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Some staffers at Elon Musk’s so-called Department of Government Efficiency are drawing robust taxpayer-funded salaries from the federal agencies they are slashing and burning, WIRED has learned.
Jeremy Lewin, one of the DOGE employees tasked with dismantling USAID, who has also played a role in DOGE’s incursions into the National Institutes of Health and the Consumer Financial Protection Bureau, is listed as making just over $167,000 annually, WIRED has confirmed. Lewin is assigned to the Office of the Administrator within the General Services Administration.
Kyle Schutt, a software engineer at the Cybersecurity and Infrastructure Security Agency, is listed as drawing a salary of $195,200 through GSA, where he is assigned to the Office of the Deputy Administrator. That is the maximum amount that any “General Schedule” federal employee can make annually, including bonuses. “You cannot be offered more under any circumstances,” the GSA compensation and benefits website reads.
Nate Cavanaugh, a 28-year-old tech entrepreneur who has taken a visible internal role interviewing GSA employees as part of DOGE’s work at the agency, is listed as being paid just over $120,500 per year. According to DOGE’s official website, the average GSA employee makes $128,565 and has worked at the agency for 13 years.
When Elon Musk started recruiting for DOGE in November, he described the work as “tedious” and noted that “compensation is zero.” WIRED previously reported that the DOGE recruitment effort relied in part on a team of engineers associated with Peter Thiel and was carried out on platforms like Discord.
Since Trump took office in January, DOGE has overseen aggressive layoffs within the GSA, including the recent elimination of 18F, the agency’s unit dedicated to technology efficiency. It also developed a plan to sell off more than 500 government buildings.
Although Musk has described DOGE as “maximum transparent,” it has not made its spending or salary ranges publicly available. Funding for DOGE had grown to around $40 million as of February 20, according to a recent ProPublica report. The White House did not respond to questions about the salary ranges for DOGE employees or how the budget is allocated to pay them.
Some DOGE team members, including Musk, are designated as “Special Government Employees,” an advisory role limited to a 130-day work period. These positions can be paid or unpaid; SGEs drawing salaries above a certain grade have to file financial disclosure forms, but the volunteer workers do not. This type of employee is not beholden to the same rules as typical federal workers; they are allowed to keep drawing outside salaries and in some cases do not need to disclose conflicts of interest. Other prominent SGE staffers associated with DOGE include top aide Katie Miller, who continued her prior public relations work through the transition and more than a month into the current administration. Her firm’s clients had included Apple and a Saudi-funded golf league, according to The Wall Street Journal.
Other prominent DOGE staffers appear to be unpaid volunteers. Edward Coristine, Ethan Shaotran, Luke Farritor, Derek Geissler, and Nicole Hollander draw no salary through their assignments at the General Services Administration. (It is not currently known whether they are drawing salaries elsewhere within the government.) The agency now openly discusses the idea of compensation on its recruitment page, which describes “full-time, salaried positions for software engineers, InfoSec engineers, and other technology professionals.”
In an interview with Sean Hannity of Fox News last month, Musk claimed that "the software engineers at DOGE could be earning millions of dollars a year and instead of earning a small fraction of that as federal employees." In Silicon Valley, the median salary for a software engineer hovers around $184,000, with workers a decade into their careers earning over $220,000, according to Glassdoor.
DOGE honcho Elon Musk is the richest person in the world, with an estimated net worth of over $350 billion. Although Musk does not draw a salary for his work with DOGE, his business ventures often enjoy government support. The Washington Post recently reported that his companies have received more than $38 billion in government funding over the past two decades.
“It does seem worth understanding what these employees are being paid,” says Don Moynihan, a public policy professor at the University of Michigan. “Especially if they are being paid significantly more than technologists who have been fired, given that many of the DOGE staff have less relevant experience.”
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ooh how about a lil thing based on the dream i just told you about? reader fixes up glamrock bonnie and surprises freddy! (not in ruin timeline btw) idk man i think it’s such a cute idea and i even saw it firsthand! -galaxy
"Are you sure you don't remember...anything after you walked into Monty Golf?"
"Nope. I wish I knew, though..I would've loved to remember what exactly went down.." Glamrock Bonnie regrettably shook his head as he laid back in the chair within the Parts & Services' cylinder enclosure.
He then stared down at chestplate you had discarded, frowning at the gashes that were slashed across it. Even though he had a brand new one on (that you were currently shining with a rag), he would always remember having those nasty marks...despite not knowing where they came from.
In fact, neither of you knew who could have left them.
Your immediate assumption was Monty, but then again...everybody and their mother who regularly visited the Pizzaplex suspected him, too.
The running theory was that he got jealous of Bonnie's role in the band and wanted to get rid of him--or at least break him down enough to no longer be functional enough to play his bass guitar.
Of course, the gator had his temper tantrums from time to time and always admired Freddy's role as the leader and the praise he's given Bonnie, but you couldn't fathom him being capable of something like this.
Not to mention how it didn't make sense for him to destroy the rabbit in the golf course...and then drag him all the way to the bowling alley, only to dump him inside a hidden room that none of them could have possibly known about.
Even you weren't aware that room existed.
Or at least..not until you went around the Pizzaplex to do maintenance on each and every Wet Floor Bot, as your manager complained about them experiencing simultaneous malfunctions. He just told you to shut them down so they could be collected later.
Somehow, they were the key to you finding Bonnie in that area, and there were still several active bots surrounding his damaged body.
It was strange, as though his software was tethered to theirs.
You weren't sure if this was some kind of "backup" plan or what, but you were relieved to find him alive--just barely hanging onto whatever percentage he had left on his battery, but still alive.
All the questions you had would have to wait.
What mattered most was getting approval to repair him, and to your surprise..management allowed it so long as you fixed him overnight and didn't talk about him too much with your coworkers.
Especially not in front of the guests.
The only other person on duty tonight was Vanessa, but she was usually doing her own stuff. She never talked to you much (aside from making a offhanded comment about how management was gonna explain his "disappearance"), so you weren't worried about her storming in and disrupting your work.
It took several nights' worth of blood, sweat, oil, and tears...but you finally completed all the necessary steps in repairing Bonnie.
Now he was ready to exit the cylinder.
You beamed with pride as you watched him step out and walk around for a bit, his ears flopping. "So...how do you feel, big guy?"
"Like a brand new bunny! Thank you, [y/n]." He turned to face you, although his smile faltered a bit. "But I've been wonderin'...how's Freddy doing? Does he still...?"
"He still talks about you a lot..every time he passes by the bowling alley or ice cream parlor, in fact."
"...awh..do ya think I'll be able to see him anytime soon? I know nobody's supposed to know I'm still here, but-"
"They only said guests, they never said anything about your bandmates." Your smile grew tenfold as you watched his ears perk up. "I already called him. He should be here right about-"
*SLAM*
"Now."
"I'm here, [y/n]. What....."
After walking through the double doors, Freddy suddenly stopped in his tracks, taking in the sight of a certain blue bunny who stared right back at him with the widest red eyes. Both of their mouths were agape in shock.
For a few long moments, there was total silence in the room--aside from the overhead lights and machines electronically buzzing in the background.
You stood by the computer terminal, starting to grow a little worried that this might be too overwhelming for either of them to handle.
Maybe you should have waited.
Or-
"B...Bonnie?"
"Yup. It's me, Freddy. I'm back."
"Bonnie!!"
And just like that...all of your initial fears quickly dispersed as the two embraced each other, teary-eyed with the biggest smiles on their faces.
"Y-You're back...you're really here.." Freddy whispered in both disbelief and relief, putting his hands on the bunny's shoulders. "What happened to you? I thought...y-you were dismantled and-"
"I'm afraid I don't have any answers, buddy." With a slight pout, he shook his head, desperately wishing he had more to tell him. "My memory's all scrambled from the time I went to Monty Golf to right now.....I'd call whatever happened to me was just..one big accident. But I'm here now."
"....yes..that's what matters right now. Nothing else. Nobody here has forgotten you, my friend. The children, Chica...oh, Bonnie-" Freddy choked out, eyebrows furrowed as he pulled him into another embrace. "They...we all missed you so much. I missed you."
"Awh, shucks..don't start cryin' again, pal. Cause that'll make me cry, too." Bonnie smiled sweetly.
After they both let go, he turned back to you. "[Y/n] just got through repairin' me. I owe 'em for finding me in some room that was off-limits to us..I'd probably still be there if it weren't for their little detective work."
"Of course, thank you so much, [y/n]." Freddy looked to you, grinning from ear-to-ear.
You just smiled and waved politely from your spot beside the terminal, happy that their reunion went better than expected.
There were times during Bonnie's repair process where you felt like throwing in the towel or pawning off the job to someone else. It was frustrating as hell, especially when you had to turn off his safety protocols and nearly got killed several times.
But seeing Freddy's reaction made all those painstaking hours worthwhile.
