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Vertex Velocity - My gameplay video
youtube
Here's my final product for Vertex Velocity! Assessing myself - i'm very sure that I hit my MVP (Minimum Viable Product). My MVP was to simply have the game itself without any powerups or shop system and I personally feel i've stretched myself above and beyond with this project.
Referring back to my project plan, i'd say I followed it accordingly, give or take a few adjustments as I went due to either longer time than expected on a segment or choosing to do another segment first. I think that the project plan helped very greatly in managing my time however, the proof is in the pudding with the complete game.
#games#video games#games design#gamedev#devlog#3d art#ue5#unreal engine#playtest#vertex velocity#Youtube
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Dyllan Blackburn's Solos over the Years
2014/15 (Age 8), Dance Precision
"Work Me Down"
9th in Mini Solos, 24/7 Las Vegas
1st in Secondary 9-11, KAR Live Anaheim
Didn't Place for Best Dancer, TDA NY
2015/16 (Age 9), Project 21
"There Is A World"
3rd in Junior Solos, Showbiz Riverside
6th in Mini Solos, 24/7 Ontario
6th in Mini Solos, Jump Phoenix
1st in Mini Solos, Jump LA
2nd in Mini Solos, Nuvo Long Beach
1st in Secondary 9-11, KAR Redondo Beach
Placed with Other Solo, Move Riverside
Top 20 Mini Female Best Dancer, TDA Orlando
"Hit The Road Jack"
3rd in Junior Solos, Showbiz Riverside
Regional Junior Miss Dancer, KAR Redondo Beach
1st in Junior Solos, Move Riverside
?, Countdown, Anaheim
?, Velocity
2016/17 (Age 10)
"Exit Strategy"
5th in Mini Solos, Radix Anaheim
"Rummage"
1st in Mini Solos, Nuvo Anaheim
1st in Mini Solos, Jump Los Angeles
2nd in Mini Solos, Nuvo Phoenix
2nd in Mini Solos, 24/7 LA
Mini Female Core Performer, Radix Nationals
1st Runner-up for Mini Female Best Dancer, TDA Orlando
"I Gotcha"
1st in Mini Solos, Radix Nationals
ASH Los Angeles
2017/18 (Age 11)
"Ventril"
5th in Junior Solos, Nuvo Anaheim
4th in Junior Solos 24/7 Los Angeles
ASH Orange County
Closing Show, Radix Kansas City
"Take Off"
Closing Show, Radix Anaheim
"Grubbage"
Top 10 Junior Female Best Dancer, TDA Orlando
Closing Show, Radix Nationals
"Top of the World"
5th in Junior Solos, Jump Anaheim
Closing Show, Radix Portland
ASH Los Angeles
2018/19 (Age 12)
"All My Mistakes"
3rd in Junior Solos, 24/7 Los Angeles
"1977"
1st in Junior Solos, Radix Santa Clara
1st in Junior Solos, Nuvo Long Beach
1st Runner-up for Junior Female Best Dancer, TDA Orlando
Junior Female Core Performer, Radix Nationals
"All Is Soft Inside"
6th in Junior Solos, Jump Anaheim
ASH Burbank
"Body Language"
1st in Junior Solos, Radix Bethesda
1st in Junior Solos, Radix Nationals
"Joga"
1st in Junior Solos, Radix Anaheim
ASH Burbank
2019/20 (Age 13)
"Hoist the Rag"
Closing Show, Radix Meadowlands
"Body Language"
1st in Teen Solos, 24/7 Anaheim
1st in Teen Solos, Radix Anaheim
Closing Show, ASH Burbank
"Vertex"
4th in Teen Solos, Nuvo Long Beach
2020/21 (Age 14)
"Reality"
Closing Show, Radix Dallas
"Silver Screen"
"Indian Summer"
(?) In Teen Solos, Nuvo
4th in Teen Solos, Radix Nationals
2nd in Teen Solos, 24/7 Glendale
1st in Teen Solos, Nuvo Glendale
3rd in Teen Solos, TDA Orlando
"Haunted"
1st Runner-up for Teen Female Core Performer, Radix Nationals
Teen Female Best Dancer, TDA Orlando
2021/22 (Age 15)
"Violence"
Teen Protégé Winner, Radix Nationals
"A Palé"
Closing Show, TDA Orlando
Closing Show, 24/7 Glendale
1st Place in Teen Solos, Radix Santa Clara
Top Soloist Winner, Radix Nationals
"Magic Man"
Closing Show, Jump Orlando
Closing Show, 23/7 Long Beach
Closing Show, Nuvo Anaheim
"What Happened To Your Heart?"
Closing Show, Nuvo Miami
"Haunted"
Closing Show, Jump Las Vegas
Closing Show, 24/7 San Diego
2022/23 (Age 16), Mather
"Soul Holds The Shadow"
2nd in Senior Solos, Nuvo Sandy
Closing Show, Radix
"Fame"
3rd in Senior Solos, Jump Anaheim
"My Philosophy"
Closing Show, Radix Nationals
"Violence"
Closing Show, Radix Anaheim
Closing Show, Radix Tampa
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Google Secure AI Framework: Improving AI Security And Trust
Google Secure AI Framework
A conceptual framework for cooperatively securing AI technologies is being released by Google.
AI has enormous promise, particularly generative AI. However, in order to develop and implement this technology responsibly, there must be clear industry security standards in place as it moves forward in these new areas of innovation. The Secure AI Framework (SAIF), a conceptual framework for secure AI systems.
Why SAIF is being introduced
Incorporating Google’s knowledge of security mega-trends and hazards unique to AI systems, Secure AI Framework draws inspiration from the security best practices it has implemented in software development, such as evaluating, testing, and managing the supply chain.
In order to ensure that responsible actors protect the technology that underpins AI developments and that AI models are secure by default when they are implemented, a framework spanning the public and private sectors is necessary.
At Google, they adopted a transparent and cooperative approach to cybersecurity over the years. To assist respond to and prevent cyberattacks, this entails fusing frontline intelligence, experience, and creativity with a dedication to sharing threat information with others. Building on that methodology, Secure AI Framework is intended to assist in reducing threats unique to AI systems, such as model theft, data poisoning of training data, quick injection of harmful inputs, and extraction of private information from training data. Following a bold and responsible framework will be even more important as AI capabilities are used in products worldwide.
Let’s now examine Secure AI Framework and its six fundamental components:
1. Provide the AI ecosystem with more robust security foundations
To safeguard AI systems, apps, and users, this involves utilizing secure-by-default infrastructure safeguards and knowledge accumulated over the previous 20 years. Develop organizational knowledge to stay up with AI developments while beginning to expand and modify infrastructure defenses in light of changing threat models and AI. For instance, companies can implement mitigations like input sanitization and limiting to assist better defend against prompt injection style attacks. Injection techniques like SQL injection have been around for a while.
2. Expand detection and response to include AI in the threat landscape of an organization
When it comes to identifying and handling AI-related cyber incidents, promptness is essential, and giving an organization access to threat intelligence and other capabilities enhances both. This involves employing threat intelligence to foresee assaults and keeping an eye on the inputs and outputs of generative AI systems to identify irregularities for companies. Usually, cooperation with threat intelligence, counter-abuse, and trust and safety teams is needed for this endeavor.
3. Automate defenses to stay ahead of both new and current threats
The scope and velocity of security incident response activities can be enhanced by the most recent advancements in AI. It’s critical to employ AI and its existing and developing capabilities to stay agile and economically viable when defending against adversaries, who will probably use them to scale their influence.
4. Align platform-level rules to provide uniform security throughout the company
To guarantee that all AI applications have access to the finest protections in a scalable and economical way, control framework consistency can help mitigate AI risk and scale protections across various platforms and technologies. At Google, this entails incorporating controls and safeguards into the software development lifecycle and expanding secure-by-default safeguards to AI platforms such as Vertex AI and Security AI Workbench. The firm as a whole can gain from state-of-the-art security by utilizing capabilities that cater to common use cases, such as Perspective API.
5.Adjust parameters to mitigate and speed up AI deployment feedback loops
Continuous learning and testing of implementations can guarantee that detection and prevention capabilities adapt to the ever-changing threat landscape. In addition to methods like updating training data sets, adjusting models to react strategically to attacks, and enabling the software used to create models to incorporate additional security in context (e.g. detecting anomalous behavior), this also includes techniques like reinforcement learning based on incidents and user feedback. To increase safety assurance for AI-powered products and capabilities, organizations can also regularly perform red team exercises.
