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AI Vault Review – Automatic Money Making DFY AI Tool
Welcome to my AI Vault Review, This is a real user-based AI Vault review where I will focus on the features, upgrades, demo, pricing and bonus, how AI Vault can help you, and my opinion. Launch Your Own AI Service Empire and Generate Income with This Powerful DFY AI Tools Website Creation App That Generates AI-Based Websites Loaded with 40+ Intelligent AI Tools for Content Creation, Customer Engagement and Business Growth Without Restrictions.
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AI Vault Review: What Is It?
AI Vault is a revolutionary all-in-one AI solution designed to supercharge businesses and unlock their full potential. This all-encompassing AI platform aims to bridge the gap between cutting-edge technology and everyday business operations. It caters to both technical and non-technical users, offering a user-friendly interface that empowers individuals of all backgrounds to harness the power of AI.
AI Vault boasts a diverse suite of features, encompassing content creation, customer engagement, website development, and marketing optimization. Imagine generating high-quality content, building chatbots for seamless customer support, or creating landing pages that convert — all within a single platform. This comprehensive approach empowers businesses to streamline workflows, enhance efficiency, and unlock new avenues for growth.
AI Vault Review: Overview
Creator: Creator: Anjani Kumar
Product: AI Vault
Date Of Launch: 2024-Mar-15
Time Of Launch: 11:00 EDT
Front-End Price: $17
Official Website: Click Here
Product Type: Software (Online)
Support: Effective Response
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Recommended: Highly Recommended
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Bonuses: Huge Bonuses
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AI Vault Review: Features
Ads Content Generation: Create persuasive and high-converting ad content for platforms like Facebook, Google, Quora, and more.
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Image Generation: Generate custom images using AI, with options to customize the size according to your requirements.
Advanced Image Editor: Edit generated images using the advanced image editor with various tools and features.
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Unlimited Code Generation: Generate unlimited lines of code in any programming language to streamline your development process.
Social Media Writer: Create engaging and shareable social media posts for platforms like Twitter, Instagram, Facebook, and LinkedIn.
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Facebook Post Generation: Create compelling and engaging Facebook posts to captivate your audience and drive interaction.
Quora Answers: Generate well-crafted and informative answers to questions on Quora to establish authority and drive traffic.
LinkedIn Post Generation: Craft professional and engaging LinkedIn posts to expand your network and showcase expertise.
AI-Generated Image Designer: Style images using AI to create unique and visually appealing designs.
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AI Vault Review: How Does It Work?
AI Vault Review: Can Do For You
DFY AI Tools Website Builder: Create a professional website showcasing 40+ AI tools and services effortlessly with AI Vault’s done-for-you website builder.
40+ Comprehensive AI Tools: Access a wide range of 40+ AI-powered features, including an advanced chatbot, AI-based designer app, text-to-video conversion, email content generator, and more.
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Email Content Generation: Generate customized email content in any language with options for creativity level, phrases, and variations.
Cover Letter Generation: Generate personalized cover letters by providing details and preferences in any language.
Article Rewrite: Easily rewrite articles while maintaining uniqueness and avoiding duplicate content issues.
Product Descriptions: Craft persuasive and engaging product descriptions that drive conversions and sales.
Website Titles: Create attention-grabbing and SEO-friendly titles for your web pages to increase click-through rates.
Meta Keywords: Optimize your web pages with relevant meta keywords to enhance search engine indexing.
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Streamline Content Creation: Generate high-quality content with ease using AI Vault’s AI-powered solutions for blogs, articles, social media, and email marketing.
AI Chatbot: Interact with a human-like chatbot that provides assistance and answers questions across multiple niches and sectors.
Email Subject Lines: Create attention-grabbing subject lines for emails on any topic, in any language, with customization options.
Blog Content Generation: Create compelling blog content tailored to your niche, including ideas, outlines, and full articles. The Features List does not finish here, there is more below
Grammatical Error Fix: Instantly identify and fix grammatical errors in your content for polished and error-free writing.
Website SEO Content: Generate search-engine-optimized content for your website to improve organic visibility.
Meta Descriptions: Generate compelling meta descriptions for your web pages to entice users to click and improve search engine visibility.
AI Vault Review: Verify User Feedback
AI Vault Review: Who Should Use It?
Digital Product Sellers
Website Owners
Social Media Marketers
Affiliate Marketers
E-com Store Owners
Video Marketers
Small Business Owners
Bloggers & Vloggers
Coaches/Trainers
AI Vault Review: OTO’S And Pricing
Front End Price: AI Vault ($17)
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OTO 7: AI Vault Franchise ($47)
OTO 8: AI Vault Whitelabel Lite ($397)
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AI Vault Review: Free Bonuses
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AI Vault Review: Special Bonus Bundle
And before ending my honest AI Vault Review, I told you that I would give you my very own unique PFTSES formula for Free.
AI Vault Review: Money Back Guarantee
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AI Vault Review: Pros and Cons
Pros:
Efficiency Boost: AI-powered tools automate repetitive tasks, freeing up valuable time and resources for more strategic endeavors.
Content Powerhouse: Generate high-quality content, from blog posts to social media captions, and leverage AI assistance for editing and rewriting.
Enhanced Engagement: Foster better customer interactions with chatbots, manage social media effectively, and craft personalized email campaigns.
Streamlined Operations: Simplify website creation and optimization, leverage AI for SEO improvements, and benefit from security monitoring.
Data-Driven Decisions: Gain valuable marketing insights to optimize campaigns, analyze competitor strategies, and identify target audiences.
User-Friendly Design: The platform caters to users of all technical backgrounds with its intuitive interface.
Cons:
You cannot use this product without an active internet connection.
Frequently Asked Questions (FAQ’s)
Q. Is AI Vault a cloud-based software?
Yes, we provide ourselves being 100% cloud-based & supremely reliable. You can access AI Vault from anywhere and you can sell anything you want to millions of visitors that come to use free web tools on your site. Simply select the device of your choice (MAC, Windows, or even your Mobile) and begin.
Q. Do we have to pay a monthly subscription fee to access AI Vault?
Right now… NO! But after this special offer ends, users will have to pay a monthly fee to access AI Vault which they can currently get at a ONE-TIME cost.
Q. Is AI Vault a popular software with marketers?
Oh absolutely, you will be amazed at how many marketers are using and loving AI Vault. We’ve added their feedback to this page, simply scroll up to read it for yourself.
Q. What is the minimum experience and skills required to use AI Vault?
You don’t have to be a seasoned marketer or a technical genius to create your Web Tool Site! AI Vault is 100% beginner-friendly. Our automated software does everything for you. You simply profit!
Q. Is training & support included?
Yes. When you buy AI Vault today, you can also easily access our step-by-step training resources. Our technical experts are available for you 24X7 for any queries that you may have.
AI Vault Review: My Recommendation
AI Vault presents a compelling proposition for businesses seeking to leverage AI technology. It offers a diverse set of tools to streamline workflows, boost efficiency, and enhance marketing efforts. However, the potential for limited customization, evolving technology, and upsell tactics should be considered. Ultimately, AI Vault can be a valuable stepping stone for businesses dipping their toes into AI. For those seeking a more robust and customizable solution, further exploration might be necessary. The decision rests on your specific needs and priorities.
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Check Out My Previous Reviews: Vidgram Studio Review, AI EbookPal Review, AInfluencer Review, ProfitSoci Review, Ai MentorPro Review, Gamma App Review, SendBuddy AI Review.
Thank for reading my AI Vault Review till the end. Hope it will help you to make purchase decision perfectly.
Disclaimer:
This review is based on publicly available information and is not intended as an endorsement or promotion of AI Vault. Users should conduct their own research and due diligence before making any purchasing decisions.
Note: Yes, this is a paid tool, however the one-time fee is $17 for lifetime
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Obsidian And RTX AI PCs For Advanced Large Language Model
How to Utilize Obsidian‘s Generative AI Tools. Two plug-ins created by the community demonstrate how RTX AI PCs can support large language models for the next generation of app developers.
Obsidian Meaning
Obsidian is a note-taking and personal knowledge base program that works with Markdown files. Users may create internal linkages for notes using it, and they can see the relationships as a graph. It is intended to assist users in flexible, non-linearly structuring and organizing their ideas and information. Commercial licenses are available for purchase, however personal usage of the program is free.
Obsidian Features
Electron is the foundation of Obsidian. It is a cross-platform program that works on mobile operating systems like iOS and Android in addition to Windows, Linux, and macOS. The program does not have a web-based version. By installing plugins and themes, users may expand the functionality of Obsidian across all platforms by integrating it with other tools or adding new capabilities.
Obsidian distinguishes between community plugins, which are submitted by users and made available as open-source software via GitHub, and core plugins, which are made available and maintained by the Obsidian team. A calendar widget and a task board in the Kanban style are two examples of community plugins. The software comes with more than 200 community-made themes.
Every new note in Obsidian creates a new text document, and all of the documents are searchable inside the app. Obsidian works with a folder of text documents. Obsidian generates an interactive graph that illustrates the connections between notes and permits internal connectivity between notes. While Markdown is used to accomplish text formatting in Obsidian, Obsidian offers quick previewing of produced content.
Generative AI Tools In Obsidian
A group of AI aficionados is exploring with methods to incorporate the potent technology into standard productivity practices as generative AI develops and speeds up industry.
Community plug-in-supporting applications empower users to investigate the ways in which large language models (LLMs) might improve a range of activities. Users using RTX AI PCs may easily incorporate local LLMs by employing local inference servers that are powered by the NVIDIA RTX-accelerated llama.cpp software library.
It previously examined how consumers might maximize their online surfing experience by using Leo AI in the Brave web browser. Today, it examine Obsidian, a well-known writing and note-taking tool that uses the Markdown markup language and is helpful for managing intricate and connected records for many projects. Several of the community-developed plug-ins that add functionality to the app allow users to connect Obsidian to a local inferencing server, such as LM Studio or Ollama.
To connect Obsidian to LM Studio, just select the “Developer” button on the left panel, load any downloaded model, enable the CORS toggle, and click “Start.” This will enable LM Studio’s local server capabilities. Because the plug-ins will need this information to connect, make a note of the chat completion URL from the “Developer” log console (“http://localhost:1234/v1/chat/completions” by default).
Next, visit the “Settings” tab after launching Obsidian. After selecting “Community plug-ins,” choose “Browse.” Although there are a number of LLM-related community plug-ins, Text Generator and Smart Connections are two well-liked choices.
For creating notes and summaries on a study subject, for example, Text Generator is useful in an Obsidian vault.
Asking queries about the contents of an Obsidian vault, such the solution to a trivia question that was stored years ago, is made easier using Smart Connections.
Open the Text Generator settings, choose “Custom” under “Provider profile,” and then enter the whole URL in the “Endpoint” section. After turning on the plug-in, adjust the settings for Smart Connections. For the model platform, choose “Custom Local (OpenAI Format)” from the options panel on the right side of the screen. Next, as they appear in LM Studio, type the model name (for example, “gemma-2-27b-instruct”) and the URL into the corresponding fields.
The plug-ins will work when the fields are completed. If users are interested in what’s going on on the local server side, the LM Studio user interface will also display recorded activities.
Transforming Workflows With Obsidian AI Plug-Ins
Consider a scenario where a user want to organize a trip to the made-up city of Lunar City and come up with suggestions for things to do there. “What to Do in Lunar City” would be the title of the new note that the user would begin. A few more instructions must be included in the query submitted to the LLM in order to direct the results, since Lunar City is not an actual location. The model will create a list of things to do while traveling if you click the Text Generator plug-in button.
Obsidian will ask LM Studio to provide a response using the Text Generator plug-in, and LM Studio will then execute the Gemma 2 27B model. The model can rapidly provide a list of tasks if the user’s machine has RTX GPU acceleration.
Or let’s say that years later, the user’s buddy is visiting Lunar City and is looking for a place to dine. Although the user may not be able to recall the names of the restaurants they visited, they can review the notes in their vault Obsidian‘s word for a collection of notes to see whether they have any written notes.
A user may ask inquiries about their vault of notes and other material using the Smart Connections plug-in instead of going through all of the notes by hand. In order to help with the process, the plug-in retrieves pertinent information from the user’s notes and responds to the request using the same LM Studio server. The plug-in uses a method known as retrieval-augmented generation to do this.
Although these are entertaining examples, users may see the true advantages and enhancements in daily productivity after experimenting with these features for a while. Two examples of how community developers and AI fans are using AI to enhance their PC experiences are Obsidian plug-ins.
Thousands of open-source models are available for developers to include into their Windows programs using NVIDIA GeForce RTX technology.
Read more on Govindhtech.com
#Obsidian#RTXAIPCs#LLM#LargeLanguageModel#AI#GenerativeAI#NVIDIARTX#LMStudio#RTXGPU#News#Technews#Technology#Technologynews#Technologytrends#govindhtech
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This Week in Rust 465
Hello and welcome to another issue of This Week in Rust! Rust is a programming language empowering everyone to build reliable and efficient software. This is a weekly summary of its progress and community. Want something mentioned? Tweet us at @ThisWeekInRust or send us a pull request. Want to get involved? We love contributions.
This Week in Rust is openly developed on GitHub. If you find any errors in this week's issue, please submit a PR.
Updates from Rust Community
Newsletters
This Month in Rust GameDev #38 - September 2022
Project/Tooling Updates
Progress report on rustc_codegen_cranelift (Okt 2022)
Announcing KataOS and Sparrow
rust-analyzer changelog #151
A Memory Safe Implementation of the Network Time Protocol
Zenoh 0.6.0, a Pub/Sub/Query protocol, was released and it is packed with new features.
GlueSQL v0.13 - FSM based SQL query builder is newly added
Rust on Espressif chips - 17-10-2022
Introducing BastionAI, an open-source privacy-friendly AI training framework in Rust
Observations/Thoughts
Platform Agnostic Drivers in Rust: Publishing to Crates.io
A first look at Rust in the 6.1 kernel
Asynchronous programming in Rust
Why Rust?
What If LaTeX Had Instant Preview?
Magical handler functions in Rust
Rust Walkthroughs
Rust: Type Concealment With Any Trait and FnMut
Practical Parsing in Rust with nom
The Little Joys of Code: Proc Macros
How to Build a Machine Learning Model in Rust
[video] Building Awesome Desktop App with Rust, Tauri, and SurrealDB
[video] AsRef/Borrow Traits, and the ?Sized Marker - Rust
Using Neovim for Rust Development
[series] Sqlite File Parser Pt 3
Research
Simulating C++ references in Rust
Crate of the Week
This week's crate is HyperQueue, a runtime for ergonomic execution of programs on a distributed cluster.
