear market: • SHRAPNEL » Play Now on Steam $Shrap • Parallel $PRIME • METALCORE | Let's #PlayMetalCore! • Big Time $Bigtime • Gala Games $GALA • Axie Infinity $AXS We'd like to extend our gratitude to DeQuest 👀 for the challenge of hosting 3,800 quests within one month. We also want to thank Igor Lenterman, Gabriel Leydon, and FreeNFT for their support. Our incredible creator lineup and community support from Darknight ♪ | darknighthimself.eth, , orangie, NEO TOKYO, ONI FORCE, and many more have made this journey even more special. We couldn't have asked for a better lineup and support, and we're super excited for the next Game League event.

Miroko - $ANSEM

24,390 Aufrufe • vor 2 Jahren

Here is the Geometry Nodes Weighted Normals with Laplacian Blur on a full character (a vroid). It easily improves the shading even on game topology with almost no setup. I built this as part of my quest to improve real time toon shading. 3D anime models are popular, but use of dynamic light is rare even among high quality vtuber models. This is for several reasons, but a big one is simply that it takes a lot of Custom Normals work to make 3D cel shading not look like a jagged mess (other pieces of the puzzle are issues like deformations, multiple lights, etc). And fixing Normals is tedious, especially on existing game topology. I have focused on proxy meshes for priority areas like character faces, but they aren't an efficient solution for the whole body + outfit. I wanted something I could just throw on any model and make it at least not a jagged mess anymore even if it wasn't perfect. As you can see from this clip, this does that very well! And vertex groups can be used to control the style of the effect and power. It still can't smooth beyond what the topology density can support, but the topo itself is no longer a problem (for higher res, could be run on a subdivided version of the model and then baked to a Normal Map.) The only changes I made to this model were adding a weld modifier to merge split edges during interpolation, and a vertex group to select the skirt. I have not yet added full handling and logic for detecting edges with big angles like the skirt, or for handling boundaries like on the hair, so both those areas can get better too. You can also see that while it successfully smooths out the Face, it isn't really stylistically correct there. That is still best done with a proxy mesh to define a new shape. This is part of the tools I am working on for Fondant. We are putting together a Blender Addon to release this + a proxy mesh tool for the face, and are working on resolving other problems in-engine to fully bring dynamic light to real time 3D toon shading. Give us a follow, and send them a DM if you are interested in testing these tools as they develop!

aVersionOfReality

14,679 Aufrufe • vor 1 Jahr

I've been pretty busy lately, I can't share what for yet, but I had a little bit of time to help provide some changes to Tokengo Kda recently. From a technical standpoint, I am satisfied with where we are. My only goal was to build something that anyone could use. Keep following the wall of text to see what's coming next for the site. This also gets asked, but there is no funding source other than tokens created and donations, which are much appreciated. Advanztek | Building Your Ideas took over the platform after my initial concept for a myriad of reasons. I still help support but plan to get others involved more for regular issues as I want to spend my time working on things like a new back end, enabling real-time stats that can be published on the site and X. This will enable the things I couldn't see myself directly supporting(not that I didn't want to). Trading leaderboards, trending tokens, and real-time stats popping up on the site like large buys are all coming as a result. FunnyOMG99 has been a private source of support, and I thank you for that. Kabir has been helping behind the scenes with styling/format and is updating as well. Advanztek is building the new leaderboard UI, and I've offered for him to take over the game bots I cannot operate myself for Telegram(these are f*ing cool and finally get to see the light of day). Where the site goes from here will be interesting. I've debated if the IDE should be separate, and soon it will end up with a version in my sandbox to really make it a robust tool. Easier ways to get token trading immediately, locking LP, burning LP, and some other features should be added/unhidden very soon. Some quality-of-life improvements for token names should be made soon as well. Following Tokengo Kda is good, as that handle will start to provide more updates, but I know many people follow me directly for this information. Thank you to azzacalabaza for editing the video attached. Also, big thanks to the people who are testing the live data test site. We've made several changes since this was done a few days back based on feedback. If you want to join and check it out, just dm me on Telegram for the link. Now LFG and have a great weekend!

