sports – How did John Cheng create his photograph of Simone Biles at the FIG Gymnastics World Championships?

This isn’t really “a” photograph. It’s what’s known in the photojournalism world as a “photo illustration” that allows the photographer more leeway in producing an image.

Not only have multiple frames been combined to show the various positions of the athlete as she performed a vault, but it looks like a lot of tone mapping and detail enhancement has been done as well. Tone mapping and detail enhancement are two of the main things that are often used when processing “HDR” images created from bracketed exposures. But the same processing techniques can be used with single images or a series of images all shot at the same exposure. Even apart from an “HDR” application, the controls for contrast, highlights, shadows, blacks, curves, etc. can do tone mapping. Masks and layers allow one to apply specific adjustments to parts but not all of a scene. Sharpening settings, particularly the “unsharpen mask” can do a lot of the same thing as what HDR applications call “detail enhancement” or “clarity.” Likewise, a lot of individual adjustment of different colors with an HSL (Hue – Saturation – Luminance) tool can mimic use of a “vibrance” adjustment.

I’m guessing, based on the quality of the image, that the individual frames were not video frame grabs, but rather high resolutions stills from a high fps (frames-per-second) camera such as the Canon EOS 1D Mark II (up to 16 fps), Sony α9 (up to 20 fps), or the Nikon D5 (up to 12 fps).

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raindog308

I’m Andrew, techno polymath and long-time LowEndTalk community Moderator. My technical interests include all things Unix, perl, python, shell scripting, and relational database systems. I enjoy writing technical articles here on LowEndBox to help people get more out of their VPSes.

magento2 – Magento 2 – Create simple hello world script with UiComponent

I try to create my own Component and reuse it.
So I created these files:

Component File:

appdesignfrontendcompanyfreshwebjselementscustominput_number.js

define((
  "jquery",
  "uiComponent"
), 
function($, Component) {
  "use strict";

    return Component.extend({
        
        initialize: function () {
            return this._super();
        },
        
        test: function()
        {
            console.log("test");
        }
    });
});

requirejs-config.js:

appdesignfrontendcompanyfreshrequirejs-config.js

var config = {
    paths: {
        inputNumber: 'js/elements/custom/input_number'
    },
};

appdesignfrontendcompanyfreshMagento_Checkoutwebjsviewminicart.js

I copied the file from vendor into my theme so that I can make changes. Now I try to use my component and call my test method:

define((
    'uiComponent',
    'Magento_Customer/js/customer-data',
    'jquery',
    'ko',
    'underscore',
    'sidebar',
    'mage/translate',
    'mage/dropdown',
    'inputNumber'
), function (Component, customerData, $, ko, _, inputNumber) {
    'use strict';

    inputNumber.test();

    ...

But now I get this in the console (ERROR) Failed to load the "Magento_Checkout/js/view/minicart" component.

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procedural generation – How can we generate 3D architecture in a racing game’s background procedurally with respect/similar to the real world?

AFAIK they achieve this by

Parameterized Procedural Placement

They create a workflow where you create a handful assets in this case building floors and they procedurally tweak the parameters such as Floor count,size,tint and custom props such as air conditioning outside of the buildings.

I once a saw a video about ubisoft creating a procedural assasins creed city.They premade a bunch of houses and spread them randomly.

You should desing a workflow where you control how your building floors are stacked on each other and how each floor has its own specific unique props.

This is what i would do

  • I would decide what a building floor means to me.These would be my parameters: IsGroundFloor?, width and height of the floor, how many windows, a balcony?, general tint color of the floor material and unique set of models.(Such as vegatation, flowers, air conditioning or a satallite dish perhaps?).
  • I would decide how many floors should a building has.Define the minimum and the maximum
  • I would decide what will be the floor independent objects such as fire escape ladder which starts from ground to the top of the building, some garden? or fences?

with these parameters one can create wide range of different buildings considering you feed your procedural workflow with enough assets

models – How can we generate 3D architecture in the background procedurally with respect/similar to the real world?

AFAIK they achieve this by

Parameterized Procedural Placement

They create a workflow where you create a handful assets in this case building floors and they procedurally tweak the parameters such as Floor count,size,tint and custom props such as air conditioning outside of the buildings.

I once a saw a video about ubisoft creating a procedural assasins creed city.They premade a bunch of houses and spread them randomly.