Thanks to Jakub Beránek for the self-suggestion!
Please submit your suggestions and votes for next week!
Call for Participation
Always wanted to contribute to open-source projects but didn't know where to start? Every week we highlight some tasks from the Rust community for you to pick and get started!
Some of these tasks may also have mentors available, visit the task page for more information.
zerocopy - Add defensive programming in FromBytes::new_box_slice_zeroed
zerocopy - Add tests for compilation failure
Fornjot - export-validator does not support Windows
Ockam - Add clap based ockam sub command to create a vault without creating a node
Ockam - Add clap based ockam sub command to rotate identity keys
Ockam - Partition rust test jobs with nextest
If you are a Rust project owner and are looking for contributors, please submit tasks here.
Updates from the Rust Project
388 pull requests were merged in the last week
support casting boxes to dyn*
support default-body trait functions with return-position impl Trait in traits
mark derived StructuralEq as automatically derived
allow compiling the wasm32-wasi std library with atomics
detect and reject out-of-range integers in format string literals
drop temporaries created in a condition, even if it's a let chain
fix let keyword removal suggestion in structs
make dyn* casts into a coercion, allow dyn* upcasting
make overlapping_impls not generic
point out incompatible closure bounds
populate effective visibilities in rustc_resolve
print return-position impl Trait in trait verbosely if -Zverbose
add suggestion to the "missing native library" error
suggest == to the first expr which has ExprKind::Assign kind
suggest candidates for unresolved import
suggest parentheses for possible range method calling
suppress irrefutable let patterns lint for prefixes in match guards
unify tcx.constness query and param env constness checks
remove type traversal for mir constants
scoped threads: pass closure through MaybeUninit to avoid invalid dangling references
never panic in thread::park and thread::park_timeout
use semaphores for thread parking on Apple platforms
nicer errors from assert_unsafe_precondition
optimize TLS on Windows
stabilize map_first_last
constify Location methods
add MaybeUninit array transpose From impls
add Box<[T; N]>: TryFrom<Vec<T>>
add IsTerminal trait to determine if a descriptor or handle is a terminal
add is_empty() method to core::ffi::CStr
panic for invalid arguments of {integer primitive}::ilog{,2,10} in all modes
impl AsFd and AsRawFd for io::{Stdin, Stdout, Stderr}, not the sys versions
prevent UB in child process after calling libc::fork
fix Duration::{try_,}from_secs_f{32,64}(-0.0)
SIMD: mark more mask functions inline
futures: fix soundness hole in join macros
cargo: fix deadlock when build scripts are waiting for input on stdin
cargo: support 'publish.timeout' config behind '-Zpublish-timeout'
rustdoc: change default level of invalid_html_tags to warning and stabilize it
clippy: add as_ptr_cast_mut lint
clippy: add unused_format_specs lint
clippy: add a suggestion and a note about orphan rules for from_over_into
clippy: add new lint partial_pub_fields
clippy: change uninlined_format_args into a style lint
clippy: don't lint ptr_arg when used as an incompatible trait object
clippy: fix to_string_in_format_args in parens
clippy: don't lint default_numeric_fallback on constants
clippy: don't lint unnecessary_cast on negative hexadecimal literals when cast as floats
clippy: zero_prefixed_literal: Do not advise to use octal form if not possible
clippy: add cast-nan-to-int lint
clippy: fix box-default linting no_std non-boxes
clippy: fix: uninlined_format_args shouldn't inline panic! before 2021 edition
rust-analyzer: migrate assists to format args captures, part 2
rust-analyzer: diagnose some incorrect usages of the question mark operator
rust-analyzer: fix formatting requests hanging when r-a is still starting
Rust Compiler Performance Triage
Overall a fairly busy week, with many improvements and regressions, though the net result ends up being a small regression. Pretty busy week in terms of regressions in rollups as well, which unfortunately mostly were not followed up on prior to the report being put together, despite the relative ease of running perf against individual PRs now.
Triage done by @simulacrum. Revision range: 1e926f06..e0f8e60
2 Regressions, 4 Improvements, 4 Mixed; 4 of them in rollups 47 artifact comparisons made in total
See full report for details.
Call for Testing
An important step for RFC implementation is for people to experiment with the implementation and give feedback, especially before stabilization. The following RFCs would benefit from user testing before moving forward:
No RFCs issued a call for testing this week.
If you are a feature implementer and would like your RFC to appear on the above list, add the new call-for-testing label to your RFC along with a comment providing testing instructions and/or guidance on which aspect(s) of the feature need testing.
Approved RFCs
Changes to Rust follow the Rust RFC (request for comments) process. These are the RFCs that were approved for implementation this week:
No RFCs were approved this week.
Final Comment Period
Every week, the team announces the 'final comment period' for RFCs and key PRs which are reaching a decision. Express your opinions now.
RFCs
No RFCs entered Final Comment Period this week.
Tracking Issues & PRs
No Tracking Issues or PRs entered Final Comment Period this week.
New and Updated RFCs
[new] Add RFC for calling default trait methods
[new] Add lang-team advisors team
Upcoming Events
Rusty Events between 2022-10-19 - 2022-11-16 🦀
Virtual
2022-10-19 | Virtual (Boulder, CO, US) | Boulder Elixir and Rust
Monthly Meetup
2022-10-19 | Virtual (Chennai, IN) | Techceleration at Toyota Connected
Techceleration's! Let's Talk Tech! Rust | BreakTheCode Contest - 14th Edition
2022-10-19 | Virtual (Vancouver, BC, CA) | Vancouver Rust
Rapid Prototyping in Rust: Write fast like Python; Run fast like C
2022-10-19 | Virtual | Boston NoSQL Database Group (ScyllaDB)
p99 Conf: All Things Performance (including talks on Rust) - Free | Official conference page
2022-10-20 | Virtual (Bellingham, WA, US) | bellingham.codes
Software Forum 8 (with Language small groups: Rust)
2022-10-20 | Virtual (Buenos Aires, AR) | Nerdearla
Rust y el desarrollo de software en la próxima década
2022-10-20 | Virtual (México City, MX) | Rust MX
Graphul, un web framework escrito en Rust
2022-10-20 | Virtual (Stuttgart, DE) | Rust Community Stuttgart
Rust-Meetup
2022-10-25 | Virtual (Berlin, DE) | OpenTechSchool Berlin
Rust Hack and Learn
2022-10-25 | Virtual (Dallas, TX, US) | Dallas Rust
Last Tuesday
2022-10-26 | Virtual (Redmond, WA, US / New York, NY, US / Toronto, CA / Stockholm, SE / London, UK) | Microsoft Reactor Redmond
Your First Rust Project: Rust Basics | New York Mirror | Toronto Mirror | Stockholm Mirror | London Mirror
2022-10-27 | Virtual (Charlottesville, VA, US) | Charlottesville Rust Meetup
Using Applicative Functors to parse command line options
2022-10-27 | Virtual (Karlsruhe, DE) | The Karlsruhe Functional Programmers Meetup Group
Stammtisch (gemeinsam mit der C++ UG KA) (various topics, from C++ to Rust...)
2022-10-29 | Virtual (Ludwigslust, DE) | Ludwigslust Rust Meetup
Von Nullen und Einsen | Rust Meetup Ludwigslust #1
2022-11-01 | Virtual (Beijing, CN) | WebAssembly and Rust Meetup (Rustlang)
Monthly WasmEdge Community Meeting, a CNCF sandbox WebAssembly runtime
2022-11-01 | Virtual (Buffalo, NY, US) | Buffalo Rust Meetup
Buffalo Rust User Group, First Tuesdays
2022-11-02 | Virtual (Cardiff, UK) | Rust and C++ Cardiff
Rust and C++ Cardiff Virtual Meet
2022-11-02 | Virtual (Indianapolis, IN, US) | Indy Rust
Indy.rs - with Social Distancing
2022-11-02 | Virtual (Redmond, WA, US / San Francisco, SF, US / New York, NY, US / Toronto, CA / London, UK) | Microsoft Reactor Redmond
Getting Started with Rust: From Java Dev to Rust Developer | San Francisco Mirror | New York Mirror | Toronto Mirror | London Mirror
2022-11-02 | Virtual (Stuttgart, DE) | Rust Community Stuttgart
Rust-Meetup
2022-11-08 | Virtual (Dallas, TX, US) | Dallas Rust
Second Tuesday
2022-11-08 | Virtual (Stockholm, SE) | Func Prog Sweden
Tenth Func Prog Sweden MeetUp 2022 – Online (with "Ready for Rust" by Erik Dörnenburg)
2022-11-10 | Virtual (Budapest, HU) | HWSW free!
RUST! RUST! RUST! meetup (online formában!)
2022-11-12 | Virtual | Rust GameDev
Rust GameDev Monthly Meetup
2022-11-15 | Virtual (Washington, DC, US) | Rust DC
Mid-month Rustful
2022-11-16 | Virtual (Vancouver, BC, CA) | Vancouver Rust
Rust Study/Hack/Hang-out
Europe
2022-10-20 | London, UK | Rust London User Group
Rust London x JFrog SwampUP After Party
2022-10-25 | Paris, FR | Rust Paris
Rust Paris meetup #53
2022-10-25 | Roma, IT | Rust Roma
Meetup Golang Roma - Go + Rust Hacknight - Hacktoberfest 2022
2022-10-26 | London, UK | Rust London User Group
LDN Talks October 2022: Host by Amazon Prime Video
2022-10-26 | Bristol, UK | Rust and C++ Cardiff/Rust Bristol
Programming Veloren & Rust for a living
2022-10-27 | København, DK | Copenhagen Rust Group
Hack Night #30
North America
2022-10-20 | New York, NY, US | Rust NYC
Anyhow ? Turbofish ::<> / HTTP calls and errors in Rust.
2022-10-20 | New York, NY, US | Cloud Native New York
Cloud-native Search Engine for Log Management and Analytics.
2022-10-25 | Toronto, ON, CA | Rust Toronto
Rust DHCP
2022-10-27 | Lehi, UT, US | Utah Rust
Bevy Crash Course with Nathan and Food!
2022-11-10 | Columbus, OH, US | Columbus Rust Society
Monthly Meeting
Oceania
2022-10-20 | Brisbane, QLD, AU | Rust Brisbane
October Meetup
2022-10-20 | Wellington, NZ | Rust Wellington
Tune Up Edition: software engineering management
2022-10-25 | Melbourne, VIC, AU | Rust Melbourne
October 2022 Meetup
2022-11-09 | Sydney, NSW, AU | Rust Sydney
RustAU Sydney - Last physical for 2022 !
South America
2022-11-05 | São Paulo, SP, BR | Rust São Paulo Meetup
Rust-SP meetup Outubro 2022
If you are running a Rust event please add it to the calendar to get it mentioned here. Please remember to add a link to the event too. Email the Rust Community Team for access.
Jobs
Please see the latest Who's Hiring thread on r/rust
Quote of the Week
I think it's worth noting that the fact that this program fails to compile whereas the analogous Python runs but gives the wrong answer is exactly what Rust's ownership and borrowing system is about.
– Kevin Reid on rust-users
Thanks to Kill The Mule for the suggestion!
Please submit quotes and vote for next week!
This Week in Rust is edited by: nellshamrell, llogiq, cdmistman, ericseppanen, extrawurst, andrewpollack, U007D, kolharsam, joelmarcey, mariannegoldin, bennyvasquez.
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Somehow, after Borderlands 3, my plans for this post-Tales fic remain canon-compliant. Can I get a wahoo
The Halo Project
Chapter 10: Connectivity Error
Preview:
Rhys knew when he was dreaming. The unnatural purple radiance of Elpis through Jack’s office window was the first sign. The second sign was the way that light cast a hazy halo around Jack who, content in his throne and with feet kicked back onto the desk, flashed Rhys a cold smile.
Even in this dream, the one he’s had hundreds of times, something was off.
“Jack?” Rhys asked, approaching the desk. “Where’s your mask?”
“You tell me, kiddo.”
Despite years of worshipping Handsome Jack, Rhys knew little about his origins. From what he remembered, Jack wore the mask to hide a hideous scar that the bandits – Vault Hunters, Rhys corrected himself – had given him during his quest for power. Yet, the Jack sitting in front of him was not bearing a scar either. His face was instead younger, brighter, marred only by the soul patch perched below his lip. Grey no longer streaked his hair. His sneakers and many layers of clothing had been replaced with boots and a jacket both made of brown leather. This wasn’t Handsome Jack as Rhys had known him, this was Jack, the low-level Hyperion programmer.
“You’re not, um…”
“Not what you were expecting, right?” Jack asked, tapping his boots together to a beat. “I suppose you have my daughter to thank for that.”
Rhys shook his head. “I don’t understand.”
Jack tapped a finger to his temple. “You really don’t think shoving that drive into your head did anything to your ol’ noggin there, buddy? I’ll let you in on a secret: my AI was nothing compared to the HALO Project. That drive was designed to be a complete Hyperion database compatible only with Helios’ state-of-the-art supercomputers, not one guy’s teeny tiny brain. You’re lucky you only installed a prototype. If the data file was any larger, then maybe more memories than just me would have bled through.”
“Wait, you’re telling me you look like this because I, what, absorbed Angel’s memory of you somehow? And what does Angel have to do with Hyperion’s database anyways?”
“You don’t know jack shit, don’t you?” Jack laughed, rolling further back into his chair. “Angel IS Hyperion’s database, you idiot. Until she died, she was in charge of everything; every piece of intel, every new lead, every bit of dirt, it all went through her. She had a brain the size of a planet. Made yours look like a… hmm, what’s a good analogy here? A peanut? Nah, too cliché. I’ll work on it.”