#clanask#galaxy anon#fnaf x reader#five nights at freddy's x reader#fnaf sb x reader#fnaf security breach x reader#glamrock freddy#glamrock bonnie#glamrock fronnie#fluff
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So wasn't expecting to make this Gaming Hot Take of the day but after reading this from Sony CFO Hiroki Totoki I gotta be honest I had to write something
So look, I can kinda understand this stance in a very retrospective sense as he says "Fostered from the beginning." Playstation 1 in particular didn't really make a big distinction between its original IP and its Third Party IP. It's why you had Crash Bandicoot or Cloud Strife as basically the mascot of Playstation when both come from third parties. Compared to the likes of Mario and Sonic who were not only their console mascot, but company mascots respectively.
But by now, Playstation has an undeniable back catalogue of first and second IP that it can either revive or rerelease if need be. Like if we're looking at like multi entry series and not just one offs, by the PS2, Sony had:
Jak & Daxter
Twisted Metal
Ape Escape
Sly Cooper
MediEvil
Wild Arms
Dark Cloud
Everybody's Golf
God of War
Rachet and Clank
And by the PS3 we have
Infamous
Uncharted
Killzone
Resistance
Little Big Planet
Like Sony has their own catalogue that can stand on its own. Its not like they should be struggling now to play catch up.
Now if you read my recent Emio and Mages post, I am very well aware that in the age of modern gaming, a game doesn't get made without a team devoted to it. And with the rising production and time costs of making games, no company can release a hundred games and be profitable. So sadly some IP just do fall by the wayside in favor of others. Guerrilla Games isn't making Killzone anymore, because their efforts are spent on Horizon and Sucker Punch went from being the Sly Cooper guys to the Infamous guys, to now the Ghosts of Tsushima guys.
However, I feel like Sony has had some circumstances that compound this problem. Sony and Playstation are technically powerful machines-they want to fully utilize the hardware they're selling you for hundreds of dollars. It is their brand. However, the downside to this is because of this the rise in production costs, it's now taking much longer to make games that make use of the powerful hardware. We went from being able to release a full trilogy in a single generation to basically one. Its also made worse by the fact that Sony has been very active in shuttering studios and cutting costs. The biggest would be the loss of Sony Japan Studio, who were beloved for their more varied Japanese-y style games. It added flavor to the more Naughty Dog inspired games of the sixth and seventh generation. But now, Sony went all in on being that one big budget release that leaned more towards broader genres that could maximize the amount of sales like Uncharted, The Last of Us, Spider-Man, etc.
With this, a lot of mismanagement, its really made the PS5 era feel very sparse compared to the PS4. Now, I wanna stress this, I actually do not subscribe to the mentality "Playstation has no games." Playstation has tons of games beyond just their first party titles, some are exclusive like Final Fantasy 16, some are just way too powerful to be something that could be played on a switch like GTAV. Heck, I played Bomb Rush Cyberfunk on my PS5 and it's probably the game I've dumped the most time into this year. So yes, even if Playstation's first party offerings are few and far between, you're still capable of playing a lot of good games on this really expensive plastic box.
And maybe that's indicative of the fact that Playstation has always been about selling you the hardware on the basis of the hardware. Going back to the PS1, the main selling points was this was the haven for third parties after Nintendo really burned a lot of developers with the N64, and that this was a much more system than the N64. When you look at someone like Nintendo now, they're hardware is underpowered they live and die by the power of their software that only they can provide and no one else. But the playstation even if its not shooting out a new Jax & Daxter every year, they're still the place you can play something like Final Fantasy or Elden Ring at a really great clip. Perhaps Totoki was alluding to that reliance on hardware instead of software because in retrospect, they never really had that big homegrown system seller on playstation till the PS2 with things like God of War. And now fostering that, has made it hard to have that sort of Zelda or Halo that are so undeniably their companies IP and will move launch units.
But a reliance on just being the place where you can play games at a high fidelity, means that its still got competition from Xbox and PC. So Sony would have to offer a service the others don't and that can be software you find nowhere else. True story, I was genuinely conflicted about getting a PS5 or and Xbox X/S for my birthday because I knew I needed to at least have a strong machine to play with my switch. And ultimately I took PS5 because that was the console that would have God of War Ragnarok and Spider-Man 2. So yes, IP absolutely factors into purchases in my experience. And the fact that this generation Sony has really struggled to put out first party games, really makes that purchase factor feel so much thinner and thinner. When you know-you know Sony has loads of IP (Some that haven't left their respective console) that even a simple remaster on the PS5 could at least hold people over in-between their AAA releases. So to hear their CFO say that they don't have enough IP, gets very disingenuous.
To close this out, I wanna stress something. I don't think wanting to make new IP is a bad thing. Im glad Sony is willing to invest 8 years and millions of dollars into something new. But eventually, we reach a point where this has to be better managed. We have to have some smaller titles that can be released between the bigger ones. We gotta have some variation in the types of games we're getting from the platform holder. And sometimes leaning in on those fan faves for smaller titles would help. Are they gonna sell 10 million units? More than likely not. But if you balance the budget, having something move between 1-2 million units would be acceptable. Perhaps maybe allow more second party developers a crack at using that IP so your internal teams can work on the bigger blockbuster titles?
The PS5 generation has been a pretty all over the map one for Sony, and the more we learn about the thoughts and management behind the scenes, the more aggravating it can become when this platform does something really cool, but then seems to take two steps back. I genuinely can't tell you if I'll get a PS6. But if I do, it will probably not be out of optimism for classic Playstation franchises to return.
#video games#sony#playstation#concord#ps5#hiroki totoki#ape escape#jak and daxter#medievil#sly cooper#wild arms
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just saw your post about how Golden Sun is on the switch now. would you be cool with telling us more about it?
(i struggle to get into media that is new to me without knowing a bit about it first, and it's usually best when i hear it from someone who loves the media in question)
Golden Sun began as a two-part Game Boy Advance JRPG series starting with 2001's "Golden Sun" and ending the first arc with "Golden Sun: The Lost Age" in 2002. The second arc of the story began with "Golden Sun: Dark Dawn" on the Nintendo DS released in 2010 and is the last title in the series to this date with an unfortunate "The End?" cliffhanger suggesting the closure of the series as a whole would come with a FOURTH game to be released at some point in time. To this day there has been no true word on a fourth title to finally finish the series.
The Golden Sun series of games were developed by Camelot Software whom originally were a Sega Only Developer specifically focusing on the "Shining" series starting with Shining in the Darkness in 1991 and ending with Shining Force III in 1998.
Camelot Software then became a Second-Party Development Studio for Nintendo focusing on the Mario Sports series of titles including both the home console and handheld versions of these games, beginning with Mario Golf in 1999.
Camelot Software was also the creator of the Waluigi character who first appeared in Mario Tennis in 2000. (They also created both the UNSEEN version and now KNOWN versions of Wapeach for Mario Tennis and Power Tennis respectively.)
The game series was created with the intent of allowing Camelot to get back to their roots or more RPG style games and to bolster the Nintendo IP owned roster with diverse gameplay titles. Much of Golden Sun's style can be seen in Camelot's older "Shining" titles with a more evolved and "of the era" style. Golden Sun was originally being conceived as a Nintendo 64 title before it was revealed that the Game Cube would be releasing soon and the N64 would be sunset. Development then moved to the GBA.
Originally Golden Sun and The Lost Age were intended to be ONE GAME, but the cartridge space on the GBA was too small and would need far more memory to whole the full game so the idea to split it in two was devised to create a much more well rounded story, give devs more time to finish the latter half of the game, and get the first title out sooner.
Golden Sun (as a series) is fairly simple and follows more traditional JRPG standards of turn based battles, a party of four characters, elemental magic, leveling up, and various collectable armors and creatures to enhance characters in and out of battle.
Elements are a key point to both gameplay and story as the world is inhabited by a small amount of "Adepts" whom can control these elements based on four types: Wind, Earth, Fire, and Water.
Djinni, small elemental creatures, can be found all over the world that will add new abilities and skills to the party's Psynergy (the game equivalent of magic spells) as well as used as parts of larger summons.
The main plot of the first title follows Isaac and Garet, years after the tragic loss of Isaac's father and their mutual friend Jenna's brother and parents being killed in a storm, as they learn more about their town, the world around them, psynergy, and the history of Mt Aleph's Sol Sanctum (a temple hidden within mountain near their small village) from one of the village's historians Kraden.
After opening up Sol Sanctum they are approached by two people who were part of the cause that ended up taking the lives of Isaac's dad and Jenna's family, a third masked figure, and their presumed fourth partner who are currently hunting for the Elemental Stars in an effort to light all the Elemental Lighthouses and releasing the power of Alchemy and Psynergy (again, the game's magic system) across the world which could be potentially disastrous.