Amir

26,416 Aufrufe • vor 1 Jahr

Marathon | Ultimate Overview, Gameplay, Hands-On Impressions ▪️Team based extraction shooter set on Tau Ceti IV, scavenge remains of a lost colony for glory and fortune ▪️Launch: Coming to PS5, Xbox and PC on September 23 ▪️Will be a "premium" product, meaning not F2P ▪️"Weapons and movement feels crisp, fluid, and incredibly satisfying in that rarified way that few studios can achieve" ▪️3 maps, 6 runner classes at launch, more to follow post-launch ▪️Plans to support the game with new maps, weapons, characters, and more as it goes on ▪️Ranked play, end game challenges, seasonal storytelling, secrets to discover, community events all in Season One with more content coming ▪️You play as a "runner", cybernetic mercenary who's given up their human form for a bio-synthetic shell with unique abilities and stats ▪️Runner Types: "Locus" is a soldier class for pushing forward, can use a shield, "Void" is stealth, sneak by undetected, use smoke grenades, "Blackbird" is reconnaissance based, find players, positioning, and more ▪️Uncover secrets hidden in the wake of the original Marathon trilogy's events - how and where this overlaps or clashes with the original games "is a story that will unfold over time" ▪️Objective is to get in, get as much loot as you can, and get out alive ▪️If you die, your gear and loot will be up for grabs. Survive and you can take your gear with you on future runs as you grow in power and fill your vault ▪️Fight in a crew of up to 3 players, various map sizes up to 18 players ▪️PvP + PvE, battle other players, security forces, and "otherworldly threats" ▪️Contextual pings, shared objectives, down-but-not-out mechanics ▪️Environments are filled with weapons, materials, items, resources, cores, keys, backpacks, secrets etc to find You can find things like backpacks that expand your inventory, powerful and unique weapons, consumables to heal yourself, ▪️Select your runner, strategically build your loadouts pre-match ▪️Factions in the game can sponsor you and your loadout ▪️You have the freedom to opt out of crew fill and take all the glory for yourself as a solo runner ▪️"This is probably the best-looking, best-feeling extraction shooter ever made", not easy for newcomers to the genre, can be tough to get into, but one previewer was "reluctant to put Marathon down. This is a good sign – the best thing I can say after any preview is that I want more – but big questions remain" ▪️No two matches ever play out the same, dynamic events, variable weather, unpredictable players etc ▪️Customization: Each Runner "brings their own flair", but serve as foundations to customize your playstyle - collect implants and equipment to augment your Runner, like stacking implants/upgrades to reduce heat build-up to allow you to keep running, jumping, sliding longer ▪️Contracts: "Ingenious" incentives, finish contracts you accept for permanent upgrades to your stats, add precious items like grenades, shields, inventory-expanding backpacks, etc to your market. The bigger your market, the better your minimum loadout becomes ▪️Contracts provide "valuable direction", bring welcome diversity and add a "precious hit of semi-permanent progression" ▪️Prestige Cores: Rare items that can "really push the boundaries" (ex: Glitch has an upgrade that turns double jump into triple jump for more manueverability) ▪️Another rare item is a backpack that turns you invisible while interacting with containers (very useful when everyone on the map is hunting you) ▪️Each match "feels like the most important one ever", high stakes, "surprisingly challenging AI enemies" that were "much, much better at surrounding and overwhelming players than the vast majority of AI enemies found in other games" ▪️Having a balanced crew helps in exploring the "dark and forgotten places" in maps - filled with deadly creatures like a species of giant ticks who swarm you frantically ▪️Battles can become frantic as you encounter other crews, stalk them across the map, encounter AI enemies to fend off when others come to claim your loot (one preview battle turned into a 9 player free-for-all) ▪️Downside could be the reward system where skilled players enter fresh matches with high level gear that outmatches less skilled players, though Bungie says it has gone out of its way to try and make it where a poorly equipped squad can still stand a chance if they play well ▪️Even if you die, you can can still get upgrades, improve your reputation with factions, advance in perk trees, etc by completing various quests, looting chests, or fulfilling specific objectives which unlock new bits of story and can grant perks like buying slightly better gear from vendors ▪️"The world Bungie has built is every bit as beautiful as it is creepy and dystopian, and there are moments where they satisfyingly hint at the events of the Marathon trilogy from the ‘90s", though "what little I saw did only slightly more than pay lip service to the world" ▪️Uses the seasonal reset model like in Diablo 4, where players are stripped of their loot and progress at the end of each season to mix things up with new content and new meta ▪️Game is designed to get you killed, Bungie expects average exfiltration rates to be comfortably below 50% ▪️"You will lose a lot, and losing hurts a lot[...]Extracts are snapshots of this unpredictability. That white-knuckle countdown may become a gut-punch defeat, an unforgettable clutch, a desperate last-second dive into the portal as your downed allies watch in envy and horror (couldn't be me), or an unnerving anticlimax. It's not always a pleasant one, but it is a strong emotional hook" ▪️Some previewers worried about variety, weren't impressed with the objectives in the alpha, like hunting computer monitors on the map, sprinting over, marking dropships, sprinting over, and repeating, though random events help spice things up ▪️Not a 20-map game says Bungie, map design "does have that sticky battle royale quality of generating memories", though still worried 3-4 medium sized maps might not be enough ▪️Bungie's "verbiage" on updates sounds like possibly 1 new map a year + refreshing existing ones in between, which could work in its favor pushing players to really learn maps, but will they hold up over hundreds of hours? ▪️Fights are decided by gun skill, clever ability use, map awareness, how strong your shield is, how many healing supplies you have, etc ▪️Example: If you have one bar of shield and enemy has four, you'll lose 1v1, but change it up with powerful grenades, status effects like toxic or overheat, backpacks are "transformative", etc Gameplay Trailer ▶️ Gameplay Overview ▶️ PS Blog ➡️ IGN ➡️ GamesRadar ➡️ ▶️

Shinobi602

181,424 Aufrufe • vor 1 Jahr

** MEGA Parodius Scaling Effects Part 1 ** One of the big challenges with the Parodius Megadrive port is Stage 8's boss - The puffer-fish *Pooyan* with his full screen scaling effect. The goal is to be very close to the arcade (with extras on top ) so I thought lets tackle it head on to see how close we can get. I was also keen to jump into another scaling code rabit hole haha. Pyron pulled out all the stops and got me the source frames and reworked the BG tiles for this test - a big thankyou to him , Vector Orbitex is busy working on Stage 2 tracks so the team is working hard all round on this port. The MD has no sprite / background GFX scaling hardware , however the VDPs Vertical scroll can be updated per scanline to help vertical scaling on backgrounds, but there is a cpu cost to manage all the interupts so thats not free either. With the Horizontal scaling there is no help at all , apart from a semi-friendly packed pixel format for the cpu to work with, its not quite chunky format but better than planar format still for scaling. So its falls back to the 68k CPU to do all of the horizontal expansion which is the largest cpu cost. Basically drawing strips of either 1x, 2x, 3x or 4x wide columns at speed. So we are one week into this Boss's routine and you can see from the below video the horizontal scaling is implented ( vertical will be in the next update ) . We are scaling from 1x to 4x in the video below in 74 steps for testing . The column distributions are always a bit painfull to do - thankfully they are all worked out now. This is the third scaler I have built and the goal was with this one to make it really flexible for use in other projects also, sometimes when you optimise something to the last degree all the flexibility gets taken out of it. Currenty scaling at 12-25 FPS update here, I had some rules against some optimisations which I would use and some I wouldn't , thankfully we are a bit ahead of the Arcades animation frame rate here still and I may yet find optimisations that fit within the scope. We have vertical scaling and sprite spikes to add yet so Im hoping i can find a few more optimisations to offset things when they are implemented also. In a scale frame update we are processing close to 42000 pixels in ram before using DMA to send to VRAM . Using a 41x16 (656 tile scale buffer) - single buffered for now due to its size in VRAM. So thats nearly 21k in tiles ! I had to re-organise ram a bit to support a buffer of that size for the stage. The scaling function is written in 68k assembly , with a little C code handling the Vertical interupt code ( so the game logic can actually run & DMA updates etc ) . The DMA routines are in assembly also and customised for large chunk size ( big blocks of tiles ) which suits the scaler. I had some race conditions to sort out where the cpu was faster than DMA (sending tiles from RAM to VRAM ) and in some cases where it wasn't so it had to be balanced. We may be able to add more detail into the top and bottom of the background yet but its low priority for now until all the other bits are in !! #SGDK #SegaMegadrive #Genesis #Parodius