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Fraud, Deceptions, and Downright Lies About Fallout 76 Exposed
To start out with, however, you can want to discover the preview you may do therefore previously. Fall out 3 is a more distinctive video game with plenty of thickness unlike what you've played with. Bethesda wasn't necessarily a significant participant. In the event that you have seen all the nuke codes you require, you may still have to find yourself a Atomic key-card. Friendly folks that were out there to delight in the match. You're only going to get to purchase the match to fully grasp how trendy it really is to your own. While sneaking in strength armor is typically maybe not the optimal/optimally idea, getting the option offers you a superb offer of flexibility. You will observe the different kinds of structures will be typical form of combined in. Yet again, it is possible to likewise head directly by earning fresh alterations. Fallouts well known Brotherhood of metal Faction is among the most best, of course if you desire to combine them, you will have to finish the fall-out 76 arriving at Fruition quest. Fall out 76 is actually a prequel for the whole franchise. Fall-out 76 can be a on-line multiplayer title that's a really prequel in this collection. Naturally, you can't deny the big triumph of elder-scrolls on the web, so it's just fitting that Bethesda attempts precisely exactly the same fashion with different franchises. Weekly after, everybody who holds a play station 4 or more PC preorder is going to become permitted to learn more regarding the beta also. You have the ability to only get into the beta whenever you've pre-ordered fall-out seventy six, and therefore do not drop for just about any websites which say you can be given a code with out a pre-order. To day you are able to construct defenses and structures exactly the very same as a normal CAMP. Moreover, you will find just 7 limited variant Mojave Landmark snowglobes hidden in the planet earth, with a supplementary 4 at the event that you have each one of the add-ons. They are going to have the ability to submit issues as each goes. When you've got all you need, it is nonetheless true you must re install codes. HAIR FALL remedy long term hair loss along with this mind has become the most usual kind of loss. You will also obtain a few exceptional gum and a joke card. Participating in Dandara can be really a specific experience. Players may join and finish targets at the identical moment, but every player must end the aim with themselves. Town is your middle of your private adventure that you just use to gain get into to quests along side all the town-building game. Others argued that people were not as likely to desire to make use of Bethesda's system, since it'd be a completely numerous launcher for folks to down load and then continue to upgrade. The exploration experience is among my favored sections of the overall game. Single-player games were decreasing within the past couple of decades, for instance, however, the unprecedented success of God of the War will probably turn this around. Since there are not any human NPCs, there's no suspense to anything. The game comes with a broad range of songs featured in the Appalachia Radio, plus a great neighboring score. The method of personality and also the enemies are explained from the trailer. Together with fall out seventy six, you're leaving out a enormous chunk of your dedicated players since they adore that the Royal adventure the narrative provides. A-beta is going to be kept until launching, and also you will be able to guarantee yourself a spot by pre-ordering. The teaser's really light about detail, however, it may truly be anything. The Fallout 76 Chronicles It is perhaps not clear if equivalent bans are being issues for individuals who merely choose to get in the space. A set can cause an out standing products, but if it isn't for anyone, no body can purchase it. Many are also trusting that the little number of players that are supported will end in less technical difficulties. The Fundamentals of Fallout 76 You Can Learn From Starting Immediately Of course, people expected the enterprise to produce far superior alternatives. Normally, the rooms will probably have content that has been cut out of the big match, or content that's likely to get there at another date. Bethesda tried to repair the match with different upgrades including a big one final calendar 30 days. There are some criticisms for Dandara. When minding up things, there'll eventually be mistakes you can make as we're inevitably human. The matter with staying online-only, yet, may be that it limits the match ways both little and big. Fans weren't happy finally resulting in large amounts of criticism to this organization. Naturally your NPC competitions may perform the precise same to you personally, and that means that you'll wish to race with care and also employ technique to purchase them through in 1 piece. Type of Fallout 76 Somebody put lots of work into it to allow it to appear wonderful and neat. Bethesda has really done a terrific job of answering this problem, however, it appears apparent to me that genuine men and women that have an interest in being creative will likely supply the most fascinating responses. It's going be comfortable though you are hearing it for the exact first time. There are a great deal of firearms in Fallout seventy six, a range are good, some are awful, and you can find some that are the very best. Instead, they truly have been capable of using atomic weapons to temporarily alter the areas of match world. Some players don't need to get concerned about overcome with various players whatsoever, and might rather only fight AI. Beta-testers located a slew of bugs. You should only go in the Vault-81 and detect Amini Nuke there. Nukes are basically an brilliant twist in the notion of end-game dungeons or raids. fallout 76 sound track
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Assorted Andromeda info 8
[part 1] [part 2] [part 3] [part 4] [part 5] [part 6] [part 7] [part 9] [additional scraps]
There is loads of other new info from the preview articles, vids and podcasts, but these “assorted” posts mostly only track information given in tweets (because fuck Twitter). Under a cut for length. There may be a few mild spoilers, but it’s only stuff devs have tweeted. might be some stuff that I’ve already said in previous posts (sorry) because honestly at this point keeping track of everything is impossible
Tweets giving info on the Day 1 Patch collected here
Re-emphasis of the clarification of this misinformation [x, x]
Don’t worry so much about the size of the maps and DA:I’s emptiness problem. For one thing, they’ve said that they’ve learned from that mistake in DA:I, and for another, the fact that the game includes a car that goes at 100 km/hr is going to skew perceptions [x]
Career profiles return in that you can have saves for multiple characters at the same time. It was a safe assumption that it would, but it’s nice to have official confirmation [x]
We already knew Warp isn’t returning, but here’s the why - the devs felt it had too much overlap with other powers, especially with evolved versions of the power, and they wanted everything to feel unique [x]
For those worried, the profile and favorite system has the same functionality on all platforms, except that if you're using mouse & keyboard, you can hotkey the 4 favorites [x]
You’re still getting this unique Nomad skin if you signed up for the Andromeda Initiative and complete the “training” [x]
In this interview (top excerpt) Ian talked about the different dialogue tone options available to Ryder and how they relate to different Star Trek captains. In this tweet he adds which tones would evoke Janeway
The 6 options available at the beginning of the game to choose from for Ryder’s background training relate to the 6 classic classes from the trilogy (official confirmation) [x]
There are more graphic options in this game than in the previous games, probably due to the advanced capabilities of the new engine [x]
MP servers are P2P as in ME3, as opposed to dedicated [x]
Squadmates may use some of their skills automatically in certain situations. Further info on this: You give general orders (attack, defend, rally) and their AI takes it from there. Your squad skill choices help guide them [x, x]
You’ll just have to flirt with and try to chat characters up and see what happens ಠ__ಠ [x]
Multiple casual outfits was a fair assumption but there’s now official confirmation that there’s more than 2 [x]
Pre-load will be available on Xbox One [x], and presumably on all platforms
Think we knew this already, but just in case - if you keep the default name you will only hear it “occasionally” [x]. Presumably at appropriate emotional moments, like between family as an example
If you didn’t see already, the voice of Suvi is Katy Townsend [x]
We’ll likely hear Jaal’s voice before launch, assuming we haven’t heard it already [x]
You could take this as word of god that a group of krogan is called a “quad” if you wanted, lol :)
There’s a brand new krogan gun in the game [x]. From that tweet it seems like the Claymore shotgun isn’t returning. Speculation: the brand new krogan gun being referenced here is the Ruzad shotgun favored by Drack
Cora’s main defensive capability is called Shield Boost [x]. Side note: The thing about her having a biotic bubble ability is from that ancient leak which first gave us details of Cora, Drack, the Remnant and the vaults
The Katana shotgun in the latest briefing is indeed ejecting thermal clips, not shotgun shells, they just gave them a different aesthetic to make it feel more “shotgunny”. Ian wasn’t sure if it's several small thermal clips or if those are actual shells and a single thermal clip ejects at the end [x, x]
Hair is confirmed to be animated not static, it’s just very subtle [x]
Loyalty missions have story consequences (of course), but they don’t get the characters killed like in ME2 (no squadmate deaths was already confirmed) [x]
Biotic lance is very similar to phase disruptor. The power was brought over from ME2 MP because Ian and Jason Eldred were huge fans of the N7 Slayer kit [x, x]
All the briefing videos will be out before launch, in case anyone was worried about that [x]. There’s only 1 more video in the 6 video track
By default you can equip 2 mods per gun, like in ME3. That can change if you craft the gun [x]
Ammo consumables still work for guns that have been modded/crafted to fire electricity etc. Also, there are augmentations you can use when crafting to make your weapons more effective with ammo consumables [x]
Re-emphasis and clarification that all “creations” like turrets, tech armor, drones, singularity (etc) disappear when you switch profiles. Only status effects like freezing remain [x, x]
It’s possible to have powers from 3 different profiles in a favorite [x]
Peebs isn’t the sort of person who would do anything e.g. hurting a civilian to complete a mission [x]
Peebs was written to be young to fit the classic asari maiden profile [x]
“As in the trilogy, you can be a jerk, but not a true villain. Ultimately you're a hero--you decide what *kind* of hero” [x]
Non-military hairstyle CC options are available to both Ryders, for those who were worried it would be female Ryder only [x]
Liam has good humor written into him [x]
stopping here for length
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2018-03-08 06 LINUX now
LINUX
Linux Academy Blog
AWS Security Essentials has been released!
Employee Spotlight: Sara Currie, Technical Recruiter
Linux Academy Weekly Roundup 108
Free SSL with Let’s Encrypt & NGINX
Michelle Gill – Becoming V.P. of Engineering
Linux Insider
Kali Linux Security App Lands in Microsoft Store
Microsoft Gives Devs More Open Source Quantum Computing Goodies
Red Hat Adds Zing to High-Density Storage
When It's Time for a Linux Distro Change
Endless OS Helps Tear Down Linux Wall
Linux Journal
Building a March Madness Bracket in PHP
Exim Vulnerability, GitHub Open-Sources Licensed, The Khronos Group Releases Vulkan 1.1 and More
Last chance: Subscribe now to get the highly anticipated comeback issue!
Best Laptop for Running Linux
diff -u: Linus Posting Habits
Linux Magazine
OpenStack Queens Released
Kali Linux Comes to Windows
Ubuntu to Start Collecting Some Data with Ubuntu 18.04
CNCF Illuminates Serverless Vision
LibreOffice 6.0 Released
Linux Today
How to install ERPNext on Debian 9
Aqua Expands Container Security Platform with MicroEnforcer Technology
Albert - A Fast And Flexible Keyboard Launcher
How to install ONLYOFFICE Desktop Editors 4.8.7 as a Snap Package
7 traits of a valuable DevOps team player
Linux.com
China SDN/NFV Conference
Protecting Code Integrity with PGP — Part 4: Moving Your Master Key to Offline Storage
One Week Until Embedded Linux Conference + OpenIoT Summit in Portland: Will You Join Us?
Register Now to Save $600 for Open Networking Summit — Price Increases Sunday, March 11
Cilium 1.0.0-rc4 Released: Transparently Secure Container Network Connectivity Utilising Linux BPF
Reddit Linux
looking for tutorials(books) about linux hardening
I've made a tutorial about how to install Nvidia on Optimus Laptops
Setup Vault as a system service
The Gospel of Tux
Khronos Group Releases Vulkan 1.1
Riba Linux
How to install SwagArch GNU/Linux 18.03
SwagArch GNU/Linux 18.03 overview | A simple and beautiful Everyday Desktop
How to install Nitrux 1.0.9
Nitrux 1.0.9 overview | Change The Rules
Pixel OS 1.0 "Apu" Public Beta 1 overview | Meet Pixel OS
Slashdot Linux
The Future of 'Fab Lab' Fabrication
Next Big Windows Update Will Bring Hardware-Accelerated AI
Amazon Admits Its AI Alexa is Creepily Laughing at People
Bitcoin Dives After SEC Says Crypto Platforms Must Be Registered
Google Launches First Android P Developer Preview
Softpedia
Mozilla Firefox 58.0.2 / 59.0 Beta 14
Evolution 3.26.6
Evolution 3.28.0 RC
Evolution Data Server 3.26.6 / 3.28.0 RC
Evolution Mapi 3.26.6 / 3.28.0 RC
Tecmint
How to Enable and Disable Root Login in Ubuntu
8 Best Tools to Access Remote Linux Desktop
How to Install NetBeans IDE 8.2 in Debian, Ubuntu and Linux Mint
How to Install NetBeans IDE in CentOS, RHEL and Fedora
Get Complete Full Stack Developer eBook Bundle [16 eBooks]
nixCraft
400K+ Exim MTA affected by overflow vulnerability on Linux/Unix
Book Review: SSH Mastery – OpenSSH, PuTTY, Tunnels & Keys
How to use Chomper Internet blocker for Linux to increase productivity
Linux/Unix desktop fun: Simulates the display from “The Matrix”
Ubuntu 17.10 no longer available for download due to LENOVO bios getting corrupted
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Ignite 2018
afinita - pri load balanceru - stejny klient chodi na stejny server, možná i jako geo u cache apod? retence=napr u zaloh jak stare odmazavat webjob= WebJob is a feature of Azure App Service that enables you to run a program or script in the same context as a web app, background process, long running cqrs = Command Query Responsibility Segregation - zvláštní api/model na write a read, opak je crud webhook = obrácené api, zavolá clienta pokud se něco změní (dostane eventu)
docker - muze byt vice kontejneru v jedné appce, docker-compose.yml azure má nějaké container registry - tam se nahraje image (napr website) a ten se pak deployne někam např. app service, ale jiné image nemusí container registry - není veřejné narozdíl do dockeru, někdo jiný z teamu může si stáhnout
azure functions 2 - v GA
xamarin - ui je vlastne access k native api, ale v csharp projekty - shared, a special pro ios a android
ML.NET - je to framework pro machine learning
hosting SPA na azure storage static website - teoreticky hodně výhod, cachování, levné hosting
devops - automate everything you can
sponge - learn constantly multi-talented - few thinks amazing, rest good konverzace, teaching, presenting, positivity, control share everything
powershell - future, object based CLI to MS tech powerShell ISE - editor - uz je ve windows, ale ted VS code cmdlets - mini commands, hlavni cast, .net classy [console]::beep() function neco { params{[int] Seconds} } pipeline - chain processing - output je input pro dalsi atd dir neco | Select-object modules - funkce dohromady, k tomu manifest
web single sign-on = fedaration - nekdo jiny se zaruci ze ja neco muzu a ze jsem to ja federation=trust data jsou na jednom miste SAML - security assertion markup language, jen web, složité API Security - header Authorization Basic (username, heslo zakodovane) OAuth2 - misto toho tokeny (vstupenka) openid connect - id token, access token - všechny platformy, code flow doporučené, jiné implicit flow? fido - fast identity online - abstrakce uh wtf, private public key pair per origin - nejde phising ldap. kerberos - jak to zapada?