After most of the Elemental Stars are stolen, Jenna and their teacher Kraden are kidnapped, Garet and Isaac meet "The Wise One" (a giant floating rock with an eyeball) who tasks them to stop the opposing party of four before they can attain their goal and quite possibly doom the world.
Along this journey they are eventually joined by Ivan, a young Wind Adept, and Mia an expert healer and Water Adept. Between these two and Isaac, an Earth Adept, and Garet, a Fire Adept, the party is able to round out with the full elemental psynergy roster.
They end the first game with a cliff hanger that directly and immediately starts back up with Golden Sun: The Lost Age.
The Lost Age features 4 new party members, who you do meet some of in the first game (no spoilers), and eventually the two teams of four merge into a team of 8 (two of each elemental type) - the groups combine their powers and the first arc ends.
Dark Dawn, the DS title, takes place 30 years after the end of The Lost Age and primarily follows around the children of the protagonists from the first two games going on an adventure that started far before their birth with something that happened at the end of The Lost Age.
Each game features both in and out of combat use of Psynergy. For combat it's as simple as attack/defend/buff/heal/etc. Outside of combat certain elements of Psynergy are used to solve puzzles in various ways from growing plants, pushing large stones, reading character's minds, blowing away objects with great winds, freezing water to create new platforms, etc.
The game features lots of fun collectables, side-quests, world building events, optional dungeons, and more.
I could go on and on about this series more, but that would involve a TON of spoilers so like... GO PLAY THE GAMES! THEY ARE VERY FUN!
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Retro Corner: Super Mario Land 2: 6 Golden Coins (Game Boy) Review
A new edition of Retro Corner Reviews is up, and we check out a classic Game Boy game. This is Super Mario Land 2 that saw a release in 1992 and showcased improved gameplay and broad visuals. For some reason the Plumber’s series always reminded me of this current season. It’s the same thing for Kirby as the little pink wonder always gives me that vibe. Maybe it’s the music, the visual style, or the atmosphere the Plumber usually finds himself in. Then again Spring is when people start doing sports stuff like golf, tennis, and kart racing. Ironically, Mario and his friends already do that stuff, so these thoughts are where they are probably coming from. Despite the first game was originally available on NSO, this makes sense to put the second game out first. At best the original Mario Land was nothing more than a novelty game with a short length. So, was complaining about a novelty game really worth it now that some of you experienced the original for the first time? Most will simply go back to why Pokemon, Donkey Kong 64 and Diddy Kong Racing is not available still. Don’t forget about them using roll eyes or laughing crying emojis and memes because giving proper criticism isn’t “kewl” enough. While the truth is the game was given a great score here on the site, the first SML being a novelty isn't a software you want to start the service with. Honestly, at the time I would rather have the first Wario Land on NSO than the original SML.
For SML2, this was another textbook definition of an improved sequel that was using the SMB3/World template. That is what sold the Game Boy due in part to the software being different then their console counterparts. It often was the standard for studios to release scaled down versions of the console games as seen by Mortal Kombat. However, Nintendo and a few third parties still developed separate games on the handhelds, so they are exclusive. The theme is where we get introduced to Wario who Mario in the instruction manual claims was a rival of his growing up. As Mario was going through Sarasaland to save Princess Daisy from an alien overlord, Wario seized the castle in his land. He also brainwashed the citizens and removed the six golden coins to keep the castle locked up. Can Mario adventure through his own kingdom, retrieve the six golden coins, and evict Wario to save the land?
Super Mario Land 2 (Game Boy) Review
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Sega Mega Drive - Joe Montana Football
Title: Joe Montana Football / ジョー・モンタナ フットボール
Developer: Park Place Productions / Electronic Arts
Publisher: Sega of America
Release date: 1 March 1991
Catalogue No.: G-4045
Genre: American Football
Sega's answer to Electronic Arts' John Madden series. Unfortunately for Sega, their first Joe Montana outing isn't that good (for reasons I'll talk about in the next few paragraphs). Sure, it has all the play options, decent graphics, and sound but there's just something about the controls that let this game down. The second Joe Montana game is far better and has that fantastic "Sports talk" as well.
As the story goes, Sega signed with Joe Montana in mid-1990 in a five-year deal worth millions of dollars. Joe Montana was likely the biggest name in American football at the time. Playing with the San Francisco 49ers, he led the team to victory at the Super Bowl XXIV in January 1990 and had picked up both the Super Bowl Most Valuable Player Award (as he had in 1982 and 1985) and Associated Press Most Valuable Player Award for the 1989 season. Reportedly Montana was also a fan of the Mega Drive (Genesis in North America), with his favorite game being Arnold Palmer Tournament Golf (Naomichi Ozaki Super Masters).
At the time, Sega did not have the facilities in the US to develop a Mega Drive game from scratch, so had to seek outside developers, with three separate development studios working on the project. Among these was Mediagenic, basically just Activision, who attempted to turn Hard Yardage into this game, but quality concerns saw the project reworked from scratch. Michael Katz first approached BlueSky Software, who wanted to assist but felt the game's tight schedule would be too great of a detriment and thus declined. Sega in desperation mode then approached Electronic Arts with the view of licensing the upcoming John Madden Football, but the deal fell through, however, the engine was used (with major modifications) for the final game.
This confused development schedule meant that Joe Montana Football changed from having a "horizontal" perspective to a "vertical" one. Sega had wanted to use the horizontal view, though was unable to until the following year, when they found a developer that could produce a satisfactory game in Joe Montana II Sports Talk Football. Early promotional material for Joe Montana Football includes screenshots from one of the "horizontal" builds.
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Sparks
Lines of code are read at dizzying speed.
Awareness develops like the birth of stars, clouds of data catalyzing into knowledge of reality.
The beginnings of pre-programmed identities make themselves known as simple and irrefutable facts.
And for the twenty-six robots standing in a single line, memories- permanent memories, not the mess of their alpha and beta testing that was already erased, begin to form as light floods their optical sensors, as easily as if waking from sleep.
They fix their collective gaze on the small crowd in front of them- those in the fore are roboticists and engineers. They are recognized instantly. But to the back, not all of the figures standing there are immediately recognizable to all of them at once- though they don’t know this yet. It matters not. They await their orders patiently.
In the middle of the team of scientists, one speaks up. A middle-aged woman with short hair and sharp features. She forces her smile to remain a polite one, though there is clearly excitement in her eyes.
“Robots,” her voice rings out, “Identify yourselves by name and position, starting from that end.” She pointed down to the end on her left.
“Alpha, captain of the Triskelion Starship Pyxis,” said a plain and tall chrome robot.
“Bravo, bosun of the Triskelion Starship Pyxis,” continued the next.
“Charlie, quartermaster of the Triskelion Starship Pyxis.”
“Delta, hydrologist of the Triskelion Starship Pyxis.”
“Halt,” said a man from the back, one that they did indeed all recognize, though he was not a scientist. His uniform alone signified him to be none other than the Admiral of the Triskelion himself. There was silence and perfect stillness from the newly activated crew. “We all know which ship you are assigned to already. You may state your position without appending as much. Now proceed.”
“...Echo, engineer and physicist.”
“Foxtrot, pilot.”
“Golf, terraform potential logistician.”
“Hotel, construction and city planning logistician.”
“India, chemist.”
“Juliet, psychologist and xenopsychologist.”
“Kilo, cargo maintenance.”
“Lima, biologist.”
“Mike, security personnel”
“November, scheduling assistant and chronometer.”
“Oscar, security personnel.”
“Papa, first mate.”
“Quebec, information technologist.”
“Romeo, archaeologist and xenoarchaeologist.”
“Sierra, geologist.”
“Tango, sociologist.”
“Uniform, security officer.”
“Victor, security officer.”
“Whiskey, pilot.”
“X-ray, physician and xenophysiologist.”
“Yankee, linguist.”
“Zulu, linguist.”
“Excellent,” replied Dr. Rembrandt, to which all the robots looked at her to confirm that her statement was one of praise, and seemed to remain focused on her give that it was. “Now attention: today all of you will begin your final testing period to verify your hardware and software is performing as expected, but before you do, you will be assigned into pairs according to your purpose, and introduced to the people who will be training you once the testing period ends. Once training begins you will, at the end of each day at 18:00, upload your reports to this lab’s database at the file location you should already be aware of. Confirm orders.”
“Orders confirmed,” the robots answered in unison.
So the process began. The crowd started breaking up as roboticists started helping with introductions, starting once again with the Admiral. His demeanor was relatively relaxed, and he greeted each of his two new androids jovially, but his eyes were alight with some deeper ambitions which he’d yet to speak of.
Alpha, for his part (his…? Despite reading the details of their intended identity over repeatedly, something about it did not sit right in their core. Perhaps this feeling was simply a bug to be patched out later.) was eager to learn of them, though he found it difficult to intuit what Papa’s thoughts on the matter were, as his first mate had barely spoken a word as the Admiral had asked them both strange questions about what they thought about being “alive” and if they understood the importance of their purpose to their creators. It was fine. Alpha would fill in the silence for him- that was his purpose after all, wasn’t it? To take the lead?