Shannon Birt

25,545 Aufrufe • vor 6 Monaten

Pylon's 𝗺𝗼𝘀𝘁 𝗵𝗮𝘁𝗲𝗱 𝗳𝗲𝗮𝘁𝘂𝗿𝗲 is our Analytics. That ends today. We've completely rebuilt our Analytics from scratch. Here's what we tried, what we screwed up, and what's coming. 𝗩𝗲𝗿𝘀𝗶𝗼𝗻 𝟭, The Basics (Nov 2023) Our first attempt at analytics was quite loved by customers. At the time our customers were mostly small startups with simple needs. We built an out-of-the-box set of dashboards that covered the common use cases of support analytics (SLA-tracking, CSAT, TTFR, TTR, basic filtering...). As we moved upmarket... 1/ Everyone was requesting custom metrics 2/ Queries were becoming inefficient and slow We needed an upgrade. 𝗩𝗲𝗿𝘀𝗶𝗼𝗻 𝟮, Advanced Reporting (June 2024) We knew custom reporting was going to be blackhole of work that long-term led to fully customer-customizable dashboards. We had four choices: 1/ Do nothing for now 2/ Do custom work per customer 3/ Build full custom reporting in-house 4/ Use an embeddable analytics vendor At the time Pylon was under 10 people total and we had no capacity to do the frontend work so we chose Option 4 (use a vendor). This was the first time we chose to not build a core feature like this in-house as we ultimately want full control of the end-user experience. We built out the new reporting with the chosen vendor over ~3 weeks. On the surface the new reporting looked really good (not visually, but in terms of functionality). You could add custom charts of any type, create custom formulas, label the Y and X axis, and effectively build most of what you would want. It was really great for demos. But in practice it was incredibly hard to use, lacked core capabilities (like the ability to filter off of dynamic custom fields), and visually looked not stylized to the rest of the product. We started to discover some of these issues during the implementation, but it still felt like there was more upside than downside so we released it. Feedback was not great but we hoped our vendor would fix changes quickly. Unfortunately they weren't fast enough and we lost confidence that they would be a good long-term solution. As a stop-gap we also built out a data warehouse integration so customers could export their data back to Snowflake or BigQuery to use with their own BI tools. Finally, a few months ago the vendor told us they were being acquired. That was the final straw. We needed to move off ASAP. 𝗩𝗲𝗿𝘀𝗶𝗼𝗻 𝟯, New Reporting (Today) Today's release is back to being built entirely in-house. It's been rolled out in beta to all customers with an option to flip back to old analytics until we plug some custom reporting gaps. This time we have the capacity to do it right between Wendy (prev product design at Amplitude), Matt, and Tom. We've managed to greatly improve: 1/ Desired filter options (custom field support) 2/ Performance 3/ Setup UX 4/ Style (looks native) Early feedback has been really positive so far and as we bring it out of beta we're thinking about how to make the best natively-offered reporting of any support platform. 𝗩𝗲𝗿𝘀𝗶𝗼𝗻 𝟰 (What's coming soon) To get to first-class reporting, we need to study not only our learnings, but also what the incumbents have screwed up as well. Funny enough, Zendesk's analytics have similar complaints to our v2, and for the exact same reason as we did: they integrated an external tool. In 2015 they bought a company called BIME Analytics which they became Zendesk Explore. The complaints they have to this day are similar to our v2: 1/ Steep learning curve 2/ Advanced, yet still not enough flexibility 3/ Random feature gaps 4/ Data accuracy and reliability concerns 5/ Performance issues 6/ Complicated UX v4 will follow three core principals: Offer a simple default setup. We want to continue being startup friendly and we'll feature gate custom reporting and data exports by tier in the product. Offer maximal configuration, with AI-assisted setup. As we go upmarket, customers will want to Explore (pun intended) data in every single direction. We need to allow them to do that. For those more complicated use cases we think AI will be the Ultimate (also pun intended) way to reduce setup friction. Build it all in-house. Although using a 3rd party embedded analytics provider didn't work for us, we don't think that is the case for everyone. It's just in customer support, reporting is REALLY important. They are probably some of the highest-complexity reporting of most SaaS vendors (maybe second to marketing products). So... we have to do it right. And since this is end-user facing, we have to own every detail of it. If you got this far, thank you for reading. See our new Analytics at

Marty Kausas

115,123 Aufrufe • vor 1 Jahr

how to use firecrawl to give your AI eyes and actually build startups that outperform 99% of apps: 1. your AI is smart but blind. it can't go to a website, read a page, or grab data on its own. firecrawl fixes that. you put in a URL. you get back clean markdown, structured JSON, screenshots. feed it to any model. 2. three lines of code. that's it. no proxies. no anti-bot detection. no custom scrapers that break when a site changes. one API call. clean data back in seconds. works on 98%+ of sites. 3. firecrawl has six core capabilities: scrape a single page. crawl an entire site. map all URLs on a domain. search google and return full content. an agent endpoint where you describe what you want and it goes and finds it. and a browser sandbox where AI controls a real browser like filling forms, clicking buttons, handles logins. 4. the agent endpoint is wild. you can say "find all of YC's winter 24 dev tool companies and their founders and emails" and get back structured data. or "compare pricing tiers across stripe, square, and paypal" and get a side-by-side table. 5. the browser sandbox lets your AI stay logged in across sessions, navigate pagination, watch live as it browses. this is computer use without building the infrastructure yourself. 6. think of it in layers. every builder needs: an agent harness (claude code, cursor, codex), a search layer (perplexity, exa), a web data layer (firecrawl), an ops brain (obsidian, notion), and an outbound stack. the web data layer is the one most people are sleeping on. 7. this is the AWS moment for web data. in 2006 building a web app meant buying servers and managing racks. AWS said one API call, use our servers. some of the biggest companies of the last decade were built on that. firecrawl is doing the same thing for web data in 2026. 8. the framework i'd use for coming up with startup ideas building with clean data: take a massive horizontal platform. rebuild it for one niche using firecrawl. the vertical version always wins because people want specific, not generic. price for outcome. 9. a year ago firecrawl posted a job listing that said "please only apply if you're an AI agent." content creator agents. customer support agents. junior dev agents. it looked weird. it was a signal for where this is all going. the people who understand how to get clean web data, wrap it around an LLM, and package it as a product are the the ones with a 12-month head start. i use Firecrawl with Idea Browser . once you see what's possible with structured web data, you can't unsee it. episode is live on The Startup Ideas Podcast (SIP) 🧃 (full breakdown there) i tried to explain this as clear as possible for even the non technical. send it to a builder friend. watch

