#or any diagrams
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cultivating-wildflowers · 1 year ago
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I have decided to start this crochet project over for the fourth time.
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wistfulwatcher · 8 months ago
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forever grateful for actors who look at their scene partner's mouth when they talk. they're really those little hand hold supports on the indoor rock climb that is fanon shipping
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cowprintsillies · 1 year ago
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My findings
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textsfromthetva · 4 months ago
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in case there are any academics among you, my friend recently informed me of this call for papers, From Villain To Variant: Marvel Studios' Loki
the deadline for submitting a 300-500 word abstract is December 31st, with final proposals due on August 1st next year. final product should be 6000 words.
I've been out of academia for too long to feel comfortable trying my hand at writing a submission for an actual book, and I'm too depressed to string even vaguely intelligent words together, but I figured I would share it here anyway. the suggested topics are really interesting too!
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I'll certainly be buying the book when it finally comes out.
and now back to your regularly scheduled shitposting
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d8tl55c · 6 months ago
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physeng(write, file, "tco_physeng_breakdown.png");
to:compiler {file}
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to:compiler {txt: "Internet and Outernet are full of StickFigures with similar body plans, so there are optimizations for rendering vector strokes specifically. it's way more efficient to use those optimizations than keep calculating perfect spheres for no aesthetic benefit."}
{txt: "btw why haven't heat issues been patched yet"}
{txt: "i fixed this years ago for the latest model. remember."}
from:compiler {txt: "Thank you. The avast! nodes will appreciate the credits. TheChosenOne.exe has been unreachable for some time."}
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to:compiler {txt: "you mean OuternetPhysEng still won't update their programs"}
from:compiler {txt: "Yes."}
to:compiler {txt: "and still won't provide a specific location?"}
from:compiler {txt: "Do not allow them to bring up the moral argument again."}
to:compiler {txt: "OK. fine. yes. i will spare both of us"}
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to:compiler {txt: "abridged or full docs?"}
from:compiler {txt: "Abridged. Please describe the acronyms."}
to:compiler {txt: "ofc"}
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{txt: "
sel.per.filter: standard StickFigure component (src)*****. invisible membrane with special collision properties. protects mouthparts.
H2O scoop: avast! code. implements water retrieval from ambient air.
EIS: avast! code. destroys ingested materials identified as, "dangerous" before they reach internal systems.
SOS: avast! code. they only said this one was, "used for control."
ECL: avast! code. recycles some forms of contact energy.
THROUGHLINE: base code, initialization data, and processing space for vitals. found in some form in all StickFigure-type worms. following unique sectors noted: Black Hole Monitoring System, Basic Intake Threat Enum, Fly By Wire.
smaller points list other vital and peripheral systems.
"}
from:compiler {txt: "Thank you. That's enough."}
end(physeng());
@compressedrage as per my previous email /silly
related: pliable stick figure biotech
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ramenwithbroccoli · 1 year ago
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doing my studies
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bagmatchesthebelt · 10 months ago
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messed around w some markers and random paint pot stuff i’ve accumulated to make a lil grian
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frobby · 1 year ago
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this came to me in a vision
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theactualsunshinechild · 1 year ago
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Aventurine really is the Tragedy to Sampo's classic Comedy and that's why I'm so obsessed with both of them
Please I want my faves to meet and bankrupt a casino together. It would be such a great bonding activity
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localcryptic · 10 months ago
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i’ll bite the hand that needs me
anybody else losing their mind over chargestep today? haven’t been able to stop thinking about tal and julia and this song, so please enjoy
and also, the individual shots:
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zoroslost · 2 years ago
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His motto
Image reference:
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notfernintheslighest · 1 year ago
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guys they’ll definitely be a community movie and a hannibal season 4, they’ve only been teasing it for a couple years so it’ll definitely totally happen
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stunie · 7 months ago
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my brain would break if i played genshin & hsr at the same time i think that would really be the end of evie
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spitblaze · 9 months ago
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What happens when you win the debate on who's the most oppressed group in the transgender community. What happens then. What could be accomplished by finding the one group that is the single most downtrodden demographic that suffers at the hands of every other community and putting them up on the 'most oppressed' throne with a 'most oppressed' trophy that could not be accomplished if we listened and paid attention to individual and group needs and worked to address them without the need to determine 'who has it worst', or worse, 'who actually belongs to the most oppressed group'.
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xx-j4nu5-c4t5-xx · 7 months ago
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WARNING: INCREDIBLY LONG POST AHEAD
The Sims 2 Fitness System: Proposing Reworks and Slowly Going Insane
I. Introduction
The Sims 2 was absolutely revolutionary, both for its time, and even into the modern day, as a life simulation game. The level of detail put into seemingly basic systems and interactions and the love that was poured into every part of the game make it stand out even among titles that released years later.
However, the passage of time halts for no man, and The Sims 2 is no exception. The graphics are often described as looking rough and rudimentary, some of the references haven't aged spectacularly, and it is very clearly a product of its time. Despite this, most aspects of the game translate perfectly fine to today's audiences, except for one system that I've noticed is less than spectacular: the part that dictates the shape of your sim's body.