You should desing a workflow where you control how your building floors are stacked on each other and how each floor has its own specific unique props.

This is what i would do

  • I would decide what a building floor means to me.These would be my parameters: IsGroundFloor?, width and height of the floor, how many windows, a balcony?, general tint color of the floor material and unique set of models.(Such as vegatation, flowers, air conditioning or a satallite dish perhaps?).
  • I would decide how many floors should a building has.Define the minimum and the maximum
  • I would decide what will be the floor independent objects such as fire escape ladder which starts from ground to the top of the building, some garden? or fences?

with these parameters one can create wide range of different buildings considering you feed your procedural workflow with enough assets

AcroServers.com: Spanning the Globe (37 Locations Around the World Including North America, South America, Asia, Europe, Africa, and Oceania)

Some of you may remember the ABC Wide World of Sports intro which pronounced they were “spanning the globe to bring you constant variety in sports”.  AcroServers isn’t sports programming, but they are spanning the globe to bring you a VM in your neck of the woods (or someone else’s, if that’s what you want).

  • Europe: 20 locations from Amsterdam to Zurich
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They’ve got 37 locations worldwide including many less-common locations so if you can’t find a provider in a geography you want, check out their locations.

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Please let us know if you have any questions/comments and enjoy!

raindog308

I’m Andrew, techno polymath and long-time LowEndTalk community Moderator. My technical interests include all things Unix, perl, python, shell scripting, and relational database systems. I enjoy writing technical articles here on LowEndBox to help people get more out of their VPSes.

world of darkness – How does a Hold or Clinch maneuver interact with the blind fighting rules in Vampire: The Masquerade v20?

Say two kindred are clinching one another, or one performs a Hold maneuver on another, in blind fighting conditions (in pitch darkness for example).
Let’s say one of them is Gangrel with Eyes of the Beast. Eyes of the Beast should mitigate effects of blind fighting (V20 Core Rulebook, p. 274).
Would they have the same Brawl+Str difficulty on rolls to break free from a Hold or Clinch? Or would someone who is under effect of blind fighting have +2 difficulty?


Another question:

Let’s say Arms of the Abyss is constricting a victim inside Shroud of Night. The description of Arms of the Abyss (V20 Core Rulebook, p. 189) states:

Breaking the grasp of the tentacle requires the victim to win a resisted Str roll against the tentacle (difficulty 6 for each).

Should the blinded victim roll difficulty 8 to break free? Or is it still difficulty 6?

lore – Can World of Darkness vampires drink water?

Vampires in “Vampire: the Masquerade” can’t eat normal food. Not only do they not get any nourishment out of it, it tastes foul to them and if they swallow it they’ll immediately vomit (unless you bought the “Eat Food” advantage for the character, in which case they still don’t get anything out of it but can eat and taste it, but I’m talking about ones that don’t have that, here).

Does this apply to plain water?

If not, how does that interact with swimming, or falling into water, and accidentally getting water in their mouths? And there’s an entire bloodline of them, the Mariner Gangrels, that can turn into water creatures and spend most of their time out at sea, so evidently that’s no problem. So I’m thinking it would hang together better if they could drink water, but is there any mention of this question either way in any of the books?

unity – Free movement in a 3D isometric world

The convention I’ve observed in most modern games is neither option you’ve proposed.

Instead, W or “Forward” on the stick usually corresponds to “Upward” on the screen from the current viewpoint, what we call “camera-relative” controls.

This way, the player does not need to attend to which compass direction they’re currently looking toward, or the direction their character model is pointing. If the place they want to go is on the right half of the screen, they press right. If it’s on the bottom half of the screen, they press down. This keeps the mental mapping very simple and intuitive.

We have lots of past Q&A about implementing this style of input and movement, in case that can be helpful to you.

In some isometric games, movement is restricted to travelling along the world axes, so only up-left / up-right / down-right / down-left is allowed. It sounds like this does not apply to your game. For those games, mapping W to “upward on the screen” doesn’t quite work, so games will often rotate the mapping slightly, so your “up” key corresponds to “up-left” on the screen, for instance. The important thing here is that the mapping is consistent, so once the player learns it, they don’t have to re-calibrate their mental link from screen to keys each time they turn their camera or character.