6. Put the hazards of AI systems in the context of related business procedures
Last but not least, completing end-to-end risk assessments on an organization’s AI deployment can aid in decision-making. An evaluation of the overall business risk is part of this, as are data lineage, validation, and operational behavior monitoring for specific application types. Companies should also create automated tests to verify AI’s performance.
Why we are in favor of a safe AI community for everybody
To lower total risk and increase the standard for security, it has long supported and frequently created industry guidelines. Its groundbreaking work on its BeyondCorp access model produced the zero trust principles that are now industry standard, and it has partnered with others to introduce the Supply-chain Levels for Software Artifacts (SLSA) framework to enhance software supply chain integrity. These and other initiatives taught us that creating a community to support and further the work is essential to long-term success.
How Google is implementing Secure AI Framework
Five actions have already been taken to promote and develop a framework that benefits everyone.
With the announcement of important partners and contributors in the upcoming months and ongoing industry involvement to support the development of the NIST AI Risk Management Framework and ISO/IEC 42001 AI Management System Standard (the first AI certification standard in the industry), Secure AI Framework is fostering industry support. These standards are in line with SAIF elements and mainly rely on the security principles included in the NIST Cybersecurity Framework and ISO/IEC 27001 Security Management System, in which Google will be taking part to make sure upcoming improvements are appropriate to cutting-edge technologies like artificial intelligence.
Assisting businesses, including clients and governments, in understanding how to evaluate and reduce the risks associated with AI security. This entails holding workshops with professionals and keeping up with the latest publications on safe AI system deployment best practices.
Sharing information about cyber activities involving AI systems from Google’s top threat intelligence teams, such as Mandiant and TAG.
Extending existing bug hunters initiatives, such as Google Vulnerability Rewards Program, to encourage and reward AI security and safety research.
With partners like GitLab and Cohesity, it will keep providing secure AI solutions while expanding its skills to assist clients in creating safe systems.
Read more on Govindhtech.com
#generativeAI#AIFramework#SecureAIFramework#AItechnologies#AImodels#AIcapabilities#AIapplications#VertexAI#NISTCybersecurity#News#Technews#Technology#technologynews#technologytrends#govindhtech
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Source notes: Procedural generation of 3D karst caves with speleothems
(Franke and Müller, 2021)
Type: Journal Article
(Franke and Müller, 2021) develop a novel method for generating a specific type of real-world cave known as a karst cave (natural underground cavities formed in soluble rocks by slightly acidic water) including the recreation of passages, wall surfaces and speleothems. Realism of the generated models is prioritised, not through physical modelling and simulation but by focusing on reproducing explicit natural phenomena as documented in the field of speleology.
The method, like the Masters project, was implemented in the game engine Unity and the generated models can be traversed and visualised interactively. The stages are as follows: a geology model of a karst region is first developed, containing such information as the size of the region, and functions expressing the thickness and smoothness of rock layers and positioning of joints between layers. Said model is then represented as a regular grid of voxels which undergoes a simulated process of water flow and erosion (based on properties such as water flow velocity, acid concentration, and temperature deltas) to affect the density of the region which results in widened cavities, ultimately forming caves. Bother water flow and erosion simulations can be customised and iterated to create more intricate cave networks, as well as to increase the flexibility of the method. A polygonal representation is then extracted from the grid using the density values of the voxels, which are processed by the Marching Cubes algorithm. Perlin Noise is used to create a texture emulating oxides of copper and iron which are then combined (using linear interpolation) with a Worley Noise function based generated texture to create the appearance of a ridged surface with iron and copper colouring visible through cracks. Vertex displacement is used to displace mesh vertices to create a jagged surface (a similar technique is used in the Masters project). Stalactites and stalagmites are created based on an equation describing their shape (based on the radius) within their own voxel grid, with the mesh also being created from an isosurface, and are then placed slightly outside the cave grid (through the floor or ceiling) to prevent any part of the base of the speleothems from being visible (a point of detail that was taken into consideration for the Masters project method).
The method creates a realistic (in structure and relative to the other reviewed methods) extensive cave system by adhering to constraints chosen through observation and speleological modelling. Vadose and phreatic passages are emulated. Stalagmites and stalactites are included, being generated in realistic places and in pairs. Dripstone columns can also be recreated when a a stalagmite and stalactite mesh intersects. Features such as sinkholes and fractures can be created by the water flow simulation. In terms of controllability and parameterisation — the model, water and erosion simulation parameters can be altered to vary the model that is generated.
As the method prioritises real-world modelling there are necessarily limits to the types of cave systems it can generate. Emulation of natural phenomena may not always be required — a procedurally generated cave can still appear believable and visually plausible to users without specialised speleological knowledge. If the target use case is computer games it may be that properties such as playability, variety and immersion are more important and it is worth asking if those are negatively affected by prioritising realism.
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I'm the worst programmer ever, somehow I managed to get an equality condition to give a vector out of range error? it was two integers? (??)
it looked something like
int sx = castsign(dx, 1);
int x = 0;
while(true){
...
if(x == x1){ break; } <- dumbass broken line!!!
x += sx;
}
there was a vector. but it was completely seperate!! and using print debugging it wasn't causing the issues! removing the equality removed the error?? I'm so confused... just changed the whole implementation to make it work 😵💫
(rewrote it to be simpler mathematically. still need to figure out how to cancel the velocity and it looks like MORE computation time per vertex. gonna multithread it but there's a lot of optimisation to do. it runs fine realistically I'm just scared... well as long as it runs better than hollow knight... still have to implement a softbody system btw 👀 but that's actually as mathematically intensive as collision.)
(essentially I have the base body, a body (of malleable verticies), and a set of springs. these springs all have a defined length that they prefer to be at (and the nodes they connect to). I think I just calculate the internal stresses by checking the stress on the spring and bouncing back that spring to be closer to the desired length. and then I use springs to form fit it closer to the intended shape. it's actually really simple and I'm kinda faking it so who cares.)
(gonna try and post a video tomorrow if I can get things working. if not tomorrow then a month.)