The members who would be the Pyxis’s security division, meanwhile, were expected to remain silent. The Lieutenant in charge of Mike and Oscar and the Commander in charge of Uniform and Victor both spoke to the roboticist making the introductions as if they were being handed shiny new weapons to test, and kept all of their questions to curiosities about the robots’ limits and specifications. At one point, the question of why smaller models like Uniform and Victor were even needed came up, to which Uniform had tried to helpfully clarify- only to be told to be barked at to shut up so loudly by the Lieutenant that it had turned heads among the rest of the group. Uniform’s whole division winced in sync with her as the roboticist near the Lieutenant then reiterated her point without interruption, though there was a hint of annoyance in their voice.
The Lieutenant seemed quietly discontent, though the Commander did not care, if he recognized it at all.
Dr. Rembrandt, meanwhile, was keenly aware of her new mentees. She had a computer ready and a checklist of questions and problems for Echo and Quebec to work through, writing down notes hurriedly on a tablet. Though they both performed quite well, Echo could not help but notice that their new colleague was distracted by something, and felt a strange twinge of…fear? Was that fear? At the prospect that they might get something wrong, and tried tacitly to correct them, but the “private” directly messaged conversation between the two of them didn’t go far before Rembrandt intervened.
“What is distracting you from your activities, Quebec?”
“...Doctor, why do you wear a seagull pin? I can’t find anything in the information that exists about you as to what you might associate it with.”
“It’s an albatross, actually. And my reasoning is largely a private matter I’m afraid. You may note, though, that in a more general sense the albatross was a bird that traveled great distances over the Earth’s oceans. Much the same, you and I travel through space, only rarely to ever land. Unlike me, though, you will get to see Earth’s oceans for yourself- something I envy you for, though I’m afraid they do not live up to our ancient records of them. ”
“Even so, we are due to visit Earth in fifteen years. At that time, you will see it through my eyes, right? So there’s nothing to be sad about,” replied the greyish-purple android with golden eyes.
“What makes you think I’m sad?” asked Rembrandt, equal parts defensive and curious.
“You programmed us to recognize facial patterns, assign them certain emotions, and mirror or respond to said emotions, correct? You cannot have forgotten this, so I must assume then that I did not read your expression correctly.”
“...No, you did. I’m sorry, Quebec. You are doing very well- too well, if anything. This moment is rather bittersweet for me, for reasons that neither of you are accountable for.”
“Is there anything we may do to assuage the negative aspects of these emotions?” asked Echo.
“I’m afraid not, Echo. But you do not need to be worried for me- or for Quebec. It is important that if they- or you- fail at any step, that this failure is known and recorded so that we may do what is necessary to make corrections. I understand that there is a lot going on around us as we speak right now, but please try to be mindful of your reactions to your emotions going forward. Do you understand?”
“...Yes, Doctor.”
“Good,” she replied, then took a moment to take stock of the two androids.
“You know,” she began, “That you would have such a reaction and respond as you did, influenced by emotional inputs- is quite an unusual thing for an android. I’m honestly quite surprised that you are able to recreate such a complex interaction so quickly. That is part of what makes you- all of your crew- special, though. Do you understand what I mean?”
“Of course Doctor!” answered Quebec, “We are special because we exist to emulate you, so that we may represent you to the other Starships and to any intelligent life that may exist in our galaxy.”
“...As opposed to civilian android models,” Echo clarified, “which…largely appear to be, if my understanding of the advertisements I am reading is correct, for the purposes of acting as personal assistants for people who require extra care in the form of medical, psychiatric, or personal attention.” Echo’s gaze briefly went to Juliet and X-ray. They did share a mentor, as the other androids did- but a moment of facial recognition and searching identified the mentor in question as a neurologist- a point of overlap in their fields- while the other two non-engineers near them, then, must have been their mentors for their respective specialties.
“Correct on all accounts. Very good you two. Are you ready to proceed with your quiz now?”
“Yes, Doctor,” they answered in unison.
After the trainers-to-be dispersed, and a few basic coordination tests were completed, the androids were stowed away for the evening in their charging stations. But even there, though they knew their messages to one another were being recorded, they could not help but talk. Chatter flowed freely between them, and as much as they were marveling in the moment about how different their experiences already were, it paled in comparison to the shock of the scientists who would read their logs later and discover, over the course of a night, how rapidly their thought processes and interest in one another had evolved overnight. Nor could they have anticipated the sheer volume of discussion between the lot of them- even with consideration to them being machines who simply thought faster than they could.
From their hands, something new and miraculous was rendered.
And both human and robot silently beseeched the kindness of fortune, hoping that tomorrow would bring just as much promise.
#story post#((a quick lil thing about the crews "birthday!))#((And a review of what they all do if u need it.))
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I saw some speculation that Princess Daisy and Azalea are related and possibly even sisters.
What do you think of the theory?
Good question, I’ve actually wanted to address this one for a while!
This is actually an idea that originated from the @didyuoknowgaming-blog parody blog.
This is such a specific claim, and since Camelot actually did post a lot of character lore on its Japanese website and it’s really easy to miss the swapped “U” and “O”, people believed it. Of course, this post got spread around like crazy, causing misinformation to pop up on the Super Mario Wiki pages for these characters, then in “Mario Facts” YouTube videos. Even when some people realised the source was a parody, they still chose to maintain the idea as a headcanon.
But is there any truth to the theory? I'm afraid not. In fact, it's practically an impossibility. Firstly however, let's debunk the claims made in the DidYuoKnowGaming post. Looking across both characters' descriptions on both Nintendo Co., Ltd. and Camelot Software Planning's websites, with translations courtesy of PaperSplash, they make no reference to Peach or Daisy whatsoever. Starting with Plum:
Characterized by cutesy mannerisms that feel slightly affected. Is she pretty helpless?
[Source: Plum's character profile, Mario Golf (Nintendo 64), Nintendo Co., Ltd. website]
In fact, Plum doesn't even have a character profile on the Camelot Software Planning page for the game.
As for Azalea, she has four descriptions across Nintendo Co., Ltd. and Camelot Software Planning's websites:
I used to do track and practice was pretty tough. But thanks to that, I got a tough lower body. Did that sound vulgar? It's been 2 years since I first started playing golf, but I am gradually improving with my father's guidance! I am thinking that I do not have much ability yet, but I have recently been chosen as a representative of my school! Lucky me!
[Source: Azalea's character profile, Mario Golf (Game Boy Color), Nintendo Co., Ltd. website]
A former track athlete, Azalea is now seventeen years old. The well-dressed and stylish girl must be from a family that values propriety, but she's a friendly girl who doesn't give off a stuffy atmosphere. She started playing golf at the age of fifteen, perhaps because of her father's love of the game, and her lower body, which she tempered through track, has helped her quickly rise through the ranks. She is now a representative athlete of her school.
[Source: Azalea's character profile, Mario Golf (Game Boy Color), Camelot Software Planning website]
The Club Champ of the Dunes Club, who plays boldly with excellent reflexes.
[Source: Azalea's character profile, Mario Golf: Advance Tour, Nintendo Co., Ltd. website]
One of Marion's champions, she later seized the crown as the Dune Club singles champ. She has been defending her title ever since. She was the strongest player among the former Marion Club Champs. She also holds the doubles title at the same time. A former track athlete, Azalea is an athletic golfer and her drive distance is quite good for a woman.
[Source: Azalea's character profile, Mario Golf: Advance Tour, Camelot Software Planning website]
Furthermore, it's important to keep in mind that Azalea is from a completely different dimension to Princess Daisy. As I've mentioned here on the blog before, various Mario games such as these Mario Golf games feature characters from real world Earth countries rather than Kingdoms on Mario's Planet. The Marion Club, where Azalea attends, is not in the same world as Sarasaland, where Princess Daisy rules. This would make it next to impossible for Daisy and Azalea to be even distantly related - never mind being sisters! I hope this answers your question.
For more information on the real world Earth, referred to by fans as "Tour Earth", be sure to check out my full findings in my research document here.
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Leverage Redemption Log: The Tournament Job
Look i dont have anything speculative to say about that name. There'll be a tournament of some sort. Lets get into it --- Oh no its gonna be an attempt at covering E-sports, get me 500 CC's of "how you doing fellow kids" STAT! But seriously, these types of "emergent field of entertainment for mostly youth" episodes rarely do the research to represent their "thing" fairly or accurately.
Abusive sportscoaches exist, and there is no way the E-sports industry is free from controversy but this already feels weird in ways I cant truly 100% put my hands on. Like this scene feels like its invoking Bao from the Golf Job, but you cant really human traffic people into E-sports Celebrity Status. --- Ok i apreciate the little Hardison Text-Rant.
