I wonder if this will apply to the original Steam Controller, or if lacking motion gestures is also a firmware issue.
It’s either that or using an old Sixaxis (PS3) controller.
I wonder if this will apply to the original Steam Controller, or if lacking motion gestures is also a firmware issue.
It’s either that or using an old Sixaxis (PS3) controller.
Realistically I’ll probably die in a heat wave.
Just for fun, if a like-minded individual has any possibility to physically preserve my brain (not a copy!) in their makeshift lab I’d probably roll the dice on that one if things were half-clean. Yeah, I know, the odds aren’t good.
In terms of cyborg stuff, I would want something more organic than popsci typically shows though. Like having a semi-synthetic body that is its own multi-cellular, symbiotic organism. That can further connect to other things (like to the myconet to exchange resources).
I would not want to live forever, though. If I did anything like that I’d probably live isolated for a while and then retire into my own brain.


After pushback, I switched over to ad nauseam (which still blocks via UBO). Not sure how effective it actually is for the click part (considering it also catches related things, some YT recommends, share buttons, definite non-ad things in search etc) but it says $1.8K (I have it set between ‘sometimes’ and ‘always’).


Honestly, with a fresh-water rinse I could easily see that being beneficial.
Consider:
Maybe even the type of thing that could run off of solar or backup power for a planned shower.
Though yeah, I guess a bath (with a quick shower after) probably is a whole lot cheaper and easier to (plumb rather than) engineer. Plastic tubs have their own grossness, though.
I also imagine this fitting more as some sci-fi thing, not sure how well it’d be easy to manage water in space, though. My first thought would be people annoyed with having to vacuum up droplets, get blasted with air, or being stuck in a drying room as a safety procedure. And some sci-fi vat bath might still make more sense.


<Drowning Pool playing in the background>
Take your money out the bank…
Take your money out the bank…
Take your money out the bank…
Take your money out the… BAAAAAAAAAANK!


It’s like saying it’s V E R Y _ W A R M but really it’s just low-poly without textures.

Although it’s as much of a technical thing for me. I want the low-storage-data, rendered in native-res, old (and smart) technique even if everybody else moved on. Also, less to do.
I just tested 2D text out a bit, spent quite a bit of time trying to fix aliasing (I had oversampling set too high, seems like that should be noted if not just 1.0 being default) which is the sort of problem that Textmesh does not have.
With 2D text I do like that shadow (combined with other colors) really makes it feel theme-like (plus outline can fill in the negative space, making non-color emojis look better with the right color). Stacked is even cooler (3D effect).
So if I keep it to 1 color, I can use the same font for each type of text:

Color emojis still have broken outlines though. With label3D oversampling doesn’t seem to work as well* (smaller pixel size+larger font for text clarity–>worse emoji outline alignment) but even for some characters alignment is even off in 2D (balloon, hammer&wrench are fine; eye, fire are not). Could be a font issue though, but the 2 I’ve tried are broken in slightly different ways.
* MSDF could work for single-color, but it messes up the fire icon I have (and makes straight lines a bit wobbly). Better for more standard fonts/designs, I guess.
So, just sort of a mess… simple text is fine, but even if color could be injected per-glyph (like if every vertex on the fire were set to yellow) that would add depth (I don’t know if that’d be a script, add-on, or some context/function in low-level shader code but it’s probably beyond me).


In Krita, Settings -> Themes
I’m guessing you’d have to make your own Kvantum theme and then apply it there (assuming you don’t also need to copy over?). Just a guess, theming in general seems like a mess to me.


As a dude I go from long hair to slightly-less-long hair by cutting it on each side above the shoulders. Pulled forward below the neck if long enough, sort of like the opposite of the unicorn trick (tried that in the past, but easy to mess up the layering).
Also probably makes more sense if you usually keep your hair in a ponytail, as any imbalance won’t be obvious.


I was going to say something about the body being an extension of the brain (a very important one), though given some of your responses I feel like it’s more relevant that many areas of our society treats commerce as a higher priority than human ecology. Even ignoring statistics.


Do you want me to get Moby Dick out again‽ Does anyone want that?


Today, stuff gets exported in 4k and that’s it. No need for anything more.
I don’t think it’s as ubiquitous as you think. 1080p is pretty much standard (aside from old videos), 4K is still high-end and most uploading to that on YT are probably more tech-leaning channels who actually do use it. I even see new stuff from TV corps that’s still only 1080p.
4K if you’re using a full-raster workflow is taxing at every step. Display, CPU/GPU (for software stability, filters/effects), RAM and storage, internet upload speed, also camera (and fast storage there too) where relevant. Also backups, and maybe even higher-res workflow to allow room to crop/re-frame if needed.
I imagine it must be a disappointment to actually buy a 4K monitor for content viewing, stuck watching 1080p on new videos because the creators can’t afford that workflow or just don’t care. Even stuff that is 4K might have issues with encoding quality due to cost-cutting (or requires higher subscription cost).
8K is a thing too (but even more impractical), so the problem is repeated there too.
So yeah, I would say it is a meaningful difference that vector doesn’t have this problem.