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words2
recovery----------------------
remove----------------------
responsibility----------------------
retirement----------------------
reveal----------------------
review----------------------
schedule----------------------
scheduled
secret----------------------
secretary----------------------
sector----------------------
secure----------------------
secured
separately----------------------
separate----------------------
september----------------------
sequence----------------------
serious----------------------
service----------------------
server----------------------
servers
several----------------------
severe----------------------
sewing----------------------
setup
seventh
sexual----------------------
sensitivity----------------------
significant----------------------
significantly
similar----------------------
similarly
simple----------------------
significantly
simply
situation----------------------
situations
similar----------------------
simultaneously
size
slightly
slovenia
slower
slot
smith
smoking
smoothly
socket
society
solutions
solve----------------------
south
southern
southwest
space
speak
speaker
specific----------------------
specifications
specifically----------------------
specify
spectacular
speech
sponsor
sponsored
sports
specifically----------------------
4o
stability----------------------
standard
standards
startup
state
statement
statements
statistical
statistics
statutory
student----------------------
students
substantial
suitable
supervisor----------------------
supervisors
support----------------------
supported
supervisor
substantial
subsequently
suggestions
supervision
successful
tough
tour----------------------
touring
tourism
tourist----------------------
tournament
trades
trading
tradition
trauma
travel----------------------
traveler
travelers
traveling
traveller
travelling
tubes
tucson
tue
tuesday----------------------
tuition
turn----------------------
turned
unable
unauthorized----------------------
unavailable----------------------
uncertainty
understand----------------------
understanding
understood
universal----------------------
universe
universities
university----------------------
unix
unknown
unless
unlike
unlikely
unlimited
utilities
utility
utilization
utilize
utils
uv
uw
uzbekistan
v
va
vacancies
vacation
vacations
vaccine
vacuum
vagina
val
valentine
valid
validation----------------------
validity
valium
valley
valuable
valuation
value
valued
values
valve
valves
vampire
van
vancouver
vanilla
var
variable
variables
variance
variation
variations
varied
varies
variety----------------------
various
vary
varying
vast
vat
vatican
vault
vb
vbulletin
vc
vcr
ve
vector
vegas
vegetable----------------------
vegetables
vegetarian
vegetation
vehicle
vehicles
velocity
velvet
vendor----------------------
vendors
venezuela
venice
venture
ventures
venue
venues
ver
verbal
verde
verification
verified
verify
verizon
vermont
vernon
verse
version----------------------
versions
versus
vertex
vertical
very
verzeichnis
vessel
vessels
veteran----------------------
veterans
veterinary
vg
vhs
vi
via
viagra
vibrator
vibrators
vic
vice
victim
victims----------------------
victor
victoria
victorian
victory
vid
video
videos----------------------
vids
vienna
vietnam
vietnamese
view----------------------
viewed
viewer
viewers
viewing
viewpicture
views
vii
viii
viking
villa
village----------------------
villages
villas
vincent
vintage
vinyl
violation----------------------
violations
violence
violent----------------------
violin
vip
viral
virgin
virginia
virtual
virtually
virtue
virus
viruses
visa
visibility----------------------
visible----------------------
vision
visit----------------------
visited
visiting
visitor
visitors
visits
vista
visual
vital
vitamin
vitamins
vocabulary
vocal
vocals
vocational
voice----------------------
voices
void
voip
vol
volkswagen
volleyball
volt
voltage
volume
volumes
voluntary
volunteer
volunteers
volvo
von
vote
voted
voters
votes
voting
voyeur
voyeurweb
voyuer
vp
vpn
vs
vsnet
vt
vulnerability
vulnerable------
w
wa
wage
wages
wagner
wagon
wait
waiting
waiver
wake
wal
wales
walk
walked
walker
walking
walks
wall
wallace
wallet
wallpaper
wallpapers
walls
walnut
warrior
warriors
wars
was
wash
weapons
wind
window----------------------
windows
wolf
woman----------------------
women
world----------------------
worldcat
worlds
worldsex
worldwide
worm
worn
worried
write========
writer
yeah
year----------------------
yearly
years
yeast
yellow
yemen
yen
yes
yesterday----------------------
yet
yield
yields
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Well I finished the season 6 battle pass for Modern Warfare 2 so now I'm going to rate every weapon variant I own on a scale of 1-10 based sorely on looks because I'm bored af.
Cursed (6/10)
Uninvited Guest (8/10)
Life or Death (4/10)
Uninvited Guest BlackCell (7/10)
Life or Death BlackCell (8/10)
En Passant (6/10)
Deep Space (4/10)
Hellspawn (3/10)
Back From Hell (8/10)
Grandmaster (9/10)
Checkmate (2/10)
Grandmaster BlackCell (7/10)
Checkmate BlackCell (6/10)
The Crypt (5/10)
The Crypt BlackCell (7/10)
Eradicator (5/10)
Eradicator BlackCell (8/10)
Necro (7/10)
Union Guard (1/10)
Mortal's Bane (7/10)
Flatline (4/10)
Pulling G's (4/10)
Singularity (7/10)
Skullbreaker (5/10)
No Truce (2/10)
Bravado (1/10)
King Hunter (4/10)
King Hunter BlackCell (7/10)
Winged Beast (5/10)
Take Point (3/10)
Life of Da Party (4/10)
The Bandit (6/10)
Caliburn (10/10)
Countdown (4/10)
Blessed (6/10)
Keizersgracht (6/10)
Judicious (2/10)
Spawn Sketched (4/10)
Slaughter Soup (8/10)
La Sombra (3/10)
Maximum Pressure (2/10)
Death Blow (6/10)
Chiron (5/10)
La Araña (8/10)
Nāga (5/10)
Street Legal (6/10)
The Orbiter (7/10)
Damned (7/10)
Blood in the Water (5/10)
The Haunted (2/10)
Feelin' Froggy (5/10)
Stonebreaker (4/10)
Fox One (3/10)
Venom Strike (4/10)
Sin Nombre (8/10)
Liquid Hot (6/10)
Kaiju's Blast (9/10)
Vought Issue (1/10)
Dust Devil (3/10)
Death's Elite (5/10)
Viborón (7/10)
La Espina (9/10)
Tide Turner (7/10)
Chromesmasher (8/10)
Tide Turner BlackCell (7/10)
Party Crasher (2/10)
Grachtengordel (5/10)
Nightsting (4/10)
Avant-garde (5/10)
Raider (5/10)
Take the Wheel (6/10)
Spitting Bars (7/10)
Bone Dance (6/10)
Course Champion (4/10)
Heroes (4/10)
Toke Force 141 (4/10)
First Step (6/10)
Express Yourself (3/10)
Superiority Complex (1/10)
Chaturanga (5/10)
No Tomorrow (6/10)
No Tomorrow BlackCell (5/10)
Under Pressure (6/10)
Banneret (5/10)
Spawnfire (7/10)
BlackCell Reckoner (8/10)
Necroplasm (8/10)
Necroplasm BlackCell (7/10)
Myth Maker (6/10)
Cheesin' (3/10)
Castle Fall (3/10)
Espionage (6/10)
Sandstorm (2/10)
Huay Chivo (5/10)
Close Call (3/10)
Sovereign's Blight (8/10)
Pulp Chills (5/10)
Pulp Chills BlackCell (6/10)
Terminal Velocity (7/10)
Pro Issue Vaznev-9k (7/10)
Boston Breach (8/10)
Event Horizon (9/10)
Havoc (5/10)
Closer (6/10)
Unhinged (5/10)
Battle Worn (2/10)
Tokoloshe (5/10)
Dark Chapter (4/10)
Ni Muerto (6/10)
Melting Breath (10/10)
Hacksaw (7/10)
Karmic Prime (6/10)
Shadow Cheval (4/10)
Titleholder (6/10)
War Beast (5/10)
Red Haunt (3/10)
Nightmare Sweats (5/10)
Lucena BlackCell (5/10)
Lucena (4/10)
Ghoulish (6/10)
The Monstrosity (3/10)
Super Shotgun (10/10)
Vigilant (7/10)
Villains (6/10)
Battering Ram (7/10)
Exhaust Pipe (6/10)
Bellicose (7/10)
Caïssa (8/10)
El Dorado (6/10)
Volcanic Intentions (7/10)
Antagonist (7/10)
Ramen Rampage (8/10)
Manhunter (4/10)
Stormy Night (3/10)
Grayskull Key (5/10)
Mano De La Muerte (4/10)
To The Nines (5/10)
Endless Barrage (7/10)
Great Filter (6/10)
Vertex Drive (3/10)
Icky Icarus (3/10)
Prinsengracht (5/10)
Regicide (3/10)
Crótalo (6/10)
Spicy Meatballs (5/10)
Cackling Bones (7/10)
Cackling Bones BlackCell (6/10)
Chamucon (7/10)
Bone Shaker (6/10)
Herengracht (6/10)
The Haunted (3/10)
Hostile Takeover (5/10)
Match Point (4/10)
Spawn Action (6/10)
Send It (6/10)
Heated Pitch (7/10)
Singel (5/10)
Raining Death (5/10)
Breath Taker BlackCell (6/10)
Breath Taker (5/10)
The Horror (4/10)
Vaquero 141 (5/10)
Hunter (3/10)
Dead Center (5/10)
Heavy Weight (7/10)
Heavy Weight BlackCell (7/10)
Back in Action (3/10)
Unchained (7/10)
Body Count (5/10)
Nocturnal Hunter (8/10)
