Lsg forum

World in Conflict

2012.07.26 23:53 Heaney555 World in Conflict

Subreddit for 'World in Conflict', the 2007 real time tactics game from Massive Entertainment, published by Sierra Entertainment.
[link]


2013.06.23 10:47 btownbomb Texas High School Football: Texas's National Pastime

6A. 5A. 4A. 3A. 2A. 1A. TAPPS.
[link]


2024.04.29 10:17 longshot-bsc Through Wins and Losses: Together We Rise

I want to write about 2 things.
  1. Our team
  2. Our fans

Our team

This season, we stepped onto the field with a formidable batting lineup and a decent bowling unit. For all you SRH supporters, both new and seasoned, this IPL season has been quite the rollercoaster ride. Admittedly, some of us seasoned fans have been a tad pessimistic, given our track record. However, amidst the ups and downs, there have been glimmers of hope courtesy of some commendable victories.
Let's take a quick look at the other teams' performances this season. Each team has had its share of highs and lows, except perhaps for RR, which seems to be reminiscent of Delhi in IPL 2012.
Skipping over MI and RCB, as their misfortunes have been well-documented, it's clear that any team can falter on any given day, regardless of their strength. Sometimes, the stars just don't align.
Now, let's talk about us. We may lack consistent wicket-taking prowess, but our batting lineup is a force to be reckoned with, capable of turning the tide in our favor when they find their rhythm. Our strategy may seem straightforward—go hard or go home—but it's yielded results, earning us five wins so far.
Sure, we might face more losses ahead, but sticking to our guns has brought us this far. Our goal remains unchanged: secure a top-four finish and anything can happen in the playoffs. Even RR's seemingly unstoppable march isn't a guaranteed ticket to the finals.
I'm confident that Cummins and the rest of the team have a few tricks up their sleeves to secure at least two more victories. The outcome of that elusive additional win? Well, that's in the hands of our players and how they rise to the occasion. So, let's keep the faith, knowing that in the game of cricket, anything is possible.

Our fans

We've been catching some heat from trolls all over social media lately, accusing us of getting a bit too cocky. But honestly, if other fan bases can't handle a little banter or some well-deserved celebrations when we come out on top, it says a lot about their attitude towards us. We've always been the underdogs, known for our humble approach both on and off the field. Our roots as a predominantly bowling team have shaped us into having a more defensive mindset over the years. However, with our powerhouse batting lineup this season, we're switching gears, taking the attack to the bowlers and showing some real aggression.
Sure, the past couple of matches didn't exactly go according to plan, but hey, we're sticking to our game plan. Our fans are getting in on the action too. We've gone from being quietly supportive to engaging in some friendly banter, which should be taken with a grain of salt by other teams. But it seems like they're having a hard time accepting the success of what they see as a "weaker" team, acting all high and mighty. But let's be real here, just because their team might be strong doesn't mean we, the fans, need to bow down or kiss their feet. Fuck them!!!
When our team's riding high on a winning streak, we're right there with them, cheering them on every step of the way. And it's just as important that we show that same level of support when times get tough. After all, if we can't show some resilience, how can we expect our team to bounce back and snatch victory from the jaws of defeat? Win or lose, let's chalk it up to a bad day and keep the faith that brighter days are ahead.
Teams are made by their fans, and fans are shaped by their teams. So let's resist the urge to dwell on past setbacks, like that dismal 2022 season, and hold back on the doomsday predictions on every forum out there. What good does it do, anyway? Sure, it's okay to have a bit of pessimism, but let's not get as cocky as some other fan bases—like those RCB fans who start chanting about cup victories even when they're down and out (luckily, we know better than that).
In the end, all I can say is, let's stay strong and stay supportive. Whether we win or lose, what matters most is that we go down fighting with our heads held high. It's okay to taste defeat; it's not the end of the world for any of us. So let's keep our spirits up, keep cheering for our team, and remember that there's always another game, another chance to shine.

submitted by longshot-bsc to SunrisersHyderabad [link] [comments]


2023.11.10 13:26 dalerank Not only Unity...

Not only Unity...

https://preview.redd.it/irskre65thzb1.png?width=724&format=png&auto=webp&s=ba1c45b139897d5ea7899d60af9aca00c59b79c6
Games come in all shapes and sizes, from big AAA titles to super indies, made by companies with hundreds of developers or crafted by lone creators. Rarely are they built entirely from scratch, and often game development involves writing not just the game code but also game tools, editors, and concurrently working on the game itself. Behind this multibillion-dollar industry lies code, lots and lots of code. Game engines and frameworks are powerful tools that help developers bring their ideas to life and create captivating game worlds. They serve as the foundation on which all game universes are built, offering hundreds of tools, libraries, and resources, allowing developers to transform lines of code into a theater for a single spectator.
There are over a hundred game engines, each with at least one feature that no other engine has. All the features combined are not found in any single engine, and that's a good thing; otherwise, one such engine would dominate the world. Hmm, Unreal Engine 5, is that you? Sometimes, it's useful to go through the release notes of an engine to stay updated on the latest news. Perhaps you're developing your own solution, and this article will inspire you with fresh ideas. Are you ready to learn that your favorite game was not built on Unity but on the venerable SDL?
When I worked at EA Spb studio, there was a dedicated engineer who tracked changes in new versions and maintained a huge table listing the capabilities of various game engines. Unfortunately, the table was truly massive, with around 800+ columns describing over a hundred engines, making it impractical to copy. It's a pity because the work done was truly titanic. Just as much time was spent on keeping it up to date, which required a dedicated position. However, the list of engines was freely accessible, and you can compile it yourself if you have the time. I won't go into the specifics of each engine; it's clear that each of them is powerful, versatile, and packed with features. I'll provide a link to GitHub and a couple of games, and if you're interested, you can explore them in detail. I maintain a small table with game engines and the games built on them. If you don't see something, feel free to add it in the comments. Engines usually support bindings to other languages or scripts, and the license and primary language they are written in will be indicated next to the name. It's important to understand that bindings or scripts are a compromise between the engine's performance and the speed of game/application development, which often tips the scale.

nCine (MIT/С++) https://ncine.github.io/

An open-source game engine that provides developers with the tools to create 2D and 3D games on various platforms. It offers an extensive set of game development tools, including support for multiple operating systems, graphics, audio, animations, and physics. It is of interest for studying its component system and event system.
Youtube: https://youtu.be/Lw4sD3Onjhc
https://preview.redd.it/injhh6sbuhzb1.png?width=718&format=png&auto=webp&s=0780b21692b2f7646e91677cb19bfd380bbaa8e6

MonoGame (MPL/С#) https://fna-xna.github.io/

https://github.com/MonoGame/MonoGame /
A development framework created based on the Microsoft XNA platform. It provides tools and libraries for creating cross-platform games, supporting multiple operating systems, including Windows, macOS, Android, iOS, and Linux. I studied this engine in parallel with C# as a practical application of the language. Projects developed using this framework are popular and well-known.
Youtube: https://youtu.be/qHLizp8fARo (Celeste)
Youtube: https://youtu.be/ot7uXNQskhs
https://preview.redd.it/62aohcfobizb1.png?width=664&format=png&auto=webp&s=af865882cb8c119753b2163ed48f45632873c795

RayLib (ZLIBL/C/Lua) https://github.com/raysan5/raylib

A lightweight and user-friendly library for game and application development. Written in C, it supports multiple platforms (Windows, macOS, Linux) and provides access to graphics, audio, and input resources. An excellent tool for novice game developers. It supports multiple programming languages (C, C++, C#, Python). While I didn't find any well-known games developed on it, there is a good game development tutorial available. The engine was interesting in terms of implementing Lua-C bindings.