GREG ISENBERG

134,714 Aufrufe • vor 3 Monaten

Scientists Map 110 Quadrillion km of Underground Fungal Networks… A billion Times The Distance From Earth to the Sun! Earth’s Vast Underground “Carbon Superhighway” A groundbreaking new study published today in the journal Science has revealed, for the first time, the global scale of one of Earth’s most important but hidden biological infrastructures: the networks of arbuscular mycorrhizal (AM) fungi. These thread-like fungal structures, known as hyphae, form symbiotic partnerships with roughly 70% of land plant species—including major crops like wheat, corn, and rice. In exchange for sugars from the plants, the fungi deliver essential nutrients (such as phosphorus and nitrogen) and water, while also playing a massive role in storing carbon underground. Mind-Boggling Scale Using data from more than 16,000 soil cores worldwide, machine-learning models, and high-resolution robotic imaging of fungal hyphae, researchers estimated: •Total length: ~110 quadrillion kilometers (1.10 × 10¹⁷ km) of living hyphae in the top 15 cm of global soils—enough to stretch nearly a billion times the distance from Earth to the Sun (or about 10% of the diameter of the Milky Way if laid out in space). •Biomass: ~300 megatons of carbon, equivalent to 4–6 times the biomass of all humans on Earth. •These networks move about 1 billion metric tons of carbon per year into soils, acting as a critical “carbon circulatory system” that helps regulate the planet’s climate. Densities are highest in grasslands, with notable hotspots in places like the Sudd wetlands in Africa and the Everglades. The “Wood Wide Web” at Planetary Scale This research builds on the popular “Wood Wide Web” concept, where fungi connect plants in shared resource networks. The new global maps (available for exploration via the Society for the Protection of Underground Networks, or SPUN) show these connections operating at an ecosystem-wide level, supporting plant health, resilience to drought and disease, and food security. These fungi are vital allies in the fight against climate change and for sustainable agriculture. However, they face threats from soil disturbance (like tillage), pesticides, and land-use changes. The study also highlights gaps in sampling, particularly in undersampled ecosystems that need further research. Read the full research paper (paywalled, but abstract freely available): Global density and biomass of arbuscular mycorrhizal fungal networks Explore interactive maps and learn more at This discovery underscores how much of Earth’s life-support systems remain invisible to the naked eye yet operate on a truly planetary scale. Protecting these underground networks could be one of the most effective ways to sustain healthy soils, productive crops, and a stable climate.

Brian Roemmele

109,984 Aufrufe • vor 1 Monat

WARNING: “We haven’t had problem in 15 years or more…at some point there will be forced reckoning.” A few weeks ago Fmr Goldman Sachs Chairman & CEO Lloyd Blankfein – a true titan of finance – joined The Master Investor Podcast and shared lessons from his life, including the American Dream, actionable career advice, what makes a great trader & lessons from the 2008 financial crisis with some worrying warnings for today. LESSONS FROM 2008: “If I was still managing the risk of a big institution today I'd be very, very concerned about something that could trigger [a blaze] and I think this is a good time to look for the spark. Could the spark be private equity? Could it be private credit? Could it be the price of oil suddenly doubling? It could be any of those things & the world might absorb that at any other time except we haven't had a problem in 15 years or more. At some point there'll be a forced reckoning.” ART OF GREAT TRADE: “Traders are a lot like good poker players. Over your life, statistically you're going to get the same amount of good hands & bad hands that anybody else will get but somehow the good poker player always wins and the poor poker player always loses. Why is that? One will play the cards better…get out of a bad position quicker and let his opportunity run in a good position. The future is very hard to identify, but I noticed the people who are very good traders are the people who react the quickest to changes.” CAREER ADVICE: “In order to do a good job, you need the enthusiastic support of the people who are your subordinates. I didn't always make myself so friendly to the people around me. If I'd known I was going to grow so senior in the firm, I would've been a lot nicer to people on the way up because then I would've had to spend much less of my time apologising to them. Once I got to those positions, I needed their support as I moved up the letterhead.” Timestamps: 0:00 Intro 2:49 The advantage of low expectations 5:10 Feeling insignificant 6:52 The American Dream 8:15 J. Aron vs Goldman Sachs 11:16 The art of being a great trader 13:21 Traders vs Investment Bankers 16:25 Memories of 2008 Financial Crisis 20:28 “You can’t recover from being dead” 22:26 Déjà vu today from 2008? 26:13 A reckoning is coming 28:28 US government debt risks 30:00 US economy has strong culture 34:10 London as a financial centre 36:22 I started life as a gold trader but it didn’t make me a gold bug 37:52 I am mostly in equities 39:10 You need support of subordinates not grudging cooperation 42:45 Suck it up and stick it out 45:27 Don’t get deluded by your own self importance 47:53 Worrier not a warrior 51:55 Optimism is generally justified

Wilfred Frost

57,901 Aufrufe • vor 1 Monat

Anthropic released Claude Design TODAY and it's now accessible at I spent the last hour giving it a first look, and shared my thoughts and results in the video below. This is a BIG drop. This is a new design surface from Anthropic, and it changes what "AI design" means. Short version: Claude can now design. Not "describe a design." Not "generate an image of a design." Actual production work — prototypes, wireframes, high-fidelity mocks, slide decks, landing pages — editable, on-brand, and ready to hand off. Here's what stood out on first look: → Real design surfaces Prototypes, wireframes, hi-fi, and slide decks — each with templates and proper structure, not just pretty screenshots. → Comment-based edits Leave a comment on any element and Claude revises it. This is the Figma-style review loop, with the designer replaced by a model that works at 3am. → Brand design systems You can feed it your system — colors, type, components — and it actually respects it. On-brand output, not generic AI slop. → Export anywhere PDF, PowerPoint, Canva, standalone HTML. Plus a built-in handoff straight to Claude Code for engineers to implement. → Import from real tools Figma, GitHub, and captured web elements come in as inputs. Your existing work is the starting line, not the discard pile. → Collaboration Share links for view / comment / edit — the exact tier system teams already expect. What I tested on Opus 4.7: • A 5-slide deck generated from a single screenshot. Claude asked clarifying questions BEFORE generating and shipped speaker notes by default. • A landing page build. Solid first pass, real components, real layout logic. • Multiple chats running concurrently. You can parallelize design work across threads like a small team. Why this matters: PMs, founders, marketers, and non-engineers can now create designs that engineers can actually ship with production-ready output and a claude code handoff built in. The gap between "I have an idea" and "here's a working prototype with my brand applied" just collapsed to minutes. Full walkthrough, live demos, exports, and honest takes on where it breaks below. P.S. • This is an Anthropic Labs product — NOT GA yet. • Claude Design is currently webapp only (no API), and does not yet support the Analytics API, Compliance API, or cost/usage reporting. • Availability: – Default ON for Pro / Max / Team – Default OFF for Enterprise Enterprise admins can toggle it on via RBAC in console (comes with a ~$20/user initial credit).

