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#moreorless
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chat i PROMISE i can be trusted with knives
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kenopsia-ksp · 8 months
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has this been done before
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nemo-in-wonderland · 4 months
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I miss my best boy and my best girl together 🥺🥺🥺.
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ymiruv · 1 year
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Hi folks! I’m not dead. I hope that you’re well and that the festive season was rad. I’m still battling my shoulder - a bit of bursitis (bones and stuff not playing nicely), but that doesn’t stop riding, swims and pies. There is an ongoing solution, but I have mischief to achieve in the interim. Over the break I sold some bikes and used the money to finally raise my unicorn, or perhaps Phoenix, from the ashes - the blue bike in the images. It has been languishing at the back of the shed and is now whipping along the Brisbane Valley Rail Trail with me. With time, patience and some determination, anything is possible. #goals #personalgrowth #personaldevelopment #moreorless https://www.instagram.com/p/Cn80CcBhcly/?igshid=NGJjMDIxMWI=
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eric-sadahire · 2 years
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Horses get farted on more than any other animal
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transterrence · 2 years
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yeah maybe i need help
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the-tubort · 1 year
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Older Yu-Gi-Oh! is so funny because you'll have entire sets of cards dedicated to some of the coolest lore, original or from actual folklore, but then it is the most dogshit thing that Konami has ever produced and literally cannot perform its singular job unless all the sun, moon, and Jupiter are in alignment
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primus-why · 2 years
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Jazz has always struck me as a very "they asked me first" kind of easygoing guy.
What do I mean by that? I mean I feel like he's so easygoing and go-with-the-flow that many major decisions he's had in his life have been influenced by the people and circumstances around him.
I'll give an example. Say before the war he worked at one place, then someone else comes along and asks him "hey do you wanna work over here? we could use someone like you." But he turns them down. Not because he doesn't think he's qualified, but more so that, to him, it doesn't make much of a difference if he works here or there. Why rock the boat and change it? So he tells them "Sorry, but these guys asked me to work here first."
People mistake it for loyalty. Truthfully, Jazz is content to do things on his own terms when he's in private. That's part of the reason he's likes working spec ops during the war-- aside from some mandatory meetings here and there, he generally gets to do what he wants.
But why sign up for spec ops at all-- or work any job, for that matter-- when he'd rather have the freedom to do whatever? Well, even before the war, he knew a few things needed to stay consistent in order to live a life. He needed some credits, he needed a roof over his head, he needed fuel, and he needed some companions. Credits could get you all of that if need-be, but he knew the real currency was companionship. See, when people are your friends, they're more likely to trust you, more likely to give you things you want.
That's why Jazz is easygoing. He bends to other's whim just enough to get what he needs, and things just fall into place. Obviously that isn't to say that his friendships aren't real, or that he doesn't care about others, but he also knows that he can abandon it all at the drop of a hat if it suits how longterm goals and he sees a better option.
Someone once asked him and some comrades around the table why they fight for the Autobots, why they signed up for the cause. Jazz told the group that they probably wouldn't like his answer, but they insisted.
"Because the Autobots asked me to join them first." He smiles warmly. Most of them don't get it. The ones that do are the same ones who haven't trusted him from the start. That's fine. All he has to do is keep doing his job, and he'll have friends and resources and most importantly, a direction to go in.
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void-tiger · 2 years
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Wonder if it’s “within normal” for brains to coverup chronic aches and nervy bs as fatigue and a persistent Tired Headache that just really never fully leaves.
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ymiruv · 2 years
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Personal update: The wet weather put the brakes on my cycling in particular - I don’t enjoy riding in the wet, as it’s uncomfortable and I don’t feel safe. But, I have kept up with at least 30 minutes of daily exercise a day for the past 10 weeks. My work routine has changed also, making it much harder to ride to work, so I’ve been doing some ok rides on Saturday and Sunday. it’s a slow build up - i seem to have to do this a lot because I don’t currently take cycling seriously. I felt confident enough today to do one of my favourite mid-range loops - the first time in a while. It went well because I had the right mindset, enjoying the experience and not seeing it as a drudge. It felt great to do something that I had been avoiding, not knowing how I would go. Sometimes, we just have to take the risk and see how we go - grip it and rip it. #goals #personalgrowth #personaldevelopment #moreorless #gripitandripit https://www.instagram.com/p/Ce8CljghCAh/?igshid=NGJjMDIxMWI=
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sevvzz · 1 month
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gojo satoru, a man that was anything but patient.