Sudden Death (5/10)
Basileus (4/10)
Trishula (6/10)
Shadow Lance (4/10)
Last Straw (4/10)
Lordship (3/10)
Bravo 7-1 (5/10)
No Shelter (3/10)
The Swarm (7/10)
The Swarm BlackCell (6/10)
Wild and Free (4/10)
Zombie's Bane (8/10)
Zombie's Bane BlackCell (9/10)
Jack of All (6/10)
Agitator (9/10)
Queen's Guard (5/10)
Ctrl+Z (6/10)
Articulate Response (5/10)
Party Popper (6/10)
Jörmungander (7/10)
Old Friend (4/10)
Alien Death Ray (6/10)
Muted Moments (4/10)
Undefeated (4/10)
Seadog (3/10)
Ignition (5/10)
Toxicant (6/10)
Power Play (4/10)
The Gallows (9/10)
Damysus (6/10)
Scoria (7/10)
Letter Opener (6/10)
Lion's Share (5/10)
Chainsaw (9/10)
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Grid Balls
float massMax = 2000.0;
Grid grid;
Particles universe;
void setup() {
size(1558,743);
grid = new Grid(64);
frameRate(60);
universe = new Particles(100);
colorMode(HSB, 100, 255, 255, 255);
Particle p;
for(int i=0; i < universe.numberOfParticles(); i++) {
p = universe.particleAt(i);
p.position.x = random(width);
p.position.y = random(height);
p.velocity.x = random(2) - random(2);
p.velocity.y = random(2) - random(2);
p.mass = random(2000.0)
p.volume = p.mass / 40;
}
background(255);
}
void draw() {
background(0);
grid.update();
grid.draw();
colorMode(HSB, 100, 255, 255, 255);
universe.update();
universe.draw();
}
class Cell {
void draw(float x, float y, int cellSize) {
}
void update(float x, float y, Cell[][] cells) {
}
}
class Grid {
boolean drawCellBorder = true;
int gridWidth, gridHeight;
int cellSize;
Cell[][] cells;
Grid(int size) {
cellSize = floor(2 * height / (size + 4));
gridHeight = size;
gridWidth = floor(width / (cellSize * 1.5));
cells = new Cell[gridWidth][gridHeight];
for(int x=0; x < gridWidth; x++) {
for(int y=0; y < gridHeight; y++) {
cells[x][y] = null;
}
}
}
void draw() {
for(int x=0; x < gridWidth; x++) {
for(int y=0; y < gridHeight; y++) {
if(drawCellBorder) {
int dcellSize = cellSize;
int dX = x * dcellSize * 1.5;
int dY = y * (dcellSize/2);
if(y % 2 == 1) {
dX += dcellSize - dcellSize/4;
}
dX += dcellSize/2;
dY += dcellSize;
float massWithin = universe.massWithin(dX, dY, cellSize);
colorMode(RGB);
strokeWeight(0.125);
strokeWeight(massWithin / massMax);
stroke(0, random(55) + 200, 0);
noFill();
beginShape();
vertex(dX-dcellSize/2, dY);
vertex(dX-dcellSize/4, dY-dcellSize/2);
vertex(dX+dcellSize/4, dY-dcellSize/2);
vertex(dX+dcellSize/2, dY);
vertex(dX+dcellSize/4, dY+dcellSize/2);
vertex(dX-dcellSize/4, dY+dcellSize/2);
endShape(CLOSE);
strokeWeight(0.125);
}
if(cells[x][y] != null) {
cells[x][y].draw(x, y, cellSize);
}
}
}
}
void update() {
for(int x=0; x < gridWidth; x++) {
for(int y=0; y < gridHeight; y++) {
if(cells[x][y] != null) {
cells[x][y].update(x, y, cells);
}
}
}
}
}
class Particles {
ArrayList particles;
ArrayList newParticles;
Particles(int numParticles) {
particles = new ArrayList();
newParticles = new ArrayList();
for(int i=0; i < numParticles; i++) {
particles.add(new Particle(random(width), random(height), this));
}
}
void update() {
Particle p;
int numParticles = numberOfParticles();
for(int i = numParticles - 1; i >= 0; i--) {
particleAt(i).updateVelocity(numParticles);
}
for(int i=0; i < newParticles.size(); i++) {
particles.add(newParticles.get(i));
newParticles.remove(i);
}
for(int i=numberOfParticles() - 1; i >= 0; i--) {
p = particleAt(i);
if(p.destroyed) {
particles.remove(i);
}
else {
p.updatePosition();
}
}
}
float massWithin(float x, float y, float distance) {
float mass = 0.0;
for(int i=0; i < numberOfParticles(); i++) {
Particle part = particleAt(i);
PVector pos = part.position;
if(abs(pos.x - x) < distance &&
abs(pos.y - y) < distance) {
mass += part.mass;
}
}
return mass;
}
void draw() {
for(int i=0; i < numberOfParticles(); i++) {
particleAt(i).drawPosition();
}
}
int numberOfParticles() {
return particles.size();
}
Particle particleAt(int i) {
return particles.get(i);
}
void addNewParticle(Particle p) {
newParticles.add(p);
}
}
int particleId = 0;
class Particle {
float GravitationalConstant = 0.000667384;
int myId;
float mass = 1;
float volume = 4;
float minVolume = 4;
float minDestructionForce = 4;
PVector acceleration;
PVector velocity;
PVector position;
Particles universe;
boolean destroyed;
color myColor;
Particle(float positionX, float positionY, Particles inUniverse) {
myId = ++particleId;
universe = inUniverse;
destroyed = false;
acceleration = new PVector(0,0);
velocity = new PVector(0,0);
position = new PVector(positionX, positionY);
myColor = color(myId, 255, 255, 200);
}
int getId() {
return myId;
}
void updateVelocity(int numParticles) {
acceleration.x = acceleration.y = 0;
for(int i=numParticles - 1; i >= 0; i--) {
Particle other = universe.particleAt(i);
if(other.getId() != myId) {
float diffX = other.position.x - position.x;
float diffY = other.position.y - position.y;
float distance = PVector.dist(position, other.position);
PVector attraction = new PVector(diffX, diffY);
attraction.normalize();
if(distance >= (other.volume/2 + volume/2)) {
attraction.mult((mass * other.mass) / sq(distance));
attraction.mult(GravitationalConstant);
acceleration.add(attraction);
}
else {
hitOtherParticle(other);
}
}
}
acceleration.div(mass);
velocity.add(acceleration);
velocity.limit(20);
}
void splitParticle(float numPieces,
PVector collisionVelocity,
Particle other) {
Particle p;
destroyed = true;
collisionVelocity.div(numPieces);
volume = volume / numPieces;
mass = mass / numPieces;
for(int i=0; i < numPieces; i++) {
p = new Particle(position.x, position.y, universe);
p.mass = mass;
p.volume = volume;
p.velocity.x = sin(TWO_PI - random(2*TWO_PI));
p.velocity.y = cos(TWO_PI - random(2*TWO_PI));
p.velocity.normalize();
p.velocity.mult(collisionVelocity.mag());
p.velocity.limit(20);
universe.addNewParticle(p);
}
}
void hitOtherParticle(Particle other) {
if(volume <= minVolume || mass < 4) {
destroyed = true;
}
else {
PVector collisionVelocity = PVector.sub(velocity, other.velocity);
float collisionMagnitude = collisionVelocity.mag();
float force = collisionMagnitude * mass;
float otherForce = collisionMagnitude * other.mass;
if(collisionMagnitude > 0) {
acceleration.sub(collisionVelocity);
}
else {
float tx, ty;
tx = velocity.x;
ty = velocity.y;
velocity.x = other.velocity.x;
velocity.y = other.velocity.y;
other.velocity.y = ty;
other.velocity.x = tx;
}
}
}
void updatePosition() {
position.add(velocity);
if(position.x < 0) {
position.x = width;
}
else if(position.x > width) {
position.x = 0;
}
if(position.y < 0) {
position.y = height;
}
else if(position.y > height) {
position.y = 0;
}
}
void drawPosition() {
stroke(myId, 255, 255, 127);
strokeWeight(volume);
point(position.x, position.y);
}
}
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above achieve activity advance arrival available avatar ave avenue average avg avi aviation avoid approval approve controversial controversy convenience convenient convention deliver delivered deviation device devices devil directive
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survey surveys survival survive survivor subdivision subject subjective serve served server servers serves service services serving
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Finally deciding on the name
After lots of putting it off, i've decided to make the name: Vertex Velocity.
Other thoughts behind this name included: Arrowhead Velocity and V-LOCITY. I practically just wanted the word velocity in the name to reflect the fast paced nature of the game and I thought that vertex not only has alliteration if used in the name, but it also coincides with the aesthetical vertexmapped style of the game
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Concepts and misconceptions - 2
Chapter: kinematics
Misconception:
1. A weighing machine measures the weight of a body. ❌
Concept:✔️
The weighing machine measures the reaction between the machine and the The body exerts a force N on the machine and the machine also exerts an equal and opposite force on the body. The weight W of a body of mass m is the gravitational force exerted upon it by body.
N may be same as W. It may also be larger or smaller than W depending upon whether the elevator is accelerating up or down.
