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Soixante-douzième épisode de Jeux d'Ombres, le podcast d'Ombres Portées 2.0 consacré aux parties jouées de Shadowrun. Cet épisode poursuit la campagne Netzgewitter située à Berlin en 2080, jouée avec Shadowrun : Anarchy.Dans les épisodes précédents : Après une folle journée à chasser les fragments de Kristallkind à travers Berlin, les runners ont terminé une première étape cruciale en vue de sa résurrection. Mais ces dernières péripéties ont à nouveau soulevé plus de questions que de réponses. Où sont les autres morceaux de la sympathique IA ? Quel est ce mystérieux lien qu'elle partage avec feue Monika Schäffer, légende des Ombres berlinoises ? Pourquoi le gang des Shaders et Saeder-Krupp sont-ils à sa poursuite ? Il est temps pour eux d'en discuter avec Roadie, Alice et Odessa autour d'une bièreVous pouvez trouver sur la Matrice un plan de Caligarikiez et un de ses alentours.Remerciements particuliers à Scott Buckley (https://www.scottbuckley.com.au) dont nous utilisons les morceaux accessibles sous licence CC-BY 4.0.Crédits :Andreas AAS Schroth pour les illustrations de Netzgewitter et notamment la vignette de cette série de podcasts.Pegasus Press, éditeur allemand de Shadowrun et de la campagne Netzgewitter.Catalyst Game Labs, éditeur de Shadowrun.Black Book Editions, éditeur français de Shadowrun et de Shadowrun : Anarchy dont les règles sont utilisées dans cette série de podcast.Shadowrun et la Matrice sont des marques déposées et / ou des marques de fabrique de The Topps Company, Inc. aux États-Unis et / ou dans d'autres pays.
Soixante-douzième épisode de Jeux d'Ombres, le podcast d'Ombres Portées 2.0 consacré aux parties jouées de Shadowrun. Cet épisode poursuit la campagne Netzgewitter située à Berlin en 2080, jouée avec Shadowrun : Anarchy.Dans les épisodes précédents : Après une folle journée à chasser les fragments de Kristallkind à travers Berlin, les runners ont terminé une première étape cruciale en vue de sa résurrection. Mais ces dernières péripéties ont à nouveau soulevé plus de questions que de réponses. Où sont les autres morceaux de la sympathique IA ? Quel est ce mystérieux lien qu'elle partage avec feue Monika Schäffer, légende des Ombres berlinoises ? Pourquoi le gang des Shaders et Saeder-Krupp sont-ils à sa poursuite ? Il est temps pour eux d'en discuter avec Roadie, Alice et Odessa autour d'une bièreVous pouvez trouver sur la Matrice un plan de Caligarikiez et un de ses alentours.Remerciements particuliers à Scott Buckley (https://www.scottbuckley.com.au) dont nous utilisons les morceaux accessibles sous licence CC-BY 4.0.Crédits :Andreas AAS Schroth pour les illustrations de Netzgewitter et notamment la vignette de cette série de podcasts.Pegasus Press, éditeur allemand de Shadowrun et de la campagne Netzgewitter.Catalyst Game Labs, éditeur de Shadowrun.Black Book Editions, éditeur français de Shadowrun et de Shadowrun : Anarchy dont les règles sont utilisées dans cette série de podcast.Shadowrun et la Matrice sont des marques déposées et / ou des marques de fabrique de The Topps Company, Inc. aux États-Unis et / ou dans d'autres pays.
Well, Danny* has been on our minds lately, somewhat due to working this past Venice Film Festival Immersive as a World Hop tour guide and the cacophony and fun chaos around being an Immersive Tour Guide. Our pal, Manglebird, is the programmer in chief for the Venice Immersive World Hops, primarily on the social VR platform VRChat. VRC allows artists, creatives and Devs to create and publish worlds and experiences to the VRChat global community. From DJ-driven club scenes, deep, immersive, otherworldly environments, and extra-terrestrial realms to physics-breaking realities! You name it; it can likely be found on VRChat. So it is also likely no coincidence that Manglebird's primary avatar is the White Rabbit from Alice in Wonderland....just a bit demented, looking like they've spent too much tea time with the Mad Hatter. ;) VRChat psychedelia - also known as Shaders, VFX are wild, like taking psychedelics without the nausea and hangover. Anywho, Nanotopia here playing with Euclidean rhythms, sub-harmonics and the lovely Shakmat Dual Dagger filter with the System80 Jove filter. Here is our stab at some form of Psy. Enjoy! *Danny and the Camberwell Carrot from Withnail & I :) released October 18, 2023 on Bandcamp
Soixante-quatrième épisode de Jeux d'Ombres, le podcast d'Ombres Portées 2.0 consacré aux parties jouées de Shadowrun. Cet épisode poursuit la campagne Netzgewitter située à Berlin en 2080, jouée avec Shadowrun : Anarchy. Dans les épisodes précédents : L'incendie illusoire créé par le talentueux Wizzle a jusque-là parfaitement fonctionné et les deux Shaders, secondés par des gros bras de la Horde, n'y ont vu que... du feu. Malgré cela, les gangers restent décidés à récupérer les fragments de Kristallkind, et les runners vont devoir faire parler la poudre d'une manière ou d'une autre s'ils veulent les en empêcher Vous pouvez trouver sur la Matrice un plan de Caligarikiez et un de ses alentours. Remerciements particuliers à Scott Buckley (https://www.scottbuckley.com.au) dont nous utilisons les morceaux accessibles sous licence CC-BY 4.0. Crédits : Andreas AAS Schroth pour les illustrations de Netzgewitter et notamment la vignette de cette série de podcasts. Pegasus Press, éditeur allemand de Shadowrun et de la campagne Netzgewitter. Catalyst Game Labs, éditeur de Shadowrun. Black Book Editions, éditeur français de Shadowrun et de Shadowrun : Anarchy dont les règles sont utilisées dans cette série de podcast. Shadowrun et la Matrice sont des marques déposées et / ou des marques de fabrique de The Topps Company, Inc. aux États-Unis et / ou dans d'autres pays.
Soixante-quatrième épisode de Jeux d'Ombres, le podcast d'Ombres Portées 2.0 consacré aux parties jouées de Shadowrun. Cet épisode poursuit la campagne Netzgewitter située à Berlin en 2080, jouée avec Shadowrun : Anarchy. Dans les épisodes précédents : L'incendie illusoire créé par le talentueux Wizzle a jusque-là parfaitement fonctionné et les deux Shaders, secondés par des gros bras de la Horde, n'y ont vu que... du feu. Malgré cela, les gangers restent décidés à récupérer les fragments de Kristallkind, et les runners vont devoir faire parler la poudre d'une manière ou d'une autre s'ils veulent les en empêcher Vous pouvez trouver sur la Matrice un plan de Caligarikiez et un de ses alentours. Remerciements particuliers à Scott Buckley (https://www.scottbuckley.com.au) dont nous utilisons les morceaux accessibles sous licence CC-BY 4.0. Crédits : Andreas AAS Schroth pour les illustrations de Netzgewitter et notamment la vignette de cette série de podcasts. Pegasus Press, éditeur allemand de Shadowrun et de la campagne Netzgewitter. Catalyst Game Labs, éditeur de Shadowrun. Black Book Editions, éditeur français de Shadowrun et de Shadowrun : Anarchy dont les règles sont utilisées dans cette série de podcast. Shadowrun et la Matrice sont des marques déposées et / ou des marques de fabrique de The Topps Company, Inc. aux États-Unis et / ou dans d'autres pays.
Toutes nos excuses, nous n'avons pas réussi à sécuriser un enregistrement entre le 62 et cet épisode, mais on a fait en sorte que cela ne manque pas trop ! Soixante-troisième épisode de Jeux d'Ombres, le podcast d'Ombres Portées 2.0 consacré aux parties jouées de Shadowrun. Cet épisode poursuit la campagne Netzgewitter située à Berlin en 2080, jouée avec Shadowrun : Anarchy. Dans les épisodes précédents : Après avoir récupéré avec brio l'éclat de Kristallkind logé dans une œuvre d'art, les runners ont la chance d'en localiser trois autres dans un seul et même endroit : le Bärcenter, une galerie marchande décatie à Marzhan. Malheureusement pour eux, plusieurs membres du mystérieux gangs des Shaders les ont devancés sur place. Gentle, DMG et Wizzle vont devoir la jouer fine pour récupérer les précieux fragments de la jeune IA au nez et à la barbe de leur adversaires. Vous pouvez trouver sur la Matrice un plan de Caligarikiez et un de ses alentours. Remerciements particuliers à Scott Buckley (https://www.scottbuckley.com.au) dont nous utilisons les morceaux accessibles sous licence CC-BY 4.0. Crédits : Andreas AAS Schroth pour les illustrations de Netzgewitter et notamment la vignette de cette série de podcasts. Pegasus Press, éditeur allemand de Shadowrun et de la campagne Netzgewitter. Catalyst Game Labs, éditeur de Shadowrun. Black Book Editions, éditeur français de Shadowrun et de Shadowrun : Anarchy dont les règles sont utilisées dans cette série de podcast. Shadowrun et la Matrice sont des marques déposées et / ou des marques de fabrique de The Topps Company, Inc. aux États-Unis et / ou dans d'autres pays.
Toutes nos excuses, nous n'avons pas réussi à sécuriser un enregistrement entre le 62 et cet épisode, mais on a fait en sorte que cela ne manque pas trop ! Soixante-troisième épisode de Jeux d'Ombres, le podcast d'Ombres Portées 2.0 consacré aux parties jouées de Shadowrun. Cet épisode poursuit la campagne Netzgewitter située à Berlin en 2080, jouée avec Shadowrun : Anarchy. Dans les épisodes précédents : Après avoir récupéré avec brio l'éclat de Kristallkind logé dans une œuvre d'art, les runners ont la chance d'en localiser trois autres dans un seul et même endroit : le Bärcenter, une galerie marchande décatie à Marzhan. Malheureusement pour eux, plusieurs membres du mystérieux gangs des Shaders les ont devancés sur place. Gentle, DMG et Wizzle vont devoir la jouer fine pour récupérer les précieux fragments de la jeune IA au nez et à la barbe de leur adversaires. Vous pouvez trouver sur la Matrice un plan de Caligarikiez et un de ses alentours. Remerciements particuliers à Scott Buckley (https://www.scottbuckley.com.au) dont nous utilisons les morceaux accessibles sous licence CC-BY 4.0. Crédits : Andreas AAS Schroth pour les illustrations de Netzgewitter et notamment la vignette de cette série de podcasts. Pegasus Press, éditeur allemand de Shadowrun et de la campagne Netzgewitter. Catalyst Game Labs, éditeur de Shadowrun. Black Book Editions, éditeur français de Shadowrun et de Shadowrun : Anarchy dont les règles sont utilisées dans cette série de podcast. Shadowrun et la Matrice sont des marques déposées et / ou des marques de fabrique de The Topps Company, Inc. aux États-Unis et / ou dans d'autres pays.