JJ Englert

32,445 Aufrufe • vor 3 Monaten

In Q1 2024, The Graph Network saw substantial growth in queries, reaching an all-time high of over 1.5 billion, up 65% from just shy of 1 billion in Q4’23. This growth accompanies updates recently shipped by core devs, enabling developers to easily take advantage of low cost, reliable and permissionless decentralized data ⚡ Here are the top 8 key takeaways from the Q1 2024 Participant Update ⬇️ 1️⃣ The Graph Network experienced significant growth, serving 1.5+ billion queries—a 65% quarter-over-quarter increase. Additionally, the number of subgraphs published on the network grew by over 30%, exceeding 1,900 subgraphs. 2️⃣ The Sunray Phase of the Sunrise of Decentralized Data concluded with the launch of key developer centric features including a free query plan, payment by credit card or GRT with access to 5️⃣0️⃣+ chains on the network. 3️⃣ The Graph added support for Bitcoin data by introducing a Bitcoin explorer module, a composable BRC-20 Substreams Module and a BRC-20 Substreams module, facilitating the integration of data into subgraphs for GraphQL queries. 4️⃣ Members of The Graph’s leadership teams traveled to Asia and participated in community events, engaged with the local web3 communities and strengthened The Graph ecosystem’s relationships with key thought leaders in the region. 5️⃣ Looking ahead, Sunbeam (Phase 2 of the Sunrise of Decentralized Data) concludes on June 12th. This milestone marks the end of the subgraph upgrade window in which hosted service subgraphs must upgrade to the network. 6️⃣ Firehose is now integrated with Go Ethereum. The 44% of Ethereum devs that make use of GETH can now get natively deeper insights, more precise event ordering, pattern matching, simpler and a more reliable integration, lower latency and super fast reprocessing times. 7️⃣ The Graph is saving the blobs! Developers now have two ways to access blob data (EIP-4844) - through either the consensus layer or the execution layer. 8️⃣ The Graph ecosystem can expect many exciting announcements coming in the near future around new data services live on the network and served by an ecosystem of Indexers earning GRT. Core Devs (Edge & Node, StreamingFast ⏫, Semiotic AI, The Guild, Messari, GraphOps | graphops.eth, Pinax, and ) will continue to execute on the New Era Roadmap by integrating SQL query capability and a SQL data service, File Hosting Service, new micropayment system Scalar TAP, AI data services and more. The Graph's Q1 2024 Participant Update establishes a clear watermark for web3 and decentralized data. The Graph’s expansion across many chains as well as progress on new developer experience enhancing features and new data services is expanding what’s possible with decentralized data in web3. Accessing more diverse data across more blockchains has never been easier for dapp developers and data consumers. The best part: The Graph has many more big announcements to come throughout 2024 🌟 Don’t miss any of the details. Watch the full update featuring Eva Beylin, Tegan Kline, 0xMaxTang, Etienne Brunet, and caro f here:

The Graph

27,400 Aufrufe • vor 2 Jahren

** 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

29,188 Aufrufe • vor 2 Tagen

STRAIGHT TO THE POINT: Assistant Attorney General Harmeet Dhillon As Head of U.S. Department of Justice Civil Rights Division, AAGHarmeetDhillon is taking on DEI, political violence, getting boys out of girls sports, government overreach, and more. We sat down with her for an exclusive interview you’ll only see right here on Straight to the Point. FULL INTERVIEW 0:50 Staffing Challenges in Civil Rights Division 2:00 200+ DOJ lawyers quit after learning President Trump’s priorities would now be their priorities 3:00 AAG Dhillon: “We've had a mass exodus of the career staff here in the Civil Rights Division. In fact, they have their own support groups.” 4:20 AAG Dhillon: “We are here to serve all Americans, not just some Americans or the Americans who are winning the diversity sweepstakes.” 4:40 AAG Dhillon Responds to Senator Schiff’s allegations that the Civil Rights Division has been cancelled. 5:30 “Massive Fail”: Tuesday elections, 75,000+ Independent voters in PA not included in poll books 7:00 Anti-semitism is a top priority for President Trump’s Civil Rights Division 7:30 Calls Zohran Mamdani’s rhetoric throughout the campaign ”extremely inflammatory and concerning to the Jewish community.” 8:15 AAG Dhillon: This DOJ “has zero tolerance” for anti-semitism 8:50 AAG Dhillon opens investigation into swastika at Jewish day school in Brooklyn 11:20 AAG Dhillon reaches out to Federal Election Staff (FEC) over former UK Labor Party leader Jeremy Corbyn phone-banking For Mamdani 12:45 DOJ seeks 2020 election records from Georgia 16:10 California’s Prop 50: Challenging redistricting 20:30 Federal Shutdown impact at DOJ and Civil Rights Division 21:30 AAG uses X as tool to spot and refer issues 24:00 Senate rules should be re-evaluated: lost civility under Obama Administration 24:30 Investigating Potential Hate Crimes: Iryna Zarutska’s murder on mass transit in Charlotte, NC and Charlie Kirk’s assassination 30:05 Big Tech censorship, cancelled Americans, and the need for legal consequences 31:30 Outdated: Communications Decency Act of 1996 32:30 AAG Dhillon: Confirms review of Arctic Frost Records for potential legal violations 34:40 Getting boys out of girls sports 37:30 College Settlements: AAG Dhillon reports progress on Harvard talks “ I think a number of points have moved quite far along” and UCLA “has been slowed down significantly” 39:30 AAG Dhillon responds to criticism alleging “lack of civility” and an “election denier”; confirms death threats 41:05 Press Freedom: Examining new Trump administration rules 42:50 Role of independent journalism “that's where the real news and the real journalism is coming out…” 43:50 END