Youtube: https://youtu.be/2LX6QMBjPAg
https://preview.redd.it/21hcg4n0cizb1.png?width=707&format=png&auto=webp&s=2f2c5e4a9355f2b9d9797082a7eae4492f624dc2

Love2d (MIT/C++/Lua) https://github.com/love2d/love

https://gitlab.com/stone-kingdoms/stone-kingdoms
A minimalist yet powerful 2D game framework. It boasts an active community and a plethora of available libraries and plugins. The community continues to enhance the engine's functionality and aids in creating a variety of games. I encountered this engine when assisting with the development of the game 'StoneKingdoms' (a clone of 'Stronghold' with open source code and the blessing of the original game's authors).

https://preview.redd.it/9ugtpsl6cizb1.png?width=1560&format=png&auto=webp&s=0ddeb0f75f20e4cb386049125c3d7dc624dbdb09

Slwjgl3 (Apache 2.0/java)

https://github.com/LWJGL/lwjgl3 https://libgdx.com/ https://jmonkeyengine.org/
A library for developing cross-platform 2D and 3D applications and games using the Java language. It provides access to low-level libraries such as OpenGL, OpenAL, and GLFW, supports multitasking, and offers extensive capabilities for graphics, sound, and input implementation. I explored the source code of 'Mindustry' while simultaneously studying the library itself.

https://preview.redd.it/tohur55ecizb1.png?width=712&format=png&auto=webp&s=60089a17b1dc4f1e963cca82aea11fe3a3dac2ef

Cocos-Engine (Propritary/C++)

https://github.com/cocos/cocos-engine https://github.com/cocos2d/cocos2d-x
It provides a rich resource library, tools for animation and physics, support for various programming languages, including C++, JavaScript, and Lua, and is widely used to create colorful and interactive games on multiple platforms. I first encountered this engine back in 2014 at EA, where several projects of the St. Petersburg studio were developed using it.
Youtube: https://youtu.be/pSat_gLDXPc
https://preview.redd.it/zd44oi7lcizb1.png?width=727&format=png&auto=webp&s=508a2a790cd0e51afb1aa4e41cdf122ecd8a1d46

Phaser (MIT/JS) https://github.com/photonstorm/phaser

It supports sprites, tilemaps, animations, parallax backgrounds, and other graphical elements, making visual creation relatively easy and efficient. It includes the Arcade Physics engine for managing collisions, gravity, and other physical effects in the game. It's very easy to develop with, especially if you don't know HTML. In an evening, I created a clone of the Chrome dinosaur game with asteroids and Neanderthal consumption, just for fun :)
Youtube: https://youtu.be/3kWA4SNMfls

Babylon.js (Apache 2.0/TypeScript)

https://github.com/BabylonJS/Babylon.js
It uses WebGL for rendering 3D scenes, ensuring good performance. It supports rendering using PBR and lighting, including real-time ray tracing. It has an active and extensive community of developers who create plugins and expand its functionality. Like the next one on the list, I studied JS on it for self-improvement.
Youtube: https://youtu.be/IztRI8hf95U
https://preview.redd.it/jg0p27v1dizb1.png?width=728&format=png&auto=webp&s=2965458f0211162d51a3dae06a6faca7049201ac

PixiJS (MIT/TypeScript) https://github.com/pixijs/pixijs

Widely used for creating web games, interactive animations, advertising banners, and other visual applications. Thanks to its performance and flexibility, it remains popular among web developers.
Youtube: https://youtu.be/WcJDJSJx4Wo

The Forge (Apache 2.0/C++)

https://github.com/ConfettiFX/The-Forge
It supports multiple platforms, including Windows, Linux, Android, iOS, and next-gen consoles. The engine is designed for maximum performance and optimized algorithms to ensure smooth gameplay even on low-end devices (according to the authors). It provides access to modern graphics APIs, such as Vulkan and DirectX 12. I noticed this engine after it was mentioned among the developers of a Spider-Man game. I tried to build some examples from their website but couldn't get it to work.
Youtube: https://youtu.be/rXCAQ9HSne8

HaxeFlixel (MIT/Haxe) https://github.com/HaxeFlixel/flixel

While it provides powerful development tools, it can be quite challenging for beginners in game development. It will definitely take some time to get acquainted with the framework and its architecture (which is not always well-documented). Despite its popularity, it has a relatively limited amount of resources and documentation compared to other game engines. The community has been somewhat stagnant lately.
Youtube: https://youtu.be/1H3O7km0K_4
https://preview.redd.it/7rj83wjsdizb1.png?width=1259&format=png&auto=webp&s=8a191198cdf800e961278e961e0b780ee446be8b

Kha (zlib/Haxe) https://github.com/Kode/Kha

A low-level library for creating games and multimedia applications with a focus on portability. It can be thought of as a more powerful version of the SDL library. I was looking for a framework to replace SDL2, and it turned out to be great, with plenty of features. If it were written in C++, it would be even more valuable.
Youtube: https://youtu.be/g-oFpLKJmKg

PixelBox.js (MIT/Js) https://github.com/cstoquepixelbox

A library for creating pixelated and retro-style games and applications in the browser using JavaScript. It provides developers with a set of tools (not very extensive, to be honest) for working with pixel graphics, sound, and controls, suitable for creating games in the style of 8-bit and 16-bit consoles. It's a relatively new and lesser-known library, but it offers good tools for creating retro-style games. I built a game based on its examples and realized that 8-bit games aren't my thing.
Youtube: https://youtu.be/Qidi6r3MNZU
https://preview.redd.it/53x6ucs9eizb1.png?width=1242&format=png&auto=webp&s=1fe75ebae8d9199da7307bdb787b42af44030c05

SFML (zlib/C++) https://github.com/SFML/SFML

https://github.com/ObEngine/ObEngine
SFML (Simple and Fast Multimedia Library) is a free and open-source library for developing multimedia applications and games. Written in C++, it provides a simple and understandable interface for working with graphics, audio, networking, and input. It's a good choice for beginner developers to get acquainted with a well-designed API. There are a couple of good projects, but unfortunately, they have closed source code.
Youtube: https://youtu.be/cmCcExZzzQw
https://preview.redd.it/vg6962seeizb1.png?width=712&format=png&auto=webp&s=1779a5a7d782d8681508d3f98c899f4c3c2b3587

SDL2 (zlib, C) https://github.com/libsdl-org

I've been using this library since 2009 and haven't found a real alternative in terms of simplicity and plug-in modules. It's mainly used not as a standalone framework but as an addition to existing ones to facilitate the porting process. It allows you to launch a minimal application on almost any platform, from Windows to HaikuOS, to which you can add the necessary functionality. Games created using SDL2 include well-known projects like Blizzard Entertainment's 'Hearthstone: Heroes of Warcraft,' ConcernedApe's 'Stardew Valley,' Re-Logic's 'Terraria,' and many others. These games use different engines and frameworks but rely on SDL for window initialization, rendering, and input processing. It's actively supported by the folks at Valve.
Youtube: https://youtu.be/MeMPCSqQ-34 (Valve lection on GDC)
Although SDL is not a full-fledged game engine, it's relatively easy to develop games with it. It's my weekend project, created using SDL + C++ + JavaScript for configuration (https://github.com/dalerank/Akhenaten)
Youtube: https://youtu.be/uwxYgSR3VZ8
https://preview.redd.it/y0db7a7weizb1.png?width=731&format=png&auto=webp&s=fa1d78b170e7690b1063cc5c332babe08a2cfce0

Allegro (zlib/plain C) https://github.com/liballeg/allegro5

A cross-platform library aimed at game development. It's low-level enough to ensure good performance with a large amount of data. It generally abstracts developers from routine tasks but doesn't limit the possibility to tailor everything to one's needs. However, Allegro is not a game engine; it's more like a toolbox with a plethora of capabilities, and you'll have to write the game yourself. The most well-known example of its use is the game 'Factorio,' although for over a year, the author has been moving away from Allegro in favor of their own solutions.
Youtube: https://youtu.be/J8SBp4SyvLc
https://preview.redd.it/asu31tt4fizb1.png?width=721&format=png&auto=webp&s=67a6d8801c4756a7a07933ee0c286d3f20c9704f