Bu bölümde Core Location, Seyfeddin'in Kıbrıs gezisi, Meta'nın Orion gözlüğü, endüstri devrimi, Like a Dragon oyunu ve Playstation 5 deneyimi üzerine sohbet ettik.Bizi dinlemekten keyif alıyorsanız, kahve ısmarlayarak bizi destekleyebilir ve Telegram grubumuza katılabilirsiniz. :)Yorumlarınızı, sorularınızı ya da sponsorluk tekliflerinizi info@farklidusun.net e-posta adresine iletebilirsiniz. Bizi Twitter üzerinden takip edebilirsiniz.Zaman damgaları:00:00 - Giriş03:01 - Core Location13:12 - Kıbrıs27:50 - Shaders45:51- Rails 851:20 - M4 MacBook Pro sızıntısı56:01 - Apple artık her yıl yeni ürün duyurmayacak1:05:21 - Meta Orion1:16:50 - İzlediklerimiz1:29:48 - Okuduklarımız, Endüstri Devrimi2:07:28 - Oynadıklarımız, Like a Dragon: Infinite Wealth, PS5Bölüm linkleri:Core LocationFred ArmisenMetal by TutorialsThe Book of ShadersHummingbirdWhat's New in Ruby on Rails 8Alleged M4 MacBook Pro Unboxing Video Reveals These Four UpgradesApple's Shift Toward More Staggered Releases Could Bring More Innovation and Less PredictabilityExclusive: We tried Meta's AR glasses with Mark ZuckerbergThe PenguinPulp FictionWolfsSlow HorsesBad MonkeyHayao Miyazaki and the HeronEmpire of Cotton: A New History of Global CapitalismThe True CostOne Child NationTalking to My Daughter About the Economy: or, How Capitalism Works—and How It FailsThe Etnic Cleansing of PalestineOn PalestineInventor of the Future: The Visionary Life of Buckminster FullerLike a Dragon: Infinite WealthShadow of the ColossusMetaphor: ReFantazio
Join Little c and Bearded Sloth in the 158th episode of The Block Party (A Minecraft Podcast). We cover your comments, questions, our past weeks, and all the latest changelogs from Mojang/Minecraft. Remember to visit theblockpartymc.com for more ways to engage with us, celebrate the magic of Minecraft, and join our passionate community of fellow players. Please SUBSCRIBE to help support us and get access to ALL of our podcast shows including TBP After Hours Show and previous episodes!!! https://podcasters.spotify.com/pod/show/the-official-block-party/subscribe WE WANT TO HEAR FROM YOU! Email: contact@theblockpartymc.com Join the TBP DISCORD: https://discord.gg/59pSn5Ta9f Website: https://theblockpartymc.com YouTube Podcast Channel https://www.youtube.com/@theblockpartymc YouTube Video Channel https://www.youtube.com/@TheBlockPartyMinecraft The Past Week in Minecraft (Change Logs) All Change Logs Support Us Directly Cash App https://cash.app/$BeardedSloth33 PayPal https://paypal.me/TheBlockPartyMC TAGS: Minecraft, Podcast, Block Party, Weekly Changelogs, Listener Comments, General Talk, HolyBookworm, Joke of the Week, Updates, Gaming, Fun, Community, Adventure, Building, Exploration, Redstone, Survival, Creativity, Multiplayer, Tips, Tricks, News, Entertainment, Gaming Culture, Gaming Community Intro Music Composed by: JohnDairy270 YouTube Channel: Castle Gate Studios (CGS) https://www.youtube.com/@CastleGateStudios
This week, we cant stop talking about the amazing Final Shape, Pale Heart Weapons, Exotics and Prismatic. But we do find time to also go over some listeners feedback on the Zavala storyline and the show in general. We talk about that final 12 Guardian mission, Excision and discuss Destiny 2: Frontiers and the future of Destiny in other media. Plus we have a rundown of the rotations for the upcoming week and whats gone down in the This Week at Bungie for the 13th June 2024. Plus we discuss some of our ideas for a raid lite, to get Guardians into the PvE endgame. And we have some videos and links for you to check out. 00:00:00 – Opening 00:02:49 - Introductions & Squirrel Moment 00:03:56 - New Listener Feedback 00:08:22 - Prismatic Talk 00:15:19 - Excision Cut Scene & Follow On Story 00:23:21 - Destiny In Other Media 00:28:33 - So Much Content & Exotic Class Items 00:38:25 - Ergo Sum Again 00:49:51 - Community Feedback On Zavala 01:04:41 - Episodes Echoes: Act I 01:08:41 - Pathfinder Discussion 01:18:07 - The Call & Other DLC Weapons 01:28:36 - The Future of Destiny 2: Frontiers Discussion 01:45:50 - This Week at Bungie: June 13th 2024 01:47:12 - Raid Lite Idea Discussion 02:13:25 - Back to the TWAB 02:17:23 - This Week In Destiny: Final Shape Week 3 Rotations 02:21:12 - Back to the TWAB Again 02:29:23 - Peroty's Players Support Report 02:43:30 - Tips, Tricks, Guides & Builds 02:46:05 - Patreon Thanks & End of the Show 02:49:34 - End Two Titans and a Hunter YouTube Channel Two Titans and a Hunter Twitch Two Titans and a Hunter Discord Two Titans and a Hunter - Patreon Two Titans and a Hunter Ko-Fi The100 io – GH/GD/2TAAH Group Email: twotitansandahunter@hotmail.com Two Titans and a Hunter Twitter Two Titans and a Hunter – Facebook Artwork by @Nitedemon Xbox Live: Nitedemon, Peroty, Not Arf & No1RespawnsInRL End credits theme song by Elsewhere - YouTube Channel Plus as always, thank you to Alexander at Orange Free Sounds & www.freesound.org for all the sound effects used in our podcast. Required Stuff: Bungie - This Week at Bungie: June 13th 2024 Aztecross - Complete Guide to Episodes: Echoes Act I Fallout Plays - How To Get The Exotic Class Item Armor Esoterickk - Gather All 55 Feathers of Light Guide Fallout Plays - Beginners Guide Salvation's Edge Raid True Vanguard - Salvation's Edge 4th Encounter Guide easynow - Hidden Pathfinder Bungie - The Journey Ahead Bungie - Episodes: Echoes Launch Trailer
Julius Tarng is the ultimate generalist designer.He started the design tools team at Facebook where he made a massive impact on products like Origami.He then freelanced as a design engineer for companies like Felt, Anthropic, and even prototyped some of the early AI features for the Arc browser.Now he's in his first-ever engineering role at Linear.So this conversation is a deep dive into what it looks like for designers to approach their work with an engineering mindset. We talk about Julius's deep background in prototyping, how he collaborates with designers at Linear. And we also get into why the current state of design engineering is a missed opportunity.If you're looking to grow as a software designer then you'll love this episode.Show notes:Julius's twitterFelt — a better way to work with mapsDaniel Smith (Linear designer that Julius pairs with)Origami (Facebook's prototyping tool)Brandon Walkin (ex: Facebook, Apple, now at OpenAI) who made the adaptive pointer for iPad.What are GPUs and Shaders? (Julius's tutorial video)
This is a critics roundtable for Venice Immersive 2023 featuring Pola Weiß, a funding executive for XR and new technologies Medienboard Berlin-Brandenburg, as well as Alina Mikhaleva who produces virtual events at EngageXR heads up a Creative XR Studio called Less Media Group, Agnese Pietrobon who is a writer at XR Must, storylistener and independent researcher, and myself, Kent Bye of the Voices of VR Podcast. See more context in the rough transcript below. Here's a list of all 35 podcasts in this Venice Immersive 2023 series (as well as 4 interviews of projects where I've previously interviewed the creators) #1270: Preview of Venice Immersive 2023 Selection with Co-Curators Liz Rosenthal & Michel Reilhac [SXSW] #1189: "Forager" Volumetric Timelapse of Mushroom Growth Hits a Sweet Spot of Touch, Smell, & Immersive Storytelling [SXSW] #1203: "Body of Mine VR" Uses Full-Body Tracking Embodiment to Explore Gender Dysphoria & Transgender Testimonies [Tribeca] #1243: Origin Story of "Pixel Ripped 1978" with ARVORE and Atari Team + Novel Game-Within-a-Game Mechanics [Tribeca] #1250: Translating 1:1 Experimental Theatre Encounters into 360 Video to Transcend Expectations with Craig Quintero #1272: Kickoff of Venice Immersive 2023 Coverage with Winner “Songs by a Passerby” and Atmospheric Storytelling #1273: Switching First and Third Person POV with “Finally Me” Coming Out Story #1274: “Queer Utopia: Act I Cruising” Explores Queer Identity, Exile, AIDS, & Sex in the 80s #1275: Translating 2D Paintings in Immersive Biography with “Frequency” #1276: Beautiful “Emperor” Explores Aphasia Communication Gaps with Compelling Interactions #1277: A Vocal Landscape is an Intimate Study of Authentic Conversation and Surrealism #1278: Visualizing the Invisible and Pushing Forward the Grammar of Visual Storytelling with “Flow” #1279: “Home” Explores Human Nature Relationship with Visceral Projection Mapped Installation #1280: Interactive Projection Mapped Installation “Populate” Poetically Explores the Human Nature Dialectic #1281: The Many Movie Magic Techniques Behind “David Attenborough's Conquest of the Skies” #1282: Ethnographic Study of South Korean Studio Apartments with “Oneroom-Babel” #1283: The Exquisite Lighting in Fins' “Complex 7” VRChat World #1284: Gina Kim's Environmental Storytelling Innovations with “Comfortless” #1285: PK's Break Series in VRChat Explores the Intersection of Shaders and Indie Music #1286: Capturing the Horrors of the Ukrainian War in “First Day” with High-Res Environmental Captures #1287: “Letters from Drancy” is an Incredibly Emotional and Powerful Story About the Holocaust #1288: “Tales of the March” Uses Durational Takes in 360 Video to Explore Death Marches #1289: “Sen” Is a Beautifully Transcendent Virtual Japanese Tea Ceremony Exploring Reincarnation #1290: “Floating with Spirits” Explores the Day of the Dead, Indigenous Transmissions, & Elemental Animism #1291: Excellent Redirected Wandering to Discover Indigenous Transmissions in “Origen” #1292: Pioneering the VR Essay with “Shadowtime” Critiquing Sci-Fi Dystopic Aspirations of VR #1293: The Personalized AI-Driven “Tulpamancer” VR Sandpaintings with AI Text to Audio & VR Workflow #1294: Buddy Comedy “Gargoyle Doyle” Pushes at the Edges of Mixed Reality Storytelling #1295: The AR Pop-Up Book Innovations of “Jim Henson's The Storyteller” & Amazing Shot of Earth in “The Orbit” #1296: “Wallace & Gromit in the Grand Getaway” Translating Big IP Narrative & Animation Rules into VR #1297: Studio Syro's Groundbreaking Quill Series “Tales from Soda Island” #1298: The Story Behind “Pepitos: the Beak Saga” Quill Piece #1299: Character-Driven Quill Animation Piece “Perennials” Explores Nostalgia and Family Dynamics #1300: Prolific Meta XR Producer Ryan Genji Thomas on VR Storytelling Innovations with Animation #1301: “Gaudi,