Catherine Herridge

1,709,281 Aufrufe • vor 8 Monaten

If someone tells you Mercedes "Level 3" DrivePilot is more advanced than Tesla FSD, they are either clueless or lying to you. Mercedes DrivePilot: 1. Only works on certain models of the top end S class and EQS with special hardware. So only some versions of their most expensive car support it, or almost no cars. By contrast any Tesla built since October 2016 can run FSD. 2. Only works on pre-mapped highways in California or Nevada. By contrast Tesla FSD works on any road, highway or city streets across North America (and soon, Europe and China) 3. You must be in a traffic jam on the highway traveling under 40 miles per hour. By contrast FSD allows you to go up to 85 miles per hour. 4. You must have a vehicle right in front of you to follow, if they pull too far ahead you will be asked to take over. By contrast FSD does not require a lead vehicle. 5. You must have clear lane markings — if they are faded you will be asked to take over. By contrast FSD works without any lane markings. 6. Only works in good weather — if it's rainy, foggy, sun shining directly at car, etc you will be asked to take over. By contrast FSD works in a wide range of inclement weather conditions (but of course has limits too) 7. Only works in the daytime. Does not turn on at night. By contrast FSD works 24 hours a day. 8. You have to click ok to accept the first time you turn it on per drive. By contrast FSD just turns on without requiring you to click ok 9. DrivePilot still has a driver monitoring system that will beep at you / ask you to take over if you do anything that is not allowed (like leaning too far back) 10. You may be asked to take over at any moment for any reason and need to be ready to do so within 10 seconds. 11. If you don't take control, the vehicle will come to a dead stop in the middle of the highway 12. DrivePilot cannot handle interchanges or change lanes. By contrast FSD can handle lane changes and interchanges completely automatically. Mercedes can do lane changes in Level 2 mode, but in Level 3 mode you need to do them yourself. You will always need to pay attention to make sure you don't miss the exit 13. "Don't think of it as a fully automated do everything for you sytem. It's more like Level 2 enhanced, but enhanced in a really impressive way" 14. Relies on HD mapping to function. Mercedes needs to build and maintain these maps or the system will not work. The system does not work anywhere the maps don't go, such as city streets. 15. System is so reliant on maps to tell the car where to drive that they have to account for things like continental drift 16. When the system asks you to take over, you're sent back into manual driving mode — all lane keeping is turned off 17. Once it goes out of its operating conditions, you are liable again. So, for example, if someone changes lanes and there's no longer a lead car in front of you the system suddenly turns off, stops in the middle of the highway, and you're liable again "so it's always good to pay attention, even when these systems are on" (so what is the benefit exactly?) 18. Because mapping is so expensive to maintain, it costs $2,500 a year. By contrast FSD costs only $1,200 a year. It does so much more for less than half the price, and works on any Tesla. 19. No way to retrofit DrivePilot onto a car that doesn't have the LIDAR etc 20. "I came away from my time with DrivePilot a bit mystified. It's clear that developing this system was a complicated endeavor, with all the added sensors and complexity and while it was on I have to say it worked pretty flawlessly. But with the operating conditions being so narrow, I couldn't shake the thought of 'is this all worth it?' from my head. Even trying to film this video was difficult, as the vehicle would hand control back just as we were getting going especially with that low 40 mph speed threshold. And if I were paying $2,500 a year to use this system and it wouldn't stay on, I would find that pretty frustrating" It is crazy and sad that people are being so misinformed about important safety technologies that could save or change their lives. If anyone tells you this system is more advanced than anything else out there, they are either a moron or a liar.