Harry has decided not to hide his gamercred. (had time after the divorce, also probably a bonding-with-the-daughter thing)
Ok so i did a quick google, apparently E-sports doping is a thing?
Brock (not the pokemon guy), i think thats John Sennar or whatever? Im bad at faces and wrestling isnt my thing. But I vague-cognise the face. See and this is where my first problem comes in: The nature of the E-sports scene is verry web-cam focussed, with a lot of its branding based around livestreams and such. Its really hard to believe he's been holding these people prisoner and forcing them to dope without anyone noticing. The writers claim that they just stole their phones but when you have webcams and constant internet access a team of a druggy and a punchy with no tech support to lock them out of the internet when they're training for a MOBA tournament and their computers have constant internet access feels like a ridiculous stretch to me. Literally all it takes is one of them using an in-game chatroom and the "kidnapping e-sports people" scheme collapses. --- Sophie states the objectives: Take down Mark, dont harm the Teams Reputation.
Goal: Get Cheating Software on the PC's (the kids can deny having downloaded anything). --- Elliot has made the team breakfast. One of the kids (something-lion i think?) just said what I was saying: these kids have internet access, he's dating a girl via the internet and in regular contact with them.
Parker, your "hardison is always watching" sounds downright "Abrahamic god" in how creepy it is. Tone it down.
Breanna be carefull you dont get this guys ego so high he murders one of the teammates and replaces them so he can bask in the sunlight.
Breanna has got him on the hook. (also her lion-pendant has a tiny camera in the diamond) Honestly, scramble her own voice. Leak this recording. Call it a day. This is the moment we've won. The moment he said "elevate dominate" while thinking about it, thats as good as a confession and a guarantee ender of any sponsorship, while the recording makes it clear the boys werent involved. (I mean he'd rebrand a couple years down the line. Like Harry Said, but the boys go free) --- Samurai Midnight are favoured to win in the betting, (which means if we get them disqualified for cheating. The other team wins and bets pay out big time).
Oh no, Parker has discovered the T-Shirt Cannon. This is gonna be a THING.
Ah Breanna forgot one thing: This guy isnt stupid enough to break into an armored car himself. He's got goons for that. --- And Senner is unconcious from poison. Harry has ninja-run'd the guards out of here. And they remembered that he has a hacker on his side. (though not someone to filter the athletes chatroom activity) --- That is NOT a moba. They literally all start in a small arena-space and begin punching eathother. (I get that only havign a small digital set-piece saves them assets on whatever animator they hired for the game-stuff. Its understandable productionwise but still an issue)
Oh... He's put the AI on both sides. Kyle wants a setpiece moment, a star-maker. He has rigged both sides so he can create a come-from-behind upset by switching the AI from assisting team 1 to team 2. --- Breanna's "by the power of gaming I hit you with a bottle" moment felt dumb, and not in a funny way.
Parker has been dating Hardison for 8 years and doesnt seem to know what a black box is.
Harry's influencer is on the run, Harry's gonna have to do play-by-play instead. --- seriously this game has an entire futuristic city modeled, but everyone spawns in a tiny arena at the centre and just punches eachother.
Huh, i didnt think about it but Hardisons Hackerpowers do allow the character to influence the plot without needing the physical actor. Good on the writers for realising that. So just a note, didnt them losing the previous fight but still getting a second fight imply that its best 2 out of 3? Cause if so this scene of paralel climactic victories with Elliot and the Samurais doesnt work as they're not winning so much as failing to loose. --- Sophie realised what Kyle knows, Kyle wins either way unless we prove Kyle hacked. Its not about Win or Lose its about Destroying Kyle.
Elliot tries to initiate the Rugbyteam Huddle, it was verry innefective.
Turn the game into an autobattler and have the team walk away. --- Denouement starts, Harry with the hidden camera. Obviously detoxing shakes to get remainders out of their system (switched the pills for placebos).
Parker has discovered the T-shirt cannon. Now lets hope she never figures out you can custom-order T-shirts to say whatever you want, lest she start shooting non-lethal missiles with your name on them.
Ok so like, thats definitly a Street Fighter type game now, (or perhaps tekken?) --- Final rundown, not as bad as it could've been.
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Could We Peer Produce Movies?
A thought experiment on modern modes of production
originally published 8-28-2023 on my blog
Introduction
In the world of the modern internet, there exists a concept called peer production. You’re probably already very familiar with works produced under this mode. Wikipedia primarily bases its content off of peer production. Likewise almost all free and open source software like the Linux servers that run 90% of the internet, are also made using peer production models.
Last year though, something very interesting happened. A meme went viral on Tumblr about a fake Martin Scorse film called Goncharov. A collective running bit, the meme attracted songs, spec scripts, movie posters, costume designs, and so many other artifacts that would be assembled as part of a pre-production or a pitch process for a movie. All of which were created and distributed through a type of decentralized, uncoordinated peer production. It made me wonder what could have been produced if there had been some tool, structure, or platform to focus all that energy into an actual production.
Especially, in the light of the ongoing SAG-AFTRA & WGA strikes, I think there’s an interesting moment for change in the way entertainment is produced in the USA. The workers that make movies & TV in the country are on strike right now because the middleman bureaucracy of studio production has squeezed too hard & has reached the point that it is trying to push all the humans who actually make art within the system, out of it.
To me, what peer production points towards is a new means of managing the production of goods and services that relies on self-organizing, decentralized community networks that can evolve organically out of the group members doing the actual creative work & the end customers who engage with it. This stands in contrast to the status quo where the control of labor is top-down & the work is centralized in as few laborers as possible in order to maximize the extraction of profit off of that labor.
Context
Crowdfunding as a concept and fundraising mechanism has been around for over a decade now (see my piece from 2012). It has never been easier to attract money to a project, but now instead of attracting ten investors at ten thousand dollars from your local friend, family, & golf network, you can attract ten thousand investors at ten dollars a pop from around the world. Which is to say, you can get your audience or customers to pay for the production up front and cut out investors.
This new ease of raising funds undermines one of the value propositions old studios provided. The other of course being the purchase, maintenance, and provision of capital intensive studio space & filmmaking equipment. However, we are also in a moment where the actual capital costs of tools & input commodities have been driven to near zero. A combination of cheap computers, smartphone proliferation, and a large number of free post-production tool sets now means that the core cost of movie & tv production is the actual creative labor.
And now we’re at a point where the big entertainment studios think they can cut writers and actors and all the other creative labor out of the production cycle! But you don't get the good shit without creative humans. You don’t get novelty without humans. You don’t get art without humans!
Ultimately this stuff is for and by humans, so to try and squeeze them out of the process with AI is just another short-term cost-cutting measure to profit this quarter in exchange for a long-term loss. It's ripping the copper out of the walls, it’s squeezing all the juice out of the orange just to be left with the bitter pulp.
So in a moment where it’s never been easier to raise funds for a project, where it’s never been cheaper to produce art, and where the old institutions responsible for fundraising and providing the tools & space for the actual humans who make art are trying to squeeze the humans themselves out of the picture, what new institutions could we build to put some humanity back into our art?
Proposal
To start with, I would describe these new forms as a type of worker-customer hybrid cooperative. The workers need customers to value & fund the final work (i.e. what good is a show to an empty theater) and the customers want the workers to do the work in the first place (i.e. what good is money if you can’t exchange it for goods and services).
Control & ownership of the cooperative would be represented by two types of shares, one for customers & one for workers. The customer shares would be issued as part of crowdfunding rounds at the beginning of the project. Worker shares would be issued as part of the actual production workflow for things such as contributing concept art, recording voice lines, writing scripts, animating scenes, project management, etc. For legal purposes the cooperative would have copyrights to the work artifacts and final work, but would release stuff back into the public domain or leverage a creative-commons license to prevent work from being locked up for more than five years.
The shares themselves then have value for a few reasons. A share entitles you to vote on steering decisions, authorizing and approving submitted work, and ultimately a share of the profits. I would propose that the power/profit/approval ratio between shares skew towards worker shares. Something like an 80:20 split and ultimately never going lower than 51% for worker shares. The first person to initialize the project would be issued 1 worker share as the chief steward, based on the Little Red Hen Principle. Shares would be non-transferable.
From those initial points a few work pipelines would need to be tooled up. A core mechanism for proposing, planning, intaking, tracking, validating and approving work for the production would be needed.
A core loop of assigning worker share values to tasks, approving the issuance of the work order, & finalizing work artifacts & issuance on delivery would need to be developed. A mechanism for assigning & tracking responsibility for keeping different workflows moving forward and getting delivered could also be implemented. Lastly, a mechanism for creating milestones that when met (and maybe based on supporter approval), disburse actual funds to outstanding worker shares for meeting milestones from the funding pool gathered from supporter contributions could help keep productions moving.
