This is a bit wonky, but very good in giving you some idea of which things matter with regards to climate emissions and which don’t make all that much of a difference.
E.g. new energy breakthrough (fusion power): no difference. Population: +-0.1°
Added the Raspberry Pi Pico to https://play.tinygo.org/!
It's a simple board, but lots of people have it and it is very cheap. So it only makes sense to add it to the playground.
Heute ist ja so ein heiliger Feiertag und warum und wieso erklärt dieser Film oder auch nicht aber die emultierende IT Simulation Gaming oder...?! Auf jeden Fall ist Auffahrt, Muttertag und Pfingsten aneinander ;)
#VideoGames#GameEngines#Physics#SImulation: "A key part of many game engines is the physics engine, which mathematically models everything we’ve learned about the physical world. A strong wind can be simulated using velocity. An animated bubble might take into account surface tension. Last year, Epic released Lego Fortnite, a family-friendly mode in which players can build—and destroy with dynamite—their own Lego constructions. The game is cartoonish, but its mechanics are grounded in reality. “When the building falls, everybody knows what that’s supposed to look like,” Saxs Persson, an executive at Epic, told me. “It looks good because they got the mass right.
They got the collision volumes right. They got the gravity right. They got friction, which is really hard. They got wind, terrain. All of it has to be perfect.” Even the precise tension of pulling Legos apart, a common muscle memory, has been simulated. “It’s all math,” he said.
Yet certain things remain hard to simulate. There are multiple types of water renderers—an ocean demands a kind of simulation different from that of a river or a swimming pool—but buoyancy is challenging, as are waves and currents."
Did some more brainstorming about a title for this project/piece and have settled on STRATA for now — these emerging structures/fragments very much remind me of them (rock strata and/or thin section microscopy) and the many folds & cross-stratifications observed on my hikes over the past few years have been a regular inspiration to keep working on this project...
Been slacking posting more art here, so time for a teensy selection of an old generative/evolutionary system from 2014 (then used for my HOLO 2 magazine guest design). Originally written in Clojure, meanwhile ported to TypeScript & Zig, I've kept working on & experimenting with it ever since... 1000s of screenshots and 100s of versions to sift through. Loosely based on research done by Barricelli[1] since the early 1950s, conceptually and aesthetically it sits nicely between my C-SCAPE and De/Frag and has a similarly huge design space to explore (in some versions coupled with genetic programming to evolve cell replication rules)... There's a 1500 word draft blog post from back then too, which goes into more detail and history of this approach. Maybe its time to publish that one too at last... :)
Exciting news: The spring release of Eclipse MOSAIC has arrived! Our Eclipse MOSAIC team has just released a new version of its co-simulation framework.
🚗 The latest version is designed to optimize the development and testing of autonomous driving systems and ITS solutions!
🔄 Improved routing algorithms for better vehicle navigation
📶 Improved modeling of cellular communication for realistic network simulations
Another shout out for our new preprint, https://osf.io/preprints/psyarxiv/vzg3e
which we think is interesting for 3 reasons:
a) Acts as a tutorial to introduce DeclareDesign, an excellent #simulation package in R
b) Uses it to compare 2 competing analyses of a RCT run by EEF on GraphoGame
c) Argues for simulation as way forward in the 'multiple analysts' problem
New! preprint coauthored with Charles Hulme: "When alternative analyses of the same data come to different conclusions: A tutorial using DeclareDesign with a worked real-world example".
We use DeclareDesign to compare 2 analyses of a RCT of Graphogame intervention that came to different conclusions https://osf.io/preprints/psyarxiv/vzg3e #intervention#analysis#simulation#literacy
Principia is, in its simplest form, a physics-based sandbox game. In Principia, you can build contraptions and simulate them in the physics simulation. This could be a mechanical contraption, an RC car, or a pinball game. Principia also contains a LuaScript object which allows you to write and create Lua programs that can...
Thrive is a free and open source evolution sim from Revolutionary Games Studio that's currently in-development, and a new release has rolled out with v0.6.5 bringing some gameplay additions.
@sebastianlague latest video made me want to try his spatial grid algorithm. I've been wanting to try gpu-based spatial partitioning for quite a while and Sebastian's explanations are really nice to follow and wrap one's head around the concept.
But first, particles!
Finally back to working on the simulation. It's time to dogfood my mesh_to_sdf crate for the fluid sim mesh collisions. Really happy with the first results, it works!
I need to find a better screen recorder though, ScreenToGif struggles and invents drops when it's running at 300fps...
Major changes in the Speed Dreams project (www.speed-dreams.net)
You are currently viewing Major changes in the Speed Dreams project...
Principia 2024.02.29 (principia-web.se)
Principia is, in its simplest form, a physics-based sandbox game. In Principia, you can build contraptions and simulate them in the physics simulation. This could be a mechanical contraption, an RC car, or a pinball game. Principia also contains a LuaScript object which allows you to write and create Lua programs that can...
Free and open source evolution sim Thrive gets big new gameplay features in v0.6.5 (www.gamingonlinux.com)
Thrive is a free and open source evolution sim from Revolutionary Games Studio that's currently in-development, and a new release has rolled out with v0.6.5 bringing some gameplay additions.