W = mg
Misconception
2. Weightlessness means the absence of weight.❌
✔️Weightlessness usually means an absence of reaction between the body and that with which it is in contact.
Misconception:
3. Most of us believe that Newton's first law can be derived from the second law which is absolutely wrong.❌
4. Many of us also have the feeling that action occurs before the reaction. ❌
But actually, both occurs at the same time.✔️
5. Action and reaction act on the same body.❌
Action and reaction always act on two different bodies.✔️
6. Right understanding of Newton's law ✔️
(i) The first law tells us about the natural state of motion of a body, which is motion along a straight line with constant speed.
(ii) The second law tells us that if a body does not follow its natural state of motion then it is under the influences of other bodies, that is, a net unbalanced force must be acting on it.
(iii) The third law tells us about the nature of that force. That is, forces exist in pairs.
7. Misconceptions:
1. The natural state of matter is that of rest.
2. If there is no force, there is no motion.
3. If there is motion, there must be a force.
4. Force acts in the direction of motion.
Since these statements are true in a number of familiar situations, therefore, there is a tendency to believe that they are generally true-in fact, they are wrong.❌
The truth is as follows:
❓❓
1. The natural state of matter is that of motion
2. Gravitational force is acting on a body in rest
3. Freely falling bodies move without external force.
4. Not necessary. Force acts downward on a body moving in an upward direction.
Misconception:
7. When force is parallel to the direction of motion of the body, the work done is minimum.❌
When a force acts parallel to the direction of motion of a body, the work done by the force is given by the formula W = Fd cos θ, where W is the work done, F is the magnitude of the force, d is the displacement of the body, and θ is the angle between the force and the displacement vectors. When the force is parallel to the direction of motion, θ = 0, and cos θ = 1. Therefore, the work done is W = Fd, which is the product of the force and the displacement.
In this case, the work done is not necessarily minimum, but rather it is maximum because the force is acting in the same direction as the displacement. The work done is the product of the magnitude of the force and the distance that the object moves in the direction of the force, and this product is maximized when the force and displacement are parallel.
On the other hand, when the force is perpendicular to the direction of motion, θ = 90°, and cos θ = 0, so the work done is zero. Therefore, the work done is minimum when the force is perpendicular to the direction of motion.
8. An angular velocity of 60 rpm is the same as 2π rad/s.✔️
In general, to convert from revolutions per minute (rpm) to radians per second (rad/s), we can use the following formula:
angular velocity in rad/s = (angular velocity in rpm) x (2π/60)
So for an angular velocity of 60rpm, we have:
angular velocity in rad/s = (60 rpm) x (2π/60) = 2π rad/s
9. One radian means arc length of unit radius is unity.✔️
One radian is defined as the angle subtended at the center of a circle by an arc that is equal in length to the radius of the circle.
Another way to say it is that one radian is the measure of an angle that, when its vertex is at the center of a circle, the arc it cuts off on the circumference of the circle has a length equal to the radius of the circle.
This means that the length of the arc is equal to the radius, so if we take a circle with a radius of 1 unit, then one radian is the angle that cuts off an arc of length 1 unit.
Misconception
10. When an object is moving in a circle, the angle b/w linear velocity and position vector is 90°
No, that's not correct. When an object is moving in a circle, the angle between the linear velocity and the position vector is not always 90°.
In fact, the angle between the linear velocity and the position vector changes continuously as the object moves around the circle. At any given point on the circle, the position vector points from the center of the circle to the object, while the linear velocity vector points tangent to the circle at that point. The angle between these two vectors at that point is the angle between a tangent line and a radius line, which is not always 90°.
However, it is true that the position vector, the linear velocity vector, and the acceleration vector of an object moving in a circle are all mutually perpendicular at any instant when the object is at the maximum displacement from the center of the circle (i.e., at the top or bottom of the circle, if the circle is oriented vertically).
This is because the acceleration vector is always directed towards the center of the circle, while the position vector and the linear velocity vector are both perpendicular to the acceleration vector.
Misconception
11. The value of angular momentum is maximum when the angle is 90°.
No, that's not correct. The value of angular momentum is not necessarily maximum when the angle is 90°.
Angular momentum is a vector quantity that describes the amount of rotational motion an object has around a particular axis. It depends on the object's moment of inertia, which is a measure of its resistance to rotational motion, as well as its angular velocity. The formula for angular momentum is L = Iω, where L is the angular momentum, I is the moment of inertia, and ω is the angular velocity.
The direction of the angular momentum vector is perpendicular to both the moment of inertia vector and the angular velocity vector. The magnitude of the angular momentum vector is equal to the product of the moment of inertia and the angular velocity.
The angle between the moment of inertia vector and the angular velocity vector can vary, depending on the geometry of the object and the direction of its angular velocity. Therefore, the value of angular momentum can have different magnitudes at different angles between the moment of inertia and the angular velocity vectors. It is not necessarily maximum when the angle is 90°.
However, when an object is rotating about a fixed axis, the direction of the angular momentum vector is always along the axis of rotation. The magnitude of the angular momentum can vary depending on the speed of rotation and the moment of inertia of the object, but the direction is always along the axis of rotation.
Misconception
12. Vertical velocity vs time graph for a projectile motion varies linearly.
That is not correct.
In projectile motion, the vertical velocity of the projectile changes due to the effect of gravity. Gravity causes the projectile to accelerate downward with a constant acceleration of 9.8 m/s^2 (assuming negligible air resistance).
Therefore, the vertical velocity vs time graph for a projectile motion does not vary linearly, but rather as a parabolic curve. Initially, the vertical velocity is zero at the highest point of the motion, then it increases in the negative direction (i.e. downward) due to gravity, until it reaches a maximum negative velocity at the bottom of the trajectory. It then slows down and eventually reaches zero again when the projectile reaches the same height from which it was launched. The vertical velocity vs time graph for a projectile motion looks like a symmetric parabolic curve, with the maximum height corresponding to the vertex of the parabola.
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PS Neither the egg fic nor the vegan freak have anything to do with M/gastar before you try it. That's all pure Starscream stanning, baby. And one of them is St/rop, the supposedly ""good""" ship LOL.