I interviewed Break #11 director PK after Venice Immersive 2023. See more context in the rough transcript below. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
This is the kickoff of my Venice Immersive 2023 coverage that totals 35 episodes and over 30 hours worth of deep dive interviews with leading experiential designers who are breaking down their latest insights and innovations with the grammar of immersive storytelling. It is one of my most in-depth series yet, and there's a lot of keen insights and amazing stories spread throughout this series. You can the graphic below for an overview of all of the podcasts in the series, and also links to each of the episodes in the series.The series is kicking off with the winner of the top prize from Venice Immersive Songs for a Passerby director Celine Daemen, and you can also see more context in the rough transcript below. #1270: Preview of Venice Immersive 2023 Selection with Co-Curators Liz Rosenthal & Michel Reilhac [SXSW] #1189: "Forager" Volumetric Timelapse of Mushroom Growth Hits a Sweet Spot of Touch, Smell, & Immersive Storytelling [SXSW]# 1203: "Body of Mine VR" Uses Full-Body Tracking Embodiment to Explore Gender Dysphoria & Transgender Testimonies [Tribeca] #1243: Origin Story of "Pixel Ripped 1978" with ARVORE and Atari Team + Novel Game-Within-a-Game Mechanics [Tribeca] #1250: Translating 1:1 Experimental Theatre Encounters into 360 Video to Transcend Expectations with Craig Quintero #1272: Kickoff of Venice Immersive 2023 Coverage with Winner “Songs by a Passerby” and Atmospheric Storytelling #1273: Switching First and Third Person POV with “Finally Me” Coming Out Story #1274: “Queer Utopia: Act I Cruising” Explores Queer Identity, Exile, AIDS, & Sex in the 80s #1275: Translating 2D Paintings in Immersive Biography with “Frequency” #1276: Beautiful “Emperor” Explores Aphasia Communication Gaps with Compelling Interactions #1277: A Vocal Landscape is an Intimate Study of Authentic Conversation and Surrealism #1278: Visualizing the Invisible and Pushing Forward the Grammar of Visual Storytelling with “Flow” #1279: “Home” Explores Human Nature Relationship with Visceral Projection Mapped Installation #1280: Interactive Projection Mapped Installation “Populate” Poetically Explores the Human Nature Dialectic #1281: The Many Movie Magic Techniques Behind “David Attenborough's Conquest of the Skies” #1282: Ethnographic Study of South Korean Studio Apartments with “Oneroom-Babel” #1283: The Exquisite Lighting in Fins' “Complex 7” VRChat World #1284: Gina Kim's Environmental Storytelling Innovations with “Comfortless” #1285: PK's Break Series in VRChat Explores the Intersection of Shaders and Indie Music #1286: Capturing the Horrors of the Ukrainian War in “First Day” with High-Res Environmental Captures #1287: “Letters from Drancy” is an Incredibly Emotional and Powerful Story About the Holocaust #1288: “Tales of the March” Uses Durational Takes in 360 Video to Explore Death Marches #1289: “Sen” Is a Beautifully Transcendent Virtual Japanese Tea Ceremony Exploring Reincarnation #1290: “Floating with Spirits” Explores the Day of the Dead, Indigenous Transmissions, & Elemental Animism #1291: Excellent Redirected Wandering to Discover Indigenous Transmissions in “Origen” #1292: Pioneering the VR Essay with “Shadowtime” Critiquing Sci-Fi Dystopic Aspirations of VR #1293: The Personalized AI-Driven “Tulpamancer” VR Sandpaintings with AI Text to Audio & VR Workflow #1294: Buddy Comedy “Gargoyle Doyle” Pushes at the Edges of Mixed Reality Storytelling #1295: The AR Pop-Up Book Innovations of “Jim Henson's The Storyteller” & Amazing Shot of Earth in “The Orbit” #1296: “Wallace & Gromit in the Grand Getaway” Translating Big IP Narrative & Animation Rules into VR #1297: Studio Syro's Groundbreaking Quill Series “Tales from Soda Island” #1298: The Story Behind “Pepitos: the Beak Saga” Quill Piece #1299: Character-Driven Quill Animation Piece “Perennials” Explores Nostalgia and Family Dynamics
Lords: * CisHetKayFaber * Phone Topics: * Correction regarding a previous topic where I stated that Metal Gear Solid 2 was the most important game of 2023 * https://twitter.com/othatsraspberry * Children cannot be trusted to enjoy things, and maybe that's fine * This list of extremely specific danger signs * https://nextworldover.tumblr.com/post/720069329613357056 * https://files.fireside.fm/file/fireside-uploads/images/3/3597ddeb-e52e-4cda-a59c-c64600489fea/Tkr719yF.jpg * https://files.fireside.fm/file/fireside-uploads/images/3/3597ddeb-e52e-4cda-a59c-c64600489fea/9unswnr6.jpg * "Bank Account" by Louis Cole * https://genius.com/Louis-cole-bank-account-lyrics * Technical beliefs you have which may be regarded as superstition, but are true to your experience (I'm convinced my new microphone is worse) Microtopics: * The part where Jim talks. * Splitting your mutuals. * The kind of person who goes to Bluesky vs. who goes to Mastodon. * A relationship with an editor. (Like Emacs.) (Or Vim) * Wanting to see what Shaq posts. * The human zoo of bad takes. * Who sent Shaq a Bluesky invite?? * O' That's Raspberry * Metal Gear Apologies. * Sending Konami money to fund the port of Metal Gear Solid 4. * Optimizing for extremely specific hardware and getting entrenched. * Shaders languishing on PS3. * PT's final resting place. * Konami diversifying into video games in the 80s when it's lucrative and dediversifying when it stops being as lucrative in the 2010s * A lot of weird business practices involving Slurpees and banking * All the places the Vita port of Metal Gear Solid 2 went on to. * The Worlds of Power novelization of Metal Gear. * A Narpas Sword scenario. * Cutscene inflation. * What happened to cutscene lengths after voice acting became cheap. * Encoding movies on a disc for free. * Time to Crate vs. Time to When Your Input Matters. * Ramen waterslides. * Annoying things that little kids do that adults also do. * Playing video games and parenting at the same time. * Whether it's still abuse if it's happening in the Netherlands. * Expectations people place on their children for Christmas vs. for Halloween. * Distorted beer. * Getting a bunch of stuff you don't want for Christmas. * A sweater with Mario or a cool dinosaur on it. * Swapping the Barbie and GI Joe voice boxes and whether that's a plot point of the Barbie movie. * Chewbacca dancing on top of the twin towers as they collapse. * Taking wire cutters to the electrical substation and getting some free copper. * I don't feel 130 kilovolts; I'm a perfect sphere. * Creating a situation where people are safe even if they're not paying attention. * Flying around in a tornado googling "what do you do when you're flying around in a tornado" * Is it .webm or .webnn? * All the three letter acronyms that ought to be on the internet rug you can't get. * The giant System 7 floppy disk blanket. * A blanket with the Mac startup sound on it. * Missing out on some drum solos. * A poem based on a true story. * Being afraid to look at your tax returns. * Getting single taxed and double social security benefits. * Replacing your old snowball with a new snowball. * Your thing as a person trained in audio engineering. * Getting a very insensitive microphone so that it only picks up the sounds you want it to. * Jim's advice for recording your voice. * A Shure SM-57B with the Cloudlifter. * Technical knowledge for smart people. * Solid state drives failing without warning. * A high pitched whine imparting a natural warmth to your voice. * Recording your voice with a $15 boom arm. * Using shittier tools as you get more experienced. * A cover of a Weezer song that's rendered unlistenable hematite l because of the string squeak. * The inability to process and retain information about LinkedIn's purpose.
Welcome to Code Completion, Episode 136! We are a group of iOS developers and educators hoping to share what we love most about development, Apple technology, and completing your code! Follow us @CodeCompletion (https://mastodon.social/@CodeCompletion) on Mastodon to hear about our upcoming livestreams, videos, and other content. Today, we discuss: - Subreddits are boycotting Reddit: - Apollo shutting down (https://mastodon.social/@christianselig/110509739563895220) - Reddit management are bullies (https://mastodon.social/@colincornaby/110515599889615866) - Snazzy Labs Interview (https://www.youtube.com/watch?v=Ypwgu1BpaO0) - The AMA (https://www.reddit.com/r/reddit/comments/145bram/addressing_the_community_about_changes_to_our_api/) - Reddark (https://reddark.untone.uk/) - Pixel Pals (https://apps.apple.com/de/app/pixel-pals-widget-activity/id6443919232?l=en) - Reddit down as well (https://infosec.exchange/@0xabad1dea/110531914212305714) - Oh Crap screens (https://tapbots.social/@paul/110510673677468430) - Steve Troughton-Smith (https://mastodon.social/@stroughtonsmith/110511670373637050) - New Mac Reviews: - Six Colors on 15” MacBook Air (https://sixcolors.com/post/2023/06/15-inch-macbook-air-review-sometimes-bigger-is-better/) - Six Colors on Mac Studio (https://sixcolors.com/post/2023/06/m2-ultra-mac-studio-review-top-of-the-line/) - Missing Mac Pro Reviews? - PCIe is on a switch (https://social.treehouse.systems/@marcan/110493753318915064) - Game porting toolkit (https://developer.apple.com/wwdc23/10123) - Could Vision Pro launch on January 24th? - Steve Troughton-Smith (https://mastodon.social/@stroughtonsmith/110511527580595001) - Supports dozens of windows (https://hachyderm.io/@GalenFaidley/110500558706959947) - [iPhone could capture 3D moments soon? https://mastodon.social/@dimitribouniol/110510594056732229) - Live from WWDC: - Under the Radar (https://mastodon.social/@_Davidsmith/110515524448609088) - Talk Show (https://www.youtube.com/watch?v=DgLrBSQ6x7E) - Upgrade (https://www.youtube.com/watch?v=5rZEDJ5kuxw) - Optimistic outlooks for Stage Manager? - Federico Viticci (https://mastodon.macstories.net/@viticci/110500490248761136) - Read text on Vision Pro! - Dynamic Content Scaling (https://developer.apple.com/wwdc23/10095) - Swift Evolution Updates: - Observability (https://forums.swift.org/t/second-review-se-0395-observability/65261) - Swift Package Index supports 5.9 - Swift Package Index Blog (https://blog.swiftpackageindex.com/posts/supporting-swift-59) - Macros implemented in libraries in Xcode, but your own are simple tools that get run: - Helge Hess (https://mastodon.social/@helge/110531639785352309) - Xcode Code Completion is significantly improved: - Natalia Panferova (https://nilcoalescing.com/blog/ParameterPermutationsInXcode15Autocomplete/) - Xcode Logging is as well, though be careful with tests: - Kishikawa Katsumi (https://hachyderm.io/@kishikawakatsumi/110522749848944806) - Use OSLog (https://mastodon.social/@a_grebenyuk/110493799017706672) - Xcode Bookmarks are awesome: - Dimitri on Mastodon (https://mastodon.social/@dimitribouniol/110524536102633356) - Developer Disk Images got an upgrade: - Riley Testut (https://mastodon.social/@rileytestut/110510541994880950) - Device Debugging is much faster: - Gui Rambo (https://mastodon.social/@_inside/110499753788672594) - Documentation in 2023: - David Smith (https://mastodon.social/@_Davidsmith/110531255501403770) - Custom video decoders are back for the Mac: - MediaExtensions (https://developer.apple.com/documentation/mediaextension) - Perian (https://www.perian.org) - macOS menus are finally Cocoa-native: - Rosyna Keller (https://mastodon.social/@rosyna/110500467396450637) - Split views are also nicer (https://mastodon.social/@marioguzman/110493730121027313) - iCloud Passwords are sharable with many groups: - Ricky Mondello (https://hachyderm.io/@rmondello/110515908105274634) - Security code autofill is better too (https://hachyderm.io/@rmondello/110497384755732688) - CloudKit got some updates: - Sync now happens even if iCloud Drive is disabled (https://mjtsai.com/blog/2023/06/09/cloudkit-and-the-icloud-drive-switch/) - Tim Mahoney on CKSyncEngine (https://mastodon.cloud/@_tim______/110498583049783154) - FoundationDB (https://developer.apple.com/wwdc23/10164) - Indirect input events are now implicitly supported: - Steve Moseley (https://mastodon.social/@moseley/110511953726351726) - More (https://mastodon.social/@moseley/110511958494002364) - iOS Keyboard is now rendered out of process: - Sean Heber (https://mastodon.social/@bigzaphod/110515559633231522) - Shaders in SwiftUI: - Miguel de Icaza (https://mastodon.social/@Migueldeicaza/110494255036815900) - Adam Bell (https://mastodon.social/@b3ll/110494613121773805) - Code Completion Tip: - @_disfavoredOverload in SwiftUI (https://www.thomasdurand.fr/ios/swiftui/swiftui-retrocompatibility-with-disfavored-overload/) - #if compiler (https://mastodon.social/@dimitribouniol/110521435086085814) - Commented Out: - Dimitri hates KeyPaths Your hosts for this week: * Spencer Curtis (https://mastodon.social/@SpencerCCurtis) * Dimitri Bouniol (https://mastodon.social/@DimitriBouniol) Be sure to also sign up to our monthly newsletter (https://codecompletion.io/), where we will recap the topics we discussed, reveal the answers to #CompleteTheCode, and share even more things we learned in between episodes. You are what makes this show possible, so please be sure to share this with your friends and family who are also interested in any part of the app development process. Sponsor This week's episode of Code Completion is brought to you by Huuungry. Search for Huuungry on the iOS App Store today to give it a try: https://apps.apple.com/app/apple-store/id1448552588?pt=14724&ct=CodeCompletion1&mt=8
Ever wondered how game developers create stunning visual effects in video games? How they make red barrels blow up and explosions look great? How cars in racing games kick up dirt, or how the energy crackles from magical potions? In this episode of Behind Massive Screens, we meet John Behrens, VFX Artist at Massive Entertainment, who tells us about visual effects design and what is going on behind the scenes when the bullets hit the red barrel. Real-Time VFX - https://realtimevfx.com/ The Elementary Particles (GDC Vault) - https://www.youtube.com/watch?v=o7wFPkGmWdI Shader Sauce: How to use Shaders to Create Stylized VFX (GDC Vault) - https://www.youtube.com/watch?v=pqdVG_qcKok John Behren's ArtStation - https://behjohn.artstation.com/
Hi everyone! We had a great time with Renan Araújo. Renan is currently the Open Source Engineer at Very Good Ventures. In this episode, Renan shared with us all about Flutter Shaders. Listen now and share it with your friends!Resources:https://github.com/renancaraujo/https://verygood.ventures/team/renan-araujoCredits:
Array Cast - December 23, 2022 Show NotesThanks to Bob Therriault, Adám Brudzewsky, Marshall Lochbaum and John Earnest for gathering these links:[01] 00:02:00 Naming the APLNAATOT podcast twitter https://twitter.com/a_brudz/status/1607653845445873664[02] 00:03:54 John Earnest Arraycast episode 41 https://www.arraycast.com/episodes/episode41-john-earnest Michal Wallace Arraycast episode 40 https://www.arraycast.com/episodes/episode40-michal-wallace[03] 00:04:20 John's website https://beyondloom.com/[04] 00:05:10 iKe https://github.com/JohnEarnest/ok/tree/gh-pages/ike[05] 00:07:02 oK http://johnearnest.github.io/ok/index.html[06] 00:10:20 iKe Vector article https://vector.org.uk/a-graphical-sandbox-for-k-2/[07] 00:10:39 Lindenmayer fractals https://en.wikipedia.org/wiki/L-system[08] 00:15:57 k programming language https://aplwiki.com/wiki/K[09] 00:16:40 turtle graphics https://docs.python.org/3/library/turtle.html[10] 00:17:44 Swift Playgrounds https://en.wikipedia.org/wiki/Swift_Playgrounds Bret Victor http://worrydream.com/ Processing programming language https://processing.org/ Arduino https://www.arduino.cc/[11] 00:19:27 Dzaima APL -https://github.com/dzaima/APL/blob/master/APLP5/docs Dzaima BQN - https://github.com/dzaima/BQN/blob/master/app/readme.md[12] 00:25:08 Arthur Whitney https://en.wikipedia.org/wiki/Arthur_Whitney_(computer_scientist)[13] 00:25:30 APL wiki Naming https://aplwiki.com/wiki/The_name_APL Adin Falkoff https://aplwiki.com/wiki/Adin_Falkoff[14] 00:27:48 Dyalog https://aplwiki.com/wiki/Dyalog_APL Dyadic https://aplwiki.com/wiki/Dyalog_Ltd. Zylog processor https://en.wikipedia.org/wiki/Zilog[15] 00:30:32 Special k https://beyondloom.com/tools/specialk.html Fragment shader https://www.khronos.org/opengl/wiki/Fragment_Shader GLSL shader language https://learnopengl.com/Getting-started/Shaders[16] 00:33:25 NVIDIA https://learnopengl.com/Getting-started/Shaders[17] 00:37:00 Decker https://beyondloom.com/decker/index.html Lil programming language https://beyondloom.com/decker/lil.html macPaint https://en.wikipedia.org/wiki/MacPaint[18] 00:39:06 Interface builder https://en.wikipedia.org/wiki/Interface_Builder Visual Basic https://en.wikipedia.org/wiki/Visual_Basic Lua programming language https://www.lua.org/ q programming language https://aplwiki.com/wiki/Q[19] 00:44:29 APL# https://aplwiki.com/wiki/APL-sharp[20] 00:45:08 Rescript programming language https://rescript-lang.org/[21] 00:47:10 Niladic functions https://aplwiki.com/wiki/Niladic_function[22] 00:48:30 HyperCard https://en.wikipedia.org/wiki/HyperCard HyperTalk https://en.wikipedia.org/wiki/HyperTalk[23] 00:54:36 JavaScript programming language https://www.javascript.com/[24] 00:57:21 MacOS system 6 https://en.wikipedia.org/wiki/System_6[25] 01:02:12 Excel spreadsheet https://en.wikipedia.org/wiki/Microsoft_Excel[26] 01:04:02 J viewmat https://code.jsoftware.com/wiki/Studio/Viewmat[27] 01:05:40 regex https://en.wikipedia.org/wiki/Regular_expression[28] 01:06:10 Nick Psaris Arraycast episode 42 embedding languages https://www.arraycast.com/episodes/episode42-nick-psaris-q[29] 01:07:00 Python programming language https://www.python.org/[30] 01:18:21 Haskell programming language https://www.haskell.org/[31] 01:22:50 Myst video game https://en.wikipedia.org/wiki/Myst[32] 01:23:32 Decktember https://itch.io/jam/decktember
It's a slow news week, so we had some fun instead.Chapters==========0:00 The Minecraft Update1:48 This Week15:24 Feedback33:41 News 40:34 Bugdate44:49 Quiz59:23 Wish List1:07:48 Questions1:22:33 SocialsThe Minecraft Update Discord============================ Join: https://discord.gg/nNhMQnDfncLeave Feedback==============Email: news@theminecraftupdate.comForm: https://theminecraftupdate.com/feedbackNews====Minecraft - 1.19.22 (Bedrock)https://feedback.minecraft.net/hc/en-us/articles/8770372777229-Minecraft-1-19-22-Bedrock-Minecraft Bedrock Preview 1.19.30.25https://feedback.minecraft.net/hc/en-us/articles/8852117246605-Minecraft-Beta-Preview-1-19-30-25Megaspud 5 Years at Mojang [Jay Wells - Community Manager]https://twitter.com/Mega_Spud/status/1565318872496046080Wish List=========Giants Biome [2378 Votes]https://feedback.minecraft.net/hc/en-us/community/posts/360029279272-Giants-BiomeSlack Shaders… need I say more? [349 Votes]https://feedback.minecraft.net/hc/en-us/community/posts/360072605592-Shaders-Listen Links============● YouTube: https://bit.ly/3oGsC3V● Apple Music: https://apple.co/3IFc0S0● Spotify: https://spoti.fi/3IFarDw● Google Play: https://bit.ly/3ycjZ4h● iHeart Radio: https://ihr.fm/3dBMY8fbb● Spreaker: https://bit.ly/30gKSrk● Deezer: https://bit.ly/3GAvs0D● TuneIn: http://tun.in/pjb2Y● Podcast Addict: https://bit.ly/3GuxSh9● Stitcher: https://goo.gl/6jYQt8● PocketCasts: https://pca.st/XjA6Hosts =====FoxyNoTailTwitter: https://twitter.com/foxynotailYouTube: https://youtube.com/foxynotailTwitch: https://twitch.tv/foxynotailDiscord: https://discord.gg/foxynotailJessiie BTwitter: https://twitter.com/Jessiie_BYouTube: https://youtube.com/JessiiebTwitch: https://twitch.tv/jessiie_bDiscord: https://discord.gg/Z7mAYQaSlackLizardTwitter: https://twitter.com/SlacklizardYouTube: https://youtube.com/slacklizardTwitch: https://twitch.tv/slacklizardDiscord: https://discord.gg/MuQcCar#minecraft #podcast #news