you and him had decided to go on a shopping trip, moreorless just an excuse for satoru to see you in sexy clothes he knows you'd never buy.
while trying on a dress, you come out of the change room, doing a little spin for the white-haired man, and he chuckles. "look so good, babe." he coos, taking a quick picture on his phone (for later). you ask him to zip up the back, seeing as you can't reach it, and he nods, walking back into the room with you.
but he just can't keep his hands to himself, you're such a goddess, and he craves you.
muffled grunts and plaps are heard from outside the room, satoru rutting his hips into you as you're pressed against the mirror. "so sexy, hah, so good f'me." he whispers, his hands snaking around your waist to rub at that cute little bean between your legs, rewarding him with a whimper. his brows furrow as he attempts to silence his grunts, but you hear them, and oh do they do things to you. your walls tighten around him, and you look back to see the desperate expression he wears.
after a few sloppy thrusts, satoru releases his load in you, hips stuttering and breathing hitching.
"i'll buy you new panties, calm down, that's what we came here for in the first place."
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ihopesocomic · 3 months
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JSHAJSSISBWISBSISVSUSWHIW
YESSS i wasnt expecting jasper to potentially get overthrown. And while i would love to see it i think it either wont go how alight expects it to or jasper might manage to save himself.
After all alight coming in as king would not sit well with vicious or careful especially after hope mentioned it was a white lion that helped kill clever.
So with that in mind jasper may mention that detail if hes smart...
But if it does go down with alight overthrowing jasper it would excite me to see them fill that role in the story and i would be curious to what the plan was before alight got canonized
But those are just my thoughts. i hope they make sense. Im very excited to see where this is going and you both do really good jobs at making all of us antipate further pages
Jasper is smart, we'll have to see if he can outwit Alight at this little game they have going on. The ending is moreorless the same, but Alight's inclusion should make it more interesting. You'll hopefully see why we wanted to include them haha thank you for sharing your thoughts as always! - Cat
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moondal514 · 8 months
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📓👀
(Aftg?)
Hiii!
So this is an idea I had for a soft-ish high school au where the Foxes are all still traumatized, but have been adopted into stable homelife situations and are finally in a position where they can start to heal.
The families are as follows:
Wymack adopts Dan, Seth, and Nicky.
Abby adopts Kevin.
Betsy adopts Andrew.
Randy gains sole custody of Matt and adopts Aaron.
Stephanie adopts Renee.
Allison lives with her grandpa.
And Neil lives with Stuart.
Wymack adopts Seth 1st when Seth’s mom dies. Seth is ~11 (his dad has already walked out by then) when he is adopted. Unfortunately the rest of Seth’s siblings get divided up by the foster system but Wymack is able to help Seth track them down and arrange visits them when Seth wants to.
Wymack adopts Dan next when Dan is thrown into the foster system instead of the care of her aunt cuz her aunt refuses to take custody of her. Dan is ~9 when this happens.
Nicky comes last, when he gets taken away from Luther by CPS for sending Nicky to conversion camp at 13. He is put into and adopted by Wymack.
Abby adopts Kevin after Kayleigh dies cuz as much as Wymack would love to adopt Kevin, at this point he already has 3 kids and can’t really take anymore. Abby volunteers and since Wymack and Abby are moreorless married, for Kevin it’s basically just like as if he’s living with Wymack.
Instead of the Spears, luck of the draw the foster system puts Andrew with Betsy and it’s all pretty straight forward from there.
When Matt is 8, his dad dies, so Randy gets custody of Matt by default. Some years later, Matt wants a younger brother and Randy wants to foster. Luck of the draw and they adopt Aaron. Tilda dies when Aaron is ~9. Luther and Maria are deemed unfit for children (hence Nicky being taken away and ending up with Wymack) so he gets put into the system. Randy adopts him.
Stephanie and Renee is basically the same as canon except Renee is aged down a bit.