List of female Transformers Main Complete list Following is a thorough list of the various female Transformers in canon thus far. Many of these characters were Japan-exclusive, featured only in fiction, or exist as limited-run exclusive toys. Female characters who had multiple toys are listed only once. Generation 1 (Numbers indicate order of appearance.) Chromia (1) Moonracer (2) Firestar (3) Elita One (4) Greenlight (5) Lancer (6) Arcee (7) Beta (8) An Autobot rebel (9) Paradron Medic (11) Nancy (12) Minerva (13) Clipper (14) Karmen (18) Glyph (20) Road Rage (21) Discharge[1] (22) Windy[1] (23) Vibes (24) Roulette (25) Flareup (32) Flip Sides (34) Rosanna (35) Windrazor (38) Thunderblast (46) Cassiopeia (47) Nautica (51) Windblade (52) Victorion (61) Velocity (63) Javelin (62) Proxima (64) Roadmaster (65) Acceleron (66) Override (69) Rust Dust (70) Pyra Magna (71) Skyburst (72) Stormclash (73) Jumpstream (74) Dust Up (75) Scorpia[1] (76) Eos (80) Lifeline (83) Quickslinger (84) Hotwire[2] (98) Strongarm (99) Slide[2] (104) Crush Bull[2] (107) Oiler[2] (108) Broadside[2] (109) Sky High[2] (110) Circuit[2] (116) Pyra Ignatia Spark[2] (118) Scorchfire (122) Orthia (126) Smashdown[2] (128) Esmeral (15) Lyzack (16) Clio (17) Nightracer (19) Shadow Striker (26) Howlback (31) Flamewar (33) Flip Sides (34) Crasher (39) Freezon[1] (44) Nightracer (49) Slipstream (50) Twirl (54) Nickel (60) Swift (77) Killjoy (79) Blackout[2] (81) Spaceshot[2] (82) Crash Test (85) Trickdiamond (92) Moonheart (93) Megaempress (94) Flowspade (95) Lunaclub (96) Megatronia (100) Buckethead[1] (103) Diveplane[1] (112) Seawave[1] (113) Mindgame (114) Tracer[2] (115) Devastator[2] (117) Cindersaur[2] (125) Shadow Striker (127) Nova Storm[2] (129) Termagax (133) Kaskade (135) Heavywait (138) Tyrannocon Rex (139) Cheesecake robot (10) Roulette and Shadow Striker's sister (27) Path Finder (28) Small Foot (29) Devcon's galpal (30) One of Optimus Prime's rescuees (36) Angela (37) Four members of the Kaon upperclass (40-43) Ma-Grrr (45) Red waitress Transformer (48) Windshear (53) Solus Prime (55) Female protester (56) Lightbright (57) Strafe (58) Mistress of Flame (59) Exocet (67) Vertex (68) Aileron (78) Gnash (86) Slice (87) Thrashclaw (88) Shred (89) A pair of Devisen twins (90-91) Maxima (97) Sieg[3] (101) Kari (102) Anode (105) Lug (106) X-Throttle (111) Rum-Maj (119) Praesidia Magna (120) Fastbreak (121) Crash Test (122) Stardrive (123) Magrada (124) Leviathan (130) Codexa (131) Gauge (132) Lodestar (134) Shutter (136) Sharpclaw (137) Cargohold (140) Half-qualifiers: Alana, turned into a Transformer for a short time. Aunty, female Cybertronian intelligent computer. Combination granny and attack-dog-bots, human-sized drones supposedly based on Transformer technology. One of Maccadam's bartenders Nightbird Overlord, has a female side to him. Some of the "Teletraan" computers like 15 and 10 are female. There appears to be a female design among a group of old generics. Bayonet, the fake female Decepticon disguise of Britt. In the French dub of The Transformers: The Movie, Shrapnel and Starscream are considered female. Shrapnel is also female in the Russian dub. Beast Era (Numbers indicate order of appearance.) Airazor (2) Kitte Shūshū (5) Rage (6) Botanica (7) Sonar[1] (13) Crystal Widow (14) Crossblades (15) Stiletto (16) Transmutate[1] (18) Binary (19) Wedge Shape[1] (24) Aura (25) Legend Convoy[1] (26) Stockade[2] (28) Rav (29) Hammerstrike[2] (31) Triceradon[2] (35) Skimmer (36) Nyx (44) Blackarachnia (1) Scylla (3) Antagony (4) Strika (8) Manta Ray[1] (17) Ser-Ket (20) Dead-End[2] (27) Jai-Alai (30) Max-B[2] (32) Gaidora (33) Soundbyte/Soundbite (34) Liftoff (37) Freefall (38) Snarl-blast[2] (39) Vertebreak (43) Skold (45) Libras (9) Virgol (10) Cancix[1] (11) Possibly Sagittarii (12) Dipole (21) Vamp (22) Plasma[2] (23) Deep Blue (40) At least two bridge officers of the Terrastar (41-42) Half-qualifiers: NAVI-ko, female Cybertronian intelligent computer NAVI (Yukikaze), female Cybertronian intelligent computer NAVI (Gung Ho), female Cybertronian
intelligent computer DNAVI, female Cybertronian intelligent computer Medusa, an Intruder-built robot modified with Cybertronian technology Robots in Disguise (2001) (Numbers indicate order of appearance.) Optimus Prime[2] (1) Nightcruz[1] (3) Scourge[2] (2) Half-qualifiers: T-AI, female Cybertronian intelligent computer. Unicron Trilogy (Numbers indicate order of appearance.) Airazor (5) Arcee (9) Autobot nurses (10) Two Velocitronian band members (11-12) Override[4] (13) Joyride[4] (15) Quickslinger (16) Crystal Widow (24) Treadbolt (33) Chromia (34) Thunderblast (14) Spacewarp (30) Sureshock (1) Combusta (2) Falcia (3) Twirl (4) Sunburn (6) Cliffjumper[1] (7) Ironhide[1] (8) Spiral[1] (9) Offshoot[1] (17) Breakage[1] (18) Kickflip[1] (19) Mudbath[1] (20) Heavy Metal[1] (21) "Disco ball" (22) Road Rebel[1] (23) Guardian Speed[1] (25) Mugen[1] (26) Bingo/Triac[1] (27) Wedge Shape[1] (28) Sprite (29) Boom Tube (31) Windrazor (32) Rán (33) Half-qualifiers: A possible scooterformer Dark Nitro Convoy, evil clone of a character whose gender was switched in translation Red Alert, minimally-altered release of a toy that was female in Japan Midnight Express, unaltered release of a toy that was female in Japan Hourglass, a female character who might be a Cybertronian Bombshell, a female character who might be a Cybertronian Carillon, a female character who might be a Cybertronian Vector Prime, the former multiversal entity who was female in some universes Movie continuity family (Numbers indicate order of appearance.) Arcee (1) Elita-One (2) Chromia (4) Perihelion (8) HMS Alliance (9) Windblade (13) Fracture (3) Alice (5) Shadow Striker (6) Override[3] (7) Diabla (10) Howlback (11) Shatter (12) Nightbird Airazor Half-qualifiersJetfire claims to have a mother who may or may not have been a Transformer. Animated (Numbers indicate order of appearance.) Sari Sumdac (2) Arcee (3) Elita-1 (4) Red Alert (6) Botanica (8) Flareup (10) Rosanna (11) Glyph (12) Lickety-Split (13) Lightbright (14) Chromia (16) Clipper (17) Quickslinger (18) Kappa Supreme (19) Override Prime (20) Windy (21) Road Rage (25) Flashpoint (26) Minerva (27) Sureshock (28) Nightbeat (29) Sunstreaker (30) Blackarachnia (1) Slipstream (5) Strika (7) Flip Sides (9) Antagony (15) Wingthing (22) Beta (23) Drag Strip (24) Half-qualifiers: Teletran-1, female Cybertronian intelligent computer TransTech (Numbers indicate order of appearance.) Blackarachnia (5) Strika (3) Unnamed medic (1) Andromeda (2) Cyclis (4) Sonar (6) Hammerstrike (7) Scorpia (8) Proxima (9) Half-qualifiers: Axiom Nexus News Editor, a 'bot with one male and one female personality Shattered Glass (Numbers indicate order of appearance.) Crasher (1) Esmeral (6) Howlback (7) Arcee (2) Andromeda (3) Elita-One (4) Strongarm (8) Windblade (9) Nautica (10) Beta (5) Half-qualifiers: Teletraan-X, female Cybertronian intelligent computer. Aligned continuity family (Numbers indicate order of appearance.) Akiba Prime Arc Arcee Arcee Blade Assault Star Brushfire Cameo Catapult Chevalier Chromia Deep Blue Ether Walker Firestar Galaxy Flare Galaxy 'Questrian Glow Matronly Docent Quickshadow Rocket Plume Solus Prime Strongarm Tempest Spin Thunderclap Upkeep Windblade Airachnid Astraea Aurora Speeder Balewing Coldstar Crimson Phantom Cyberwarp Cyclone Dancer Diabla Duststorm Fallen Angel Filch Flamewar Flash Runner Glowstrike Hoverbolt Helter-Skelter Hurricane Hunter Ida Lensflare Metal Thunder Nebula Ripper Night Dancer Overhead Retrofit Rollcage Scatterspike Skyjack Slink Slipstream Spiral Zealot Supernova Flame Variable Star Void Pulse Zizza Ser-Ket Ripclaw Azimuth Cogwheel Elita One Mercury Moonracer Nightra Override Bot Shots (Numbers indicate order of appearance.) Buzzclaw (1) Kre-O (Numbers indicate order of appearance.) Chromia (1) Arcee (3) Strika (4) Minerva (5) Windblade (6) Paradron Medic (10) Strongarm (12) Skimmer[1] (13) Airachnid (2) Thunderblast (7) Blackarachnia (8) Slipstrike (9) Ida (11) Liftoff[1] (14) Freefall[1] (15) Angry Birds Transformers (Numbers indicate order of appearance.) Stella as:Arcee