The fitness slider is a pretty simple framework: work out, and your sim gains muscle, and their body changes to reflect it. Eat too much, and they'll put on some weight. Do neither, and they stay skinny.
Simple enough.
But why is being skinny the default? And why are muscle and fat treated as mutually exclusive, like a human being can't have both?
And why are they in that order? Why would you have to lose muscle to gain fat? Why is being skinny a step you have to go through at all, when someone could realistically transition from muscular to fat or vice versa without ever fully losing either?
Well, a large part of it, I'm sure, was the 2000's and the focus on skinniness, especially among teenagers and young adults (which seemed to be the target audience when TS2 released). Skinniness being treated as a default somewhat lines up with the culture of the time. But it shouldn't have to work like that, right? Especially not now? There's got to be a better way of going about it all.
II. The Proposal
A muscular frame and a heavy-set frame can both be considered extreme values on a scale, and a thinner one can be considered neither. Simply put, if you've got fat, you're chubby; if you've got muscle, you're beefy; and if you've got neither, you're skinny. But that doesn't mean that skinniness is a midpoint between the two other states like on a simple scale, number line style.
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In reality, muscle and fat aren't positive or negative values of one variable. They're two entirely separate variables that can be toyed with to create an entire spectrum. Thinness is now no longer a midpoint, but a third state that the body can fall into.
You can be fat, and you can be muscular. You can be neither.
And now, you can now be both. Or a mix of all three states, go nuts.
With this setup, you've got less of a line and more of a triangle, with any point falling inside it corresponding to a different mix of variables. None of the points cancel out or directly oppose one another, and none is treated as the default value of the system.
So what's the default, then?
III. The Catch
The three extremes have to meet at one point in the center, right?
So what do we do if a sim is right in the middle? Does any fluctuation immediately send the poor thing careening into an entirely different body shape?
No. That's a bit much. What we need now is a middle ground between the extreme values. Something that doesn't lean too hard into being muscular, fat, or thin. A nice balance. A default or average body shape.
Would this require adding a fourth, entirely new body morph to the game? Would it even really solve the problem? Would it be worth any of the trouble of setting it up?
Yes, maybe, and probably not, if I'm honest.
But as long as we're dreaming the dream, let's imagine it.
The cool thing about equilateral triangles is that you can divide them into four equal triangles that are congruent with the original one. So, if we take a standard triangle and divide it into fourths, we get our little zones.
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A sim, based on some outside stuff I'll get into later, will be assigned a point in the triangle that falls into one of these four zones, assigning them a different body shape. As the sim's point moves through the space, it may land in different zones and change their body accordingly.
But computers can't just look at a cute little diagram and understand it. We need a way to communicate to the program that hey! this does actually make sense and isn't just a bunch of nonsense. We gotta speak their language, and they speak the language... of math.
IV. The Math Jargon
Stick with me. I don't know what I'm talking about either, so I'll try to explain what I'm doing as well as I can.
The cool division thing about equilateral triangles also applies to right triangles as well, specifically the one we're using. Basically, what we need to do is make a graph all math class style so the computer can interpret it into usable data.
To do this, we need a series of steps.
Step 1: Make a graph. Let's say the Y axis is muscle and the X is fat. A Y-value of 1 is entirely muscular, an X-value of 1 is entirely fat, and the origin (0,0) is entirely skinny. Cool.
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Step 2: Make the triangle. Let's add our X and Y values together so that, if the result is ever greater than 1, the point is invalid. This means that the point (0.25, 0.75) is valid, but (0.26, 0.75) is outside of the triangle and is therefore a nonsensical value. This makes it so that any point defined must land within the triangle to make any sense.
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Step 3: Define the regions. Now we do the thing where we split it into fourths again, creating our zones (and making sure they match the variables we set). I've attempted to work out the math below but I'm a notoriously shit mathematician so don't take my word for it.
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If x + y < 0.50, set the body type to Thin.
If .50 > (x + y) > 1, then check the variables.
If x > .50, set body type to Fat.
If y > .50, set body type to Fit.
If x and y are both < .50, set body type to Default.
(I've also tried my hand at writing something that could correct the values if they get out of the triangle.)
If x + y > 1,
If x = y, set both variables to .50.
If x and y are not equal, average both values with .50 over and over until the point is valid.
Step 4: Now, all we have to do is link up the zones with the different body shapes and, if all the math works right, we're good to go!
V. So what does this do actually
Having this system in place not only allows for more realistic and balanced weight and fitness changes, but also for more control over the changes themselves.
A sim's body type is no longer a single variable; it's a dynamic value that can be skewed in more specific directions based on their actions and lives.
For example:
A sim that gets pregnant could have their fat value increase slightly.
A sim that has recently been very ill or has died and been resurrected could lose points in both their muscle and fat values, making them skinnier.
A sim that successfully wins a fight could have their muscle value increase slightly.
A sim that stops working out regularly could gradually lose muscle points over time.
A sim that frequently eats things like takeout and pizza could have their fat value increase over time.
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This system would allow for not only more variation in bodies among sims, but also for more realistic reactions to their habits and environments. Would it be tricky to implement? Yes. But maybe it could be worth the trouble.
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wandering-aloneo-o · 5 months ago
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okay question, What are the differences/similarities between agender and nonbinary?
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