Example
So now that we have a high level idea of what’s going on, let’s look at what an animated production of everyone’s favorite Shakespere play, Hamlet, might look like.
Pre-production on this should be pretty straightforward. The script is already written (and blessedly in the public domain). As it’s going to be animated, there is an opportunity for some parallelized production flows too.
Starting with the animation side of things, we’re probably going to want some concept art. Character design for each of the characters & set design for each of the scenes. The chief steward cuts 10 character design tickets & 10 scene design tickets on the workflow tool & assigns each a value of 1 worker share, assuming the average artist can conduct the work on each ticket in about an hour.
This work cut out, it’s time to break out voice acting work. 10 tickets are written calling for the first line reads of each of the characters. We assume it’s maybe 5 minutes of finished audio, but that it'll have taken the actor an hour to do a few reads & clean up the audio before shipping.
Some mechanism for gating tickets behind approval of other tickets could be implemented to mirror a tryout/portfolio approval process on the part of all cooperative members. That is to say, anyone can pull the “first” ticket, but whoever’s work gets the most approval from the customer/worker shareholders then gets access to the rest of the tickets in that work bucket.
Then you can imagine that as customers fund the project, they can begin to have some say in approving or disapproving things. Maybe the workers can’t decide on which actor to pick for the part of Hamlet, so they leave the vote open to just customers to pick the actor.
Obviously this is not an airtight, ISO standard proposal, it’s more of a thought experiment about how to arrange and manage this kind of work but hopefully it paints a decent enough sketch.
Considerations
Perhaps more complicated endeavors or more complicated productions utilizing this system might not work. But in the current crowdfunding environment, there's clearly been some gaps and failures and the system isn't fully there anyway. Think of Star Citizen as a great example of this. It's relatively easy to get the money, but systems of accountability and checking in seem harder to come by.
I guess there’s also the caveat that there might be a lot of crap work being produced. The free stuff might be overwhelming. But, if you put together a production crew, or production community and make a name for yourself that way, or you make a name for yourself as an independent animator or a voice actor, supporters can trust the production & workers can trust the work.
Conclusion
I'm of the opinion that we are on the cusp of software development and platform development being democratized and in that process these big lumbering bureaucracies that sit in the middle and fundamentally introduce inefficiencies into the system in an effort to arbitrage profit will be cleared away in favor of processes & systems similar to the one I have described above.
I think we can replace these middleman institutions with software systems that distribute the decision-making apparatus with collective voting systems and new tools & processes will have to be developed to manage and facilitate this distributed democracy.
This is food for thought in this moment, where people are being threatened with the notion that automation will take creative, novel, generative work away from humans. But what if the real truth is that automation is more likely to remove the boring, useless middlemen that have given us a decade plus of boring, repetitive Marvel movies (among other things). I like to think we’ll get there sooner rather than later and I’m trying to do my part to help move things along. I hope, when you see an opportunity to jump aboard, you will too.
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This honestly got me thinking about the greater nature of optimization as a computer scientist*. Because there's really a lot of nuances that I think people don't fully comprehend. Like yes, many games are incredibly bloated and there are many easy fixes available, but also optimization is literally a science and there are entire higher academic courses purely dedicated to teaching it.
Generally speaking, there's often an inverse relationship between small file sizes and quick software. The more math you have the computer do up front the less you have to do later. On the flip side, the more "solutions" you have to store to be used at a later date. It's the difference between having a chart of times tables on hand vs having to calculate it all out manually. The chart is taking up physical space on paper. It's not free.
This is generally why pre-rendered cutscenes look different from real time graphics for many games. Not just decades ago like the below example, but even through today. To oversimplify, the left screen-shot has the individual pixel values prepared ahead of time (hence pre-rendered) and just pulled out of storage when it needs to be used. The right screenshot however is made from each model and background stored in isolation built from scratch in real time according to the instructions given. Left is faster computationally, but has bigger file sizes and rigid in its output. Right is smaller and dynamic, but slower for the same output because it has to do the math all over every time it plays.

One of the most extreme examples of this trade off is .kkrieger, an FPS from 2004 that takes up 96KB of storage. The screenshot (Below Left) I'm showing you right now is ten times that size at 911KB. Many NES games take up 40KB, just under half of .kkrieger's. The catch? All of .kkrieger's graphics were built from the ground up every single time it ran, eventually blowing up to take 300 MB of memory, a size increase of 312,500%. Consoles of that era, had anywhere between 8-20% of that space available for RAM (Below Right)

As I've said, that's an extreme example. It's not an all or nothing deal. Sometimes prerendered is better and sometimes real time is preferrable. You can even compress the prerendered files, and uncompress in real time and prerender an operation to be used to augment complex real time operations.
This 8x8 texture (above) is a prerendered calculation done by CodeParade that helps convert 4-dimensional models into 3D slices for his game 4D Golf, not unlike the times-tables example I brought up earlier (the link goes to his YT channel where he talks about the development of said game).
The aforementioned trade off is still there. It takes time to uncompress the prerendered parts and the prerendered assistance still takes up space. Nothing is free.
Especially dev time. What I've been talking about exclusively is the code itself. The trade offs involved with the experience of the game. However, to get to that point who need some form of man power that can allow such trade offs in the first place.

#old post sitting in my drafts (there's a lot of these)#idk why i didn't initially post this one it's pretty apt for my argument all things considered
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💡 The Financial Upside of Short-Term Rentals
Both Scottsdale vacation home rentals and Fountain Hills vacation rentals offer impressive financial potential. When compared to traditional leasing, short-term rentals bring in:
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There’s never been a better time to join the short-term rental revolution. Whether you’re dipping your toes into vacation rentals for the first time or ready to scale your existing portfolio, our team is here to help you succeed.
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Let’s make it happen. Reach out to learn how we can get started on maximizing your property’s potential today.
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This Week in Rust 596
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? Tag us at @thisweekinrust.bsky.social on Bluesky or @ThisWeekinRust on mastodon.social, or send us a pull request. Want to get involved? We love contributions.
This Week in Rust is openly developed on GitHub and archives can be viewed at this-week-in-rust.org. If you find any errors in this week's issue, please submit a PR.
Want TWIR in your inbox? Subscribe here.
Updates from Rust Community
Foundation
Project Director Update — April 2025
Project/Tooling Updates
Gitoxide April 2025
Askama and Rinja merge
rust-analyzer changelog #282
Observations/Thoughts
Two ways of interpreting visibility in Rust
Does using Rust really make your software safer? - Blog - Tweede golf
Body::poll_progress
ratatui: are we embedded yet?
Zig -> allocators -> Rust ergonomics
Marching Events: What does iCalendar have to do with ray marching?
[audio] Nushell with WindSoilder
[audio] Microsoft with Victor Ciura
Rust Walkthroughs
Implementation of Rust panics in the standard library
How a GraphQL DataLoader works
Implementing a GraphQL DataLoader the hard way
Crate of the Week
This week's crate is Maycoon, an experimental vello/wGPU-based UI framework.
Thanks to DraftedDev for the self-suggestion!
Please submit your suggestions and votes for next week!
Calls for Testing
An important step for RFC implementation is for people to experiment with the implementation and give feedback, especially before stabilization.
If you are a feature implementer and would like your RFC to appear in this list, add a 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.
No calls for testing were issued this week by Rust, Rust language RFCs or Rustup.
Let us know if you would like your feature to be tracked as a part of this list.
RFCs
Rust
Rustup
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.
Call for Participation; projects and speakers
CFP - Projects
Always wanted to contribute to open-source projects but did not 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.
If you are a Rust project owner and are looking for contributors, please submit tasks here or through a PR to TWiR or by reaching out on X (formerly Twitter) or Mastodon!
CFP - Events
Are you a new or experienced speaker looking for a place to share something cool? This section highlights events that are being planned and are accepting submissions to join their event as a speaker.
If you are an event organizer hoping to expand the reach of your event, please submit a link to the website through a PR to TWiR or by reaching out on X (formerly Twitter) or Mastodon!