A video has sound, can be exported from the animation software to a single file, and it can be played in a standard video player.
Animated SVG does not sound like it does that, and needing new paid* software isn’t great for adoption either. And honestly, I’ve never even heard of animated SVG (I’m well aware of SVG and that it probably could be animated with CSS or JS but that alone does not make it a thing).
The fact that vector works at resolutions (even if they don’t exist yet!) without the author even needing to think about it (let alone re-export) is an advantage. It can be great for many 2D aesthetics (many cartoons even used it!), the biggest complication is Adobe (and whoever is selling a subscription to what you mentioned).
Also that people are still developing things with Flash (even if it has to be ran via Ruffle) tells me again that the issue isn’t vector, it’s that replacing a format with ingredients is not an effective strategy if you actually want people to use it.
* yeah I know Flash was expensive as well (except y’know… other ways), but communities were already using it


You keep saying ‘better’ like if heavier solutions have no downsides, like saying raytracing or gaussian splatting make all older rendering tech obsolete.
For individual animations sure data doesn’t seem to matter, but if you want to binge/download something like Homestar Runner at 1080p+ that data adds up when pre-rastered. The internet in the US isn’t always great (esp. rural, cost), even worse with upload speed.
Flash also had frame animation, with bezier curves and vector blob drawing… both of which are the big thing missing from modern solutions. Alternatives in modern engines aren’t quite the same and must be intentionally sought out, and also I don’t think that’d even be well supported by platforms (itch doesn’t even have an animation section) unless you’re fine with it being in a games section.
Newgrounds also still does Flash Forward jams. I wouldn’t say “better” things killed Flash, just that support was ripped away. There isn’t much of a choice. If you want Flash-style animation (and I don’t mean skeletal-only), it’s just Ruffle or maybe Wick Editor.
the internet moving away from
I see this as an implementation failure.
WebGL doesn’t have a container format, and a vector video format could exist (on Youtube, or played with an HTML5 video player) but doesn’t. The internet “moved away” because the key players who killed Flash didn’t implement things that would bring HTML5 to closer parity with what Flash did.
I could also see parallels made to other parts of life where the choice has been made for you many years ago.


I had some (but not much) issue back when I used Chrome (although IIRC just as much was a mime-type issue not letting them play in the browser) and still use the standalone player without issue.
I don’t think anyone is defending Flash used for websites, aside from some personal blog or portfolio maybe.


They do have Ruffle on their site (a bit slower to load IME, but functional) even for new animations (click on the HR icon, not the Youtube icon).
There are the orginal .SWFs for that, disjointed in their own way. I wish they (or someone) would’ve merged things so the old menus actually worked, if not further like each file being a season.
EDIT: they did make the games linked together on the website. And now I do see one of the main pages that links too, though the loading screens make it a bit cumbersome (it seems to be tweaked for Ruffle, or at least only the main page seems to work when the .SWF url is loaded in the standalone player …unless it just can’t do linked swfs).


I wouldn’t say it died, I remember years of people calling it dead but it still seemed to have communities up until support was forcibly removed in 2021. I’d say it was killed, in a very “bring out your dead” (“I’m getting better!”) fashion.
Like OP is saying, it wasn’t really* replaced. If vector video was in HTML5 spec to the point you could watch (non-prerastered) vector animations on Youtube (or former Flash sites similar to what Ruffle does, but with less overhead) that would still be abandoning the interactivity but I’d at least see the argument that there was some attempt to replace it.
Needing a local server and the lack of container format also makes preservation messier.
* sure, a subset of it was replaced for popular usage and even some of it is still technically possible, but good luck with that. I’m pretty sure communities around that are more dead than Flash was before the end, and maybe even still (for instance, NG with Flash Forward jams).


Point me to the useful cult I can waste my life in. All of the cotton/hemp clothing, community, and eating vegetables… with none of the deities or parasitic leadership. A little bit of misguided science/testing on brain preservation(/cyborg stuff) is fine, just chalk it up to euthanasia (with extra steps) as a treat.
Ah, sorry.
If you can’t get any hud running, you probably could just see GPU utilization from your GPU settings thingamajig.
Though yeah, if you’re running at a low res already you’re probably right and FSR would only really be a visual thing (assuming your desired games support it so GUI can be native-res).
Does this have any sort of smoothing support?
Then again, I’d probably still prefer like CSG for simpler designs.
I already like textureless models
I’d like to to just use Godot’s gridmap, but I find it to be inflexible (needing multiple gridmaps for multiple cell sizes OR having possibility of double occupancy (particularly with non-1x1x1 cells), no per-cell rotation restriction/disabling etc).
Particularly as I want semi-modular room creation rather than controlling height manually (floors/walls/ceilings made via multiple gridmaps floors) nor do I particularly want to go the other way and create entire rooms as new models.