httprepl - cli swagger
asm.js - polyfil pro web assembly, web assembly je native kod v browseru - napr .net = blazzor
svet bez hesel windows hello - windows login - face nebo fingerprint ms authenticator - mobilni apka - matchnu vygenerovany kod FIDO2 - novy security standart - mam u sebe privatni klic, server posle neco (nonce), to zakryptuju privatnim pošlu zpátky - přes veřejný rozšifruje a má potvrzené, pak to samé s tokenem
cosmos db transakce - jen pouzitim stored procedure, single partition default index na vše, jde omezit při vytváření kolekce change feed - log of changes, in order trik jak dostat rychle document count - meta info o kolekci a naparsovat key-value cosmos - vyhody globalni distribuce, eventy, multimodel, pro big data asi
AKS - container - appka, orchestrator - komunikace mezi kontejnery, správa kontejnerů, healthchecks, updates AKS - orchestrator - nejčastější orchestrátor, standart, extensible, self healing představa něco jako cli nebo klient - řeknu jaké kontejnery, počet apod uvnitř se to nějak zařídí - api server, workers atd.. - je to managed kubernetes v azure, customer se stará jen o to co nasadit a kdy - ci/cd aks = azure kubernetes service
dev spaces - share aks cluster for dev (ne ci/cd), realne dependency (bez mock jiných service apod) extension do VS, pracuju lokalne, sync do azure, využíví namespace v aks (každý má svojí verzi service) - normalne frontned.com, já mám ondra.frontend.com a svojí api, pokud se zeptá na url tak se koukne jestli běží lokálně, když ne tak se zeptá team verze respektive je to celé v azure, ale je tam moje verze aplikace
kubernets - master (api server) - jeden Node - vice, VMs, v nem pods - containers, mají unikátní ip, networking - basic pro dev, advanced pro live nody a pody jsou interní věc, ven přes services helm - něco jako worker co se o to stará? jako docker-compose - vic imagu, help je pro aks??, arm template pro aks (skrpit jak postavit prostředí)
event notification patern - objednávky do fronty, ostatní systémy zpracují, co nejvíce info v eventě event sourcing - ukládat změny - inserted, updated, updated, updated, místo get update save, jde také udělat přes event, materialized view - spočítání stavu podle těch event, jdě dělat jednou za čas event grid - event routing
azure function - zip, z něj to spustí (vyhneme se problemu při update file by file), přes proměnné, nyní default ve 2.0 je startup, kde je možné připravit DI a funkce pak přes konstruktor už se dá kombinovat s kontejnery, aks atd durable functions - složitější věci s návaznostmi funkci, long running, local state, code-only, orchestartor function - vola activity function, má vnitrni stav, probudi se dela do prvni aktivity, tu spusti, spi, probudi se checkne jestli dobehla, pokracuje dal logic apps - design workflow, visual azure function runtime jde teoreticky hostovat na aks? v devops pro non .net jazyky potreba instalovat zvlast extension v2 - vice lang, .net core - bezi vsude, binding jako extension key vault - v 2008 ani preview funkce hosting - consuption = shared, app service - dedicated microservice=1 function app, jeden jazyk, jeden scale api management = gateway - na microservices, jde rozdělat na ruzné service azure storage tiery - premium (big data), hot (aplikace, levne transakce, drahy store), cold (backup, levny store, drahe transakce), archive (dlouhodobý archiv) - ruzné ceny/rychlosti, soft delete - po dobu retence je možnost obnovit smazané, data lifecycle management - automaticky presouvat data mezi tiery, konfigurace json
hybric cloud - integrace mezi on premise a cloudem - azure stack - azure které běží on premise někde use case: potřebujeme hodně rychle/jsme offline, vyhovění zákonům, model
místo new HttpClient, raději services.AddHttpCLient(addretry, addcircuitbreaker apod) a pak přes konstruktor, používá factory, používání Polly (retry apod..) - pro get, pro post - davat do queue
people led, technology enpowered
service fabric 3 varianty - standalone (on prem), azure (clustery vm na azure), mesh (serverless), nějaká json konfigurace zase, umí autoscale (trigger a mechanism json konfig), spíš hodně interní věc - běží na tom věci v azure, předchudce aks, jednoduší, proprietární, stateful, autoscale apod..
důležitá věc microservices - vlastní svoje data, nemají sdílenou db principy: async publish/subscr komunikace, healt checks, resilient (retry, circuit breaker), api gateway, orchestrator (scaleout, dev) architektura - pres api gateway na ruzne microservice (i ms mezi sebou) - ocelot orchestrator - kubernetes - dostane cluster VMs a ty si managuje helm = package manager pro kubernetes, dela deploy, helm chart = popis jak deploynout standartni
key valut - central pro všechny secrets, scalable security, aplikace musí mít MSI (nějaké identity - přes to se povolí přístup)
Application Insights - kusto language, azure monitor search in (kolekce) "neco" where neco >= ago(30d) sumarize makelist(eventId) by Computer - vraci Comuter a k tomu list eventId, nebo makeset umí funkce nějak let fce=(){...}; join kind=inner ... bla let promenna - datatable napr hodně data - evaluate autocluster_v2() - uděla grupy cca, podobně evaluate basket(0.01) pin to dashboard, vedle set alert
ai oriented architecture: program logic + ai, trend dostat tam ai nejak
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Elevate with Azure’s Adaptive Cloud Transition for infinite scalability!
Moving hybrid cloud to adaptive cloud with Azure
Change in the world is rapid. New, revolutionary technology, changes in the economy, and the multifaceted post-COVID-19 world are driving customers across every industry to innovate and adaptive cloud. AI will accelerate change.
Customers innovate to keep up with rapid market shifts and technological advances, but they need a single innovation and operations platform for all business initiatives. In their rush to innovate, they’ve created many projects and initiatives across the company, each with its own approach.
They want our help in three main areas:
Sprawling systems: Most companies have resource explosions. Multicloud and adaptive cloud deployments, operational edge servers, and IoT devices can be overwhelming. Every new location and technology makes patching, configuring, and securing exponentially harder.
Team silos: Rapid innovation is happening in every business unit, usually uncoordinated. Few opportunities exist to share work or knowledge. Additionally, IT, development, and operational technology (OT) teams run separate technology initiatives and roll out new technology in an uncoordinated manner, resulting in duplicated effort and increased financial and security risk. Silos unintentionally lock talents in a project or tech stack, limiting their impact.
Technical debt: Short-term solutions without a long-term strategy often cause systems incompatibility, trapping valuable data where it was created and preventing business growth.
A unified platform and system are needed to address these issues. They invest in Azure Arc to solve these issues because you believe Azure can help. They can do more by combining agility and intelligence so her customers can proactively adapt to change rather than react and stay competitive in a changing landscape.
The Azure adaptive cloud approach
Azure Arc momentum excites us. They have over 21,000 active customers and excellent growth. They crossed hybrid, multicloud, edge, and IoT market categories with Azure Arc. Customers want more modularity, integration, and simplicity. They believe her adaptive approach can help our customers achieve this goal.
The adaptive cloud approach unites siloed teams, distributed sites, and sprawling systems into a single operations, security, application, and data model, allowing organizations to use cloud-native and AI technologies across hybrid, multicloud, edge, and IoT.
Innovative Azure capabilities
Azure is extending Azure Resource Manager (ARM) to adopt the adaptive cloud approach. Azure Resource Manager manages many configurations, logs, and metrics for each resource. Your Azure investments have one source of truth. Azure Arc projects hybrid, multicloud, edge, and IoT resources to Azure Resource Manager. A single source of truth and cloud services can be easily applied to your globally distributed digital estate. Azure Monitor, an observability tool, provides visibility across thousands of assets. Microsoft Defender for Cloud, Microsoft Sentinel, and Azure Policy for security enforcement help you improve your security. Azure Arc can do a lot today, but we envision a world where you can use AI to amplify your impact in existing and new scenarios.
Use AI-enhanced central management and security
Many core Azure management and security capabilities have been added to Azure Arc in recent years. Central visibility and security is our customers’ most common use case. You can use role-based access control, Azure Policy, Key Vault, Microsoft Defender for Cloud, Microsoft Sentinel, and Azure Monitor across your digital estate today
Just announced: Microsoft Copilot for Azure preview. Copilot will now be able to reason over data you enter directly into Azure Resource Manager or other services like Azure Monitor, regardless of location.
From there, you can change your digital estate work. Dull troubleshooting is one example. Logging, emailing, and reading documentation can be tedious. Copilot lets you scale resource metrics and configuration and status analysis. Further exploration and intelligent assessment, such as anomaly detection of unexpected changes, and cloud-to-edge recommendations are possible with Copilot.
Microsoft Copilot for Azure can identify issues and provide cluster information for Azure Stack HCI version 23H2. Copilot automatically pulls context from the current conversation or Azure portal page when you ask about your edge infrastructure.
VMware Explore EU announced Azure Arc-enabled VMware vSphere capabilities were general availability. Azure Resource Manager simplifies VMware vSphere resource management. IT is greatly improved by AI-enhanced management, allowing teams to discover new capabilities and scenarios and focus on strategic tasks rather than administrative tasks. Copilot, your universal AI assistant, integrates seamlessly with the Azure portal and management tools to streamline and standardize collaboration.
Read more on Govindhtech.com
#azure#cloudcomputing#adaptivecloud#AI#Microsoft#copilot#azurearc#AzureResourceManager#technews#technology#govindhtech
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10 Resources to Find Free Textures
Textures are an all-but-necessary component in web design. They can give a webpage depth, draw the eye to key elements, serve as great backgrounds and just look great when used well! If you’re looking for free textures to enhance your projects, you’ve come to the right place. Here are ten free websites where you can download high-quality textures.
Free Stock Textures
Created by two photographers and artists, this website hosts a ton of textures all licensed under Creative Commons Zero. From nature, to concrete, to abstract – there are all sorts of images to find here. You can also sort by tags, so it’s easy to find what you’re looking for.
There’s a download limit of 5 per day for anonymous users and 50 for registered users.
Rawpixel
Rawpixel is a royalty-free stock photography resource, which has a textures section that contains tons of gorgeous, high-quality images. Their Free plan includes 100 images per month.
Unsplash
Unsplash is a free photography website supported by a large community of photographers. There are tons of textures and patterns, all available for personal and commercial use under CC0.
Textures.com
Textures.com is a versatile site that comes with basically every kind of textured graphic you can think of. Need photos? 3D scanned surfaces? Panoramas, decals or brushes? You can find them here. The robust search feature allows you to search for specific textures as well as tags like “seamless” or “scanned”.
You can download up to 15 images a day with an account. From there, you’ll need to purchase credits or a subscription. You’ll also need credits to download larger files.
Vecteezy
Need textured vectors? Vecteezy is the place to find them. There are tons of beautiful, clean vectors available for download. Some are free while others require credit. You can sort by license, which is really helpful if you only want to see the free images.
Wild Textures
Wild Textures has textures of all kinds, but where the website shines is in its sorting system. You can sort by categories, tags and even by color! This makes it super easy to find the perfect texture. There’s also some auto-generated previews of the pictures used for different functions.
Stockvault
This vault of stock photos and textures contains everything from grungy patterns to the abstract. Simple or complex, you’ll find a high-definition picture that fits your needs here. Users who upload can choose from commercial or non-commercial use, or public domain – so make sure to check the license.
Freepik
Freepik has a massive library of vector textures that come in .ai and .eps format. Without buying a plan, you’re limited to 5 anonymous and 30 registered downloads a day. There are also a few commercial stipulations.
Texturelib
A small-but-robust library, Texturelib is free for personal or commercial use. Most of the images are inspired by nature, but there are also quite a few architecture textures – such as photos of roads, windows and doors.
TextureKing
TextureKing has a variety of grungy, nature-like textures, available for use in almost any commercial project. While the site features about 400 images and doesn’t appear to be updated very often, there are a few categories to pick from, and the high-quality textures can be downloaded for free without an account.
Textures in Web Design
When used correctly (and perhaps sparingly), textures are a great design choice. Use them to call attention to important elements, to craft a rough, grungy atmosphere – and to add depth and beauty to a flat design! With so many free resources, you should have all the tools you need to craft deep, gorgeous websites.
from Web Designing https://1stwebdesigner.com/10-resources-find-free-textures/
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10 Resources to Find Free Textures
Textures are an all-but-necessary component in web design. They can give a webpage depth, draw the eye to key elements, serve as great backgrounds and just look great when used well! If you’re looking for free textures to enhance your projects, you’ve come to the right place. Here are ten free websites where you can download high-quality textures.
Free Stock Textures
Created by two photographers and artists, this website hosts a ton of textures all licensed under Creative Commons Zero. From nature, to concrete, to abstract – there are all sorts of images to find here. You can also sort by tags, so it’s easy to find what you’re looking for.
There’s a download limit of 5 per day for anonymous users and 50 for registered users.
Rawpixel
Rawpixel is a royalty-free stock photography resource, which has a textures section that contains tons of gorgeous, high-quality images. Their Free plan includes 100 images per month.
Unsplash
Unsplash is a free photography website supported by a large community of photographers. There are tons of textures and patterns, all available for personal and commercial use under CC0.
Textures.com
Textures.com is a versatile site that comes with basically every kind of textured graphic you can think of. Need photos? 3D scanned surfaces? Panoramas, decals or brushes? You can find them here. The robust search feature allows you to search for specific textures as well as tags like “seamless” or “scanned”.
You can download up to 15 images a day with an account. From there, you’ll need to purchase credits or a subscription. You’ll also need credits to download larger files.
Vecteezy
Need textured vectors? Vecteezy is the place to find them. There are tons of beautiful, clean vectors available for download. Some are free while others require credit. You can sort by license, which is really helpful if you only want to see the free images.
Wild Textures
Wild Textures has textures of all kinds, but where the website shines is in its sorting system. You can sort by categories, tags and even by color! This makes it super easy to find the perfect texture. There’s also some auto-generated previews of the pictures used for different functions.
Stockvault
This vault of stock photos and textures contains everything from grungy patterns to the abstract. Simple or complex, you’ll find a high-definition picture that fits your needs here. Users who upload can choose from commercial or non-commercial use, or public domain – so make sure to check the license.
Freepik
Freepik has a massive library of vector textures that come in .ai and .eps format. Without buying a plan, you’re limited to 5 anonymous and 30 registered downloads a day. There are also a few commercial stipulations.