It's a slow news week, so we had some fun instead.Chapters==========0:00 The Minecraft Update1:48 This Week15:24 Feedback33:41 News 40:34 Bugdate44:49 Quiz59:23 Wish List1:07:48 Questions1:22:33 SocialsThe Minecraft Update Discord============================ Join: https://discord.gg/nNhMQnDfncLeave Feedback==============Email: news@theminecraftupdate.comForm: https://theminecraftupdate.com/feedbackNews====Minecraft - 1.19.22 (Bedrock)https://feedback.minecraft.net/hc/en-us/articles/8770372777229-Minecraft-1-19-22-Bedrock-Minecraft Bedrock Preview 1.19.30.25https://feedback.minecraft.net/hc/en-us/articles/8852117246605-Minecraft-Beta-Preview-1-19-30-25Megaspud 5 Years at Mojang [Jay Wells - Community Manager]https://twitter.com/Mega_Spud/status/1565318872496046080Wish List=========Giants Biome [2378 Votes]https://feedback.minecraft.net/hc/en-us/community/posts/360029279272-Giants-BiomeSlack Shaders… need I say more? [349 Votes]https://feedback.minecraft.net/hc/en-us/community/posts/360072605592-Shaders-Listen Links============● YouTube: https://bit.ly/3oGsC3V● Apple Music: https://apple.co/3IFc0S0● Spotify: https://spoti.fi/3IFarDw● Google Play: https://bit.ly/3ycjZ4h● iHeart Radio: https://ihr.fm/3dBMY8fbb● Spreaker: https://bit.ly/30gKSrk● Deezer: https://bit.ly/3GAvs0D● TuneIn: http://tun.in/pjb2Y● Podcast Addict: https://bit.ly/3GuxSh9● Stitcher: https://goo.gl/6jYQt8● PocketCasts: https://pca.st/XjA6Hosts =====FoxyNoTailTwitter: https://twitter.com/foxynotailYouTube: https://youtube.com/foxynotailTwitch: https://twitch.tv/foxynotailDiscord: https://discord.gg/foxynotailJessiie BTwitter: https://twitter.com/Jessiie_BYouTube: https://youtube.com/JessiiebTwitch: https://twitch.tv/jessiie_bDiscord: https://discord.gg/Z7mAYQaSlackLizardTwitter: https://twitter.com/SlacklizardYouTube: https://youtube.com/slacklizardTwitch: https://twitch.tv/slacklizardDiscord: https://discord.gg/MuQcCar#minecraft #podcast #news
This week I got to speak with Ilithya, who put together some favorite Pens, some of which we actually manage to get to during the show 😂. Like our chat with Lea Rosema, we really get into the magic of Shaders. Shaders are certainly of the web, but often feel extraordinary, giving off a “the […]
When using videos as replaceable materials in XPression, it is always tough. So many times, artists create video which start with a black screen and animate to display franchise content or other information. Ironically, they all seem to use the same points in time for each animation. So now, rather than using FRAME 0 for the preview seen in the MOS newsroom or the Sequencer in XPression, artists can define which frame is used as the preview. Now the guess work of is this the right asset, goes away. Living Live! with Ross Video www.rossvideo.com/XPression-U
What's new in Minecraft Java Snapshot 22w18a and Bedrock Beta 1.19.0.30 Chapters==========0:00 The Minecraft Update1:30 This Week15:29 Feedback45:45 News1:15:15 Bugdate1:23:17 Questions2:09:54 SocialsPodcast Contact==============news@theminecraftupdate.comPut FEEDBACK in the subject line to leave us feedback.Put QUESTION in the subject line to ask a question for next week's show.Put BUG in the subject line to tell us about bugs you've found.News====Google Streaming - Raids (Live Redirect)https://support.google.com/youtube/thread/162234978/live-redirect-move-your-audience-to-the-live-stream-or-premiere-of-your-choice?hl=enJava Snapshot 22w18ahttps://www.minecraft.net/en-us/article/minecraft-snapshot-22w18aBedrock Beta 1.19.0.30https://feedback.minecraft.net/hc/en-us/articles/5992865608205-Minecraft-Beta-Preview-1-19-0-30-31Beta Expiring - Windows only? Android Preview?https://twitter.com/JDavidFries/status/1521239831522676737?t=LLS40FiFs_aZc69sDkjyng&s=19https://help.minecraft.net/hc/en-us/articles/4423653831821-Minecraft-Preview-FAQOverworld Build Height Addonshttps://docs.microsoft.com/en-us/minecraft/creator/documents/datadrivenoverworldheightJappa promoted to Art Director of Minecrafthttps://twitter.com/JasperBoerstra/status/1521221569795743751?t=I7csAvablSmVMpJa8U7HDA&s=19Render Dragon Chunk lines - Bin fileshttps://twitter.com/fragmites/status/1521323484357423110?t=lzT9D26UT2TCBepTy7b4hQ&s=19Listen Links==========● YouTube: https://bit.ly/3oGsC3V● Apple Music: https://apple.co/3IFc0S0● Spotify: https://spoti.fi/3IFarDw● Google Play: https://bit.ly/3ycjZ4h● iHeart Radio: https://ihr.fm/3dBMY8fbb● Spreaker: https://bit.ly/30gKSrk● Deezer: https://bit.ly/3GAvs0D● TuneIn: http://tun.in/pjb2Y● Podcast Addict: https://bit.ly/3GuxSh9● Stitcher: https://goo.gl/6jYQt8● PocketCasts: https://pca.st/XjA6 Hosts =====FoxyNoTailTwitter: https://twitter.com/foxynotailYouTube: https://youtube.com/foxynotailTwitch: https://twitch.tv/foxynotailDiscord: https://discord.gg/foxynotailJessiie BTwitter: https://twitter.com/Jessiie_BYouTube: https://youtube.com/JessiiebTwitch: https://twitch.tv/jessiie_bDiscord: https://discord.gg/Z7mAYQaSlackLizardTwitter: https://twitter.com/SlacklizardYouTube: https://youtube.com/slacklizardTwitch: https://twitch.tv/slacklizardDiscord: https://discord.gg/MuQcCar#minecraft #podcast #news
What's new in Minecraft Java Snapshot 22w18a and Bedrock Beta 1.19.0.30 Chapters==========0:00 The Minecraft Update1:30 This Week15:29 Feedback45:45 News1:15:15 Bugdate1:23:17 Questions2:09:54 SocialsPodcast Contact==============news@theminecraftupdate.comPut FEEDBACK in the subject line to leave us feedback.Put QUESTION in the subject line to ask a question for next week's show.Put BUG in the subject line to tell us about bugs you've found.News====Google Streaming - Raids (Live Redirect)https://support.google.com/youtube/thread/162234978/live-redirect-move-your-audience-to-the-live-stream-or-premiere-of-your-choice?hl=enJava Snapshot 22w18ahttps://www.minecraft.net/en-us/article/minecraft-snapshot-22w18aBedrock Beta 1.19.0.30https://feedback.minecraft.net/hc/en-us/articles/5992865608205-Minecraft-Beta-Preview-1-19-0-30-31Beta Expiring - Windows only? Android Preview?https://twitter.com/JDavidFries/status/1521239831522676737?t=LLS40FiFs_aZc69sDkjyng&s=19https://help.minecraft.net/hc/en-us/articles/4423653831821-Minecraft-Preview-FAQOverworld Build Height Addonshttps://docs.microsoft.com/en-us/minecraft/creator/documents/datadrivenoverworldheightJappa promoted to Art Director of Minecrafthttps://twitter.com/JasperBoerstra/status/1521221569795743751?t=I7csAvablSmVMpJa8U7HDA&s=19Render Dragon Chunk lines - Bin fileshttps://twitter.com/fragmites/status/1521323484357423110?t=lzT9D26UT2TCBepTy7b4hQ&s=19Listen Links==========● YouTube: https://bit.ly/3oGsC3V● Apple Music: https://apple.co/3IFc0S0● Spotify: https://spoti.fi/3IFarDw● Google Play: https://bit.ly/3ycjZ4h● iHeart Radio: https://ihr.fm/3dBMY8fbb● Spreaker: https://bit.ly/30gKSrk● Deezer: https://bit.ly/3GAvs0D● TuneIn: http://tun.in/pjb2Y● Podcast Addict: https://bit.ly/3GuxSh9● Stitcher: https://goo.gl/6jYQt8● PocketCasts: https://pca.st/XjA6 Hosts =====FoxyNoTailTwitter: https://twitter.com/foxynotailYouTube: https://youtube.com/foxynotailTwitch: https://twitch.tv/foxynotailDiscord: https://discord.gg/foxynotailJessiie BTwitter: https://twitter.com/Jessiie_BYouTube: https://youtube.com/JessiiebTwitch: https://twitch.tv/jessiie_bDiscord: https://discord.gg/Z7mAYQaSlackLizardTwitter: https://twitter.com/SlacklizardYouTube: https://youtube.com/slacklizardTwitch: https://twitch.tv/slacklizardDiscord: https://discord.gg/MuQcCar#minecraft #podcast #news
In this episode we chat with Derek and Brian from the Skia team about Skia, pixel shaders, and the new “AGSL” API that lets you provide pixel shaders for advanced graphics effects, which was recently added to the preview release of Android T. If you're interested in graphics technology, this is the episode for you. If you're not interested in graphics... you should be. Brian, Romain DerekChet, Tor Links: Skia's SkSL/AGSL playground & debugger → https://goo.gle/3DHFJYm Skia's SkSL documentation → https://goo.gle/3uZK0CA Brian: @BrianOsman Chet: @chethaase Romain: @romainguy Tor: @tornorbye
We have a April fools snapshot, Ancient cities, and possibly RTX shaders on bedrock? Spotify – The Wolf Made the music. I have been given direct permission to use his songs in my podcast. podcast email blocksminecraftpodcast@gmail.com
This week, Zap Andersson returns to the CG Garage podcast — and he's brought a whole new theme tune with him. Nestled among Klein bottles, Nixie tubes, and Kung Fury posters, Zap reveals his latest passion: streaming live music sessions on Twitch, and tells Chris how it's given him a new approach to the creative process. Zap also delves into new open-source standards in computer graphics, such as OSL, USD, and Material X, and details the methodology behind his advanced wood shader. It's great to catch up with Zap and hear his tales of surviving COVID-19, as well as some of the workarounds he and Chris made in the world of pre-raytraced VFX.