GameMaker (Licensed)

Even the most novice developer can create a game with it. It has become so popular that it's being used in schools for programming lessons. I used it with my son to complete a lab; while we didn't create 'Hotline Miami,' we managed to make a 'minimalist' version of 'Angry Birds' in a week. Visual programming is certainly convenient, but I still prefer C++ and proper code. I found a slogan for the engine on a forum: 'Once a game was created here, and then a second, and a third... every time someone entered GameMaker.' Personally, I didn't like the engine due to its oversimplification, but it's a matter of personal preference.

https://preview.redd.it/uumleucafizb1.png?width=1552&format=png&auto=webp&s=1a998524dba4535fbf417d1fa91ddb54e715d7da

Defold (Apache 2.0/C++) https://github.com/defold/defold

The engine itself is written in C++, very well-optimized, and has a good Lua binding. It supports iOS, Android, HTML5, Windows, and macOS. It extensively uses a component-based architecture; nearly all systems in the engine are implemented as components and can be replaced or rewritten, making it very convenient to create and manage components. It's one of the engines that support collaborative work through plugins. While I haven't seen any well-known games made with it, what interested me most was the implementation of hot-reloading scripts (Lua). This is achieved by using a sandbox for each running script. It employs a lightweight Lua VM, which is restarted on-the-fly when the script code is modified.
Youtube: https://youtu.be/9KGpHVgKF4M

GB-Studio (MIT/C) https://github.com/chrismaltby/gb-studio

The project was born during the 'Bored Pixels 3' game jam in a week, and it later evolved into a full-fledged engine for creating mini-games in the style of GameBoy. It's simple, intuitive, and easy to use. It can actually create ROMs for the GBA; that's how I got acquainted with it when I was trying to create a simple application for that platform.
Youtube: https://youtu.be/jIMT3oz773U


TileEngine (MIT/C) https://github.com/megamarc/Tilengine

An open-source 2D game engine for creating games with tile maps, sprites, and palettes, allowing developers to create games stylistically reminiscent of late 90s NES/Sega games. The engine also emulates various hardware solutions of consoles from that era on a software level. These include the 'Per-Column Offset,' which creates a vibrating effect often associated with old TVs and monitors, although it was first implemented in the Sega Mega Drive. The 'Per-Pixel Displacement' feature changes the position of pixels on the screen, creating distortions and the illusion of image deformation. It was used in 2D games to create effects like water surfaces or other distortions. And many more. The repository is hardly updated now as the author is working on the second version of the engine. What intrigued me the most was the implementation of various sprite effects, different overlays, mosaics, and layers.
Youtube: https://youtu.be/WLhqazQGrGw

Godot (MIT/C++)

https://github.com/godotengine/godot
The history of Godot began in 2007 when Argentine developer Juan Linietsky started working on a game engine called 'D.' He was also working in the Argentine office of Square Enix as part of the team developing the studio's internal engine at that time. In 2014, the engine was first published on GitHub and gathered its first thousand stars within a month. Around the same time, the author received a grant from Mozilla to continue development. A year later, GitHub and Microsoft also granted funds for further development, and the repository reached its first 10,000 stars. Godot has become a platform for numerous games, including indie projects and large commercial games. It is noteworthy for its component-based approach to development. In terms of the variety of components, assets, tutorials, and the size of its community, it can compete with Unity and Unreal. The editor has many interesting features that are either absent or limited in other editors, such as the ability to customize almost anything through internal scripts, from the game itself to the editor.
Youtube: https://youtu.be/YtpHhlbiNtM
https://preview.redd.it/zk6937u0gizb1.png?width=729&format=png&auto=webp&s=0393b96e4d8a90ee4748594bc6c10bbf2e538086

CryEngine (Proprietary)

https://github.com/CRYTEK/CRYENGINE_ReadMe https://github.com/ValtoGameEngines/CryEngine https://aws.amazon.com/lumberyard/ https://github.com/o3de/o3de/
For a while, the engine's source code was available on GitHub, but now, to access the current source, you have to request access on a website that has been down for over six months. The engine is very interesting in terms of applying cutting-edge developments (as of the end of 2017). It used to come with a powerful editor called Sandbox, which allowed you to create and edit levels, add objects, textures, and configure logic during gameplay in active pause mode. It was one of the first engines to start using BT (Behavior Tree) for any objects in the scene. In its time, it impressed with the immersion in Prey and the ability to interact with objects. So as soon as the engine became available in open access, I started digging into how it works. Amazon forked it in 2015 for their LumberYard and continued its development, which eventually turned into O3DE.
Youtube: https://youtu.be/LNHZ9WAertc
https://preview.redd.it/p7kirbw7gizb1.png?width=725&format=png&auto=webp&s=a2f34692ebdd265beca03f0d36c7777dea5fff93

Flax (MIT/C++) https://github.com/FlaxEngine/FlaxEngine

The engine from one of the architects of Frostbite, a key feature is the ability to write scripts in 'C++'. Of course, it's not real C++, but it's very close. If, like me, you are comfortable using curly braces, you should like the engine. If you don't require templates from it, it's almost C++. Recently, the ability to hot-reload C++ scripts has been added, which speeds up development significantly. The engine is quite mature, with development starting in 2012, but the source code used to cost money. I noticed it because of its syntax – C++ is not very popular as a scripting language in game engines.
Youtube: https://youtu.be/_KCl_m1IGp4
https://preview.redd.it/hnwsuwtugizb1.png?width=725&format=png&auto=webp&s=dd0ec9694b327f719dc9e0eb50aed9bea6aeb406

Panda3D (MIT/C++) https://github.com/panda3d/panda3d

The development of Panda3D began in the early 2000s as a project at New York University under the guidance of Dr. David Fox and Disney Interactive Studios. The engine was initially developed for multimedia applications and presentations and was later open-sourced to the community. It is primarily known for its shader library, most of which are patented by Disney, but you can always take inspiration from the implementation.
Youtube: https://youtu.be/jID2u758Qgs

OGRE (MIT/C++) https://github.com/OGRECave/ogre

https://www.ambiera.com/coppercube/ (licensed)
I worked with this engine at Transas, where it was used to build a video surveillance system and operator workstations, integrated with Qt. The engine was quite powerful at the time, with support for modern features, good documentation, and a friendly community. One of its distinguishing features is the ability to compile it for the web with just a few clicks (https://ogrecave.github.io/ogre/emscripten/).
Youtube: https://youtu.be/HH_sGQRSpzo

DagorEngine (BSD/C++)

https://github.com/GaijinEntertainment/DagorEngine
It's a good engine from the well-known studio. I took four years to adapt it for the Nintendo Switch and Apple TV. Games like "Tundra" and "Cuisine Royale" have run on it. It can be complex to learn and seems to have been designed by programmers for programmers. It rewards those who have mastered it with the ability to run games on a wide range of hardware, from basic systems to more powerful ones. In my opinion, it should have been open-sourced 8 years ago when there was a chance to compete with Unreal Engine. It supports a wide range of platforms, and even specialized systems like Baikal have had builds made for them. Mobile platforms are also supported, as evident from mobile versions of "Tundra." The developers have done a great job, but it seems that the console manufacturers are not in a hurry to release their proprietary tech to the open-source community.
Youtube: https://youtu.be/i135o2djHdY
https://preview.redd.it/bdv8ulidhizb1.png?width=730&format=png&auto=webp&s=66414ac4e4bbfbd0bf204b902234cd5799c00b15

Irrlicht (C++)

https://sourceforge.net/p/irrlicht/code/HEAD/tree/ https://github.com/skylicht-lab/skylicht-engine
That's where I started my journey into game development. I provided support for the UI framework NerpaGUI for some time, which was almost the "official" UI system for the engine. It had a full-featured UI editor in the style of Qt, reflection, and scripts within widgets (this was back in 2008-09). Surprisingly, the engine is still being maintained, with the latest commit made just a couple of weeks ago. However, it's not actively developed or changed, and it has remained largely the same since the late 2000s.
Youtube: https://youtu.be/b52i_tpet8k