Texturelib
A small-but-robust library, Texturelib is free for personal or commercial use. Most of the images are inspired by nature, but there are also quite a few architecture textures – such as photos of roads, windows and doors.
TextureKing
TextureKing has a variety of grungy, nature-like textures, available for use in almost any commercial project. While the site features about 400 images and doesn’t appear to be updated very often, there are a few categories to pick from, and the high-quality textures can be downloaded for free without an account.
Textures in Web Design
When used correctly (and perhaps sparingly), textures are a great design choice. Use them to call attention to important elements, to craft a rough, grungy atmosphere – and to add depth and beauty to a flat design! With so many free resources, you should have all the tools you need to craft deep, gorgeous websites.
from 1stWebDesigner http://bit.ly/2V7c9UV
10 Resources to Find Free Textures was originally published to Simply PSD Blog
from http://bit.ly/2TR3qWp
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Welcome to November’s monthly Star Citizen report from Cloud Imperium Games. Last month saw the Intergalactic Aerospace Exposition land on Hurston just in time for our annual Anniversary Special. Devs had fun bringing the expo to life, while continuing to forge ahead, sights set on the upcoming release of Alpha 3.4. Read on for Persistent Universe development updates from all of our global studios.
Star Citizen Monthly Report: November 2018
AI
Ship AI’s major focus throughout November was optimizing the Tactical Point System. They now have multiple queries bundled together in a batch from different threads, which allow more control over the cost of the overall system. Several optimizations for the character movement system were submitted, which now update all the components in a multithreaded batch approach and utilize the maximum the CPU resources during the game update. A pass for thread safety of several subsystems was performed, including the attention target component and communication system. This is required to eventually move the Subsumption component update to the multithreaded batch update step.
In FPS Combat, the ‘Defend Area’ assignment was introduced; correctly achieving this behavior requires monitoring the mastergraph transitions to evaluate if the recipients of the Subsumption event can actually process it. In the Defend Area example, they might be executing any regular behavior when receiving the assignment. If the behavior can handle the request in a specific way, great. If not, then the mastergraph takes care of selecting one that can. Alongside this, they’re adding new behaviors to improve combat and patrol to respect this assignment.
Support for stealth gameplay was implemented, with new audio and visual stimuli being added to allow players to draw the attention of guards, prepare traps, and open up otherwise blocked paths.
Work also continued on the bartender for Lorville. To achieve several functionalities of his behavior they implemented the first pass of UseChannel routing and are continuing to expand the usable functionalities.
The Usable Builder Tool received a new feature too: it’s now able to correctly preview different characters using different usables so that designers, animators, and programmers can easily test and verify the content as it’s delivered.
Animation
November saw Animation supporting the Feature Team to bring vault, mantle, and jumping functionality in-line with the game’s quality and play expectations. They’re currently testing a process to allow the efficient integration of different weapon classes, such as pistols and shotguns. The team is also implementing carry options for Zero-G EVA and working towards finalizing player interaction (carriables in particular).
The US Animation Team cleaned and solved data from the amazing performance captures done at this year’s CitizenCon in Austin, Texas. Editing and final work will be completed soon. They continued work on the Ship Dealers that will populate the ‘verse and made sure the new mission givers are available as soon as their locations are ready, such as Wallace Klim in Levski, Tecia Pacheco in Area18, and Constantine Hurston in Lorville.
Exploring the issues that result from re-targeting the male animations to the female skeleton, the team determined that the first step is to achieve 1:1 parity between them. This will allow for the replacement of assets with female-specific versions without hindering female player development. Finishing touches are being added to carriable tech, too.
The Combat AI Team is exploring how to use the stocked weapon asset set as a basis to quickly create pistol versions to give the AI Designers more freedom in the type of weapon encounters they create.
The Ship Content Team is finishing off sequenced animation work. This will enable quicker and more efficient implementation of the design and animation sides of new ships. Weapons-wise, they’re working on the Ravager rifle and the Kahix.
Audio
The Audio department focused on the new flight model and the spaceship audio mix. They implemented tech to allow systemic mixing of NLPC ship bases on priority, size, and threat level, which gives a clearer and more focused mix. This, combined with the implementation of the new ship vibration component, has greatly improved the ship audio experience. During implementation, they made an optimization pass to ensure memory and voice limits remain healthy.
Improvements to the weapon experience continued with the consolidation of assets and the simplification of element implementation to ensure improved translation of audio assets from the digital audio workstation (DAW) into the game. There have also been changes to the Foley system to improve the audio feedback of the player’s traversal on different terrain and surface types.
On the music front, the team worked with the PU composer Pedro Camacho to develop and implement new musical cues to support the planet-side locations on Hurston, such as L19, and upcoming expansions.
With Object Container Streaming (OCS) coming online, the Audio Code Team optimized and polished FOIP to ensure reliability.
Backend Services
Backend Services worked to bring the 2948 Anniversary Event to players. The first order of business was creating the service needed to bring forward the correct overlapped object containers for the different days at the convention center. This ensured a seamless transition between manufacturer days and prevented the need to publish a new build per expo day.
Next, they worked to make sure the rental logic behind the expo correctly traded data between the server, client, and database to ensure players could enjoy the ships they rented.
Finally, a login queue was created to help organize and throttle the unprecedented number of players attempting to enter the ‘verse and check-out the expo.
Away from the Anniversary Event, work continued on the new architecture for the Persistence Cache to help increase the scalability of the backend as well as link important services to a new database architecture.
Character Art
Character Art’s focus throughout November was to make all armor and undersuits available for female avatars. They also worked on modeling two of our new mission givers to bring more life to the Persistent Universe.
Additionally, they’re creating a new set of outlaw armor (designation ‘Shipjacker’) that will include armor, an undersuit, and subscriber items.
Community
“The Community Team started the month in the Halloween spirit with two spooky contests in anticipation of the holiday. Players joined the festivities and showcased their talent in a pumpkin carving contest and a FOIP screenshot contest depicting the most terrifying and terrified expressions they had to offer. Spooktacular!
The Mustang Commercial Contest put the community’s filmmaking skills to the test. Our bold cinematographers embraced the maverick spirit of Consolidated Outland to create commercials that Silas Koerner himself would be proud of.
During Thanksgiving, Citizens shared what they were thankful for and participated in two holiday contests in honor of Turkey Day. With these two contests, we are now up to 25 total contests run in 2018, and the team still has more planned to go live before the end of the year.
As Alpha 3.3 made its way to the Persistent Universe, we welcomed the first fully-explorable planet and city with Hurston and Lorville respectively. While everyone was exploring the new environments, the bustling landing zone, and four new moons, the Star Citizen content creators outdid themselves, creating beautiful shots of sunsets on Hurston, days out on the beach next to Lorville, and joyrides to Aberdeen. We are proud and thankful for all the content the community shared on social media, Reddit, and the community hub, and are looking forward to seeing even more. Keep on sharing!
The 2948 Anniversary special kicked off our most epic Free-Fly event to date with all flyable ships and vehicles to try out at no extra cost. The Intergalactic Aerospace Expo came a long way and made its in-game debut with their Hurston-based satellite branch. Exclusive reveals at the expo included Anvil’s ‘light fighter of the future’, the Hawk, and the next evolution of Xi’an tech and design innovation with the Aopoa San’tok.yāi.
Lastly, we also reached a significant funding milestone and want to thank our amazing community who made this possible. The amount is the highest total for any project in the history of crowdfunding and is beyond anything we could have imagined. In a letter from the chairman, Chris Roberts shared his thoughts on the fantastic journey so far and the exciting future that lies ahead. Here’s to tomorrow!”
Design
Design got the Anniversary Event’s Convention Center up and running for all backers to enjoy.
To help encourage players to browse the inventories at New Deal and Teach’s Ship Shop, the team began implementing a new type of NPC: the Ship Dealer. The aim is to provide a realistic and interesting ship purchasing experience to further liven up the process of acquiring a dream ship.
“We sincerely hope you got a chance to try out and see the different ships at the Intergalactic Aerospace Expo on Hurston!”
Tuning for the Economy continues, with work going into adjusting prices for various services and goods across Stanton. Work has also started towards the design and implementation of a robust and important Economic Editing Tool to help better visualize and tweak the Economy than ever before.
They also tuned Arena Commander’s REC Reward.
DevOps
November is always one of the busiest months for DevOps due to the Anniversary Event, and this month was no exception, with the team scaling the servers to the highest capacity since the beginning of the project.
To ease the overall DevOps workload, the Publishing Team expanded their internal tools, which allowed most of the team to enjoy a well-deserved break for Thanksgiving (even if they did stay very close to their laptops).
Between PTU & Live, they successfully published 30 times throughout November, with some days seeing 3-4 builds.
Engineering
Engineering teams around the globe worked on OCS throughout November. The first iteration of client-side streaming was released in Alpha 3.3, with an ongoing focus on improving asynchronous entity loading and unloading.
The core OCS and network and backend teams had the Object Container Server Streaming summit this month to plan the next iteration of OCS, which will focus on server-side streaming and full persistent servers.
LA-based Engineering collaborated with the Austin Backend Team to build the tech required for in-game ship rentals. It was premiered during the anniversary promotion and forms the foundation for all in-game rentals.
Development on backend tech moved forward towards allowing persistent EZ Habs and enable players to customize and persist their start location. The Vehicle Team continued to work on Ping & Scanning gameplay, this month focusing on ship scanning. Work has also begun on the new DNA component to integrate the R&D technology into the character pipeline.
Turbulent worked closely with the LA Gamecode Team to further improve the group system, spectrum integration, and FOIP & VOIP.
Engine Tools
The Engine Team spent time supporting the Alpha 3.3 and 3.3.5 releases, bug fixing, profiling, and optimizing code (especially for Object Container Streaming). Work continued on GPU skinning, adding vertex velocity support (for motion blur, etc.), completed several optimizations to skip zero weights (which improved throughput), prepared background data, and made the first pass on memory layout and LOD support.
For physics optimizations, the execution of ray collision checks and the defragmentation of grids run were made to run concurrently. This achieved a 30-50% speedup for physics planet terrain computation, reduced the number of cell queries on planets, and improved proxy mesh generation of terrain ground volumes.
Terrain rendering improvements were made (glow forward pass) as well as fixes for water volume and ocean rendering. The existing hair shader was improved, and a new depth of field algorithm was created, improving quality, performance, and fixing halos around silhouettes.
They completed additional culling refinements in the zone system to submit fewer objects to the renderer, as well as various low-level optimizations to reduce the load on the render thread. Further enhancements were made to engine-side support for the public telemetry page to allow user-specific optimization hints to be displayed to improve the gameplay experience, and a new tool was developed to easily analyze core dumps of Linux dedicated game servers.
Environment Art
The UK team focused on bug fixing and optimization for the Alpha 3.3 release, mainly for Lorville and Hurston. A focused sprint was completed for the Anniversary Event convention halls, with the aim to provide a versatile and time-economic environment to show off the ships in their best light. Additional Underground Facility interior exteriors and a new Alpha 3.3 splash screen were also made and implemented.
The DE Location Team made great progress on Lorville’s Central Business District (CBD). Here, players can access the Hurston Dynamics Showcase, the flagship store for all weaponry produced by the brand, as well as the Transfers store where players can engage in various trading activities. The CBD has a very different feel to the rest of Lorville and clearly services a different type of clientele. Luxurious materials and modern design set the ambiance for this experience.
The Organics and Planet Team are making great progress on upcoming locations and are currently working on ArcCorp and exploring microTech. Both locations need additional features to be added to the planet tech to make them truly unique, so while it’s still early days, things are steadily moving on.
Facial Animation
The team is actively working on upcoming mission-givers, including Klim, along with ship dealers, bar patrons, and bartenders. They’re also testing the results of the player’s facial animation recordings on the default loadout.
Graphics
This month, the Graphics Team firmly focussed on the release of Alpha 3.3.5 and improving both stability and performance. The PTU was plagued by some quite frequent GPU crashes, but Evocati testing helped them track down the cause and remedy it.
With the release of Lorville, QA saw high video memory usage due to the scale of the environment and number of ships and characters. Due to some bugs, this resulted in serious performance issues as the video driver began to page memory, resulting in noticeable stutters. Fixes were made to the worst offending video memory bugs in Alpha 3.3.5. Looking forward, the team continues to reduce memory usage and optimize the game for the next release.
Issue Council
The Issue Council deployed version 1.1.5 in October. Several issues were fixed including editable fields of the different forms not displaying correctly, versions not ordered from the latest to the oldest, and display names with special characters not showing properly.
Level Design
The Live Team placed and marked-up locations on and around Hurston for mission use. Big improvements to the delivery missions were made – players can now take contracts from companies who operate specific routes and require the player to have a certain level of reputation. The Downed Relay mission (as seen in CitizenCon) now has multiple outcomes, including having other players tasked with destroying the stolen blade before its data is uploaded.
Finally, most of the combat missions found at Crusader are now available at Hurston. Work has begun to define the contractors and progression for them, too.
Lighting
This month, the Lighting Team worked on improving the headlights across almost all ships available in the PU. Due to plenty of issues regarding visibility while flying ships in dark environments, the headlights were improved to provide more visible light from greater distances. There’s still room for improvement, but in the meantime, it’s a positive change that makes the planetary flying experience more enjoyable.
Additionally, the team focused on bug fixing and optimizing the lighting in Lorville to maintain a high degree of quality while improving framerates and lowering drawcall costs.
They also worked on the lighting for the Intergalactic Aerospace Expo to help show off all the amazing ships being featured in the various halls.
Narrative
The Narrative Team pushed heavily on Alpha 3.3 and 3.3.5 tasks to knock out remaining mission text and standardize in-game descriptions for ship components on the terminals. They also continued working on editorial selects for the lower priority lines for NPCs that were captured back in September.
To cover the new convention center and other contexts, they ran a pickup recording session to add additional Lorville announcement lines.
The team also worked closely with Marketing to support the recent IAE expansion event in Lorville. Not only providing written copy but joining some of the roundtable discussions to provide fictional backstory for the various manufacturers.
Lastly, they worked to schedule tasks for the PU and undertook overall team planning for the upcoming year.
Player Relations
Player Relations busily plugged away at the Alpha 3.3 and the Anniversary Event, working alongside the Evocati on several builds to make sure key components were properly tested.
“As always, we’d like to point all players to our growing Knowledge Base, which now has over 100 articles and saw almost 450,000 visitors this month! We will continue to grow this by adding new ‘How To’ articles, patch notes, and live service notifications.”