After Dinner Mints - Episode 30 - 21.12.15Interview with Darien BritoArt Blocks home website: www.artblocks.ioJoin us on discord: discord.gg/artblocksSubscribe to our weekly newsletter: https://artblocksinc.eo.page/subscribeReferences=============================* Working conditions (unpublished statement) by Hans Haacke https://app.koofr.net/content/links/6...*What is Generative Art? Complexity Theory as a Context for Art Theory by Phillip Galanterhttps://www.philipgalanter.com/downlo...Early generative work=============================* An additive Streamhttps://vimeo.com/manage/videos/65210262* Generative Music Etude (2014)https://soundcloud.com/darien-brito/s...* Vsig~ (2014)https://vimeo.com/92750954Suggested books and resources=============================* Complexity: a Guided Tour by Melanie Mitchell* Chaos: Making a New Science by James Gleick* The Computational Beauty of Nature by Gary William Flake* Gödel, Escher, Bach: an Eternal Golden Braid by Douglas Hofstaedter* The Algorithmic Beauty of Plants by Przemyslaw Prusinkiewicz and Aristid LindenmayerMicrosound by Curtis Roads * The Evolutionary Dynamics of Complex Systems by Charles Dyke* What is Generative Art? Complexity Theory as Context for Art Theory by Phillip GalanterOn Growth and Form by D'Arcy Wentworth ThompsonThe Book of Shaders by Patricio Gonzales Vivo and Jen LowePretty much every single article by Inigo Quilez
Check out Ahmed Aldoori's course on digital painting! https://medsmap.mykajabi.com/a/214748... Wanna learn concept art? Check out this link! https://www.conceptstart.net/106.php Join the community Discord https://discord.gg/59ENDfD Marina and I met at Industry Workshops back in 2018 and I just fell in love with her passion for not only games but technology and the industry. For the past three years she has been honing her craft over at Splash Damage Studios in London and can I just say she had been killing it! We talked about Tech Art and all things related to the pipeline of video games we also chatted about Math and how it can be something you can learn ever when you don't feel you can. My thanks again to Marina for giving up her time to chat to us. Check out her links below Marina's Social Links: https://www.artstation.com/marinabade https://www.linkedin.com/in/marinabade https://www.instagram.com/cho_chonkster Marina's Provided Resources * Kahn Academy (Maths) - https://www.khanacademy.org/ * 3Blue1Brown (Maths) - https://www.youtube.com/c/3blue1brown * Freya Holmer (Maths & Unity Shaders) - https://www.youtube.com/c/Acegikmo * Cem Yuksel (Graphics) - https://www.youtube.com/c/cmyuksel * Tech Art Aid (TA, Perf ++) - https://www.youtube.com/c/TechArtAid* The Art of Code (Shadertoy) - https://www.youtube.com/c/TheArtofCodeIsCool * Mathew Wadstein (anything UE4) - https://www.youtube.com/c/MathewWadsteinTutorials * Ray Wenderlich (UE4 & Shaders) - https://www.raywenderlich.com/unreal-engine * Junichiro Horikawa (Houdini VEX & Maths) - https://www.youtube.com/watch?v=MYRtwY-DQV8&ab_channel=JunichiroHorikawa * JoyOfVex (Houdini VEX & Math) - https://www.tokeru.com/cgwiki/index.php?title=JoyOfVex WE NOW HAVE A TIP JAR WITH KO-FI BUY US A COFFEE! ko-fi.com/digitalartcast Check out IFCC a great online festival⯈ https://ifcc-croatia.com/ If you guys wanna support the podcast remember to shoot me a like or a comment and check us out on iTunes and Soundcloud also or if you are listening remember we have a YouTube video here also! #MarinaAlexandraBade #SplashDamage #DigitalArtcast --- Send in a voice message: https://anchor.fm/digitalartcast/message
In this episode Zackavelli talks about two key methods in visual effects for video games, particle systems and shaders. Show Sponsor: https://www.rrdice.com/ Become a Patron: www.patreon.com/GDFG Join the discord and talk with the community about making video games! Link: discord.gg/2C8eTsU Follow Zackavelli on Twitter and Instagram @_Zackavelli_ Makin stuff look good youtube: https://www.youtube.com/watch?v=WShTf-ktXuA&list=PLJ4rOFLQFH4BsIQEQ2ZhdaSww-PjFW4Xl&index=1 Intro music by: Avaren Outro remix by: Mugamoomoo
This was posted in a Facebook group and a lot of things about it bugged me… so I figured I'd talk about the things that annoyed me. There are things I agree with him on, but for the most part, I don't. Listen to find out more… after you've put your pitchforks away, that is. --- Send in a voice message: https://anchor.fm/subheart/message
In deze aflevering gaan we diep in op alles rondom accessibility, zowel in het UX traject als in het Front-end traject. Verder behandelen we Hostile CSS, of beter, hoe scope je design system componenten binnen je CSS? En bespreken we een boek dat alles uitlegt over shaders voor het web. 0:58 - Hostile CSS - https://medium.com/@kevinmpowell/hostile-css-fortifying-system-styles-against-inherited-properties-8aa2e9f0fa3d 8:28 - The Book of Shaders - https://thebookofshaders.com/ 13:46 - Inclusive Design - https://inclusivedesignprinciples.org/nl/ 19:45 - Kleurenblind mannen - https://nieuws.specsavers.nl/dit-is-wat-8-procent-van-de-mannen-niet-ziet/ 29:20 - Label your icons - https://uxdesign.cc/label-your-icons-e2bd57366d37 35:36 - Is het B1? - https://www.ishetb1.nl/ 36:40 - WCAG 2.1 - https://www.w3.org/TR/WCAG21/ 60:05 - Formula 1: Drive to Survive - https://www.netflix.com/nl/title/80204890 61:55 - Klokje rond Autoweek - https://www.youtube.com/watch?v=aY_DvQczSAw&list=PL6E7F0986F7F49DEB
En el episodio 71 los casi, casi expertos Sofrito PR, Fire PR, DarkXJoker y El Masticable hablan sobre; Mesh shaders, Kingdom Hearts, MetaHumans, CDPR Hack y muchos más.
It's 2021 ! And Anth0z and Mattbrush go over Disney+'s Mandalorian Season 2. Worked on by many people but noticeably Jon Favreau and Dave Filoni. The second season introduces many things to the series, including Jedi and force powers ! What next will be in store for the Star Wars Canon, where else will the Ahsoka Tano show and others take this story ? Included in this epsidoe are their thoughts on Cyberpunk 2077 and it's disastrous launch. Sony returning games back to customer and how the crunch time for the developers may have taken a toll. They also go over the KFC Console ( or Kentucky Fried Console ) and how it can run Shaders in Minecraft since it is so powerful. If you would like to contact them, you can email TheScummBarPodcast@Gmail.com or follow Mattbrush on MattbrushGaming on twitter and youtube or anth0z at anth0z1 on twitter. You can check out our podcast on any of your podcasting platforms. Here are some popular ones : iTunes : itunes.apple.com/ca/podcast/the-scumm-bar-podcast/id1434796772?mt=2 Spotify : open.spotify.com/show/1vrgIHphwurr3GelCgtLc1 Rss Feed : anchor.fm/thescummbarpodcast Thank you for listening, Yar !
#haters #shaders #users #highvaluelife On your high value journey, you will come in contact with these types. This discussion explains each one and how to release them from your life. --- Support this podcast: https://anchor.fm/dorothy578/support
How to use needles makes much more sense when we understand the basics of what we are using and why we are using it. In the second of our two part Needle Knowledge series, Jill Höyer @JillHoyer explains how flat needles are turned into Magnum needles. She also describes the 3 types of magnums AND what each is typically used for, including her favorite, the curved magnum. Located in Northern CA, Jill’s quest for knowledge and determination has led to a successful career in permanent cosmetics (since 2003); both as an artist and educator. Committed to the craft, Jill develops her own techniques and focuses on ever changing tattoo needle configurations available to our industry. She devotes a great deal of her time to researching, analyzing and studying needles which is evident in her knowledge and understanding of the variety of tattoo needles available. Jill Höyer’s needle expertise has led her to be founder of one of the first online PMU needle courses, Inside Needle Knowledge I.N.K., which has given PMU artists worldwide tattoo needle education that is often left out of fundamental training. She solely does permanent makeup and medical tattooing at her studio Timeless Skin Spa in Los Gatos, CA. Link to website: https://www.insideneedleknowledge.com/ Link to blog: https://www.insideneedleknowledge.com/blog Follow Jill on Instagram: www.instagram.com/jillhoyer/
Can you use a shader needle configuration for line work? What about a liner for shading? What makes these needle types so different from one another? Plus, find out what Jill calls "needle influencers". All this and more in Part 1 of this 2 Part Needle Knowledge Series. Located in Northern CA, Jill’s quest for knowledge and determination has led to a successful career in permanent cosmetics (since 2003); both as an artist and educator. Committed to the craft, Jill develops her own techniques and focuses on ever changing tattoo needle configurations available to our industry. She devotes a great deal of her time to researching, analyzing and studying needles which is evident in her knowledge and understanding of the variety of tattoo needles available. Jill Höyer’s needle expertise has led her to be founder of one of the first online PMU needle courses, Inside Needle Knowledge I.N.K., which has given PMU artists worldwide tattoo needle education that is often left out of fundamental training. She solely does permanent makeup and medical tattooing at her studio Timeless Skin Spa in Los Gatos, CA. Link to website: https://www.insideneedleknowledge.com/ Link to blog: https://www.insideneedleknowledge.com/blog Follow Jill on Instagram: www.instagram.com/jillhoyer/
In this episode, we are first going to talk about the very recent re-release of Wow Classic and how it has reunited the Warcraft community. We will then discuss the resurgence of players that have returned back to a blocky game we've all loved and played. Next, we will talk about the released information that hit about Destiny 2’s new “battle pass” type system which will be coming with Shadowkeep. Finally, we are going to talk about the most recent trailer for Star Wars episode 9 and also the deep dive video for Cyberpunk 2077. Click to Listen: S314 – A Cyberpunked Classical Show Notes WoW Classic - The re-release of the game that has dominated the MMO landscape for almost 15 years Everyone has been able to Experience what happened when Wow first released. This time the setting is different - We now have instant updates on people’s progress, superior communication(Discord), and gaming communities that didn't exist 15 years ago(Twitch. Mixer, Facebook...etc) Brand new ways of playing are being done just due to support from communities made possible by modern entertainment avenues(Example - Streamer loot) It will be interesting to see how the drop of goes but even with that said we are about to get Battlegrounds added - Blizzard is having an update schedule similar to what took place or original WoW release Minecraft - A resurgence in Minecraft has taken ahold - why is this? People like us have stopped playing long ago as many updates have taken place completely changing some aspect of Minecraft Also, Shaders and Texture packs almost make it like a completely different game Some Fornite streamers have actually gained popularity because of Minecraft It is a game of Endless play and Endless Customization Bring in friends and the fun goes up exponentially Destiny 2 Battle Pass (Season Pass) Destiny franchise director Luke Smith, Bungie revealed how seasons will work in Destiny 2’s third year; including Shadowkeep and New Light this fall. Each season has a free or paid version (“10 bucks” each, according to Smith), similar to battle passes in games like Fortnite or Dauntless. The first season of Year 3, Season of the Undying, comes bundled with Shadowkeep (players can purchase it separately as well). ROTATING ACTIVITIES The new season will focus on changing Destiny 2’s world every three months. In Season of the Undying, players will open a Vex gate, creating a new activity and rewards. Three months later, players will close the gate, end the activities, and set Season of the Dawn in motion. Including Season of the Undying and Season of Dawn, Year 3 will contain four seasons. Bungie believes that removing activities each season is the only way to make the game feel like it’s evolving. “We believe that Destiny will grow even better when the world state can change and that the best Destiny stories are the ones where ‘you had to be their when…,’” Smith said. But weapons and rewards for the seasons won’t be gone forever. While Smith didn’t elaborate on how players should expect weapons they’ve missed to return within about six months. However, Smith was clear that there will be periods where players have no current means of acquiring some past items. ARTIFACTS On top of seasons rotating activities, the new seasonal Artifact will create individual player growth each season. Artifacts are free for all players, and Guardians can level them up during the season. Each level comes with uncapped bonus power that extends across a player’s account. Players will also unlock new and powerful mods through the Artifact. After they unlock a mod, Guardians can slot them into weapons and armor for the remainder of the season. The goal is for the mods to change the way players interact with the world and create unique effects against everyday enemies and bosses. At the end of each season, the seasonal mods and bonus power will reset. Players will earn a new Artifact for the next season, and start the process over again. SEASON PASS The Season Pass --- Send in a voice message: https://anchor.fm/allthingsgeekery/message Support this podcast: https://anchor.fm/allthingsgeekery/support
Both Segments: Computer and Technology NewsTopics:Hacker Releases First Public Jailbreak for Up-to-Date iPhones in Years – VICERansomware strike takes down 23 Texas local government agencies | Ars TechnicaYouTube sues alleged copyright troll over extortion of multiple YouTubers – The VergeMicrosoft, Nvidia team up for more realistic visuals on Minecraft game – ReutersTwitter bans advertising from state-controlled news outletsAlienware's Aurora desktop and gaming monitors get a huge redesignSF is home to the world's oldest webcam. After 25 years, it's being switched off. – SFGateWireless Carrier Throttling of Online Video Is Pervasive – BloombergMIT experts find a way to reduce video stream buffering on busy WiFiFor full show notes, check out ComputerAmerica.com!