Unreal (C++)

https://github.com/EpicGames/UnrealEngine
It's great to hear that you're enthusiastic about Unreal Engine! It's indeed a powerful engine that has been used in many ambitious projects. The Blueprints system is indeed a brilliant solution for visual scripting, making game development accessible to a wide range of people. Unreal C++, with its reflection system and tools, has also become quite popular among developers. The vast number of plugins available for the engine shows the strength and versatility of the Unreal ecosystem. It's clear that the engine has a thriving community and an impressive number of resources.
Youtube: https://youtu.be/gBmfACCvbqI

X-Ray (MIT/C++)

https://github.com/OpenXRay/xray-16
It's interesting to know that the community worked on reverse engineering the original Stalker and improving it on this unique engine. Configuring custom components like memory allocators, mathematics, and containers can significantly enhance a game's performance and efficiency. Indeed, developers from the early 2000s often created their own solutions due to the specificities and limitations of the available technologies.
Youtube: https://youtu.be/5yee1fFbLSg

Unity (Proprietary/C++/C#)

A powerful engine, but absolutely nightmare for engine programmers. I worked with it in 2014 on an optimization team and supported the shader compiler. It's complex for both newcomers and seniors, perhaps one of the most complex engines I've encountered (for support). There's a lot of legacy code that no one wanted to fix or change at that time (2014-16), but they kept piling on new features at the snap of a finger. Performance was probably the engine's most painful point, especially when there wasn't enough memory on the device. For example, on Android, Sims Mobile took 30 seconds to load on a device with 2GB of RAM, but on a similar device with only 1GB, it took 4 minutes. There were a lot of memory reallocations on internal structures where it was and wasn't necessary. Ultimately, we had to write an array from scratch to store callbacks because the old version, when adding just one element (I'll clarify, one element), locked the entire engine, made a copy of itself, and deleted the old one. For Sims Mobile, where each chair could have up to a hundred callbacks for different actions (and they could be added or removed), this was a real problem. And there could be hundreds of these objects on a level. In the end, our version of the array made it into the master branch. Even minor updates managed to break the engine's internal API, and this was all covered with an incredible number of hacks to make everything work for users.
Youtube: https://youtu.be/CpWe03NhXKs
https://preview.redd.it/0az5n7ieiizb1.png?width=723&format=png&auto=webp&s=4e2b9dfc5743261e84a7ced988ccf3e7ea934743

4A Engine (No sources/SDK available)

https://www.metrothegame.com/en-au/exodus-sdk/
The engine was developed for Metro series, the programmers who worked on the development of the X-Ray engine used in the S.T.A.L.K.E.R. video game series. The engine itself is capable of running on PC, the Xbox, and the PlayStation. This engine I working for now as AI/Engine Programmer

https://preview.redd.it/t9is5rbdjizb1.png?width=578&format=png&auto=webp&s=00ca4dc5fe67a041ec72dda7434c40eead7660dd

Conclusion

Here's a mixed bag of memories. Each engine has its own peculiarities, each one is interesting, and each has hundreds, if not thousands, of man-hours of development invested in it. And each one has found its niche.
Other engines I came across, but didn't go beyond the review.
Bevy: https://github.com/bevyengine/bevy (Rust) Ceramic: https://github.com/ceramic-engine/ceramic (MIT/Haxe) Pygame: https://github.com/pygame/pygame (LGPL/Python) Dome: https://github.com/domeengine/dome(MIT/C) Mach: https://github.com/hexops/mach(MIT/Zig) PythonArcade: https://github.com/pythonarcade/arcade(MIT/Python) ClanLib: https://github.com/sphaiClanLib(zlib/C++) Just a Neat Game Library: https://github.com/jhasse/jngl (zlib/c++) Tetra: https://github.com/17cupsofcoffee/tetra(MIT/Rust) Ursina: https://github.com/pokepetteursina (MIT/Python) Tofu: https://github.com/tofuengine/tofu(MIT/C/Lua) Ultaviolet: https://github.com/UltravioletFramework/ultraviolet (MIT/C#) Macroquad: https://github.com/not-fl3/macroquad (MIT/Rust) GDevelop: https://github.com/4ian/GDevelop (MIT/Java) Stencyl: https://github.com/Stencyl/stencyl-engine (Haxe) Heaps: https://github.com/HeapsIO/heaps(Haxe) MicroStudio: https://github.com/pmgl/microstudio(MIT/JS) TIC-80: https://github.com/nesbox/TIC-80(MIT/C) AGS: https://github.com/adventuregamestudio/ags(C++) Oxygine: https://github.com/oxygine/oxygine-framework(C++) FlatRedBall: https://github.com/vchelaru/flatredball(C#) Starling: https://github.com/Gamua/Starling-Framework(ActionScript) LiteEngine: https://github.com/gurkenlabs/litiengine(Java) Duality: https://github.com/AdamsLaiduality (C#) Stride: https://github.com/stride3d/stride(C#) NeoAxis: https://github.com/NeoAxis/NeoAxisEngine(C#) WikedEngine: https://github.com/turanszkij/WickedEngine(C++) JMonkey: https://github.com/jMonkeyEngine/jmonkeyengine(Java) Fyrox: https://github.com/FyroxEngine/Fyrox (Rust) Magnum: https://github.com/mosra/magnum(C++) Lumix: https://github.com/nem0/LumixEngine (MIT/C++) CastleGame: https://github.com/castle-engine/castle-engine (Pascal)
submitted by dalerank to opensourcegames [link] [comments]


2022.10.14 12:01 ZoltanAtom ICF DELEGATION POLICY 'Undelegation Process'

ICF DELEGATION POLICY 'Undelegation Process'
Dear @CosmosHub Community,
As part of our ATOM Delegations Policy, we discussed the need to unbound all our currently delegated ATOMs. This process will be starting in the next 24 hours. Undelegations will take place in batches, and may take a few days to complete.
Why not redelegate? Starting fresh is simpler & represents the first step towards a chapter of renewed commitment to empowerment and recognition of those who make up the Soul of the Interchain.
We will be releasing the Delegation Policy, as well as the Validators’ Application form soon.
Stay tuned…
https://preview.redd.it/p1tjvlvivqt91.jpg?width=1000&format=pjpg&auto=webp&s=e73420861c40d0a2234fa5765206a8c24c0b56dd
submitted by ZoltanAtom to cosmosnetwork [link] [comments]


2022.09.20 10:58 Diabeloo69 Rekru otwarte!

Rekru otwarte! submitted by Diabeloo69 to SektaPomaranczy [link] [comments]


2022.09.06 08:12 Twi2122 Shimano RX8 sizing

Shimano's website says that there's a wide version from Shimano RX8, but I couldn't find in any shop the wider version. I've also read on a forum/review that only black color is the wider and the rest is the normal. So every black RX8 comes in wide?
submitted by Twi2122 to gravelcycling [link] [comments]


2022.05.17 02:34 -UnknownInsider- Solo GodMode+OFF The Radar+No Cops+No Ragdoll Workaround Glitch

Video : https://youtu.be/3Ullknibpf4
https://youtu.be/QtvLsgALDdo
https://youtu.be/t466osWSU_I
https://youtu.be/t8cMSw3Nhhg
New Workaround 💯 5th , September ,2022
Black Screen Fix : Don't spam right on the d-pad fast when you park the oppressor on top of the car click right six times not too fast just be slowly as soon as they're presser hits the ground you need to make sure you click at that moment if it goes in quickly it works if it stays black screen you must restart the entire glitch that means you have to restore the oppressor in your semi and then pull it back into the bunker and pull it back out and then pull the oppressor Out start the new car glitch part
Requirements:
-Bunker
-MOC
-Opressor MK2
-NPC Destroyed Vehicle with flat top Or Use Scuba Duplicated Glitch ( https://www.se7ensins.com/forums/threads/glitched-scuba-suit-for-gctf-car-dupe.1832647/ )
Steps :
-Enter your bunker & make sure you have your MK2 oppressor inside MOC
-Now find a street vehicle with a flat top and Destroy the vehicle
-Open interaction-menu /MOC/Request personal vehicle
(Make sure to stay looking at the car so it don’t disappear )
-Destroy the NPC vehicle & move it behind the MOC then Go to the top of the street vehicle with your oppressor MK2 then press Right on D-pad but slowly, & when you enter MOC , Just exit and go inside the bunker again ,You should spawn inside your MOC ,(If you don’t spawn in your MOC , you did it wrong )
-Now wait for the mini-map to zoom in and you are good to go
Done…. Now you are in fully Godmode+Off Radar+No Ragdoll
submitted by -UnknownInsider- to gtaglitches [link] [comments]


