A drop in the bucket

If a drop of rain fell anywhere in the US you choose, what path would it take to the ocean? River Runner will show you and it does it with a really awesome 3D view. Try it out here:
https://river-runner.samlearner.com/
The javascript source lives here and uses USGS NHDPlus data and their NLDI API to visualize the path of a rain droplet from any point in the contiguous United States to its end point (usually the ocean, sometimes the Great Lakes, Canada/Mexico, or another inland water feature). It’ll find the closest river/stream flowline coordinate to a click/search and then animate along that flowline’s downstream path.
Haunted Mansion Cocktail Lounge
I love spooky things and Halloween is one of my favorite holidays. Imagine my joy when Raven’s Manor, a cocktail lounge designed to look like a haunted mansion, just opened this last month in downtown Portland. I gave it a visit and really enjoyed it.
The partners, Vega and Jared Bradley, have concocted a backstory for the Manor. As the tale goes, namesake Dr. Raven was a prominent elite known for his lavish parties, which were actually a ruse. “All the while,” Vega explains, “he was secretly kidnapping victims and taking them down to his laboratory for human experimentation.”
While the bartenders at Raven’s won’t be in the business of abducting humans, there will be an opportunity to take part in some experiments if you so choose. In a month or two, the bar is scheduled to start accepting reservations for an “Elixir Experience,” where guests are asked to solve clues throughout the property and then use everything from chemistry equipment to cauldrons to create custom drinks.
Relationships

Cardboard Sculptures by Greg Olijnyk
Greg Olijnyk creates amazingly detailed cardboard creations. Often fully articulate and outfitted with LED lights and glass where necessary, the extraordinarily works are futuristic, slightly dystopic, and part of larger world-building.
Olijnyk is based in Melbourne and shares works-in-progress and more photos of the machine-like sculptures shown here on his Instagram.
Table to Farm Dining

Since 1999, Jim Denevan’s organization, Outstanding in the Field, has hosted open-to-the-public ticketed dinners in all 50 states and 15 different countries. Not content with farm-to-table, Denevan actually brings the table to the farm, inviting chefs and farmers to work together to produce a meal that tells a story about its creators and about the place where the food is grown. They set up long tables for dozens, or hundreds, of guests in exotic locations and farmlands.
They only sponsor a few dozen events each year and they sell out rather quickly. At about $300 per seat, the price is as hot as the seats.

The goal of a troll
Best comment of the week award goes to MetroMillano:
Lol – you all got totally trolled by MrStupidComment647. You’ll notice they posted their dumb comment 2 months ago and now there is a thread 50+ comments long of you’all are still p*ssing in your cornflakes about it. They never once responded.
Don’t you realize yet? Their goal isn’t to win an argument on the internet, the goal is to make you waste YOUR life on their internet.
The worst thing as Christians in life isn’t to try and fail, to sin or make countless mistakes in striving to live as we should. If nothing else, God is still glorified by his mercy and forgiveness when we ask for it. No, it’s to have wasted our whole life and not really made any progress towards perfection. If evil can’t make us fall directly into evil, it will certainly try to stop us from making progress and wasting the infinite opportunities of each day.
De-kernelling Corn
Handy Geng built himself a ridiculously over-engineered machine for getting the kernels off of corn cobs. As someone from the heart of Midwest feed corn country – I approve.
Incidentally, this is how it’s done in normal industrial settings (from How It’s Made video series):
How your games get made
Here’s some fascinating footage from Resident Evil 8 – The Village. It shows just how far game development has come from it’s early days. We used to have little 8×8 pixel characters, now we have fully live-acted scenes.
When I was getting into computer science and gaming in the 80’s and 90’s, programmers were the rockstars of game development. They were the only ones talented enough with the limited resources of early computers to get games done. They were the ones that developed all the key innovations and gameplay mechanisms. They even created most/all of the art, characters, movement, stories, etc. In the early days, animations were hand-edited pixel sprites done one frame at a time.
Starting in the early 2000’s, indie developers started to slowly crop up. Technology finally reached a technical and price point that more and more people could start making games – often by using basic 2d engines like Shockwave 3D. There was also a slow but steady increase of indie developers from big studios/boring day jobs that sometimes spent years on a hobby game. Sadly, in a world in which most games flop, many would find their game wasn’t actually fun/didn’t sell and had to go back to their day jobs after having run through all their money. So the mantra then became “fail as quickly as possible”. Which means to do just enough to prove out your game idea and quickly discard those that didn’t work. Many people suggested the idea of ‘A game a week‘ in which you develop a game in one week – laser focusing on the gameplay/fun. The gameplay idea was then either good enough to continue, or you moved on to the next idea. In this way, you never lose more than a week on a bad idea. This was the first push away from games that simply were what was technically possible to a focus on gameplay itself before the technical questions.
As the decade continued, technology increased and so did the engines people used. Unity, Unreal, and many game engines were became more powerful, easily licenseable, and easily accessible to beginners. The engines worked on many platforms, making them much more attractive than the cost, difficulty, and time of developing your own engine for all the platforms you wanted to support. With tools open to designers and artists with just a little technical know-how, the focus then became to make a game FUN before developing the graphics engine pipeline. This reached its crowning moment when the game Journey won the 2012 Game of the Year – and was largely created and developed by designers. The democratization of game development by engines that could be picked up by non-programmers flipped the game dev world on its head.
“Make games, not engines” is the new mantra. Content and design is now the new king. The vast majority of game development staff, and cost, is now content: music, art, modeling, actors, and design. Programmers are usually a tiny minority on most game studios, and they often work together as a core engine team that moves from one game to the next.
But as they would say on Reading Rainbow, you don’t have to take MY word for it:
https://gist.github.com/raysan5/909dc6cf33ed40223eb0dfe625c0de74
Yamaha Motoroid
How about motorcycles that balance themselves? How about going forward/backwards on their own?
If you’re interested in some other crazy motorcycles, check out this video out. Some interesting concept ideas coming:
- All electric bikes
- Self balancing bikes so that getting stuck in traffic isn’t so exhausting.
- Bikes that can hover
- Heads up display goggles