Props
The Props Team focused on the stands, booths, and branding for the Intergalactic Aerospace Expo and the Anniversary Event. They recently shifted onto closing out the CBD props in Lorville and are currently creating bespoke furniture to help sell the wealth and decadence of the Hurston Central building.
QA
On the publishing side, QA busily tested the Alpha 3.3.0 and 3.3.5 builds for publishing to Evocati and Live. On the game side, the focus was on testing Hurston, its four moons, and city Lorville. They also completed a number of QATRs relating to FOIP & VOIP, ship purchasing in the PU, ship rental in Arena Commander, and improvements to Object Container Streaming.
It was business as usual on the leadership side, with coordinated testing priorities between the UK, LA, and DE.
Two new recruits were welcomed to QA; a dedicated tester in Frankfurt to support the AI Team and an additional tester in the UK. They will be primarily focused on providing day-to-day updates on the state of AI and will report all issues directly to the team to be investigated.
QA also made the decision to do away with the general design tests and instead focus on specific sanity/smoke tests for AI and another test suite specifically for the Transit System and locations. The previous design tests were too broad and covered areas that were not always prevalent to the in-house design teams. Refocusing towards specific in-house feature teams has proven that the testing and information provided is much more valuable.
A fair amount of time was spent on major QA test requests for new animation update optimizations, physics terrain patch optimization changes, and general optimization that will further improve performance in the PU.
Frankfurt’s QA branch supported the Planetary Tech Team in investigating an issue on one of Hurston’s moons. Something in its setup was causing the normals on the moon surface to be very intense. This was tracked down to a lighting issue and further steps were taken (with the assistance of the Graphics Team) to enable the surface to get back to, well, normal.
Services
At CitizenCon, the team was present on the show floor to prepare local environments to run the game backend for both the FOIP LAN demonstration area and the main stage demonstration. This local setup included the entire game backend allowing for the demonstration to represent exactly what is being played in the PTU and the Live environment, including the network of social services that power groups, chat, and FOIP.
With the release of Alpha 3.3 and 3.3.5, the team mostly focused on observing and scaling the voice and face transmission solution to the increase of backers in the game. DevOp teams mainly worked to ensure that voice channels created by players during one-to-one calls, group channels, and global server channels were properly sharded to new voice servers, as the number of connected players increased.
With the addition of global chat auto-connect in Alpha 3.3.5, the team also added new systems to monitor and move voice channels between servers when the supported load on a given voice server instance is too high.
“The team has been ecstatic about the use of the technology by players and we hope to keep growing its use with gameplay connected features.”
In order to help with the above tasks, the social game services were moved to a Kubernetes-based orchestration solution that allows easier management of voice and service containers. This new backplane supports continuous integration of service changes and will greatly improve the team velocity when deploying updates and builds.
Working in conjunction with the universe team, Game Services began the development of a web-based administration tool to help manage the runtime state of the game world from a macro level. This is still in the very early stages of development but, using this tool, the designers will ultimately have the ability to inspect social objects like groups and their life cycles, ban, chase, and player controls. Integrating the WebGL Starmap engine will also allow the viewing of commodities, player locations, gameplay analytics, and much more.
Ships
This month, the UK Vehicle Team returned to the Origin 890 Jump after wrapping up the Valkyrie.
What will undoubtedly be well-received news amongst the community is that, after long hiatus, work continues on the greatly-anticipated Anvil Carrack. Since the ship was last worked on around 18 months ago, there have been significant improvements to the ship pipeline and workflow. So, when re-reviewing the previous state, the team decided to undertake a second whitebox pass of the interior to bring it closer to its original concept.
In addition to next year’s larger vehicles, progress was made to the Alpha 3.4 ships, including the Origin 600i Touring. The Freelancer Expedition, Transporter, and Gun Ship are all receiving the final touches by art.
Ship Art
Lead Vehicle Artist Chris Smith made great progress on the greybox model, interior, and exterior of the 300i rework and began implementing different paint jobs and modeled the modified components for the other three variants. Next, he will move onto an alternative interior to be used in one of them.
3D Modeler Josh Coons recently completed the whitebox model for the Banu Defender and has now moved onto testing some of the modified workflow using Zbrush models, which will be baked down to create the type of detail we are looking for in this ship. He is continually creating new textures and also starting to build up the greybox model with the alternative workflow.
System Design
The System Design Team worked on integrating updated flight mechanics into enemy ship AI, ensuring that with all the changes, they are still engaging to fight against and don’t become unbalanced. They noticed that the updated flight model currently causes too much unwanted ‘jousting behavior’, so are currently looking into ways to modify it.
Work was done on restructuring dialogue wildlines for the ship/FPS/social AI to unify them within the same overall structure. A large amount of work has been done with the audio & writing teams to ensure the system works properly for all systemic dialogue in the game. They are also working to develop tools to automate the setup of dialogue lines.
More work was completed on designing stealth gameplay elements, which in turn requires the AI perception to be upgraded to cater for peripheral vision, as well as various audio events and stimuli from environmental sources, such as throwing a pebble to distract enemies.
Telemetry
Shortly after CitizenCon, the Public Telemetry page was launched. The data presented here reflects the data CIG receives from clients while playing the game. This data is used to assess and improve performance across a variety of hardware. If logged in while on the telemetry page, players will see their stats, including their computer’s GPU and CPU score and average FPS. The heatmap displays other user’s average FPS and the most popular hardware for each GPU and CPU score. On launch, the telemetry page showed a massive improvement between Alpha 3.2 and 3.3 thanks to OCS.
Turbulent
Throughout November, Turbulent supported CitizenCon, the Alpha 3.3. Flyable Ships, the new Anvil Valkyrie, the release of the Drake Kraken, and preparations for the Anniversary Event.
CitizenCon: CitizenCon 2948 was an amazing event, with Turbulent supporting many components such as the livestream, merchandise, badges, microsite, and the release of new ships from Drake and Anvil!
The Drake Kraken: In October, Turbulent supported the unveiling of Drake’s first capital ship, the Kraken. The Kraken has two multi-purpose hangars, five manned turrets, four remote turrets, a massive cargo capacity, comfortable habs for a full crew, a Dragonfly Bay, and six landing pads. The website showed multiple features such as an interactive cross-section of the ship and a registry for those interested in obtaining one.
The Anvil Valkyrie: Turbulent supported the release of the Valkyrie, the new flyable drop ship from Anvil. The Valkyrie contains multiple side guns and turrets and can deploy up to twenty troops as well as a vehicle into combat. The website displayed features such as in-game footage of the Valkyrie and a CitizenCon-exclusive edition called the Valkyrie Liberator. This was also released on October 10th.
The 3.3 Flyable: With the release of Alpha 3.3, Turbulent supported the availability of the flyable ships on the website. The ships include the Aegis Hammerhead, Tumbril Cyclone, RSI Constellation Phoenix, and the CO Mustang. An exclusive CitizenCon Mustang was also available, called the Mustang Alpha Vindicator.
The 2948 Anniversary Special: The Anniversary Special was launched on Friday, November 23rd. Over the course of the week, a different manufacturer was released each day. On the first day, the Arrow was released, along with the rest of the Anvil ships. RSI day was on the 24th, Origin Jumpworks the 25th, Aegis Dynamics the 26th, Drake Interplanetary the 27th, and the alien ships on the 28th. The new San’tok’yai ship was unveiled by Aopoa too. MISC had its featured day on the 29th, and the new manufacturers on the 30th, including Tumbril, Crusader, CO, Argo, and Kruger. The last days of the Anniversary Special featured discount starter packs.
The Anniversary Quiz: With the help of Player Relations, Turbulent executed a quiz featuring three questions for each manufacturer. A passing score awarded a ‘Ship Master’ Spectrum badge and certificate. By passing the quiz, players were entered into a draw to win an Anvil Arrow.
The IAE Free-Fly Promotion: For the week of November 23rd until December 1st, five different flyable ships were featured each day of the week according to the featured manufacturer. The page contained information about the Desmond Memorial Convention Center in Lorville and linked to the Knowledge Base, which provided detailed instructions on how to get started. The IAE Free-Fly page also instructed new players on how to make an account and get into the ‘verse.
The Aopoa Santok’yāi: Turbulent supported the release of the Santok’yāi, a new Xi’an ship from Aopoa. The Santok’yāi features Yeng’tu Laser Repeaters and the latest Xi’an technology in a light-to-medium fighter chassis.
UI
The UI Team worked on adding the ability to rent items in Arena Commander, as well as supporting the needs of the Environment Team working on Lorville’s CBD.
Vehicle Features
Based on recent feedback from both internal and external sources, turret improvements have continued throughout November. In addition to bug fixes, there were multiple improvements to turrets including making multi-axis turrets controllable at min/max pitch, fixing the gyro pip offset, and improved aiming methods from a variety of input devices. The foundational mechanics to allow ships to aim at the engines on target ships has also been completed, and the feature itself is nearly ready to be rolled out to the PU, as is scanning nav points for destination info. The rest of the month was rounded out with a clean-up of debris network flow and a variety of vehicle-related crash bugs.
Vehicle Content
Art, Systems Design, and Tech Art worked together to release the Anvil Arrow as part of the November Anniversary Event as well as continuing to work on ships for upcoming releases: The Anvil Hawk is in the release-prep stage with both the Art and System Design Teams, the 300 Series is in greybox with Systems Design, and the Freelancers had entered release-prep with Tech Art.
Additionally, Systems Design and Tech Art worked with the animators on character animation sequencing for vehicles, and Tech Art worked on a thruster pass for the new flight model.
VFX
The VFX Team continued to polish and optimize the many environmental effects of Hurston and implemented general improvements to the various moons throughout the ‘verse. They also finalized VFX for the Anvil Arrow and Anvil Hawk. The VFX Team spent time optimizing existing assets to help with the overall performance of Alpha 3.3.5.
They also cleaned out all unused VFX texture assets in hopes of reducing the amount of memory required to load all the particle textures.
Now that the base work for Lorville is finished, the Level Design Team are focusing on the CBD. The whitebox is already done, with most of the remaining work involving connecting the trains and ensuring all the logistics work.
New Underground Facilities components were added to the procedural tech. These are built with modularity in mind and can be generated in the same way as Rest Stops. Once the modular library has enough content (rooms, connectors, POIs), it will become much easier to provide more variety.
They also continued working on the procedural tech to make sure that it provides everything needed from a design perspective. This can be difficult at times, as compromises are required; what is the most fun to play is not necessarily what looks the best.
Weapons
The Weapon Art Team worked on the Multi-Tool rework, Kastak Arms Ravager-212, and the level two and three upgrades for the Hurston Dynamics Laser Repeaters. They also made minor adjustments to the iron sights on a handful of weapons to improve the sight picture and to make them more user-friendly when no optics are attached.
Conclusion
WE’LL SEE YOU NEXT MONTH…
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Star Citizen Monthly Report: November 2018
Welcome to November’s monthly Star Citizen report from Cloud Imperium Games. Last month saw the Intergalactic Aerospace Exposition land on Hurston just in time for our annual Anniversary Special. Devs had fun bringing the expo to life, while continuing to forge ahead, sights set on the upcoming release of Alpha 3.4. Read on for Persistent Universe development updates from all of our global studios.
Star Citizen Monthly Report: November 2018
AI
Ship AI’s major focus throughout November was optimizing the Tactical Point System. They now have multiple queries bundled together in a batch from different threads, which allow more control over the cost of the overall system. Several optimizations for the character movement system were submitted, which now update all the components in a multithreaded batch approach and utilize the maximum the CPU resources during the game update. A pass for thread safety of several subsystems was performed, including the attention target component and communication system. This is required to eventually move the Subsumption component update to the multithreaded batch update step.
In FPS Combat, the ‘Defend Area’ assignment was introduced; correctly achieving this behavior requires monitoring the mastergraph transitions to evaluate if the recipients of the Subsumption event can actually process it. In the Defend Area example, they might be executing any regular behavior when receiving the assignment. If the behavior can handle the request in a specific way, great. If not, then the mastergraph takes care of selecting one that can. Alongside this, they’re adding new behaviors to improve combat and patrol to respect this assignment.
Support for stealth gameplay was implemented, with new audio and visual stimuli being added to allow players to draw the attention of guards, prepare traps, and open up otherwise blocked paths.
Work also continued on the bartender for Lorville. To achieve several functionalities of his behavior they implemented the first pass of UseChannel routing and are continuing to expand the usable functionalities.
The Usable Builder Tool received a new feature too: it’s now able to correctly preview different characters using different usables so that designers, animators, and programmers can easily test and verify the content as it’s delivered.
Animation
November saw Animation supporting the Feature Team to bring vault, mantle, and jumping functionality in-line with the game’s quality and play expectations. They’re currently testing a process to allow the efficient integration of different weapon classes, such as pistols and shotguns. The team is also implementing carry options for Zero-G EVA and working towards finalizing player interaction (carriables in particular).
The US Animation Team cleaned and solved data from the amazing performance captures done at this year’s CitizenCon in Austin, Texas. Editing and final work will be completed soon. They continued work on the Ship Dealers that will populate the ‘verse and made sure the new mission givers are available as soon as their locations are ready, such as Wallace Klim in Levski, Tecia Pacheco in Area18, and Constantine Hurston in Lorville.
Exploring the issues that result from re-targeting the male animations to the female skeleton, the team determined that the first step is to achieve 1:1 parity between them. This will allow for the replacement of assets with female-specific versions without hindering female player development. Finishing touches are being added to carriable tech, too.
The Combat AI Team is exploring how to use the stocked weapon asset set as a basis to quickly create pistol versions to give the AI Designers more freedom in the type of weapon encounters they create.
The Ship Content Team is finishing off sequenced animation work. This will enable quicker and more efficient implementation of the design and animation sides of new ships. Weapons-wise, they’re working on the Ravager rifle and the Kahix.
Audio
The Audio department focused on the new flight model and the spaceship audio mix. They implemented tech to allow systemic mixing of NLPC ship bases on priority, size, and threat level, which gives a clearer and more focused mix. This, combined with the implementation of the new ship vibration component, has greatly improved the ship audio experience. During implementation, they made an optimization pass to ensure memory and voice limits remain healthy.
Improvements to the weapon experience continued with the consolidation of assets and the simplification of element implementation to ensure improved translation of audio assets from the digital audio workstation (DAW) into the game. There have also been changes to the Foley system to improve the audio feedback of the player’s traversal on different terrain and surface types.