2022.05.16 00:56 DRevolutionPresident Some blink solo stans need to chill

Ok so, I am aware that BLACKPINK has one of the most divided fandoms, where there is a lot of solo stans competing over which member is the best etc.
But it is truly worse than I thought.
So, under a YouTube post. The YouTuber (won't say what channel) asked who owned LSG era and Pretty Savage.
I voted for Jisoo. And then explained why and then I gave a list of the member I think owned each blackpink era. The list was the following:
Boombayah: Jennie
Whistle: Jennie
Stay: Rosé
Playing with fire: Rosé
AIYL: Jennie
D4: Jennie
Forever Young: Jisoo
KTL: Jennie and Jisoo(got a lot of hate 4 this one)
DKWTD: Rosé
HYLT: Lisa
Ice Cream: Lisa and Rosé
LSG: Jisoo
Pretty Savage: Jisoo
I received a lot of butthurt comments. Saying "You are wrong, it is JENLISA."
"Wow, so you hate Jisoo and Lisa. Fake."
"Fans have a right to be mad. You are excluding Lisa."
"So biased."
I singled it out as only 1 or 2 members but I know that Lisa and Jisoo are the 2nd best in many cases AT LEAST TO ME. And when you have only few comebacks like blackpink it's hard to include more songs.
Lisa and Jisoo have been ruling eras to me recently. It is my OPINION. Why can't solo stans get that?? If it was the other way, I would have Jennie and Rosé stans telling me that I am wrong.
But when it comes to who stood out the most, there is no right answer. So I explained myself and told them to make a post themselves instead of pestering mine!
Chill! I am not hating on Lisa AND EVEN LESS JISOO!
JISOO IS MY ULTIMATE BIAS! HOW COULD I HATE HER!!!??
Not sharing my opinion again on a YouTube Blink Forum.
submitted by DRevolutionPresident to kpopvents [link] [comments]


2022.02.21 20:04 Unqualif1ed [Video Games] Star Wars Battlefront II: How EA’s Quest To Add Loot Boxes At Any Cost Led To Government Lawsuits, Mass Media Controversy, And A Phone Call From Disney