When Allison is ~13 and developing her eating disorder, her grandpa takes her out of her parents custody and helps her out.
Neil is living with Stuart because Stuart decides to make his move against Nathan super early, when Neil was about to be given to the Moriyamas. He kills Nathan, but Mary dies in the process. Stuart takes custody of Neil as a result.
Everyone is in the same city and goes to the same high school.
That was a very long set-up explanation lol. The main story would be just general high school shenanigans. Here are some snippets:
Dan crosses her arms. “What do you want then.”
The boy, Matthew Boyd she thinks his name is, holds up a flower, cheeks red. “I—I wanted to give this to you.”
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Andrew definitely doesn’t have strong feelings about Neil Josten’s lips. Not at all. Because Andrew hates Neil Josten.
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Andrew pokes Aaron’s cheek. “Stop making my face look weird.”
Aaron scoffs. “Stop being a little bitch then.”
“We are the exact same height.”
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“I’m not talking to you unless you take off your shirt or something.”
Kevin shrugs, easily pulling his shirt over his head, abs flexing attractively. Andrew glares at his physically toned perfection. Absolutely disgusting.
“Now will you talk to me?” Kevin puts his hands on his hips like a disapproving mother. It’s awfully reminiscent of Wymack and shirtless Wymack is absolutely not an image Andrew wants in his head.
“No,” Andrew says. “Put your shirt back on. No one wants to see that.”
“You literally just said—“
“Andrew!” Bee calls from the house. Kevin scrambles to put his shirt back on just as Bee steps out onto the porch.
Send me a “📓” emoji and I’ll tell you about a fic idea I have that I’ll never write
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kariachi · 15 days
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Was watching a video with a tracker, and he was talking about how if you're going to go out looking for animals you need to train yourself to only move your eyes because if you turn your head you'll scare critters off and never get to see anything.
I wear glasses. If I'm not looking moreorless straight ahead I can barely identify a pair of sandals three foot away, nonetheless a rabbit across a field.
So apparently I'm just fucked in every direction.
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ajcgames · 7 days
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Sounding performant
I had a late night last night tweaking things and getting a bit carried away with all-things audio.
There's quite a lot to cover from those developments, and there's some nerdy performance-related discussion later further down - so skip past all that if it's of no interest!
For now, here's a quick look at some of the work done on the audio system:
Now with sounds and music!
I spent a while working on the audio system for the game. This included setting up a bunch of initial sound effects for various things. Chief amongst these are the UI sounds - something I'm always really keen on getting right (I haven't yet added any audio to main menu screen yet though).
I've always been a fan of more understated audio feedback. Whilst it's nice to have solid, heavy-sounding call-to-action feedback in certain games, for games like this where you're continually interacting with the UI, I prefer to aim for very short clicks and pops.
I also wanted to get two other main things sorted out - the ambient background loop and some sort of music jukebox of sorts (nothing the player can see, this is an internal thing). The ambience is a kind of airy, factory-esque soundscape I discovered whilst hunting for loops, and I trimmed out a nice portion for a continual ambient loop.
How did I make a non-looping sample loop?
I discovered a neat trick some years back to loop any audio sample seamlessly. It's a similar trick to how you create seamless repeatable textures (in a weird kind of way).
Open up the sample in your program of choice. In this example I'm using Audacity.
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2. Cut the sample in half from somewhere near the middle, and paste it onto a new track. Move the first half you just cut to begin almost as the second part ends (below they're arranged so that the first part begins about 1 second before the last part ends).
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3. Fade-in the first part, and fade-out the last part by as much as the overlapped section (in my example they overlap by about 1 second, which is what I set both their fade in/out durations to):
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And that's it! A perfectly looping sample! You can move the first track to start a bit earlier if you want to make the blend between them a little more balanced. For me, this strategy has worked countless times.
Music management
I discovered some nice royalty free, CC BY-SA licensed audio and music which I can attribute in the game's credits screen. I set up a background music randomiser so that it'll shuffle all the audio tracks and play them in order at a fairly low-key background volume.
The game has four primary audio mixers - effects, ambience, music, and master. The latter controls all the others, but having separate channels for each audio lane will let me add sliders that the players can control the levels of each. Something I'm sure players appreciate for their specific tastes.