Whole Mars Catalog

678,009 Aufrufe • vor 2 Jahren

Hey True Earthers... If you get tired of globers bitching about a model, or sunrise angles, or star trails, or sunlight, or eclipses, anyone can ALWAYS reference THIS MODEL The reason it is called "Shane's Mode;" is strictly so YOU can use it, and I can take all the criticism, insults, ridicule, jokes, attacks, etc. The general idea is that the community gets the considerable benefit of presenting an accurate model and using it to explain several normal phenomena at once. Then, only I get the drawbacks of all that will surely come from it, and everyone else will benefit. I planned it this way, because I largely don't care about what any of the globers piling the hate over here so we can press forward. Or.. you know, f*ck me for saying the word model, and for bendy light or for whatever. If that's the case, no hard feelings. One last thing, the smaller dome in the model simply represents the limit of an observers view, a spherical limit with a radius of 3959. The math that supports that is here... and here. The descriptions are entirely reworked, mostly spelling error free, and entirely plausible. So feel free to bring it up in debates, forums, streams, podcasts, or whatever you like. The model adequately emulates and explains all of these observations: Sunrise, Sunset, Moonrise, Moonset, Moon Phases, Moon's apparent rotation, Sun's position on Equinox, Seasons, some aspects of Solar and Lunar Eclipses, Star trails, 24 hours Day/Night at the North-pole and Antarctica, Celestial Poles, Why people south of the equator can see the same Stars rotate clockwise around a singe celestial pole at the same time at different continents [Southern Cross Observations] Cheers everyone! The FULL Description is below, and it is LONG. Sorry. The Model This model does not assume a physical Sun nor Moon which will show a collective convergence for every observer on Earth. It only matches their apparent positions as observed across the plane. The Bislin model acknowledges this and moves all celestial bodies to a nearly infinite distance away. This does nothing more than create a triangle large enough that you can mathematically abstract your way into the inverse of everything you experience. The truth is there is a limit to one's visual space. And this limit is necessarily geometrically spherical. Because one never observes objects in anything but their 'apparent location' within one's personal celestial sphere, there is no need to explain a tiny ball of heat mysteriously powering itself along at 3100 miles above the plane. This is not reality. We feel we only have to model the exact apparent position for each observer. We do not have to provide an explanation for what you think should be required. This model relays the apparent size and positions of Sun, Moon and star constellations. It depicts their paths as well as the day-night terminator. Simply by observing reality and plotting that data on a planar map we demonstrate that the Sun, Moon and stars can move beyond the limit of one's vision and become unresolvable by the naked eye. We show how this can be conflated with the assertion that objects ACTUALLY drop down below the horizon when, in reality, they are only apparently dipping below the horizon when exceed limit of your vision. It is elegantly simple and easy to understand without the bullshit. Sun/Moon tracks: In 24 hours, the fixed stars rotate about 1 degree more than 360 degrees so that, in 365.25 days, the star constellations return to the same place in the sky. This is seen by incrementally advancing DayOfYear (click the field and use Arrow Up or Down). The Dome grid will advance each day by about 1 degree. Advance the time in 24 hours steps and the Sun noticeably moves between the Solstice lines. The Sun will also trace a figure 8. This is caused by the Sun's Ecliptic plane at 23.44 degrees to the orbital plane. The paths of the Sun and Moon are visible against the fixed star background (Dome Grid) by checking the options Sun track and Moon track. For a description of the tracks, click the Eclipses button. They correspond to observable reality. The tracks are derived from the solar and lunar cycles and are absolutely not exclusive to either model. It would be extremely dishonest to claim anything else. Sorry, Walter. Retrograde Motion of the Moon's track: The Sun's path stays fixed on the Dome Grid. But, the Moon's path slowly rotates retrograde against the Dome Grid and rotates one full rotation in 6,798 days. This is due to the oscillation and intersection of the Moon's orbit caused by the distant Sun. Currently, the Moon Ecliptic is such that the path of the Moon extends the path of the Sun, North/South, by about five degrees. Approximately 3,400 days later, the path of the Moon moves inside the path of the Sun by about 5 degrees. This observation is simply translated to the planar model. Eclipses: The intersection points of the Sun and Moon's paths are called Knots. Two Knots are marked by a green dot. If the Sun and Moon are on two opposing Knots, a Lunar Eclipse occurs. The Sun and Moon on the same Knot will result in a Solar Eclipse (play Demo Eclipses from Step 6 on). This Flat Earth model can predict Solar and Lunar Eclipses. It can also absolutely predict the optical effect conflated with the Moon's alleged shadow on Earth during a Solar Eclipses or vice versa. It uses a ratio of the cycle that is based on the radius of a shadow, as postulated by Phillippe de La Hire, in the 1700s. It was first calculated for a Lunar Eclipse. But, the ratio applies to all future eclipses which belong to an appropriate series. This ratio is then applied to the predicted path to dynamically widen or shorten the path in order to accommodate the penumbral and umbral radial intersection as a visible sphere on the plane. We then apply this integer as a scalar to correctly approximate the size of the optical effects conflated with shadows. All of the maps onto which the eclipse can be projected use the same globular coordinate system, unfortunately. Now, it can be shown that heliocentrism cannot predict eclipses at all. They can only interpret the cycle data in the same way the ancients did and apply more refined mathematics. Moon Phases and Orientation: The model shows the Moon phases and the orientation of the Moon with respect to the Observer's horizon. The apparent rotation of the Moon during the day is due to the fact that the camera's up vector remains perpendicular to the surface of Earth while following the path of the Moon. This perfectly matches reality. Equinox: This model produces the correct apparent Sun positions during an Equinox. The Sun rises due East at 6:00 AM and sets due West at 6:00 PM. Poles: This model produces a 24 hour day and night on the North Pole and in Antarctica. Heliocentric Model: Simple observations mathematically translated to this planar projection perfectly map the paths of the Sun, Moon and stars (star trails) as they appear to the Observer inside their personal celestial sphere. As with all other celestial observations, the Equinox, the Solstice Knots and the Day-Night terminator can be derived from basic observation and data applied to the planar projection. No need for baseless assumption. The Heliocentric model utterly fails here. Newton's laws can be reduced to exclude mass and still manage to describe the same periodicity and, thusly, the same relationship. No need for an exclusivity claim here at all, is there, Walter? Shapes on the Dome: The shape of Sun, Moon and star constellations appear on the personal celestial sphere exactly as they do in reality, and when projected onto the globe. Again, because we invoke the same radius to describe the spherical limit of our celestial view, the very same observations become easily explainable when using all of the normal conventions, with no need to invent branches of physics and invert reality. All features of this model are derived only from observations of the sky. Observations of the sky have always been kinematically equivalent - equally applicable to geocentric and heliocentric model. This was rather the point of the invention of Special and General Relativity (nonsense). Problems with the Shane's Flat Earth Model Distances: Many people misunderstand distances on map projections. On the AE map, distances measured in an exactly North-South direction are correct. Other measurements are also proportionately correct. Data translation between projections is tied to the coordinates we use. The longitude and latitude we use in any of the appropriate 200 map projections will ensure the distances between those points remain accounted for, at scale. Please learn how map scaling works if this seems inadequate to you. Only an absolute moron would expect visual distance to be equal in an equal area, or equal distance, cartographic transformation. Right, Walter? Personal Celestial Sphere: The Sun and Moon trace specific paths across the celestial sphere. The paths of the celestial bodies are directly mapped from observation to the planar projection. They also follow the cycle of the Heavens, with no need for gravity, Newton, nor the very lackluster performance of gravity based predictions of systems with 2 or more bodies. It was jaw dropping to see that poor Walter actually wrote that gravity caused this. I assume it was because he knew he would never have to answer any challenges. Show me the math which uses the gravitation from all of the forces Walter listed and I will immediately remove this section. Moon Phases and Field Rotation: Moon phase and apparent orientation, as shown, perfectly represent what every observer on Earth sees, correct to their location. The 15 year solar cycle and the 18 (10/11) month lunar cycle have been understood for so long that people eventually forgot and are now incorrectly perceive their paths. Only in modernity do the vast majority of people wander about under their own personal clock without the ability to read it. How sad. The Day/Night Terminator: The shape that matches reality is a bit peculiar and it changes over the course of a year. The shape not only depends on the location of the Sun but its height and speed as well. Again, we know the Sun circles the plane at a 23.4 degree tilt. And this perfectly defines the terminator line. There is absolutely no reason to invoke bendy light in order to explain any of these observations. The model simply matches what we see. It represents reality. Missing The Third Dimension: We need to correct the inherent misunderstanding in the assumption of the physicality of any 'dome'. Modeled here is a personal celestial sphere. It uses a radius. It just so happens that Shane has been arguing this concept and this radius since the day he showed Walter Bislan's model as evidence, amid the jeers of the uneducated masses. As it turns out, the personal celestial sphere is a visual limit imposed on one's spherical view of the heavens. It most simply describes the particular visible slice of the heavens. And it moves that amount with you where ever you go. This is such an elegant, beautiful explanation to what had been perplexing the flat Earth community for years: how the stars work. The personal celestial sphere, once properly understood, is a perfect explanation for everything we see in the sky. It explains the curved nature of the arcs of summer and winter, the behaviors of the Sun and Moon, as well as the apparent non movement of the static stars in relation to each other. Every single stellar observation is explained as well as, if not better than, any Heliocentric explanation. Any person who incorrectly assumes a visual distance scale also assumes things to be visually identical in size and demonstrates a massive misunderstanding of proper distance scaling inherent in all map projections - particularly in the AE map. It's as if everyone has forgotten that the AE map is equal to the Globe map, which is also equal to 199 other map projections. The choice of projection does not matter. They are all the same. They all represent the same distances. We can make predictions based on cycles as well as the next guy. So, we wont need help there. As we keep saying, every observation in the sky is equal between geocentric and heliocentric perspectives. People seem to be INTENTIONALLY misunderstanding that, at this point. Light-Bending: absolutely not required in any way shape nor form. Observable reality matches the model in every way; I cannot imagine a better fit. To now try to invent a need for bendy light would only publicly highlight the ineptitude of a lower tier glober - and their inability to learn and adapt, a vital skill in these times. Our model perfectly represents azimuth and elevation of every celestial object in its apparent position. This is all that we ever see. There is no need to explain what has never been observed. The visualization of the South Pole in action is actually what brought Shane to the ultimate understanding of the celestial wheels. So, thank you again, Walter! Light Bending Over Night-Shadow: to match the 24 hour Daylight in Antarctica data from the light forms a shape congruent to a coffee cup caustic effect. Shadows Of Eclipses: although this model can predict the date of Eclipses, it was argued that it can be used for nothing else. Please check the provided links to review the absurdity of those claims. Conclusion Some observations, like the positions of the Sun, Moon and Star Constellations as well as Sun/Moon-rise/set can be explained by a Flat Earth Model - if we allow ourselves to adhere to the mathematical principle of equivalence. What a concession. Some final thoughts: 1) Distances on the AE Map are 100% 1:1 equivalent when you comprehend how to accordingly use the scale provided with the ruler which represents longitude. 2) LEARN ABOUT MAPS. Hopefully, the covariant scaling and lossless unlimited translations between the projections will teach you this valuable lesson. Equinox, Solstice, Azimuth, Elevation This model draws a perfectly circular orbit of the Earth around the Sun and a perfectly circular orbit of the Moon around the globe Earth. This is because the planar Earth has no moronic need for elipicity because they didn't back themselves into a logical corner by making shit up. This model chooses to match: Spring Equinox at 12:00 UT, March 20, 2017 Solar Eclipse at 18:00 UTC, August 21, 2017 Azimuth and Elevation of the Sun and Moon are also slightly inaccurate (according to the assumed Heliocentric requirement) due to the use of circular instead of elliptical orbits. This affects also Moon phase. Computing Day-Night Terminator The Day-Night terminator is derived from to match reality as follows: 1. A circle perpendicular to the Earth-Sun axis in the Sun coordinate system is computed depending on the Sun's position at a point in time relative to the intersection knot of the Equatorial plane of the Earth and the ecliptic plane of the Sun. This is entirely possible in both models. 2. This circle is then transformed to the globe Earth coordinate system. There is no way around using this coordinate system. If Walter Bislan comes asking for his source code, tell him thank again, from shane. Any questions can be sent to [email protected]