On the music front, the team worked with the PU composer Pedro Camacho to develop and implement new musical cues to support the planet-side locations on Hurston, such as L19, and upcoming expansions.
With Object Container Streaming (OCS) coming online, the Audio Code Team optimized and polished FOIP to ensure reliability.
Backend Services
Backend Services worked to bring the 2948 Anniversary Event to players. The first order of business was creating the service needed to bring forward the correct overlapped object containers for the different days at the convention center. This ensured a seamless transition between manufacturer days and prevented the need to publish a new build per expo day.
Next, they worked to make sure the rental logic behind the expo correctly traded data between the server, client, and database to ensure players could enjoy the ships they rented.
Finally, a login queue was created to help organize and throttle the unprecedented number of players attempting to enter the ‘verse and check-out the expo.
Away from the Anniversary Event, work continued on the new architecture for the Persistence Cache to help increase the scalability of the backend as well as link important services to a new database architecture.
Character Art
Character Art’s focus throughout November was to make all armor and undersuits available for female avatars. They also worked on modeling two of our new mission givers to bring more life to the Persistent Universe.
Additionally, they’re creating a new set of outlaw armor (designation ‘Shipjacker’) that will include armor, an undersuit, and subscriber items.
Community
“The Community Team started the month in the Halloween spirit with two spooky contests in anticipation of the holiday. Players joined the festivities and showcased their talent in a pumpkin carving contest and a FOIP screenshot contest depicting the most terrifying and terrified expressions they had to offer. Spooktacular!
The Mustang Commercial Contest put the community’s filmmaking skills to the test. Our bold cinematographers embraced the maverick spirit of Consolidated Outland to create commercials that Silas Koerner himself would be proud of.
During Thanksgiving, Citizens shared what they were thankful for and participated in two holiday contests in honor of Turkey Day. With these two contests, we are now up to 25 total contests run in 2018, and the team still has more planned to go live before the end of the year.
As Alpha 3.3 made its way to the Persistent Universe, we welcomed the first fully-explorable planet and city with Hurston and Lorville respectively. While everyone was exploring the new environments, the bustling landing zone, and four new moons, the Star Citizen content creators outdid themselves, creating beautiful shots of sunsets on Hurston, days out on the beach next to Lorville, and joyrides to Aberdeen. We are proud and thankful for all the content the community shared on social media, Reddit, and the community hub, and are looking forward to seeing even more. Keep on sharing!
The 2948 Anniversary special kicked off our most epic Free-Fly event to date with all flyable ships and vehicles to try out at no extra cost. The Intergalactic Aerospace Expo came a long way and made its in-game debut with their Hurston-based satellite branch. Exclusive reveals at the expo included Anvil’s ‘light fighter of the future’, the Hawk, and the next evolution of Xi’an tech and design innovation with the Aopoa San’tok.yāi.
Lastly, we also reached a significant funding milestone and want to thank our amazing community who made this possible. The amount is the highest total for any project in the history of crowdfunding and is beyond anything we could have imagined. In a letter from the chairman, Chris Roberts shared his thoughts on the fantastic journey so far and the exciting future that lies ahead. Here’s to tomorrow!”
Design
Design got the Anniversary Event’s Convention Center up and running for all backers to enjoy.
To help encourage players to browse the inventories at New Deal and Teach’s Ship Shop, the team began implementing a new type of NPC: the Ship Dealer. The aim is to provide a realistic and interesting ship purchasing experience to further liven up the process of acquiring a dream ship.
“We sincerely hope you got a chance to try out and see the different ships at the Intergalactic Aerospace Expo on Hurston!”
Tuning for the Economy continues, with work going into adjusting prices for various services and goods across Stanton. Work has also started towards the design and implementation of a robust and important Economic Editing Tool to help better visualize and tweak the Economy than ever before.
They also tuned Arena Commander’s REC Reward.
DevOps
November is always one of the busiest months for DevOps due to the Anniversary Event, and this month was no exception, with the team scaling the servers to the highest capacity since the beginning of the project.
To ease the overall DevOps workload, the Publishing Team expanded their internal tools, which allowed most of the team to enjoy a well-deserved break for Thanksgiving (even if they did stay very close to their laptops).
Between PTU & Live, they successfully published 30 times throughout November, with some days seeing 3-4 builds.
Engineering
Engineering teams around the globe worked on OCS throughout November. The first iteration of client-side streaming was released in Alpha 3.3, with an ongoing focus on improving asynchronous entity loading and unloading.
The core OCS and network and backend teams had the Object Container Server Streaming summit this month to plan the next iteration of OCS, which will focus on server-side streaming and full persistent servers.
LA-based Engineering collaborated with the Austin Backend Team to build the tech required for in-game ship rentals. It was premiered during the anniversary promotion and forms the foundation for all in-game rentals.
Development on backend tech moved forward towards allowing persistent EZ Habs and enable players to customize and persist their start location. The Vehicle Team continued to work on Ping & Scanning gameplay, this month focusing on ship scanning. Work has also begun on the new DNA component to integrate the R&D technology into the character pipeline.
Turbulent worked closely with the LA Gamecode Team to further improve the group system, spectrum integration, and FOIP & VOIP.
Engine Tools
The Engine Team spent time supporting the Alpha 3.3 and 3.3.5 releases, bug fixing, profiling, and optimizing code (especially for Object Container Streaming). Work continued on GPU skinning, adding vertex velocity support (for motion blur, etc.), completed several optimizations to skip zero weights (which improved throughput), prepared background data, and made the first pass on memory layout and LOD support.
For physics optimizations, the execution of ray collision checks and the defragmentation of grids run were made to run concurrently. This achieved a 30-50% speedup for physics planet terrain computation, reduced the number of cell queries on planets, and improved proxy mesh generation of terrain ground volumes.
Terrain rendering improvements were made (glow forward pass) as well as fixes for water volume and ocean rendering. The existing hair shader was improved, and a new depth of field algorithm was created, improving quality, performance, and fixing halos around silhouettes.
They completed additional culling refinements in the zone system to submit fewer objects to the renderer, as well as various low-level optimizations to reduce the load on the render thread. Further enhancements were made to engine-side support for the public telemetry page to allow user-specific optimization hints to be displayed to improve the gameplay experience, and a new tool was developed to easily analyze core dumps of Linux dedicated game servers.
Environment Art
The UK team focused on bug fixing and optimization for the Alpha 3.3 release, mainly for Lorville and Hurston. A focused sprint was completed for the Anniversary Event convention halls, with the aim to provide a versatile and time-economic environment to show off the ships in their best light. Additional Underground Facility interior exteriors and a new Alpha 3.3 splash screen were also made and implemented.
The DE Location Team made great progress on Lorville’s Central Business District (CBD). Here, players can access the Hurston Dynamics Showcase, the flagship store for all weaponry produced by the brand, as well as the Transfers store where players can engage in various trading activities. The CBD has a very different feel to the rest of Lorville and clearly services a different type of clientele. Luxurious materials and modern design set the ambiance for this experience.
The Organics and Planet Team are making great progress on upcoming locations and are currently working on ArcCorp and exploring microTech. Both locations need additional features to be added to the planet tech to make them truly unique, so while it’s still early days, things are steadily moving on.
Facial Animation
The team is actively working on upcoming mission-givers, including Klim, along with ship dealers, bar patrons, and bartenders. They’re also testing the results of the player’s facial animation recordings on the default loadout.
Graphics
This month, the Graphics Team firmly focussed on the release of Alpha 3.3.5 and improving both stability and performance. The PTU was plagued by some quite frequent GPU crashes, but Evocati testing helped them track down the cause and remedy it.
With the release of Lorville, QA saw high video memory usage due to the scale of the environment and number of ships and characters. Due to some bugs, this resulted in serious performance issues as the video driver began to page memory, resulting in noticeable stutters. Fixes were made to the worst offending video memory bugs in Alpha 3.3.5. Looking forward, the team continues to reduce memory usage and optimize the game for the next release.
Issue Council
The Issue Council deployed version 1.1.5 in October. Several issues were fixed including editable fields of the different forms not displaying correctly, versions not ordered from the latest to the oldest, and display names with special characters not showing properly.
Level Design
The Live Team placed and marked-up locations on and around Hurston for mission use. Big improvements to the delivery missions were made – players can now take contracts from companies who operate specific routes and require the player to have a certain level of reputation. The Downed Relay mission (as seen in CitizenCon) now has multiple outcomes, including having other players tasked with destroying the stolen blade before its data is uploaded.
Finally, most of the combat missions found at Crusader are now available at Hurston. Work has begun to define the contractors and progression for them, too.
Lighting
This month, the Lighting Team worked on improving the headlights across almost all ships available in the PU. Due to plenty of issues regarding visibility while flying ships in dark environments, the headlights were improved to provide more visible light from greater distances. There’s still room for improvement, but in the meantime, it’s a positive change that makes the planetary flying experience more enjoyable.
Additionally, the team focused on bug fixing and optimizing the lighting in Lorville to maintain a high degree of quality while improving framerates and lowering drawcall costs.
They also worked on the lighting for the Intergalactic Aerospace Expo to help show off all the amazing ships being featured in the various halls.
Narrative
The Narrative Team pushed heavily on Alpha 3.3 and 3.3.5 tasks to knock out remaining mission text and standardize in-game descriptions for ship components on the terminals. They also continued working on editorial selects for the lower priority lines for NPCs that were captured back in September.
To cover the new convention center and other contexts, they ran a pickup recording session to add additional Lorville announcement lines.
The team also worked closely with Marketing to support the recent IAE expansion event in Lorville. Not only providing written copy but joining some of the roundtable discussions to provide fictional backstory for the various manufacturers.
Lastly, they worked to schedule tasks for the PU and undertook overall team planning for the upcoming year.
Player Relations
Player Relations busily plugged away at the Alpha 3.3 and the Anniversary Event, working alongside the Evocati on several builds to make sure key components were properly tested.
“As always, we’d like to point all players to our growing Knowledge Base, which now has over 100 articles and saw almost 450,000 visitors this month! We will continue to grow this by adding new ‘How To’ articles, patch notes, and live service notifications.”
Props
The Props Team focused on the stands, booths, and branding for the Intergalactic Aerospace Expo and the Anniversary Event. They recently shifted onto closing out the CBD props in Lorville and are currently creating bespoke furniture to help sell the wealth and decadence of the Hurston Central building.
QA
On the publishing side, QA busily tested the Alpha 3.3.0 and 3.3.5 builds for publishing to Evocati and Live. On the game side, the focus was on testing Hurston, its four moons, and city Lorville. They also completed a number of QATRs relating to FOIP & VOIP, ship purchasing in the PU, ship rental in Arena Commander, and improvements to Object Container Streaming.
It was business as usual on the leadership side, with coordinated testing priorities between the UK, LA, and DE.
Two new recruits were welcomed to QA; a dedicated tester in Frankfurt to support the AI Team and an additional tester in the UK. They will be primarily focused on providing day-to-day updates on the state of AI and will report all issues directly to the team to be investigated.
QA also made the decision to do away with the general design tests and instead focus on specific sanity/smoke tests for AI and another test suite specifically for the Transit System and locations. The previous design tests were too broad and covered areas that were not always prevalent to the in-house design teams. Refocusing towards specific in-house feature teams has proven that the testing and information provided is much more valuable.
A fair amount of time was spent on major QA test requests for new animation update optimizations, physics terrain patch optimization changes, and general optimization that will further improve performance in the PU.
Frankfurt’s QA branch supported the Planetary Tech Team in investigating an issue on one of Hurston’s moons. Something in its setup was causing the normals on the moon surface to be very intense. This was tracked down to a lighting issue and further steps were taken (with the assistance of the Graphics Team) to enable the surface to get back to, well, normal.
Services
At CitizenCon, the team was present on the show floor to prepare local environments to run the game backend for both the FOIP LAN demonstration area and the main stage demonstration. This local setup included the entire game backend allowing for the demonstration to represent exactly what is being played in the PTU and the Live environment, including the network of social services that power groups, chat, and FOIP.
With the release of Alpha 3.3 and 3.3.5, the team mostly focused on observing and scaling the voice and face transmission solution to the increase of backers in the game. DevOp teams mainly worked to ensure that voice channels created by players during one-to-one calls, group channels, and global server channels were properly sharded to new voice servers, as the number of connected players increased.
With the addition of global chat auto-connect in Alpha 3.3.5, the team also added new systems to monitor and move voice channels between servers when the supported load on a given voice server instance is too high.
“The team has been ecstatic about the use of the technology by players and we hope to keep growing its use with gameplay connected features.”
In order to help with the above tasks, the social game services were moved to a Kubernetes-based orchestration solution that allows easier management of voice and service containers. This new backplane supports continuous integration of service changes and will greatly improve the team velocity when deploying updates and builds.
Working in conjunction with the universe team, Game Services began the development of a web-based administration tool to help manage the runtime state of the game world from a macro level. This is still in the very early stages of development but, using this tool, the designers will ultimately have the ability to inspect social objects like groups and their life cycles, ban, chase, and player controls. Integrating the WebGL Starmap engine will also allow the viewing of commodities, player locations, gameplay analytics, and much more.
Ships
This month, the UK Vehicle Team returned to the Origin 890 Jump after wrapping up the Valkyrie.
What will undoubtedly be well-received news amongst the community is that, after long hiatus, work continues on the greatly-anticipated Anvil Carrack. Since the ship was last worked on around 18 months ago, there have been significant improvements to the ship pipeline and workflow. So, when re-reviewing the previous state, the team decided to undertake a second whitebox pass of the interior to bring it closer to its original concept.
In addition to next year’s larger vehicles, progress was made to the Alpha 3.4 ships, including the Origin 600i Touring. The Freelancer Expedition, Transporter, and Gun Ship are all receiving the final touches by art.
Ship Art
Lead Vehicle Artist Chris Smith made great progress on the greybox model, interior, and exterior of the 300i rework and began implementing different paint jobs and modeled the modified components for the other three variants. Next, he will move onto an alternative interior to be used in one of them.
3D Modeler Josh Coons recently completed the whitebox model for the Banu Defender and has now moved onto testing some of the modified workflow using Zbrush models, which will be baked down to create the type of detail we are looking for in this ship. He is continually creating new textures and also starting to build up the greybox model with the alternative workflow.