Beyond this I had to spend some time setting up a global audio singleton (for easy reusability elsewhere in the game), and a lot of time in Audactity trimming and normalising a bunch of sound effects. The net result of all of this is in the video I linked earlier.
The big performance discussion
A few posts ago, I talked about the importance I attached to making sure the game was performant. In games where you allow the player to effectively build whatever they want in moreorless unlimited numbers, performance becomes a tabled issue before too long. It's also something worth considering as a matter of principle when developing a game, because not everybody will share the same specifications of your development machine.
I'm developing this game on a PC with an AMD Ryzen 5 3600 and an nVidia 2070 Super. Not exactly 'prime gamer' specs, but maybe a bit higher than some folks who might want to play the game. Therefore, shooting for a decent level of optimisation is an important element for me.
I'm not trying to run the game on a potato or anything, but I'd like to ensure I'm making some basic optimisations if nothing else.
Stress testing
One of the best ways I've found of testing the game under load is to simply scale everything up. More objects, more running logic, more rendering. The works.
To this end, I created a stress testing class which I can just switch on in the project.
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I've found that my current default map size of 40 allows for a pretty big factory, though the player may have to work up to that size initially. 40 feels like a good maximum, but why stop there? I want the ability to test the game at an arbitrary size - even far exceeding what I ever envisage it to be used for.
I find that the more you scale up, the easier it is to spot glaring problems in either the code or the rendering. To this end, I decided that the main likely culprit of code slowdowns would either be my belt logic, or my machine loop code.
To get started, I first needed a benchmark to test against.
Here is what the game runs like with absolutely nothing loaded into the level. Predictably, with no loaded machines or belts, and no logic being processed, it runs pretty fast as an empty level:
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The test structure
When you enable the stress test, the game doesn't load a previous level, but instead lays out a level structure in an algorithmic format, following some layout rules and placement logic.
I first create a routine that adds an extractor against the edge of the level, then places down the maximum density of belts to reach the other size of the map - which is a zig-zag pattern. In order to get a couple of machine's worth of processing out of this layout (and to make sure it actually functions as a factory line), I drop an Analyzer on the end of it.
It looks something like this:
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Then, I simply repeat this for every odd-numbered column in the level, and you then end up with this monster:
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That is moreorless the maximum number of things you can put in a 40x40 level. Rather a lot.
Crucially though, this is where I can start looking at the raw numbers and see where my performance bottlenecks are.
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Immediately I can see several problems.
There are way too many Batches being handled, along with a ludicrous number of Shadow casters. The render time of 11.6ms is both unsurprising and a little disappointing.
But this is without any optimisations having been made. So I can move straight on to the obvious things: static meshes.
There's thousands of items in this stress test, all being updated. But lots of things (machines & belts) never move and never rotate during the game once they're placed. You can combine these into static meshes to improve draw performance, along with allowing their materials to be GPU instanced to combine them together into single draw calls for each shared material object.
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The effect is immediate, and almost doubled the average FPS available in this stress test.
I continued on, tweaking things like shadow complexity and removing them completely from some objects that didn't need to cast shadows at all. After a bunch of optimisations I had managed to get a stabilized average frame rate of around 180 fps.
There are definitely logic improvements I could make, but after running a lot of profiling on the game I was starting to make only tiny sub-millisecond improvements to the frame time.
After all my tweaks, I decided to go all-out and double the stress test map size.
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I was plesantly surprised at how well it ran. If nothing else, it showed how well the belt code was working under such immense load.
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Again, I should stress that there is no way there will be a need for 80x80 factory sizes, at least not in my current plan for the game. But it's nice to know that I'm still getting over 60 fps even at that extreme level.
Going above and beyond 80x80 footprints for a level would likely require some re-thinks about how I collate and render the level entirely. I'm convinced I can still do a lot of work about these shadow casters, but I'll need to do some research there. Shadows are notoriously expensive in graphics processing, so I'd like to fully understand what's going on there and mitigate it as much as possible. I expect I can make some additional gains to the FPS when I do so.
Anyway, that's about all I have for this one. I hope you enjoyed if you made it this far, and sorry it was such a long one. Hopefully you have a great day, wherever you are!
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