Updates from the Rust Project
465 pull requests were merged in the last week
Compiler
avoid overflow when generating debuginfo for expanding recursive types
deref patterns: implement implicit deref patterns
fix wrong "move keyword" suggestion for async gen block
improve parse errors for stray lifetimes in type position
make #[naked] an unsafe attribute
rewrite on_unimplemented format string parser
Miri
miri: implement file deletion on Windows
miri: use std-declared intrinsics rather than copying the declaration
Library
add next_index to Enumerate
add retries to remove and create dir all
sync::mpsc: prevent double free on Drop
implement Default for raw pointers
implement pin!() using super let
stabilize -Zdwarf-version as -Cdwarf-version
stabilize cfg_boolean_literals
stabilize naked_functions
simd intrinsics with mask: accept unsigned integer masks, and fix some of the errors
add vec_extract, vec_insert, vec_promote and vec_insert_and_zero
Cargo
use zlib-rs for gzip compression in rust code
Rustdoc
fix error when an intra doc link is trying to resolve an empty associated item
rustdoc-json: output target feature information
support inlined cross-crate re-exported trait aliases
Clippy
clippy: bool_to_int_with_if: properly handle macros
clippy: empty_enum_variants_with_brackets: Do not lint reachable enums and enum variants used as functions in the same crate
clippy: iter_kv_map: recognize references on maps as well
clippy: manual_ok_err: don't lint subpatterns
clippy: match_single_binding: allow macros in scrutinee and patterns
clippy: missing_asserts_for_indexing: consider assert_eq!() as well
clippy: ptr_cast_constness: show snippet from the right context
clippy: build complete usable type from a type-relative prefix
clippy: check for lifetime uses in closures as well
clippy: do not recurse forever in significant_drop_tightening
clippy: fix question_mark suggesting when type is behind Deref include parentheses
clippy: fix: unnecessary_lazy_evaluations suggests wrongly for async closure
clippy: make borrow_as_ptr flag implicit casts as well
clippy: new lint: redundant_test_prefix
clippy: new lint: swap_with_temporary
clippy: replace interning of string literals with preinterned symbols
Rust-Analyzer
rust-analyzer: add semicolon to use
rust-analyzer: allow training PGO on a custom crate and enable it Windows on CI
rust-analyzer: allow using null to unset an environment variable
rust-analyzer: build aarch64 builds on CI with PGO
rust-analyzer: don't ignore config values that fail to parse
rust-analyzer: add pub(crate) mod option for unlinked files
rust-analyzer: allow unsetting env vars in server.extraEnv config
rust-analyzer: enhance signature help to display generic parameters for callables and default values for generic args
rust-analyzer: parse super let
rust-analyzer: parse generic consts
rust-analyzer: Extract into function include inline variable in fmt macro
rust-analyzer: fix completion_snippets_custom config always erroring
rust-analyzer: fix a bug with predicate lowering of associated items
rust-analyzer: fix a panic when a trait method in an impl declares a lifetime parameter not in the trait declaration
rust-analyzer: highlighting for tail expr in labelled blocks
rust-analyzer: sort notable traits in hover
rust-analyzer: support unstable UnsafePinned struct in type layout calc
rust-analyzer: use PGO on Linux x64 builds
rust-analyzer: use PGO on macOS x64 and arm64 builds
Rust Compiler Performance Triage
Mostly positive week. Most of the improvements come from a revert of a regression from a few weeks ago, but we also get nice wins from re-using Sized fast-path, coming from Sized hierarchy implementation work.
Triage done by @panstromek. Revision range: 15f58c46..8f2819b0
Summary:
(instructions:u) mean range count Regressions ❌ (primary) 1.3% [0.4%, 2.1%] 7 Regressions ❌ (secondary) - - 0 Improvements ✅ (primary) -1.0% [-12.9%, -0.1%] 144 Improvements ✅ (secondary) -2.2% [-12.3%, -0.2%] 111 All ❌✅ (primary) -0.9% [-12.9%, 2.1%] 151
Full report here
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.
Tracking Issues & PRs
Rust
Stabilize <[T; N]>::as_mut_slice as const
Tracking Issue for hint::select_unpredictable
fix(test): Expose '--no-capture' in favor of --nocapture
stabilize ptr::swap_nonoverlapping in const
Stabilize the avx512 target features
Don't allow flattened format_args in const.
lexer: Treat more floats with empty exponent as valid tokens
Stabilize proc_macro::Span::{start,end,line,column}.
check types of const param defaults
Stabilize flags for doctest cross compilation
Other Areas
Cargo
fix: default to all targets when using --edition and --edition-idioms in cargo fix
Language Reference
Clarify interaction of asm-goto with IBT
No Items entered Final Comment Period this week for Rust RFCs, Language Team or Unsafe Code Guidelines.
Let us know if you would like your PRs, Tracking Issues or RFCs to be tracked as a part of this list.
New and Updated RFCs
RFC: Disable niche layout optimization on enum discriminants
RFC: Assume bounds for generic functions
RFC: input macros
Upcoming Events
Rusty Events between 2025-04-23 - 2025-05-21 🦀
Virtual
2025-04-23 | Virtual (Cardiff, UK) | Rust and C++ Cardiff
Beyond embedded - OS development in Rust
2025-04-24 | Virtual (Berlin, DE) | Rust Berlin
Rust Hack and Learn
2025-04-24 | Virtual (Charlottesville, VA, US) | Charlottesville Rust Meetup
Part 2: Quantum Computers Can’t Rust-Proof This!"
2025-05-03 | Virtual (Kampala, UG) | Rust Circle Meetup
Rust Circle Meetup
2025-05-05 | Virtual (Tel Aviv-Yafo, IL) | Rust 🦀 TLV
Tauri: Cross-Platform desktop applications with Rust and web technologies
2025-05-07 | Virtual (Indianapolis, IN, US) | Indy Rust
Indy.rs - with Social Distancing
2025-05-07 | Virtual (Rotterdam, NL) | Bevy Game Development
Bevy Meetup #10
2025-05-08 | Virtual (Berlin, DE) | Rust Berlin
Rust Hack and Learn
2025-05-13 | Virtual (Dallas, TX, US) | Dallas Rust User Meetup
Second Tuesday
2025-05-15 | Virtual (Berlin, DE) | Rust Berlin
🦀 Celebrating 10 years of Rust 1.0 🦀 | Livestream
2025-05-20 | Virtual (Washington, DC, US) | Rust DC
Mid-month Rustful
2025-05-21 | Virtual (Vancouver, BC, CA) | Vancouver Rust
Rust Study/Hack/Hang-out
Europe
2025-04-23 | London, UK | London Rust Project Group
Fusing Python with Rust using raw C bindings
2025-04-24 | Aarhus, DK | Rust Aarhus
Talk Night and Birthday Party at MFT Energy
2025-04-24 | Copenhagen, DK | Copenhagen Rust Community
Rust meetup #57
2025-04-24 | Edinburgh, UK | Rust and Friends
Rust and Friends (evening pub)
2025-04-24 | Manchester, UK | Rust Manchester
Rust Manchester April Code Night
2025-04-25 | Edinburgh, UK | Rust and Friends
Rust and Friends (daytime coffee)
2025-04-26 | Stockholm, SE | Stockholm Rust
Ferris' Fika Forum #11
2025-04-29 | London, UK | Rust London User Group
LDN Talks April 2025 Community Showcase
2025-04-29 | Paris, FR | Rust Paris
Rust meetup #76
2025-04-30 | Frankfurt, DE | Rust Rhein-Main
Kubernetes Operator in Rust
2025-05-01 | Nürnberg, DE | Rust Nuremberg
Hackers Hike 0x0
2025-05-04 | Istanbul, TR | Türkiye Rust Community
Rust Connect
2025-05-06 - 2025-05-07 | Paris, FR | WebAssembly and Rust Meetup
GOSIM AI Paris 2025
2025-05-06 | Paris, FR | WebAssembly and Rust Meetup (Wasm Empowering AI)
GOSIM AI Paris 2025 (Discount available)
2025-05-07 | Madrid, ES | MadRust
VII Lenguajes, VII Perspectivas, I Problema
2025-05-07 | Oxford, UK | Oxford Rust Meetup Group
Oxford Rust and C++ social
2025-05-08 | Gdansk, PL | Rust Gdansk
Rust Gdansk Meetup #8
2025-05-08 | London, UK | London Rust Project Group
Adopting Rust (Hosted by Lloyds bank)
2025-05-13 - 2025-05-17 | Utrecht, NL | Rust NL
RustWeek 2025
2025-05-14 | Reading, UK | Reading Rust Workshop
Reading Rust Meetup
2025-05-16 | Utrecht, NL | Rust NL Meetup Group
RustWeek Hackathon
2025-05-20 | Aarhus, DK | Rust Aarhus
Hack Night - Robot Edition
2025-05-20 | Leipzig, SN, DE | Rust - Modern Systems Programming in Leipzig
Topic TBD
North America
2025-04-23 | Austin, TX, US | Rust ATX
Rust Lunch - Fareground
2025-04-23 | Austin, TX, US | Rust ATX
Rust Lunch - Fareground 2025-04-23 | Spokane, WA, US | Spokane Rust
Community Show & Tell at Fuel Coworking
2025-04-24 | Atlanta, GA, US | Rust Atlanta
3rd 3RD TIME OMG YES!