In this live event I’ll explain how we can use an existing Iray skin shader and apply it to an older character like Staci. In my last stream I’ve shown you how to apply existing Iray materials from the library to various surfaces, and this time we’ll create a whole shader (almost) from scratch. I’ll … Continue reading Converting older Skin Shaders for use with Iray in DAZ Studio – 3D Shenanigans #04 →
Sponsors: KendoUI Sentry use the code "devchat" for $100 credit TripleByte Panel: Chris Fritz Divya Sasidharan Erik Hatchett Charles Max Wood Special Guest: Kevin Drum Notes: This episode features special guest Kevin Drum from Virginia. Kevin is a remote developer for Asteris, a company supplying tech to veterinarians based out of Colorado. Kevin works daily on a Vue app called Keystone Omni which provides imaging solutions for veterinarians, but was invited on the show because he made a blackjack game with Vue. The panel discusses his inspiration for making a game with Vue, since Vue is most often used to manage data. Kevin details the technologies he used to create his game, including GreenSock and the influence of Vue X on the design of his app. He discusses some of the bugs he encountered while creating his game. Kevin talks about designing the interface with Figma and the caution that should be taken when adding sound effects to a game. He discusses his decision to use Canvas and WebGL, as well as other technologies like Vue Babylon JS. The panelists talk about shaders, an algorithm that will manipulate shapes, and the difficulties with using them. They talk about how to get started making your own game. Kevin advises listeners to first focus on the logic of the game and then on the aesthetics, encouraging a “make it work first, then make it pretty later” approach. They also encourage listeners to play around with Vue by making a demo app first to practice changing all the different properties of the elements. The panelists talk about other uses for Vue in games and if there are benefits to writing a game loop outside of Vue. Chris highlights the #vuenicorn contest that was hosted on twitter. Terms: Canvas Dom elements SVG CSS GreenSock webGL Node VueX Figma Tone JS Vue Babylon JS Unity Native Electron Cordova Capacitor Shaders Phaser Web audio API Picks: Chris: CrossCode Vue Conf US Workshops Erik: Let's talk about an unnecessary but popular Vue plugin article Charles: McKirdy Trained Running Coaches Garmin Foreunner Watch Kevin: Refactoring UI Game Programming Patterns
Sponsors: KendoUI Sentry use the code "devchat" for $100 credit TripleByte Panel: Chris Fritz Divya Sasidharan Erik Hatchett Charles Max Wood Special Guest: Kevin Drum Notes: This episode features special guest Kevin Drum from Virginia. Kevin is a remote developer for Asteris, a company supplying tech to veterinarians based out of Colorado. Kevin works daily on a Vue app called Keystone Omni which provides imaging solutions for veterinarians, but was invited on the show because he made a blackjack game with Vue. The panel discusses his inspiration for making a game with Vue, since Vue is most often used to manage data. Kevin details the technologies he used to create his game, including GreenSock and the influence of Vue X on the design of his app. He discusses some of the bugs he encountered while creating his game. Kevin talks about designing the interface with Figma and the caution that should be taken when adding sound effects to a game. He discusses his decision to use Canvas and WebGL, as well as other technologies like Vue Babylon JS. The panelists talk about shaders, an algorithm that will manipulate shapes, and the difficulties with using them. They talk about how to get started making your own game. Kevin advises listeners to first focus on the logic of the game and then on the aesthetics, encouraging a “make it work first, then make it pretty later” approach. They also encourage listeners to play around with Vue by making a demo app first to practice changing all the different properties of the elements. The panelists talk about other uses for Vue in games and if there are benefits to writing a game loop outside of Vue. Chris highlights the #vuenicorn contest that was hosted on twitter. Terms: Canvas Dom elements SVG CSS GreenSock webGL Node VueX Figma Tone JS Vue Babylon JS Unity Native Electron Cordova Capacitor Shaders Phaser Web audio API Picks: Chris: CrossCode Vue Conf US Workshops Erik: Let's talk about an unnecessary but popular Vue plugin article Charles: McKirdy Trained Running Coaches Garmin Foreunner Watch Kevin: Refactoring UI Game Programming Patterns
Recorded at SIGGRAPH in Vancouver, this podcast features self-taught rendering expert Zap Andersson. Zap’s career in CG began early, with the modification of a Swedish ABC 80 computer so it supported higher resolutions, ray tracing, gaming, and even image editing and music sampling. His passion for computing propelled him into a career in CAD, then back into ray tracing, where he earned his “Shader Wizard” moniker for his implementation of subsurface scattering. In the second half of the podcast, Chris asks Zap for his thoughts on the future of ray tracing, tackling some of the myths around physically based and spectral rendering, metalness, and real-time. As Zap reveals, the restrictions of any CG method ties into the limitations of how human beings are wired to perceive optical phenomenon. It’s a fascinating deep dive into the theory of CG and the shape of things to come.
Andrés Colubri (@codeanticode) on how he manages to do seemingly different things—such as art, computational biology, or open-source development—by connecting them around one overarching theme. Andrés grew up in Buenos Aires, Argentina, where he obtained his doctoral degree in mathematics at the Universidad Nacional el Sur. After living in the United States for a while, he went back to Buenos Aires to distance himself from the academic scene and revisit his interests on the visual arts, drawing, and animation. It was then when he crossed paths—and got hooked—with the world of creative coding, where art and computation join as one. On his way back to the United States, Andrés got heavily involved with creating art with code, and became a major contributor to the Processing open-source project—what would become an international entry point to computer programming for artists and designers. He leads the Processing for Android initiative, and recently released Processing for Android: Create Mobile, Sensor-Aware, and VR Applications Using Processing. During weekdays, Andrés walks (or bikes) to work at the Sabeti Lab in Cambridge, Massachusetts, as a computational scientist—where he helps develop methods to detect and investigate natural selection in the genome of humans and other species, and to examine the genetic factors and signals of natural selection in pathogens such as the Ebola virus. Links Processing is an open-source computer programming language and development environment commonly used for creative endeavors such as live installations and digital art. Andrés has been involved in the development of its core functionality for several years now. Processing was initiated by John Maeda's students Casey Reas and Ben Fry, who built on Maeda's previous work (Design By Numbers). Design by Numbers was an experiment to teach programming led by John Maeda at the MIT Media Lab in the 1990s, with the intention of offering an easy entry point to computer programming to non-programmers (such as designers and artists). The protein folding problem is "the obstacle that scientists confront when they try to predict 3D structure of proteins based on their amino acid sequence." Shaders are "a type of computer program that was originally used for shading (the production of appropriate levels of light, darkness, and color within an image) but which now performs a variety of specialized functions in various fields of computer graphics special effects or does video post-processing unrelated to shading, or even functions unrelated to graphics at all." The Emotional Life of Books is an experiment that uses the emotional judgement of readers to inform how books are organized in the Garden Library for Refugees and Migrant Workers. Processing for Android was initiated by Ben Fry and Jonathan Feinberg. Processing for Android: Create Mobile, Sensor-Aware, and VR Applications Using Processing with Processing by Andrés Colubri. The Sabeti Lab, headed by Pardis Sabeti, is part of the FAS Center for Systems Biology at Harvard University, and maintains close ties to the Broad Institute of Harvard and MIT. It uses computational methods and genomics to understand mechanisms of evolutionary adaptation in humans and pathogens. Mirador is "a tool for visual exploration of complex datasets [that was the result of a collaboration between between Fathom Information Design and the Sabeti Lab.] It enables users to discover correlation patterns and derive new hypotheses from the data." Alone Together: Why We Expect More from Technology and Less from Each Other by Sherry Turkle. Patrick H. Winston is Ford Professor of Artificial Intelligence and Computer Science at the Massachusetts Institute of Technology. Submit your questions and I'll try to answer them in future episodes. I'd love to hear from you. If you enjoy the show, would you please consider leaving a short review on Apple Podcasts/iTunes? It takes less than 60 seconds and really helps. Show notes, transcripts, and past episodes at gettingsimple.com/podcast. Theme song Sleep by Steve Combs under CC BY 4.0. Follow Nono Twitter.com/nonoesp Instagram.com/nonoesp Facebook.com/nonomartinezalonso YouTube.com/nonomartinezalonso
Also webpack + workers, observables, and resize observers.
La team AmigaVibes présente un mix de l'Evoke 2016. AmigaVibes team presents a mix from the Evoke 2016 Party. Ici la tracklist de ce podcast / Here is the tracklist of this podcast : 01-Jingle (0'26) 02-Teo - Skyline (morning mix) (3'43) 03-xtrium/LNX - Going Analog (2'57) 04-Wright & Bastard - Quick & Dirty (3'47) 05-Saga Musix/Nuance ^ SVatG - Extra Cheese (3'31) 06-Powder - Fiss (3'43) 07-Unix/Hoodlum - Hammer-3 (3'25) 08-discoroxxx - evolve (short master) (3'53) 09-Roeltje/Poo-Brain - Planes & Trains (3'01) 10-bitch/AttentionWhore - Hemlock Swig (3'34) 11-Knoeki / Digital Sounds System - Spaceprobe (2'33) 12-tenfour - They'll Never Catch Me Alive (3'07) 13-Alkama - Le Lugubre Défi (2'55) 14-KII??/Poo Brain - Hello World (Happy Birthday Wurstgetrank) (1'56) 15-Jack Pearse feat. Mimi Morelle/Digitac - Masters of Illusion (Demos and Shaders and Polys and Beer) (5'18) 16-jam-s/Digitac - Chilling on the bouncy castle (3'36) 17-Netpoet and jco - Qualitätsedition (3'33) Durée : 54'11 AmigaVibes team (JeFfR3y & Jegougou) in True Color eMotion
La team AmigaVibes présente un mix de l'Evoke 2016. AmigaVibes team presents a mix from the Evoke 2016 Party. Ici la tracklist de ce podcast / Here is the tracklist of this podcast : 01-Jingle (0'26) 02-Teo - Skyline (morning mix) (3'43) 03-xtrium/LNX - Going Analog (2'57) 04-Wright & Bastard - Quick & Dirty (3'47) 05-Saga Musix/Nuance ^ SVatG - Extra Cheese (3'31) 06-Powder - Fiss (3'43) 07-Unix/Hoodlum - Hammer-3 (3'25) 08-discoroxxx - evolve (short master) (3'53) 09-Roeltje/Poo-Brain - Planes & Trains (3'01) 10-bitch/AttentionWhore - Hemlock Swig (3'34) 11-Knoeki / Digital Sounds System - Spaceprobe (2'33) 12-tenfour - They'll Never Catch Me Alive (3'07) 13-Alkama - Le Lugubre Défi (2'55) 14-KII??/Poo Brain - Hello World (Happy Birthday Wurstgetrank) (1'56) 15-Jack Pearse feat. Mimi Morelle/Digitac - Masters of Illusion (Demos and Shaders and Polys and Beer) (5'18) 16-jam-s/Digitac - Chilling on the bouncy castle (3'36) 17-Netpoet and jco - Qualitätsedition (3'33) Durée : 54'11 AmigaVibes team (JeFfR3y & Jegougou) in True Color eMotion
In part 2 on Selectives in Action, you'll start a new example that takes a deep dive into applying Selectives on an image for VFX and look development. This video starts off by applying a selective to a models eyes to give them an intense glow. You also cover the context of using multiple SelectFX shaders (part of the Matchbox family) to create the desired VFX result. This includes masks and tracking as a well as a more detailed look at the Selective Manager and the image processing pipeline with the priority editor.