Electronic Arts is a company that has often found itself attached to drama in the gaming landscape. Voted worst company in America…twice, the criticisms, lawsuits, and controversies surrounding EA are long and tiring in how repetitive they have become. To say they are disliked by most gamers is a massive understatement, and to this day they likely remain one of the most hated companies in the industry. But with this controversy meant constant media attention, whether it be about their embrace of microtransactions and shutting down of studios or pushing teenagers to buy Dead Space 2 by telling them their parents would hate it. And Star Wars Battlefront II) might be the most well known for the media firestorm it ignited rather than its actual quality, leading to numerous class action lawsuits and a conversation with Disney itself.
A New Profit
Anyone who has played or keeps up with modern gaming has probably encountered microtransactions and extra paid content in some form. Springing from the creation of Downloadable Content and Expansion Packs, the implementation of allowing players to buy in-game currency to use on cosmetic apparel or whole new content had already become widely utilized by 2017. Free to play mobile games had become synonymous with such financial models, and AAA publishers had quickly begun adopting similar practices as well. And one form of monetization in particular was becoming increasingly controversial: loot boxes.
Rather than allowing gamers to buy extra content directly, loot boxes allow the player to spend money on a virtual slot machine for the chance of receiving extra equipment, cosmetics, or other items at random. Whether the player was doing this directly or indirectly (usually through buying in-game currency with real money), the inherent randomness meant acquiring everything a player wanted in a game encouraged them to spend a ton of money. Psychologists and gaming veterans have already gone in detail about how loot boxes are used to prey on gamers and gambling addicts, but it did little to stop its increasing usage by developers. Whether you trace the rise of loot boxes to cosmetics in Overwatch, the Team Fortress 2 hat store, or even earlier, it was certainly making companies a lot more profit than fixed, one time DLC purchases.
So, it wasn’t a surprise to see EA, who already had a history of using DLC, microtransactions, and loot boxes, implement such practices in their upcoming Star Wars shooter.
Attack Of The Loot Boxes
Battlefront II, revealed in April 2017, had a lot to prove following the mixed reception to Battlefront (2015), seen by many fans as a step back in content and quality from the past Battlefront games. Yet, months before release, there was already confirmation that EA and the developers at DICE were planning to implement microtransactions into the game. Loot crates (where the player could spend real money on in game currency to gamble for these loot boxes) had already been confirmed, but it was further revealed that players could gamble to receive star cards within these crates: in-game equipment that would have a substantial impact ranging from gaining new abilities to weapons and playable characters like Luke Skywalker and Darth Vader. While not implemented yet, controversy was already brewing over the realization that players would be encouraged to spend money for content that would directly affect gameplay, and EA’s assurances that players didn’t necessarily need to buy loot crates wasn’t helping.
"Players will be rewarded in the game through regular play in many different, earnable ways including crates," an EA spokesperson told us. "For those that want to accelerate the rewards, they can do so by purchasing crates that contain randomised items and rewards."
After the beta ended in October, reception was decidedly negative as fans began to realize the depth of this system. While Battlefront II was certainly more impressive than its predecessor, and a joy to play, the lingering shadow of these microtransactions was hard to ignore with how much the progression system was tethered to it. EA tried to appease fans as they confirmed their intentions to go forward, promising players would have to reach certain ranks and earn the strongest equipment naturally. But even with some last minute modifications shortly after, cutting out some of the clutter while assuring players they could earn weapons and star cards through normal play, the mood was growing increasingly negative. And when the pre release window revealed the exuberant prices required to buy more than even a few loot crates, the backlash was growing out of control. With the player constantly being nudged and encouraged to participate in a greedy monetization system strung along four separate currencies, it was only a matter of time before the controversy exploded.
Okay, That's All The Parodies I'm Doing
By the time of the pre-release window, early adopters quickly discovered it would take dozens of hours playing the game to unlock even a single character (and they weren’t quelled by the community relations team’s unhelpful responses). The reward system was so miniscule it practically demanded the players gamble if they wanted a feasible chance of gaining any new equipment, all tied up in a confusing and over complicated loot system that was not very forgiving. When one player complained about how much they needed to spend to even unlock Darth Vader without countless hours of normal play, an EA representative would send one of the most infamous messages in gaming (and Reddit) history. If you have used this platform for even a little while, you have likely seen this before. But hey, beating this dead horse is still pretty fun:
The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes. As for cost, we selected initial values based upon data from the Open Beta and other adjustments made to milestone rewards before launch. Among other things, we're looking at average per-player credit earn rates on a daily basis, and we'll be making constant adjustments to ensure that players have challenges that are compelling, rewarding, and of course attainable via gameplay. We appreciate the candid feedback, and the passion the community has put forth around the current topics here on Reddit, our forums and across numerous social media outlets. Our team will continue to make changes and monitor community feedback and update everyone as soon and as often as we can.
Again, who knows who thought this was a great response. More than likely it was just a stressed representative low on the corporate food chain that was just trying to cool the flames. But their response remains the most downvoted comment in Reddit history, over 660,000 users standing by their dislike to this day. While some found humor in the situation, it revealed just how out of control the situation became. EA seemed to realize this too, immediately cutting down costs for heroes by 75% and promising future updates as well as an AMA on Reddit (which while fun to read, also wasn’t well received). While the price cuts were certainly a dramatic change, it still meant a massive amount of important content was soft locked behind paywalls in a system that wasn’t very generous to players that refused to spend a dime. And this fire would only continue to burn as the media and governments caught on to the scandal.
Everyone Is Here
With such huge backlash, many organizations and companies began pouring in to denounce the game and EA’s predatory practices. Eventually disproven stories of a developer at EA receiving death threats flooded news sites. Reports that EA had also decreased in game rewards were confirmed leading to further ire. Sites like the BBC were racing to cover the disaster. Even worse, world governments were beginning to investigate accusations that loot boxes were equivalent to real world gambling. Belgium was the first to launch an official investigation, shortly joined by governments in the likes of the Netherlands and Hawaii. With possible legal implications in the future, and continued backlash, Battlefront II’s future was up in the air just hours before release as EA found itself putting out media fires on all fronts. This situation had officially spiraled out of control, and gamers across social media were pouring out of the woodwork to express their anger and outrage while real world consequences seemed to be building up.
Yet, even with all this it’s doubtful many expected EA to suddenly pull in game purchases at the last minute. On November 17, just two days before release, the company suddenly announced that there would be no microtransactions upon launch and pulled all in-game purchases. Though it could return in the future, Battlefront II was temporarily free from the chains of the loot crates that threatened to sink the ship just a few hours before:
We hear you loud and clear, so we’re turning off all in-game purchases. We will now spend more time listening, adjusting, balancing and tuning. This means that the option to purchase crystals in the game is now offline, and all progression will be earned through gameplay. The ability to purchase crystals in-game will become available at a later date, only after we’ve made changes to the game. We’ll share more details as we work through this.
WIth such an abrupt change in tactics, people were quick to dig into the behind the scenes politics that led to this change. Sure enough, reporters quickly learned that Disney had actually stepped in, with Chairman Jimmy Pitaro calling EA to discuss the massive outrage. A spokesperson from LucasFilm would offer their own statement, grateful to see that all microtransactions would be removed from the game for the foreseeable future. With just one short phone call from the mouse himself, fans essentially got what they wanted. At least for now.
“Star Wars has always been about the fans — and whether it’s ‘Battlefront’ or any other Star Wars experience, they come first,” the Lucasfilm spokesman told The Post on Friday. “That’s why we support EA’s decision to temporarily remove in-game payments to address fan concerns.”
Just as quickly as the outrage began, it was seemingly successful. Battlefront II would go on to release without a microtransaction in sight, though the story was far from over.
Winning By Waiting For Everything To Die Down
Many were ecstatic to finally see EA reverse course even if it may have been too little, too late. Reviews weren’t exactly kind on any platform, not helped by a slow grind for new equipment that was clearly supposed to be coupled with the removed loot box system and a plethora of launch issues. While still selling over 9 million units, the title ultimately fell well short of expectations by early 2018 thanks to all these problems and poor PR. The company wasn’t shy to blame loot boxes for the decreased sales and tumbling stock price, and would set about patching the game while rolling out new content and boosting the rate at which players earned rewards. Still, EA was resistant to moving away from microtransactions for good, even as they promised to reflect on the future of the game.
"We're not giving up on the notion of MTX [microtransactions]," he stated. "We're really watching how people are playing the game. We're trying to understand are there certain modes where MTX may be more interesting than not? What are the consumers saying about it? How are the consumers playing the game? What do the metrics look like? We're learning and listening to the community to decide how best to roll that out in the future."
By March, things were slowly calming down. With the game still treading hot water under the eyes of US and International officials, EA and DICE would reintroduce cosmetic only purchases that could also be bought directly in game and confirm that the plan to incorporate non cosmetics into loot boxes was dead for good. The company would soon go on to recite the event as a learning experience, promising that they would learn better for future releases like the upcoming Anthem, and work to support Battlefront II in the coming months. Since then, the game continued to receive a plethora of updates and extra content, and slowly built back a solid player base. To this day, the game retains plenty of players. And while it will likely go down in history as one of the most infamous launches in the gaming industry, it managed to find a second chance even after all the outrage.
“It’s clear to us that players see the company differently than we do,” he [EA Executive Patrick Söderlund] says. “And in that situation, as a member of the executive team, as the guy who runs all of the studios, I have to take that seriously. And we have to continue to listen and understand what’s triggering that. We have to be very cautious of what we do.”
Aftermath
The real effects of this loot box fiasco remain to be seen. Plenty of games in the time since have run into their own PR disasters regarding such systems, and countries like Belgium have pressured companies to restrict loot boxes, declaring them a form of illegal gambling. While EA has continued to fight ongoing class action lawsuits like in Canada, it’s uncertain how far litigation will go. Especially as other lawsuits over their microtransaction practices have been dropped in the past few years. They’ve certainly been met with plenty of derision for all that that’s worth, with their claims in court that loot boxes were equivalent to “surprise mechanics” being mocked by plenty of gamers. And the ESRB has introduced a new tag when rating titles to indicate if there are any in game purchases.
Battlefront II, on the other hand, seems to have found some success even after all the controversy. The team at DICE have stated they’re proud of the game after years of development and support, even if they regretted the disastrous launch. That seems to be a common sentiment among fans, saddened to hear development end in mid 2020, with a long timeline of all the updates the game received showing how grateful fans were for the continued support. The two Battlefront games sold over 33 million units combined way back in 2019, and after a massively successful promo in 2021, there’s definitely a large and hungry audience waiting for future endeavors. Maybe DICE can get around to it after Battlefield 2042 finishes collapsing into flames.
As for EA, they are still including loot boxes in their games to this day. Just recently, they publicly confirmed (to the likely surprise of no one) that they remained the “cornerstone” of the FIFA franchise, and it’s doubtful the company will stop implementing them with how much profit can be made.
“We do not ‘push’ people to spend in our games,” EA said. “Where we provide that choice, we are very careful not to promote spending over earning in the game, and the majority of FIFA players never spend money on in-game items.” The company also that “we also firmly disagree that FIFA or any of our games involve gambling.”
Really, loot boxes have essentially become another hallmark of the modern gaming industry. And it’s not hard to see why considering how easy it is to profit off them. Plenty of major AAA and mobile titles released today include them in some form, and the plethora of controversies haven’t seemed to impact their financial success. Regardless of how people personally feel, and the actions of some world governments, they seem here to stay for a long time.
But hey, that remark by EA was commemorated by the Guinness Book Of World Records in 2020 as the most downvoted comment in history.
So that’s fun.
submitted by Unqualif1ed to HobbyDrama [link] [comments]


2021.10.20 16:22 TheBigBadBono "I want you to build a solar system..."

I've listened to MOTS about 12 times now, and while I - just like a lot of you are - am disappointed with some songs on the album, I think it's still a pretty good album considering what their goal was - a huge pop album produced by Max Martin with weird directions like Prog, "Hard rock", a high pitched song, a 3-minute instrumental, etc. But this isn't one of those posts that either criticizes or lambasts the album.

I think one of the root causes of my disappointment was that I was expecting a full-on space album, kind of like DSOTM or Echoes or even We Don't Need to Whisper. Part of that is because I was one of those on the Coldplaying forum theorizing about the album, and we dug up old articles about Solar Systems, new spacey sounds, new songs with Brian Eno - more articles from Roadie 42, as well as that one line in Matt McGinn's (Jonny's roadie) book, a line which talked about Music of the Spheres. Obviously we know that there were three albums being made from around 2009-10. Firstly, what eventually turned out to be Mylo Xyloto, a dense and artistic rock opera that talked about a dystopian society and the Silencers. The second was the Wedding Album that also formed a portion of Everyday Life - the original Arabesque, Bani Adam, and the songs that would eventually be UATW, Charlie Brown, and UFO. The third was, we theorized, a space album - Roadie 42 talked about otherworldly sounds that the band experimented on, new songs, and possibly "the best album the band would ever make."