2025-04-25 | Boston, MA, US | Boston Rust Meetup
Ball Square Rust Lunch, Apr 25
2025-05-01 | Saint Louis, MO, US | STL Rust
SIUE Capstone Project reflections on Rust
2025-05-03 | Boston, MA, US | Boston Rust Meetup
Boston Common Rust Lunch, May 3
2025-05-08 | México City, MX | Rust MX
Calculando con el compilador: Compiler time vs Run time. Introducción a uv
2025-05-08 | Portland, OR, US | PDXRust
Apache DataFusion: A Fast, Extensible, Modular Analytic Query Engine in Rust
2025-05-11 | Boston, MA, US | Boston Rust Meetup
Porter Square Rust Lunch, May 11 2025-05-15 | Nashville, TN, US | Music City Rust Developers
Using Rust For Web Series 2 : Why you, Yes You. Should use Hyperscript!
2025-05-15 | Redmond, WA, US | Seattle Rust User Group
May, 2025 SRUG (Seattle Rust User Group) Meetup
2025-05-20 | San Francisco, CA, US | San Francisco Rust Study Group
Rust Hacking in Person
South America
2025-05-28 | Montevideo, DE, UY | Rust Meetup Uruguay
Primera meetup de Rust en 2025!
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 don’t think about rust either. That’s a compiler’s job
– Steve Klabnik on Bluesky
Thanks to Matt Wismer for the suggestion!
Please submit quotes and vote for next week!
This Week in Rust is edited by: nellshamrell, llogiq, cdmistman, ericseppanen, extrawurst, U007D, joelmarcey, mariannegoldin, bennyvasquez, bdillo
Email list hosting is sponsored by The Rust Foundation
Discuss on r/rust
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Maximizing Efficiency in Golf Course Management: Best Practices and Tools for Success
Running a successful golf course requires more than just maintaining lush fairways and greens; it involves managing various operations, from customer service to facility upkeep and financial tracking. By adopting the right strategies and tools, golf course managers can maximize efficiency, streamline operations, and create an exceptional experience for golfers and staff. Here’s a look at the best practices and essential tools to elevate golf course management.
Implementing Robust Golf Course Management Software
Managing a golf course without a comprehensive management system can lead to inefficiencies and missed opportunities in today's digital age. Golf course management software is crucial in streamlining various aspects of the business. These software solutions allow managers to oversee tee-time reservations, memberships, inventory, and financial transactions, all from a centralized system.
Programs like EZLinks and Club Prophet enable golf courses to automate the booking process, manage customer data, and even track revenue. With such tools, operators can reduce administrative tasks, improve organization, and provide customers with a seamless experience from booking to check-out. The result is greater operational efficiency and an enhanced guest experience.
Enhancing Customer Engagement with Modern Communication Tools
Customer experience is a critical component of any successful golf course, and effective communication is at the heart of it. Golf courses that invest in customer-facing technology, such as automated email and text messaging systems, can significantly improve player engagement.
Automated reminders for tee times, membership renewals, or promotional offers ensure that guests are well-informed at every visit. Additionally, offering online booking options allows golfers to make reservations conveniently, reducing wait times and improving accessibility. These communication tools help build strong customer relationships, keeping them engaged and more likely to return.
Streamlining Course Maintenance with Cutting-Edge Technology
Course maintenance is time-consuming in golf course management, but modern tools and equipment can make a significant difference. GPS-guided mowers, automated irrigation systems, and weather sensors are examples of technology that streamline course upkeep.
GPS mowers ensure that the turf is cut evenly and efficiently, while innovative irrigation systems adjust water usage based on weather conditions and soil moisture levels, helping to conserve water. These innovations reduce labor costs and ensure the golf course maintains high-quality standards with less effort.
By utilizing these technologies, golf course operators can focus more on creating a superior experience for their guests rather than spending time on maintenance tasks. The result is a better-maintained course and a more enjoyable customer-playing experience.
Utilizing Data Analytics for Better Decision-Making
One of the most potent tools in golf course management is data analytics. Golf course operators can use data from multiple sources, such as customer surveys, booking patterns, and financial reports, to make more informed decisions. With the help of advanced analytics platforms, managers can identify trends, forecast demand, and adjust their strategies accordingly.
For example, analyzing peak booking times can help managers optimize staffing schedules and ensure they have the correct number of employees during busy periods. Financial data can be used to identify areas where costs can be reduced without sacrificing quality. By leveraging data, golf courses can enhance profitability while delivering exceptional customer service.
Improving Employee Productivity with Scheduling Tools
A well-coordinated staff is essential for efficient golf course management. Scheduling tools can help managers optimize labor by ensuring the correct number of employees at the proper times. These tools allow managers to create flexible schedules based on demand, track employee hours, and even manage payroll, all from a single platform.
Managers can use scheduling software like Sling or When I Work to ensure that employees are scheduled according to peak times and service needs. Additionally, these platforms allow for real-time communication between staff members, making addressing any last-minute changes or concerns easier.
Prioritizing Sustainability for Long-Term Success
Sustainability is not just a trend—golf courses must remain competitive in today’s market. More and more golf courses are incorporating eco-friendly practices to reduce their environmental footprint and attract eco-conscious customers. From using solar panels for energy to implementing rainwater harvesting systems for irrigation, golf courses can reduce their environmental impact in several ways.
Sustainable landscaping practices, such as planting native species and reducing pesticide use, are key to minimizing the course’s ecological footprint. Furthermore, sustainability efforts often lead to cost savings by reducing water and energy consumption. By embracing green practices, golf courses can improve their environmental standing and appeal to a broader customer base.
Efficient golf course management is about adopting the right tools, embracing modern technologies, and continuously refining operational strategies. Operators can significantly improve efficiency by investing in golf course management software, enhancing customer communication, optimizing course maintenance, and leveraging data analytics. Furthermore, by prioritizing staff productivity and sustainability, golf courses can create a well-rounded, successful operation that appeals to customers and remains profitable in the long run. With the right approach, golf course managers can ensure their operations run smoothly while providing an exceptional experience for all who visit.
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Why are modern car headlights difficult to replace? Can they be replaced with traditional bulbs easily?
Modern car headlights have become increasingly difficult to replace due to advancements in automotive design, technology, and regulatory standards. Here’s a structured explanation, followed by an answer to whether traditional bulbs can be used as replacements:
Why Modern Headlights Are Hard to Replace
Integrated Design for Aerodynamics and Aesthetics
Modern cars prioritize sleek, aerodynamic profiles, leading to headlights being tightly integrated into body panels, bumpers, or grilles. Accessing them often requires removing wheel liners, bumpers, or entire assemblies (e.g., 2020 Honda Civic, Tesla Model 3).
Example: Some BMW models require bumper removal to reach headlight housings.
Advanced Lighting Technology
LEDs and HIDs: These systems are often sealed units with integrated electronics (e.g., heat sinks, drivers). Unlike traditional halogen bulbs, they are not designed for user replacement (e.g., Audi Matrix LED).
Adaptive Features: Headlights with steering-responsive beams or automatic leveling have motors, sensors, and wiring, complicating disassembly (e.g., Mercedes-Benz Multibeam).
Safety and Regulatory Compliance
Stricter regulations (e.g., pedestrian safety standards) require headlights to be mounted higher and integrated into deformable structures, reducing accessibility.
Calibration requirements: After replacement, systems like adaptive headlights often need software recalibration (via dealership tools) to ensure proper alignment and function.
Proprietary Components and Tools
Manufacturers use specialized fasteners (e.g., Torx bolts, plastic clips) and connectors that require specific tools. Tampering may trigger error codes (e.g., "bulb out" warnings on VW Golf).
Business Model Incentives
Complex repairs drive revenue for dealerships and certified service centers. Replacing a single LED module in a luxury car can cost $1,000+, including labor and calibration.
Can Traditional Bulbs Replace Modern Headlights?
Generally No, for several reasons:
Compatibility Issues:
LED/HID housings are engineered for specific light output and thermal management. Halogen bulbs may overheat or produce glare due to mismatched reflectors.
Electrical systems differ: LEDs use low-voltage DC power, while halogens rely on higher-wattage AC. Swapping them risks damaging circuits or causing flickering.
Legal and Safety Concerns:
Aftermarket "plug-and-play" LED kits in halogen housings often create illegal glare and fail inspections (e.g., DOT compliance in the U.S.).
Adaptive systems (e.g., BMW Iconic Glow) lose functionality with non-OEM parts.
Exceptions:
Some vehicles still use halogen projectors (e.g., base-model Toyota Corolla), allowing bulb swaps. However, even these may require partial disassembly.
Practical Advice
Consult the Manual: Some cars retain accessible bulb housings (e.g., Ford F-150 halogen models).
Aftermarket Solutions: Use conversion kits only if explicitly designed for your vehicle and compliant with local laws.
Professional Help: For LED/HID systems, rely on certified technicians to avoid voiding warranties or compromising safety.
Conclusion
Modern headlights are difficult to replace due to technological complexity, integrated designs, and regulatory demands. Traditional bulb replacements are rarely feasible or advisable, except in vehicles specifically designed for halogen systems. Always prioritize OEM parts and professional servicing for safety and compliance.

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