Oak's back from PAX West and he has plenty to share! Rabbids, Cuphead, Eco, and more, he's got lots to talk about! Grif has some strange moments with her sister while playing Saints Row IV. And Baka let's Chicken down in PUBg. In the news, South Park's got a crazy difficulty slider, Blizzard's opening their own eSports arena, and there's a fighting game that pits Jesus against Buddha. The story that seemed to pull the most attention, though, was Destiny 2's new microtransactoins. Will the consumable shaders and eventual boatload of DLC be the game's undoing? All this and more on this week's Infinite Respawn Podcast!
This week Ross discusses Hellblade, Destiny 2 and Rabbids while Stuart has been playing more Street Fighter V. Also BOTH have been playing Shovel Knight. Because it's great. Also some news from the past couple of weeks including some disgusting boys getting out of jail time and whether South Park has missed the mark with their latest joke.
The Glitches wax poetic over Destiny 2 (20:30), run down the list of games coming this holiday season (58:51), and speedrun the news (1:06:50)
It's lightning talks week here on Merge Conflict. We cover six topics in under thirty minutes! We take a look at topics that have been on our minds for a while and from our listeners. On this week's lightning talks episode we take a look at iMessage Apps, GPU Programming, Tensorflow, how to advertise an application, and ask the age old question... "Do I really need ALL the mobile platforms?". Links & Show Notes Apple Search Ads (http://searchads.apple.com/) Tensorflow (https://www.tensorflow.org/) Shader Toy (https://www.shadertoy.com/) Frank: Twitter (http://twitter.com/praeclarum), Blog (http://praeclarum.org), GitHub (http://github.com/praeclarum) James: Twitter (http://twitter.com/jamesmontemagno), Blog (http://motzcod.es), GitHub (http://github.com/jamesmontemagno) Music : Amethyst Seer - Citrine by Adventureface (https://soundcloud.com/adventureface) Subscribe iTunes (http://bit.ly/mergeconflictitunes) Google Play Music (http://bit.ly/mergeconflictgoogleplay) Stitcher (http://bit.ly/mergeconflictstitcher) Pocket Casts (http://bit.ly/mergeconflictpocketcasts) Overcast (http://bit.ly/mergeconflictovercast) Merge Conflict may make commission from affiliate links
It's lightning talks week here on Merge Conflict. We cover six topics in under thirty minutes! We take a look at topics that have been on our minds for a while and from our listeners. On this week's lightning talks episode we take a look at iMessage Apps, GPU Programming, Tensorflow, how to advertise an application, and ask the age old question... "Do I really need ALL the mobile platforms?". Links & Show Notes Apple Search Ads (http://searchads.apple.com/) Tensorflow (https://www.tensorflow.org/) Shader Toy (https://www.shadertoy.com/) Frank: Twitter (http://twitter.com/praeclarum), Blog (http://praeclarum.org), GitHub (http://github.com/praeclarum) James: Twitter (http://twitter.com/jamesmontemagno), Blog (http://motzcod.es), GitHub (http://github.com/jamesmontemagno) Music : Amethyst Seer - Citrine by Adventureface (https://soundcloud.com/adventureface) Subscribe iTunes (http://bit.ly/mergeconflictitunes) Google Play Music (http://bit.ly/mergeconflictgoogleplay) Stitcher (http://bit.ly/mergeconflictstitcher) Pocket Casts (http://bit.ly/mergeconflictpocketcasts) Overcast (http://bit.ly/mergeconflictovercast) Merge Conflict may make commission from affiliate links
Yannick et Benjamin reçoivent leur premier Googleur qui n’est autre que Nicolas Roard. Ils discutent ensemble de Constraint Layout, le nouveau layout de Google annoncé lors de la Google IO 2016. Téléchargement direct Show notes 2:02″ – Shaders : https://fr.wikipedia.org/wiki/Shader 2:06″ – OpenGL : https://fr.wikipedia.org/wiki/OpenGL 2:19″ – RenderScript : https://developer.android.com/guide/topics/renderscript/compute.html 2:41″ – Frontback : https://www.frontback.me 2:50″ – […]
01:59 - Jay Bobo Introduction Twitter GitHub Pair Columbus 04:20 - Pair Columbus 07:28 - Meeting Formats OWASP Challenges 11:21 - Organization @cowboyd Tweet 14:57 - Attendee Experience Levels 15:56 - Matching People 18:04 - “Three Amigos” 19:33 - Pair Programming and Communication/Chemistry Dan North - Embracing uncertainty: why you should and why you won’t Jay Bobo: Do u even pair bro? (Slides) 31:50 - Dealing with Difficulties During Pair Programming 34:50 - Useful Strategies For Pairing Related to Hiring Conway’s Law What's Wrong With Ruby's Object Model (And Why That's a Good Thing) by David Brady 54:14 - More Episodes on Pair Programming Ruby Rogues Episode #026: Pair Programming Ruby Rogues Episode #126: Remote Pair Programming with Sam Livingston-Gray Picks Jarvis Desk (Sam) What Do Women Want At Hackathons? NASA Has A List (Sam) Dan North - Embracing uncertainty: why you should and why you won’t (Jessica) Common Ground and Coordination in Joint Activity (Jessica) Apprenticeship Patterns: Guidance for the Aspiring Software Craftsman (Jay) Zach Holman: How to Deploy Software (Jay) Patricio Gonzalez Vivo: The Book of Shaders (Jay) Black Mamba Hot Sauce by CaJohn's (David)
01:59 - Jay Bobo Introduction Twitter GitHub Pair Columbus 04:20 - Pair Columbus 07:28 - Meeting Formats OWASP Challenges 11:21 - Organization @cowboyd Tweet 14:57 - Attendee Experience Levels 15:56 - Matching People 18:04 - “Three Amigos” 19:33 - Pair Programming and Communication/Chemistry Dan North - Embracing uncertainty: why you should and why you won’t Jay Bobo: Do u even pair bro? (Slides) 31:50 - Dealing with Difficulties During Pair Programming 34:50 - Useful Strategies For Pairing Related to Hiring Conway’s Law What's Wrong With Ruby's Object Model (And Why That's a Good Thing) by David Brady 54:14 - More Episodes on Pair Programming Ruby Rogues Episode #026: Pair Programming Ruby Rogues Episode #126: Remote Pair Programming with Sam Livingston-Gray Picks Jarvis Desk (Sam) What Do Women Want At Hackathons? NASA Has A List (Sam) Dan North - Embracing uncertainty: why you should and why you won’t (Jessica) Common Ground and Coordination in Joint Activity (Jessica) Apprenticeship Patterns: Guidance for the Aspiring Software Craftsman (Jay) Zach Holman: How to Deploy Software (Jay) Patricio Gonzalez Vivo: The Book of Shaders (Jay) Black Mamba Hot Sauce by CaJohn's (David)
01:59 - Jay Bobo Introduction Twitter GitHub Pair Columbus 04:20 - Pair Columbus 07:28 - Meeting Formats OWASP Challenges 11:21 - Organization @cowboyd Tweet 14:57 - Attendee Experience Levels 15:56 - Matching People 18:04 - “Three Amigos” 19:33 - Pair Programming and Communication/Chemistry Dan North - Embracing uncertainty: why you should and why you won’t Jay Bobo: Do u even pair bro? (Slides) 31:50 - Dealing with Difficulties During Pair Programming 34:50 - Useful Strategies For Pairing Related to Hiring Conway’s Law What's Wrong With Ruby's Object Model (And Why That's a Good Thing) by David Brady 54:14 - More Episodes on Pair Programming Ruby Rogues Episode #026: Pair Programming Ruby Rogues Episode #126: Remote Pair Programming with Sam Livingston-Gray Picks Jarvis Desk (Sam) What Do Women Want At Hackathons? NASA Has A List (Sam) Dan North - Embracing uncertainty: why you should and why you won’t (Jessica) Common Ground and Coordination in Joint Activity (Jessica) Apprenticeship Patterns: Guidance for the Aspiring Software Craftsman (Jay) Zach Holman: How to Deploy Software (Jay) Patricio Gonzalez Vivo: The Book of Shaders (Jay) Black Mamba Hot Sauce by CaJohn's (David)
The gang talks Metal Gear Solid V, Destiny 2.0, Disney Infinity 3.0, NPDs, NHL 16, Apple news, and oh so much more!
This video covers the use of multiple Matchbox shaders on a texture in Action. So you can build your own image processing pipeline on a texture as well as “instance” Matchbox shaders across multiple textures.
Want to make Minecraft less blocky looking and make it look stunning and beautiful? With Shaders, you CAN! We show you how you can easily install them!
Want to make Minecraft less blocky looking and make it look stunning and beautiful? With Shaders, you CAN! We show you how you can easily install them!
Want to make Minecraft less blocky looking and make it look stunning and beautiful? With Shaders, you CAN! We show you how you can easily install them!
Mike Farnsworth is a software engineer for Arnold, the much talked about render engine that most of Hollywood has been using for the past 2 years. In this podcast he joined me for a discussion on what Arnold does, why it's special, why games run in realtime but renders take hours, as well where Cycles excels. Image from 'Gravity', property of Warner Bros. From: www.solidangle.com/news/gravity/
In this session we will have a closer look at how to use the mip Shaders, in particular the mip_rayswitch and mip_rayswitch_advanced. This Shader will act as a gateway for the outgoing rays that are bouncing of an object or an environment. For example you can change the color of the reflection of any giving object in the scene. It can also be used to alter environments.
In this session we will have a closer look at how to use the mip Shaders, in particular the mip_grayball. This is a simple Shader that can be utilized to shade an object via a texture file, very similar to the behavior of Mudbox lit Sphere material. With this workflow you can achieve the same look that you have in any 3D package, just by using a simple rendered sphere.
In this session we will have a closer look at how to use the mip Shaders, in particular the mip_gamma_gain. This is a simple Shader that can be utilized to allow a linear workflow. It can be used either on a texture or on the entire render.
In this session we will have a closer look at how to use the mip Shaders, in particular the mip_render_subset. This lens Shader will allow us to re-render an element of your scene without the need to render the entire file. Elements can be defined by an object name or a single material Shader.
In this session we will have a closer look at how to use the mip Shaders, in particular the mip_rayswitch_environment, the mip_cameramap, and the mip_mirrorball to composite 3d elements onto a live action background.
The production Shader library contains a set of Shaders aimed at production users of mental ray. They are hidden by default. In this episode we will explore how to expose these shades in Autodesk Maya.