This intrigues me. Because while some of the spirit of 2009 Coldplay carries on - The Man Who Swears, aspects of Coloratura, and the Silencers in the MU music Video - a lot of it wasn't a space record. Granted, it was an interesting concept - what would alien music in a system where music was banned sound like? But that's what we got. What I wanted - like a lot of others, I assume - was a huge, spacey album. And songs like LSG, Humankind, Human Heart, and Infinity Sign do feel like floating in the void, but only Coloratura directly references space in its lyrics. That's not a problem for me, but was intrigues me so is this - What would a space album made by 2009 Coldplay and Brian Eno sound like?

First of all, I'm a sucker for space stuff. Stuff like Immunity and Singularity, Agaetis Byrjun and (), as well as Echoes and DSOTM are my favorite albums. Plus a Coldplay record with Brian Eno? Max is good at production and expanded the band's horizons somewhat, but Eno was on a whole new level. In MX and Viva he worked his inexplicable magic that transformed the band and they made these dense, ambitious, layered, and lush songs from 2008-2011, and even in songs preceding that time (Arabesque, Aliens). IMO I think a Coldplay space album by Brian Eno would be their greatest effort, as Roadie 42 said. The fact that they've made songs like Coloratura, All I Can Think About is You, Atlas, Church, and Midnight without Eno's help shows the ridiculous potential a true Coldplay space album would have. Plus, if you're thinking it would all sound like Coloratura (I actually wouldn't mind that one bit), Eno knows how to make each song sound distinct. And there's still hope in me that Vol. 2 tries to expand on this concept further.

What I hoped for was this artistic, sprawling, ambitious, layered space album that brought back the Brian Eno-Coldplay that I love, but i think that expectation let me down. Because while MOTS is good at doing what it wants to do, it didn't fit my own expectations. Anyway - what would you feel about a Brian Eno x Coldplay space album and what would it sound like?
submitted by TheBigBadBono to Coldplay [link] [comments]


2021.08.14 03:13 TelmahQ How do I find the LSG Facebook?

What it says on the tin!
I searched this sub for the answer and all I find are comments on how FB is evil, and I truly get that- I deleted my account years ago with pleasure. I also deleted my Rav back in Jan or Feb- I knew I was going to have to leave by march and just found the clean break easier. This is the first time since then I've been to this subreddit since then, either- just took a total social media fast (except beekeeping forums lol). I looked at a few of the threads from around the time of the shut-off, ugh. I'm glad I wasn't online that weekend, the whole situation is fucked up and sad.
But anyway I had to open a new FB because I started my own business (!!) and that goes along with marketing etc. And my FB is full of work people, ugh. I think I need some LSG FB in my life, lol.
submitted by TelmahQ to always_lsg [link] [comments]


2021.07.15 14:43 FitzinFizzy My review of ABS LSG Fisetin

I had been reading about the frailty (elderly) studies using Fisetin. I have also read about the issues with degradation of Fisetin in the stomach, so when LSG Fisetin became available, I got some.
I read how some people are emulating the study: 2 days large dosing, followed by 4 weeks with none. So I took 20 pumps of Fisetin twice over 3 days... ( i added a day in between in case 20 pumps was excessive).
I didn't notice any sensations, but i am not particularly sensitive to body sensations. And i am not takin it for feels, i want to get rid of senescent (sp?) cells!
What did happen was that over 3 weeks I lost over 10 pounds. My weight has been quite steady for years. I read in a forum about Fisetin targetting senescent fat cells. And here I was, just having lost 10-12 pounds (1 size down in pant wear) within 3 weeks! It makes sense to me that in my 50s, i would have a good number of zombie fat cells, and if i do - i want them gone!
I don't know the other types of cells it targets, but I like the idea of a substance scouring my body and destroying them. I have just recently repeated the dose (20 pumps twice over three days) and will provide updates within the next few weeks.
submitted by FitzinFizzy to AlivebyScience [link] [comments]


2021.07.13 08:50 Internal_Capital_156 Working out the protocol

Is there a best protocol for the various supplements?
Reading through various websites and forums, the protocols vary significantly.
What would be the best schedule/protocol for the below including dosage?
*Pure NMN *LSG NAD *LSG Fisetin
I'm almost 50, lacking energy and memory
submitted by Internal_Capital_156 to AlivebyScience [link] [comments]


2021.03.09 02:31 Nemesis_Ra_Algoras curcumin and detoxification

I came across a post suggesting that curcumin should be avoided when one is undergoing detoxification. I don't know about this subject and wonder if what this guy claims is right. Appreciate any clarifications!
~ QUOTES ~
LSG Resveratrol without curcumin?
I have a thought about regular curcumin consumption and the inhibitory effect curcumin has on detoxification pathways. Hopefully someone in this forum can speak to that to which I’m referring.
About two years ago I began a periodic detoxification program based on Dr. Bryan Walsh’s work [0]. Following the program very carefully, he’d mentioned in the second module of his video series called, “The Science of Detoxification - Part II” [1], that curcumin should be avoided when undergoing detox. Apparently it strongly inhibits phase 1, 2 and 3 detoxification pathways, which is entirely counterproductive when trying to rid oneself of xenobiotics.
Phase 1: CYP2C19, CYP2B6, CYP2C9, CYP3A Phase 2: UGT, SULT Phase 3: P-glycoprotein, MRP2
I’d like to regularly consume AliveByScience LSG curcumin for the additional benefit of the resveratrol content, but I also don’t want to regularly prevent any detoxification pathways, as we live in a very toxic world.
I realize I also could simply stop the LSG curcumin on the days I detox, but I’d really rather not skip the resveratrol as well.
Does Alive By Science have any plans to make straight LSG resveratrol without the curcumin?
[0] https://www.metabolicfitnesspro.com [1] https://www.metabolicfitnesspro.com/pro ... ts/7697081 @ 13’12”
Hi Joe - I am referring to heavy metals and fat-soluble xenobiotics. Including but certainly not limited to, synthetic and industrial chemicals, insecticides, fungicides, benzenes, and dioxins.
While exercise helps mobilize these xenobiotics out of fat-cells and into the enterohepatic system, unless you have compounds waiting in wings to mop them up (binders), a large percentage of them get recycled and are ultimately re-deposited back into fat cells.
Regarding detoxification, there are a total of four pathways, (phase 0-3) involved at the cellular level. Phase 0 is where the toxin enters the cell, and the last one, phase three, is the “exit” out of the cell. The problem is, curcumin is a potent inhibitor of the phase 3 pathway. Even if you’re exercising and drinking plenty of water, the presence of elevated-dose curcumin ultimately results in the xenobiotic being unable to exit the cell.
Let me be clear on curcumin, I love it. I think it’s excellent, and it should be included in health programs - just not during detoxification.
Hopefully this makes a bit more sense.
submitted by Nemesis_Ra_Algoras to NootropicsDepot [link] [comments]


2020.10.19 00:39 SkyeRay [H] 5 Knives and some stuff. [W] Offers, cash by 100% buff prices.