(1) Airachnid (2) Chromia (4) Novastar (10) Moonracer (11) Greenlight (12) Silver as:Windblade (3) Energon Windblade (5) Elita-One (8) Matilda as:Energon Nautica (6) Nautica (7) Strongarm (9) Zeta as:Nightbird (13) Rosanna (15) Zeta as:Slipstream (14) Cyberverse (Numbers indicate order of appearance.) Arcee Chromia Clobber Jazz[3] Windblade Alpha Strike Nova Storm Shadow Striker Skywarp Slipstream Blackarachnia Cosmos Operatus Solus Prime Half-qualifiers: In the Japanese dub of Cyberverse, Thrust was female, and went by the name Red Wing. Acid Storm fluctuates between the male and female Seeker body types in show. Mae Catt would explain this on Twitter as this being "just something Acid Storm likes to do" and that pronouns are "up to Acid Storm". This would imply Acid Storm is non-binary gender fluid, thus they semi-qualify for the list. BotBots (Numbers indicate order of appearance.) Aday Angry Cheese Arctic Guzzlerush Bankshot Big Cantuna Bok Bok Bok-O Bonz-Eye Bot-T-Builder Bottocorrect Bratworst Brock Head Chef Nada Clawsome Crabby Grabby Cuddletooth Dingledeedoo Disaster Master Disgusto Desserto DJ Fudgey Fresh Doctor Flicker Drama Sauce Drillit Yaself Face Ace Fail Polish Fit Ness Monster Flare Devil Flood Jug Fomo Frohawk Frostfetti Frostyface Glam Glare Fancy Flare Glitch Face Goggly Spy P.I. Gold Dexter Goldface Goldiebites Goldie Terrortwirl Goldito Favrito Goldpin Baller Gold Punch Grampiano Grandma Crinkles Grave Rave The Great Mumbo Bumblo Greeny Rex Grrr'illa Grimes Halloween Knight Handy Dandy Hashtagz Hawt Diggity Hawt Mess Highroller Hiptoast Ice Sight Javasaurus Rex Jet Setter Knotzel Latte Spice Whirl Leafmeat Alone Loadoutsky Lolly Licks Lolly Mints Miss Mixed Movie Munchster Ms. Take Must Turd Nanny McBag Nomaste Nope Soap Ol' Tic Toc Ollie Bite Outta Order Overpack Pop N. Lock Pop O' Gold Pressure Punk Professor Scope Rebugnant Roarista Sandy Shades Scribby Sheriff Sugarfeet Shifty Gifty Sippyberry Sippy Slurps Skippy Dippy Disc Slappyhappy Smooth Shaker Smore N' More Sour Wing Starscope Sticky McGee Sugar Saddle Super Bubs Sweet Cheat Technotic Sonic Terror Tale Torch Tidy Trunksky Tricitrustops Tropic Guzzlerush Tutu Puffz Twerple Burple Unilla Icequeencone Venus Frogtrap Vigitente Waddlepop Wasabi Breath Whirlderful Whoopsie Cushion Wristocrat
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Painting grass and flowers
The thing that makes FlowScape so easy to create with is you can just select the asset you want and then start painting it onto your landscape.
Is this possible in Blender?
The answer is yes, but it takes some setting up and there are some caveats.
In this post I’m going to create this image
To start off with I added a plane and then used the sculpt tools to make a hill. I went into edit mode and uv unwrapped the plane.
Before adding a texture which I got from CC0 Textures (https://cc0textures.com/list?sort=Popular)
Now you’ll need a grass object. I followed CG Geek’s tutorial (https://www.youtube.com/watch?v=-GAm-7_3N6g) in order to create my own. (note this video also covers a lot of the stuff I go over here).
You can download the grass object that I used from here (http://blender.analytical-engine.co.uk/assets/grass/grass1/grass1.blend) just append the only collection within the file to add the grass to your scene.
Now you won’t want that grass to appear in the scene view or the editor so you need to click on the filter option up in the scene graph and make sure the camera is highlighted. and then make sure that both the eye and the camera are deselected for the grass collection.
Now go to the particle settings and create a new particle system
Change the type to hair and under render change the Render As option to Object and then click on the Object setting and select your grass object. If the object appears on it’s side then tick the Object Rotation setting
You’ll need to tweak the Number, Scale and Scale Randomness Settings a bit.
If your machine starts to slow down a bit you can change the number of particles that are displayed when editing. In the Viewport section reducing the amount will improve your performance.
Now go to the Vertex Group tab and create a new Vertex Group
Back in the Particle tab go to the Vertex Group section and set Density to the Vertex Group you just created. You can also set length to the same group if you want the grass to be shorter in areas where it’s less dense.
Now switch from Object mode to Weight Paint Mode. You can now paint on your terrain where you want the grass to appear. If you want areas with less grass then you can reduce the weight. Set the weight to 0 to delete any grass.
Now lets do a test render
A reasonable starting point, but we can do better
Now tick the Advanced setting which will add a few more sections. Under Velocity adjust the x and y settings to give the grass the appearance of being blown to one side. Under physics adjust the Brownian setting to give each bit of grass some random rotation
You can give the grass some more variety by going down to the texture section and creating a texture
Now go to the Texture tab and change the type to clouds. This will create a random texture which you can apply to the particle system under the Influence section. I’m applying it to the density and length settings. You’ll need to reduce the amount of influence a lot. I found more than 0.1 was over kill. Also that it seemed to have a bigger impact on the render than it did in the viewport.
Before rendering again I increased the number of particles and changed the brownian setting a bit as well as deleting a lot of grass which was outside the field of view.
This was the result
There are still improvements that can be made. Select the light object and go to the Light tab. There change the type to Sun. The default strength value is 1000 which is a bit strong
I found a value of 7 was a bit more reasonable
The line coming from the sun shows the angle of the light. You can control this using the yellow dot. You can also change the colour of the sunlight if you want a morning or evening scene.
Now in the Render tab turn on Ambient Occlusion and Screen Space Rendering.
Lastly since a grey background doesn’t look great go to the World tab and click on the dot next to colour and select Enviroment. Now open up a picture of the sky. As you can see I used one I got from Blender Guru
And it’s now ready for the final render.
As I mentioned there are caveats. Firstly if you want other types of grass or some flowers you need to create a particle system and vertex group for each one.
Also if you add another object that you want to paint on then you’ll need to create a particle system and vertex group for every grass or flower you want on that object. A lot more work than with FlowScape.
You can get the file for this scene from here - http://blender.analytical-engine.co.uk/scenes/grassyhill.blend
Which brings me to a bit of advice that isn’t related to creating grassy scenes. If you want to share a blend file for a project make sure you go to the file menu and then External Data->Pack all into blend before saving to make sure the .blend file includes and images and textures you used.
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I wrote some Carol x Maria! 2000ish words about Carol realizing she’s in love and also realizing her plane is falling out of the sky. (go give it some love on AO3 too, if you’re so inclined?)
There's nothing quite like the clack of a cue ball knocking a few balls across the surface of a pool table, followed by the thunk of one of said balls sinking neatly into the corner pocket. That is, there's nothing like it when Carol is the one doing the sinking. When it's a striped ball, however...
"Oh, fuck you!" Carol laughs despite the growl of her competitive side, ever-present and restless in her chest.
Across the table, Maria flashes her the kind of grin that drowns out the dull roar of the dive bar around them. "What's the matter, Danvers? Can't you take a little ass-whooping?"
Carol grips her cue a little tighter and brandishes it at Maria. "I'm coming for you, Rambeau. Just you wait."
For good measure, she jabs the tip against Maria's arm, leaving a blue chalk streak on her skin.
"Yeah, yeah, alright." Maria swats Carol's cue away and takes up her own again. "I'll believe it when I see it."
"Oh, I'm coming for you."
But Maria isn't listening anymore. She's spotted her next shot and is already laser-focused on it. Maria bends low to the table, finesses her cue into position, slides the tip deftly through her fingers. Carol catches her bottom lip between her teeth, willing her to miss.
Maria sinks another one. Then another.
"Eight ball, side pocket," Maria calls her shot over her shoulder, her eyes never leaving the table.
Carol scoffs. "Cocky. There's no way you can make that sh—"
Clack. Thunk.
Maria whoops, drawing the startled attention of the people at the nearby tables, but she doesn't care. She turns to face Carol, arms stretched wide. "What was that about coming for me?"
"Yeah, yeah, you got lucky," Carol grumbles. She makes a show of crossing her arms and sulking, but the triumph glowing on Maria's face tugs the corner of her mouth into a smile despite herself.
"Pay up, babe." Maria props a hip on the edge of the pool table and reaches for her beer.