System Design
The System Design Team worked on integrating updated flight mechanics into enemy ship AI, ensuring that with all the changes, they are still engaging to fight against and don’t become unbalanced. They noticed that the updated flight model currently causes too much unwanted ‘jousting behavior’, so are currently looking into ways to modify it.
Work was done on restructuring dialogue wildlines for the ship/FPS/social AI to unify them within the same overall structure. A large amount of work has been done with the audio & writing teams to ensure the system works properly for all systemic dialogue in the game. They are also working to develop tools to automate the setup of dialogue lines.
More work was completed on designing stealth gameplay elements, which in turn requires the AI perception to be upgraded to cater for peripheral vision, as well as various audio events and stimuli from environmental sources, such as throwing a pebble to distract enemies.
Telemetry
Shortly after CitizenCon, the Public Telemetry page was launched. The data presented here reflects the data CIG receives from clients while playing the game. This data is used to assess and improve performance across a variety of hardware. If logged in while on the telemetry page, players will see their stats, including their computer’s GPU and CPU score and average FPS. The heatmap displays other user’s average FPS and the most popular hardware for each GPU and CPU score. On launch, the telemetry page showed a massive improvement between Alpha 3.2 and 3.3 thanks to OCS.
Turbulent
Throughout November, Turbulent supported CitizenCon, the Alpha 3.3. Flyable Ships, the new Anvil Valkyrie, the release of the Drake Kraken, and preparations for the Anniversary Event.
CitizenCon: CitizenCon 2948 was an amazing event, with Turbulent supporting many components such as the livestream, merchandise, badges, microsite, and the release of new ships from Drake and Anvil!
The Drake Kraken: In October, Turbulent supported the unveiling of Drake’s first capital ship, the Kraken. The Kraken has two multi-purpose hangars, five manned turrets, four remote turrets, a massive cargo capacity, comfortable habs for a full crew, a Dragonfly Bay, and six landing pads. The website showed multiple features such as an interactive cross-section of the ship and a registry for those interested in obtaining one.
The Anvil Valkyrie: Turbulent supported the release of the Valkyrie, the new flyable drop ship from Anvil. The Valkyrie contains multiple side guns and turrets and can deploy up to twenty troops as well as a vehicle into combat. The website displayed features such as in-game footage of the Valkyrie and a CitizenCon-exclusive edition called the Valkyrie Liberator. This was also released on October 10th.
The 3.3 Flyable: With the release of Alpha 3.3, Turbulent supported the availability of the flyable ships on the website. The ships include the Aegis Hammerhead, Tumbril Cyclone, RSI Constellation Phoenix, and the CO Mustang. An exclusive CitizenCon Mustang was also available, called the Mustang Alpha Vindicator.
The 2948 Anniversary Special: The Anniversary Special was launched on Friday, November 23rd. Over the course of the week, a different manufacturer was released each day. On the first day, the Arrow was released, along with the rest of the Anvil ships. RSI day was on the 24th, Origin Jumpworks the 25th, Aegis Dynamics the 26th, Drake Interplanetary the 27th, and the alien ships on the 28th. The new San’tok’yai ship was unveiled by Aopoa too. MISC had its featured day on the 29th, and the new manufacturers on the 30th, including Tumbril, Crusader, CO, Argo, and Kruger. The last days of the Anniversary Special featured discount starter packs.
The Anniversary Quiz: With the help of Player Relations, Turbulent executed a quiz featuring three questions for each manufacturer. A passing score awarded a ‘Ship Master’ Spectrum badge and certificate. By passing the quiz, players were entered into a draw to win an Anvil Arrow.
The IAE Free-Fly Promotion: For the week of November 23rd until December 1st, five different flyable ships were featured each day of the week according to the featured manufacturer. The page contained information about the Desmond Memorial Convention Center in Lorville and linked to the Knowledge Base, which provided detailed instructions on how to get started. The IAE Free-Fly page also instructed new players on how to make an account and get into the ‘verse.
The Aopoa Santok’yāi: Turbulent supported the release of the Santok’yāi, a new Xi’an ship from Aopoa. The Santok’yāi features Yeng’tu Laser Repeaters and the latest Xi’an technology in a light-to-medium fighter chassis.
UI
The UI Team worked on adding the ability to rent items in Arena Commander, as well as supporting the needs of the Environment Team working on Lorville’s CBD.
Vehicle Features
Based on recent feedback from both internal and external sources, turret improvements have continued throughout November. In addition to bug fixes, there were multiple improvements to turrets including making multi-axis turrets controllable at min/max pitch, fixing the gyro pip offset, and improved aiming methods from a variety of input devices. The foundational mechanics to allow ships to aim at the engines on target ships has also been completed, and the feature itself is nearly ready to be rolled out to the PU, as is scanning nav points for destination info. The rest of the month was rounded out with a clean-up of debris network flow and a variety of vehicle-related crash bugs.
Vehicle Content
Art, Systems Design, and Tech Art worked together to release the Anvil Arrow as part of the November Anniversary Event as well as continuing to work on ships for upcoming releases: The Anvil Hawk is in the release-prep stage with both the Art and System Design Teams, the 300 Series is in greybox with Systems Design, and the Freelancers had entered release-prep with Tech Art.
Additionally, Systems Design and Tech Art worked with the animators on character animation sequencing for vehicles, and Tech Art worked on a thruster pass for the new flight model.
VFX
The VFX Team continued to polish and optimize the many environmental effects of Hurston and implemented general improvements to the various moons throughout the ‘verse. They also finalized VFX for the Anvil Arrow and Anvil Hawk. The VFX Team spent time optimizing existing assets to help with the overall performance of Alpha 3.3.5.
They also cleaned out all unused VFX texture assets in hopes of reducing the amount of memory required to load all the particle textures.
Now that the base work for Lorville is finished, the Level Design Team are focusing on the CBD. The whitebox is already done, with most of the remaining work involving connecting the trains and ensuring all the logistics work.
New Underground Facilities components were added to the procedural tech. These are built with modularity in mind and can be generated in the same way as Rest Stops. Once the modular library has enough content (rooms, connectors, POIs), it will become much easier to provide more variety.
They also continued working on the procedural tech to make sure that it provides everything needed from a design perspective. This can be difficult at times, as compromises are required; what is the most fun to play is not necessarily what looks the best.
Weapons
The Weapon Art Team worked on the Multi-Tool rework, Kastak Arms Ravager-212, and the level two and three upgrades for the Hurston Dynamics Laser Repeaters. They also made minor adjustments to the iron sights on a handful of weapons to improve the sight picture and to make them more user-friendly when no optics are attached.
Conclusion
WE’LL SEE YOU NEXT MONTH…
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FootPrintKu Introduces New Cloud-Based Design Services That Accelerate Time to Market and Increase Library Control
Check out the latest post https://thenewsrabbit.com/footprintku-introduces-new-cloud-based-design-services-that-accelerate-time-to-market-and-increase-library-control/
SAN FRANCISCO–(BUSINESS WIRE)–Today at the Design Automation Conference (DAC 2018), FootPrintKu, a subsidiary of PalPilot International, announced the first ever cloud-based SaaS platform that allows design teams to launch products faster and easier by utilizing their automation intelligence (AI) software engine. In addition, FootPrintKu is introducing two new products, FPK Studio and FPK Vault. Together they eliminate all the inefficiencies of manually creating, checking and managing component libraries and significantly enhance the design engineering infrastructure.
> See The Video (https://youtu.be/GcvmBqqk3HQ)
FPK Studio
Built for engineers, users can easily upload electronic parts requests to the FPK Studio and the system will complete the work and QA the parts with our automation software. Accurate footprints, symbols and 3-D models will be ready by the next day, not weeks. And the platform delivers real time status tracking for all requests.
FPK Vault
Designed to meet the needs of librarians, FPK Vault service allows users to securely store, preview, edit and search their design library from anywhere using advanced search parameters. All files are kept in the cloud, and file changes and updates are kept current and accurate through version control. No additional tools or licenses are required.
“When it comes to electronic design automation (EDA) technology, time-to-market is critical. Semiconductor and system manufacturers are under intense pressure to deliver new product generations with more complex parts in shorter time frames,” said Chico Wu, VP of FootPrintKu. “FootPrintKu is excited to be on the forefront of developing innovative solutions that address the issues our customers are facing,” Wu added. “We currently have multiple customers using our solutions with great success including Omega EMS.”
“Speed and accuracy are huge benefits to my team. Everyone is on a tight schedule and wants it immediately. With FootPrintKu, it’s like adding a shift to my operations. And I know the parts will be built correctly, are repeatable and scalable and the cost-savings are big,” said Ian Grover, VP of Engineering at Omega EMS.
At DAC
See a Demo at FootPrintKu’s Booth 1249. In addition, Chico Wu, VP of FootPrintKu, will present “Influencing Design Libraries with Cloud Automation” at DAC 2018 Design Infrastructure Alley, June 27th, 12:30 p.m. to 1:15 p.m.
About FootPrintKu
FootPrintKu is a subsidiary of PalPilot International Corporation. Backed by over 25 years of experience and innovation, FootPrintKu is dedicated to transforming the design process by pushing the boundaries of technology to allow designers and engineers to rapidly create and reliably scale their projects based on automation intelligence and digitization in the cloud.
About PalPilot
PalPilot International Corporation is a global company with manufacturing in Asia and business offices in the US and EU. PalPilot has proven itself to be a valuable asset in the core industries of PCB Engineering, Manufacturing, Mechanical Services and Components.
For additional information, please contact us at [email protected] or visit our website at https://www.footprintku.com.
FootPrintKu, FPK Studio, FPK Vault and PalPilot are trademarks of their respective companies.
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On Monday, day one of its annual developer conference Build 2018, technology behemoth Microsoft showcased a raft of new technologies designed to give developers all the tools they need for artificial intelligence (AI) and solutions.
Among the projects is the new Microsoft Azure Blockchain Workbench, which the company claims makes it easier to develop blockchain applications by stitching together an Azure-supported network with cloud services like Azure Active Directory, Key Vault and SQL Database, reducing proof-of-concept development time dramatically.
Microsoft said it expects more than 20 billion smart devices to be in homes and businesses around the world by 2020, powering advanced ways to see, listen, reason and predict, without constant connectivity to the cloud.
Against this background, the new capabilities announced by Microsoft will allow developers to operate at the intelligent edge of the cloud, the company said, with opportunities for consumers, businesses and entire industries, from the operating room to the factory floor.
-The era of the intelligent cloud and intelligent edge is upon us," said Satya Nadella, CEO, Microsoft, in a statement. -These advancements create incredible developer opportunity and also come with a responsibility to ensure the technology we build is trusted and benefits all."
Microsoft said that its open sourcing of Azure IoT Edge Runtime will allow customers to modify, debug and have more transparency and control for edge applications, while Custom Vision will now run on Azure IoT Edge, enabling devices such as drones and industrial equipment to take critical action quickly without requiring cloud connectivity. The company said this is the first Azure Cognitive Service to support edge deployment, with more coming to Azure IoT Edge over the next several months.
Microsoft is also partnering with DJI, the world's biggest drone company, to create a new SDK for Windows 10 PCs, and DJI has selected Azure as its preferred cloud provider to further its commercial drone and SaaS solutions. The SDK will bring full flight control and real-time data transfer capabilities to nearly 700 million Windows 10 connected devices, globally. As part of the commercial partnership, DJI and Microsoft plan to co-develop solutions leveraging Azure IoT Edge and Microsoft's AI services to enable new scenarios across agriculture, construction, public safety and more.
Another partnership with Qualcomm Technologies will create a vision AI developer kit running Azure IoT Edge, providing the key hardware and software required to develop camera-based IoT solutions. Developers can create solutions that use Azure Machine Learning services and take advantage of the hardware acceleration available via Qualcomm's Vision Intelligence Platform and AI Engine. The camera can also power advanced Azure services, such as machine learning, stream analytics and cognitive services, which can be downloaded from the cloud to run locally on the edge.
Microsoft also highlighted how developers can build and manage AI-rich solutions to transform the ways people work, collaborate and live, using data, machine learning and cognitive intelligence.
Project Kinect for Azure involves a package of sensors, including Microsoft's next-generation depth camera, with onboard compute designed for AI on the Edge. This will build on Kinect's legacy, Microsoft said, empowering new scenarios for developers working with ambient intelligence.
By combining Microsoft's Time of Flight sensor with additional sensors all in a small, power-efficient form factor, Project Kinect for Azure will leverage the richness of Azure AI to dramatically improve insights and operations, the company said.
Also announced at Build 2018 is a Speech Devices SDK, which delivers audio processing from multichannel sources for more accurate speech recognition, including noise cancellation, far-field voice and more. With this, developers can build a variety of voice-enabled scenarios like drive-thru ordering systems, in-car or in-home assistants, smart speakers, and other digital assistants.
Addressing the potential for database services, Microsoft's Azure Cosmos DB updates will be designed to support both the cloud and the edge, along with the VNET general availability for increased security. With these new updates, Microsoft said Cosmos DB delivers even greater cost-effectiveness and global scale, further cementing it as the fastest-growing database service in the world.
The company also previewed its Project Brainwave architecture for deep neural net processing, which is now available on Azure and on the edge. Project Brainwave makes Azure the fastest cloud to run real-time AI and Microsoft said it is now fully integrated with Azure Machine Learning, while supporting Intel FPGA hardware and ResNet50-based neural networks.
Additionally, new Azure Cognitive Services updates include a unified Speech service with improved speech recognition and text-to-speech, which support customized voice models and translation. Along with Custom Vision, these updates make it easier for any developer to add intelligence to their applications, according to the statement.
Microsoft said it is making Azure the best place to develop conversational AI experiences integrated with any agent and new updates to Bot Framework and Cognitive Services will power the next generation of conversational bots enabling richer dialogs, and full personality and voice customization to match the company's brand identity.
Other mixed reality technologies highlighted at the event include Microsoft Remote Assist, which allows its customers remote collaboration with heads-up, hands-free video calling, image sharing, and mixed-reality annotations. Firstline Workers can share what they see, while staying hands-on to solve problems and complete tasks.
Another tech giant looking to put its stamp on blockchain development is Oracle, which recently outlined its platform as a service blockchain effort, which is expected to be followed by dApps. In addition to working with pharmaceutical firms to track the supply of medicine batches, it has projects underway with Banco de Chile and the Nigerian government, which is looking to reshape its system of documenting customs and import duties.
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