[H]
★ Huntsman Knife Blue Steel BS - 88$
★ Bayonet Black Laminate WW - 160$
★ Butterfly Knife Urban Masked FT (till 20 oct) - 183$
★ Shadow Daggers Safari Mesh (till 22 oct) - 50$
★ Ursus Knife Vanilla (till 22 oct) - 153$
AK-47 Case Hardened WW (Good blue percentage. TIER 2 bordering TIER 1) (till 22 Oct) - 95$
AWP Oni Taiji MW - 110$
AK-47 Asiimov MW - 35$
M4A1-S Golden Coil - 17$
AK-47 Redline MW - 39$
Ak-47 Neon Rider MW 0.1000 - 44$
Ump-45 Blaze FN - 11$

[W] Offers
[W] Downgrade [overpay from ur side 5% for non-liquid, 2.5-3% for liquid / equal trade] by buff prices
[W] Upgrade [overpay from ur side 5% for non-liquid, 2.5-3% for liquid / equal trade] by buff prices

My Steam Profile
Trade Offer Link
Reputation:
submitted by SkyeRay to Csgotrading [link] [comments]


2020.10.18 18:45 SkyeRay [H] PayPal USD (verified), USDT/USDC (crypto) and TF2 Keys! [W] QS (TF2 / CS:GO)

Better way to contact with me - HMU on discord / send me an offer

Discord - A.M.#5797
My Steam Profile
Trade Offer Link
Reputation:
Rules:
You have to go first! (If your rating really good I may go first)
What I have:
I have $3200 PayPal USD, 1400 pure+ tf2 keys and 2200$ in crypto (USDT/USDC). 3200$ currently on the marketplace tf, but I can withdraw it. My paypal account has a verified status
Im looking for CS:GO / TF2 quicksells
What I want:
CS:GO:
Any stuff with a price of at least $50
Looking for 85-92% of buff163 price.
Note if u want get TF2 keys for cs go stuff: (how many keys will you get: "buff price" * "0.85 - 0.92" / "key cash price")
TF2:
Items I am interested in buying:
things that I'm not particularly interested in buying:
submitted by SkyeRay to tf2trade [link] [comments]


2020.10.18 18:45 SkyeRay [H] PayPal USD (verified), USDT/USDC (crypto) and TF2 Keys! [W] QS (TF2 / CS:GO)

Better way to contact with me - HMU on discord / send me an offer

Discord - A.M.#5797
My Steam Profile
Trade Offer Link
Reputation:
Rules:
You have to go first! (If your rating really good I may go first)
What I have:
I have $3200 PayPal USD, 1400 pure+ tf2 keys and 2200$ in crypto (USDT/USDC). 3200$ currently on the marketplace tf, but I can withdraw it. My paypal account has a verified status
Im looking for CS:GO / TF2 quicksells
What I want:
CS:GO:
Any stuff with a price of at least $50
Looking for 85-92% of buff163 price.
Note if u want get TF2 keys for cs go stuff: (how many keys will you get: "buff price" * "0.85 - 0.92" / "key cash price")
TF2:
Items I am interested in buying:
things that I'm not particularly interested in buying:
submitted by SkyeRay to Csgotrading [link] [comments]


2020.10.10 10:24 SkyeRay [H] 2 Knives and some stuff. [W] Overpay, cash offers.

[H]
★ Huntsman Knife Blue Steel BS (non trade till Oct 15)
★ Bayonet Black Laminate WW (till Oct 17)
AWP Oni Taiji MW (till Oct 17)
AK-47 Asiimov MW (till Oct 17)
M4A1-S Golden Coil (till Oct 17)
AK-47 Redline MW
Ak-47 Neon Rider MW 0.1
Ump-45 Blaze FN
[W] Offers, (Downgrade / Upgrade) with ~10% overpay by buff from your side

My Steam Profile
Trade Offer Link
Reputation:
submitted by SkyeRay to Csgotrading [link] [comments]


2020.10.10 10:09 SkyeRay [H] PayPal USD (verified), USDT/USDC (crypto) and TF2 Keys! [W] QS (TF2 / CS:GO)

Write under this post or add me to steam if you have an offer for me
My Steam Profile
Trade Offer Link
Reputation:
Rules:
You have to go first! (If your rating really good I may go first)
What I have:
I have $4000 PayPal USD, 1900 pure+ tf2 keys and 1400$ in crypto (USDT/USDC). 4000$ currently on the marketplace tf, but I can withdraw it. My paypal account has a verified status
Im looking for CS:GO / TF2 quicksells
What I want:
CS:GO:
Any stuff with a price of at least $50
Looking for 85-92% of buff163 price.
Note if u want get TF2 keys for cs go stuff: (how many keys will you get: "buff price" * "0.85 - 0.92" / "key cash price")
TF2:
Items I am interested in buying:
things that I'm not particularly interested in buying:
submitted by SkyeRay to tf2trade [link] [comments]


2020.10.10 10:09 SkyeRay [H] PayPal USD (verified), USDT/USDC (crypto) and TF2 Keys! [W] QS (TF2 / CS:GO)

Write under this post or add me to steam if you have an offer for me
My Steam Profile
Trade Offer Link
Reputation:
Rules:
You have to go first! (If your rating really good I may go first)
What I have:
I have $4000 PayPal USD, 1900 pure+ tf2 keys and 1400$ in crypto (USDT/USDC). 4000$ currently on the marketplace tf, but I can withdraw it. My paypal account has a verified status
Im looking for CS:GO / TF2 quicksells
What I want:
CS:GO:
Any stuff with a price of at least $50
Looking for 85-92% of buff163 price.
Note if u want get TF2 keys for cs go stuff: (how many keys will you get: "buff price" * "0.85 - 0.92" / "key cash price")
TF2:
Items I am interested in buying:
things that I'm not particularly interested in buying:
submitted by SkyeRay to Csgotrading [link] [comments]


2020.10.04 18:17 SkyeRay [H] PayPal USD (verified), USDT/USDC (crypto) and TF2 Keys! [W] QS (TF2 / CS:GO)

Write under this post or add me to steam if you have an offer for me
My Steam Profile
Trade Offer Link
Reputation:
Rules:
You have to go first! (If your rating really good I may go first)
What I have:
I have $4000 PayPal USD, 1900 pure+ tf2 keys and 1400$ in crypto (USDT/USDC). 4000$ currently on the marketplace tf, but I can withdraw it. My paypal account has a verified status
Im looking for CS:GO / TF2 quicksells
What I want:
CS:GO:
Any stuff with a price of at least $50
Looking for 85-92% of buff163 price.
Note if u want get TF2 keys for cs go stuff: (how many keys will you get: "buff price" * "0.85 - 0.92" / "key cash price")
TF2:
Items I am interested in buying:
things that I'm not particularly interested in buying:
submitted by SkyeRay to tf2trade [link] [comments]


2020.10.04 18:16 SkyeRay [H] PayPal USD (verified), USDT/USDC (crypto) and TF2 Keys! [W] QS (TF2 / CS:GO)

Write under this post or add me to steam if you have an offer for me
My Steam Profile
Trade Offer Link
Reputation:
Rules:
You have to go first! (If your rating really good I may go first)
What I have:
I have $4000 PayPal USD, 1900 pure+ tf2 keys and 1400$ in crypto (USDT/USDC). 4000$ currently on the marketplace tf, but I can withdraw it. My paypal account has a verified status
Im looking for CS:GO / TF2 quicksells
What I want:
CS:GO:
Any stuff with a price of at least $50
Looking for 85-92% of buff163 price.
Note if u want get TF2 keys for cs go stuff: (how many keys will you get: "buff price" * "0.85 - 0.92" / "key cash price")
TF2:
Items I am interested in buying:
things that I'm not particularly interested in buying:
submitted by SkyeRay to Csgotrading [link] [comments]


2020.09.27 21:20 SkyeRay [H] PayPal USD (verified), USDT/USDC (crypto) and TF2 Keys! [W] QS (TF2 / CS:GO)

Write under this post or add me to steam if you have an offer for me
My Steam Profile
Trade Offer Link
Reputation:
Rules:
You have to go first! (If your rating really good I may go first)
What I have:
I have $5600, 700 pure+ tf2 keys and 477$ in USDT. 5600$ currently on the marketplace tf, but I can withdraw it. My paypal account has a verified status
Im looking for CS:GO / TF2 quicksells.
What I want:
CS:GO:
Any stuff with a price of at least $50
Looking for 85-92% of buff163 price.
Note if u want get TF2 keys for cs go stuff: (how many keys will you get: "buff price" * "0.85 - 0.92" / "key cash price")
TF2:
Items I am interested in buying:
things that I'm not particularly interested in buying:
submitted by SkyeRay to Csgotrading [link] [comments]


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