There's a moment - just a brief flicker of a moment - when the floor beneath Carol's feet vanishes out from under her. The light above the pool table glows just a little brighter. Maria's left hand flexes around her cue as her right lifts her bottle to her lips. Her eyes meet Carol's.
Oh.
Carol draws a breath.
Oh no.
--
"Danvers? Everything okay?" Lawson's voice crackles over the comms.
"Five by five, why?"
"You're a little high for our target parameters."
"No offense, sir, but your target parameters are a little low for me."
"Don't be an ass, kid. This test run is to check for issues at 30,000 feet. Save the next ten thousand for later."
Carol double-checks her readouts and fights the urge to roll her eyes. "She's flying fine at 30,000. No sign of engine strain, lines look good. Figured while I'm up here I'd save us the trouble of filing another flight plan later."
"Tell that to the laws of physics."
A part of her knows it's a dumb idea to go against her superior officer, not to mention recklessly push the limits of an experimental aircraft. The rest of her is high on adrenaline and g-force and the miles of sky between her and the earth. She grips the controls and heads even higher.
Higher further faster, baby.
"No seriously, Danvers, she's untested at that altitude." There's a note of endearment that takes the edge off Lawson's admonishment. "Don't wreck another one of my birds."
"Two birds, one stones-for-brains pilot."
"Rambeau, get off the comms. Danvers, get back down to target altitude or I'm sending both of you to your r—"
The rest of Lawson's words are lost in a sudden pop and the sputter of an engine stalling out.
Fuck. Shitshitshit.
Her stomach drops as the plane takes a sharp dip in velocity, though for another few heartbeats she's still gaining altitude. The familiar rush of near-weightlessness goes straight to her head as she reaches the vertex of her climb - though, if she's honest, it has more of an effect of the beat of her pulse between her legs. It's the exhilaration that comes with the sudden awareness of her body, fragile flesh and bone defying physics to hang suspended in the very sky. Her breath catches for three, two, one… and then gravity catches up to her. It always does, in the end. It tugs at her, pulling her in excruciating slow motion back towards earth.
--
The room around them fades back into focus, the hum of voices and the clink of glassware behind the bar once again audible over the rush of blood in Carol's ears.
"Girl, don't make me grab your wallet out of your pocket again. I kicked your ass, now give me my 20 bucks!" Maria makes a lunge for Carol's back pocket.
Though her limbs feel slow and heavy in the wake of her moment of weightlessness, Carol manages to sidestep out of Maria's reach. "Alright, alright, gimme a sec!" She thumbs through her wallet and tosses a few bills onto the table in front of Maria.
Maria stuffs them into her own back pocket with a grin. "Want to go another round? You can break this time."
Carol shakes her head, as much to decline Maria's offer as to get a grip on the thoughts swirling through her mind. When that doesn't help, she grabs her jacket off the hook on the wall. "Maybe in a bit? I'm gonna get some air."
The door, when it shuts behind her, seals off all the noise from the bar, leaving her alone in the cool night air. She steps out of the glare of the streetlight and into the shadow of the alley. Stuffing her hands into the pockets of her jacket, she finds a spot on the side of the building to lean her shoulders against. She draws a breath, then another, and stares up at the cloudless sky.
Fuck.
--
She just has to keep the nose pointed upward. She's stalled enough of these things to have no trouble pulling it into a controlled glide, but she's up high enough that even a controlled glide would have her eat shit hard at zero altitude. Luckily, she's also high enough that there's plenty of time to get out of this jam well before shit-eating altitudes.
The voice coming over the comms finally catches her attention. "Danvers, what's happening—"
"Gimme a sec." She banks, wrestling the plane back around into the general direction of the landing strip. She's regained control for now, but she's losing altitude fast.
Carol closes her eyes, draws a breath, lets it slowly out again.
With enough practice, there's a peacefulness to falling. Everything else fades away in the face of the inevitable grip of gravity. You learn to let go, lean into the calm, collect your thoughts. It's the drawback before a punch: adjust your weight, coordinate your movements, draw all your power and anger and fear taut like a bowstring. Hold it there, wait for the right moment to release.
Yes, she's falling out of the sky, but she's always had a knack for falling. Even before she'd made it into her first cockpit, even before she knew the tug of a flight harness and the thrashing of the controls in her hands, she had a knack for keeping herself in the air by sheer force of will alone. She grips the fall hard and wrestles it into submission. The plane responds like a dream. Lawson's designs have inched closer and closer to feeling as intuitive as her own body over the last 6 months. At this rate, Carol might even know the true taste of flight without even this scant bit of machinery around her.
On the other hand, if she can't get this engine restarted, she'll have to bail out. Lawson will keep her grounded for a month, and falling with a parachute is never as much fun. She keys the ignition, adjusts the air intake, flips switches in every sequence she can think of. The engine coughs, sputters, then settles into a hum. The plane picks up speed, thrumming back to life around her. She levels off, then banks, once again reveling in the speed and control of a fully-functional aircraft.
She's not reckless enough to push her luck a second time though. Reluctantly, she begins her approach for landing. For the next few minutes, everything goes exactly as planned. The plane touches down, meeting the earth with a thud that jars her spine and sets her teeth on edge. The sensation of having solid ground beneath her feels foreign, but her muscle memory keeps her moving while she readjusts.
Harness. Hatch. Helmet.
By the time she makes it down out of the cockpit, Lawson and Rambeau are there to meet her.
"You're right: she's a little squirrely above 30,000 feet," Carol quips before Lawson can do so much as raise an exasperated eyebrow.
"I'd say 'I told you so', but what good would that do? Go return your flight gear. We'll debrief at 1600." Lawson doesn't wait for a response before pulling some instrument or another off her tool belt and ducking under the plane.
Maria claps an arm around Carol's shoulders and leads her back toward the hangar.
"You okay there, Icarus?"
Carol rolls her eyes. "You weren't worried about me, were you, Rambeau?"
"Please," Maria scoffs, jostling her with her hip as they walk. "More like worried you'd crash that beautiful plane before I got a chance to fly it. What were you thinking, taking her up that high the first time out?"
"As if you wouldn't have been right behind me if you were up there too!"
"Oh, of course," Maria concedes, her laugh echoing through the hangar. "I'd have been right behind you, one hundred percent."
--
A burst of noise floods out of the bar, then abruptly stops as the door closes again. A moment later, Maria's face appears from around the corner of the building. "I knew you were a sore loser, Danvers, but I didn't think you would—" She pauses a few steps away from Carol, concern creeping into her voice. "Hey, are you okay?"
Carol tears her gaze away from the stars and meets Maria's eyes. "I'm fine. I just... I had a crazy thought. It's nothing."
"'A crazy thought', huh?" Maria narrows her eyes. "What sort of nonsense am I about to get you out of this time?"
Carol's mouth falls open in indignation. "Oh, come on! I don't immediately follow through with every impulse I ever have."
The lopsided smile returns to Maria's face. "You say that like I wouldn't be right behind you in whatever crazy nonsense you come up with."
"Oh yeah?" Carol can't help but challenge her.
Maria doesn't miss a beat. "One hundred percent."
Carol opens her mouth to argue, but Maria steps closer, toe-to-toe with her.
"Try me."
Despite the pavement under her feet and the bricks at her back, Carol could swear there is suddenly nothing but miles of sky between the two of them and the earth. The clarity of weightlessness hits her a moment later.
"Alright."
Carol grabs Maria by the collar of her jacket and kisses her with all the rush and exhilaration of a free-fall.
There will be consequences, of course, when gravity inevitably catches up with her, but Carol can't bring herself to care.
She's always had a knack for falling.
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by avesnongrata
Carol's stomach drops as the plane takes a sharp dip in velocity, though for another few heartbeats she's still gaining altitude. The familiar rush of near-weightlessness goes straight to her head as she reaches the vertex of her climb.
Words: 1921, Chapters: 1/1, Language: English
Fandoms: Marvel Cinematic Universe, Captain Marvel (2019)
Rating: General Audiences
Warnings: No Archive Warnings Apply
Categories: F/F
Characters: Carol Danvers, Maria Rambeau, Dr. Wendy Lawson
Relationships: Carol Danvers/Maria Rambeau
Additional Tags: First Kiss, reckless pilot shenanigans
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Added per-vertex velocity support to SkinnedMesh-VFXGraph https://github.com/keijiro/Smrvfx
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