Shane St Pierre

90,809 Aufrufe • vor 2 Jahren

//The Wire//2300Z April 2, 2026// //ROUTINE// //BLUF: COLONIAL PIPELINE SHUT DOWN BRIEFLY OVERNIGHT AFTER SUSTAINING DAMAGE IN GEORGIA. STRATEGIC BUILDUP CONTINUES IN MIDDLE EAST AS UNITED STATES BEGINS TARGETING CRITICAL INFRASTRUCTURE WITHIN IRAN.// -----BEGIN TEARLINE----- -International Events- Middle East: American targeting within Iran continues as Iranian forces continue to hit U.S. bases throughout the region. American bases in Kuwait have been hammered over the past few days, with ballistic missile strikes being reported at Camp Arifjan and Ali Al Salem Airbase. Within Iran, this morning the United States began more deliberate attacks on infrastructure which are not solely military targets. The B1 bridge west of Tehran was destroyed, which was not yet opened (it was still under construction) but would have been the largest bridge in the country and the main link between Tehran and Karaj. Analyst Comment: The Iranians are very likely to retaliate by hitting one (or several) critical bridges throughout the region, on the south side of the Persian Gulf. The King Fahd Bridge linking Bahrain with the mainland was already struck by the Iranians on the opening days of the war (when Saudi forces crossed the bridge to put down the Shia uprising/protests in Manama) so if they wanted to hit it again they've already demonstrated that they have the ability to do so. Iraq: This morning the US State Department issued another travel alert, specifically warning that attacks may escalate over the next 24-48 hours. Analyst Comment: This is probably in response to the kidnapping of American journalist Shelly Kittleson by Kataib Hezbollah two days ago (who still remains missing in Baghdad) but also the deteriorating security situation nationwide, which is being compounded by various Iraqi militia groups beginning to mobilize against American forces in the region. More strategically, the situation is Iraq has deteriorated to it's lowest point in years, and there is now a very real risk of some kind of insurgent uprising coming about, due to the opposing militant groups which have been stirred up by the situation in Iran. This will be an important situation to monitor over the next few weeks. India: Following weeks of petroleum disruptions nationwide, the first oil tanker arrived in Vadinar overnight, completing India's resumption of purchasing crude oil from Iran, which was originally halted in 2019. Analyst Comment: India had previously halted the purchase of Iranian oil due to American sanctions, but due to the war in the Middle East resulting in the US waiving oil export sanctions, India has resumed the purchase of oil from Iran. Indian media reports that the transaction was carried out in Chinese Yuan. -HomeFront- Georgia: Yesterday evening Colonial Pipeline's Line 1 was shut down after sustaining damage during drilling operations. The pipeline was shut down for several hours while repairs were conducted, and as of this morning Line 1 is fully functional. Analyst Comment: While this incident was not the result of malign action and it was resolved quickly, this was still a big deal. This is the largest gasoline pipeline network in the United States, and provides the vast majority of gasoline to the east coast. Considering the recent volatility in the oil markets, this outage occurring right before a major holiday weekend for travel was exceptionally poor timing. Washington D.C. - Several leadership changes have taken place this afternoon. Attorney General Pam Bondi has been relieved of her duties, with her Deputy Todd Blanche taking over her roles until a replacement is found. At the Pentagon, General Randy George was requested to take an early retirement, effective immediately, stepping down from his role as Army Chief of Staff. -----END TEARLINE----- Analyst Comments: President Trump's address to the nation last night concluded without any major announcement of policy changes, and the speech was neither an announcement of the end of the war nor of any substantial increase of combat operations. Timeline wise, President Trump stated that the conflict will last 2-3 more weeks, though no official exit plan was conveyed. More generally, speeches by political officials are not usually reflective of the tactical situation on the ground and as it stands right now, the raw information available to the public continues to indicate another surge of military hardware and resources into the Middle East. Yesterday CENTCOM published their list of assets deployed to support Operation Epic Fury, which included many resources which have recently arrived in theater, such as the EA-37B COMPASS CALL platform (which is used for electronic warfare). This platform arrived on station yesterday, having been observed at Mildenhall Air Base on her way to the Middle East two days ago. Aircraft movements such as this one (and others) continue to indicate that operations are ramping up...not down. National-level reconnaissance and EW assets being moved into theater at this point (conducting their first combat deployment a full month after the war began), is not an indicator of the war coming to a close. Analyst: S2A1 Research: Disclaimer: No LLMs were used in the writing of this report. //END REPORT//

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