Have you ever wanted to see what’s behind doors that were locked in your favorite games, or see where that monster came from down the tunnel that you could not go?
Slippy Slides has a YouTube channel which is super cool. He plays all your favorite games, in noclip/fly mode and reveals all kinds of secrets. Mario Cart, Resident Evil, The Evil Within, Alien Isolation, Grand Theft Auto, and others. Check it out!
You might have seen videos or guides online about the propane or MAPP gas gun. It emits a tiny fireball that goes through a tube before diffusing with a loud bang. The man who came up with the idea is Al Stahler, and now he’s taking orders for custom made Plasma Poppers.
Modern day video games have come a long way from Mario the plumber hopping across the screen. Incredibly intricate environments of games today are part of the lure for new gamers and this experience is brought to life by the characters interacting with the scene. However the illusion of the virtual world is disrupted by unnatural movements of the figures in performing actions such as turning around suddenly or climbing a hill.
To remedy the abrupt movements, [Daniel Holden et. al] recently published a paper (PDF) and a video showing a method to greatly improve the real-time character control mechanism. The proposed system uses a neural network that has been trained using a large data set of walking, jumping and other sequences on various terrains. The key is breaking down the process of bipedal movement and its cyclic behaviour into a series of sub-steps or phases. Each phase translates to a natural posture for the character while moving. The system precomputes the next-phases offline to conserve computational resources at runtime. Then considering user control, previous pose of the character(including joint positions) and terrain geometry, the consequent frame of the animation is computed. The computation is done by a regression network that calculates future position of the joints and a blending function is used for Motion Matching as described in a presentation (PDF) and video by [Simon Clavet].
Hike through unique, abandoned train track scenery, tunnels, and trestles just outside of Timber, Oregon. The trailhead GPS Grid Coordinates are 45°42′16.26″N 123°24′40.58″W.
To get to the trailhead (Located in the Tillamook State Forest) from Portland Oregon, take US 26 west for 36 miles to the Timber Junction and then turn left onto Timber Road. Drive 3 miles to the town of Timber and turn right onto Cochran Road. The pavement will end in a half mile. You’ll pass Reeher’s Camp at 5.5 miles; stay left just after that, then go right at a junction at 6.6 miles. At 9.6 miles, go left onto another unsigned road, then at 9.7 take the far-left road at a three-way intersection. Park at 0.1 mile ahead, just before the road crosses the train tracks. There are no facilities on site and there is no trailhead fee required.
I’m on vacation and decided to spent some time catching up on my travel magazines. I saw an interesting piece on traveling in Syria – and learned something new – “The most outrageous and exuberant lingerie in the world comes from a place you’d probably never expect: Syria”. And when they say outrageous, they really mean it.
Since it’s slightly not safe for work, I’ll include a link to an Amazon book on it. Or Google ‘Syrian Lingerie’ which has some page samples when you’re in an appropriate location.