2023.06.05 04:32 Honest_Map667 H: q5025 laser and tse15rl 50. W:quad offers
|submitted by Honest_Map667 to Market76 [link] [comments]|
2023.06.05 04:28 gmo808 Tenma will be on hiatus to finally get surgery for height extension, breast enlargement, and laser beams attachments on her head.
|submitted by gmo808 to chuubas [link] [comments]|
2023.06.05 04:25 DreamCatch22 Over $300k bet on MVIS. DD included.
Added more to my positions since the last DD I posted. Check it out if you haven't. Basically, I'm betting my entire savings on MVIS. I've been accumulating for a few years. So far, it's working out. I have a strong thesis and think the risk to reward ratio is worth the gamble.submitted by DreamCatch22 to wallstreetbets [link] [comments]
All this AI money is going to rotate into computer vision. MVIS has a patent moat for LASER BEAM SCANNING (LBS). They use this technology to offer lidar products but also have other verticals.
The next step for AI is giving machines perception. Check out the Garter hype cycle for AI and see that computer vision is outpacing all other forms of AI (even ahead of generative AI). MVIS is computer vision.
MVIS also offers a NEAR EYE DISPLAY (NED) solution using their LBS tech. This technology is behind Microsoft's Halolens and IVAS. Microsoft's contract with MVIS ends this year. With Apple set to release their own NED headset, the extended reality (VR, AR) and headset wars are about to begin.
Microvison is primed to rip for a couple of reasons. Volume and volatility are returning. Shorts are under pressure to start covering. This stock has great short-term and long-term potential. Here are a couple of ways to play with this stock:
Link to previous DD: https://www.reddit.com/wallstreetbets/comments/13l3z7b/during_a_gold_rush_sell_shovels_advanced/
Feel free to post any questions or concerns.
2023.06.05 03:55 SLO_RICE My laser beam whistle pig getter
Savage 93R17 with a freshly threaded barrel running a Sig SRD22X can. 2600fps of groundhog nemesis.submitted by SLO_RICE to guns [link] [comments]
2023.06.05 03:40 Everythingz_Relative Recommendations on commercial laser pointers with the lowest divergence?
2023.06.05 02:14 CerberusBots 130 CO2 cutting (not) 0.5" Baltic birch
2023.06.05 01:42 GravyJane Sneaky Sci Fi ideas
2023.06.05 01:15 XFX1270 What am I doing wrong? (Dying at the Last Stand every time)
2023.06.04 23:48 Quaffiget Dead Space 2 Weapons Tier List
2023.06.04 22:43 abc-animal514 Pokemon Theory: Gods, Evolution, Technology, and Humans.
Legendary and Mythical Pokémon in the Pokémon world can be compared to cryptids, kaiju, and gods, as they often embody natural elements or moral concepts. These extraordinary creatures are unique, with only one of each species (with a few exceptions). I tried putting together a connecting family tree of the Legendary Pokémon. It’s a bit messy but I tried:submitted by abc-animal514 to u/abc-animal514 [link] [comments]
Two legendary Pokémon come from outer space, in the form of the powerful Eternatus and the mutated space virus, Deoxys. And then there’s the Ultra Beasts, extradimensional pokemon from Ultra Space, a dimension connected to the Distortion World of which Giratina rules. Considered sub-legendary, in spite of there being more than one of each. Known examples include: Nihilego, Buzzwole, Pheromosa, Xurkitree, Celesteela, Kartana, Guzzlord, Poipole, Naganadel, Stakataka, Blacephalon, and the Unowns.
The 18 different Pokémon types were created based on natural and magical elements.
Examining the evolutionary processes in the Pokémon world reveals intriguing parallels to the real world. According to Pokémon lore, Mew's attempt to create the first life form resulted in the creation of Ditto, a polymorphous blob. This suggests that Pokémon life may have originated from single-celled organisms, mirroring the evolutionary history of Earth. Solosis, known as the Cell Pokémon, could be seen as one of the early Pokémon to emerge from this evolutionary path. Here’s a quick rundown of animal evolution for those who need a refresh:
The Pokémon world is notable for its inclusion of plants and fungi that exhibit animal-like sentience, indicating unique evolutionary developments within this realm. The existence of regional variants of Pokémon across different parts of the world suggests diverse adaptations to various environments. Similar to Earth, the Pokémon world has witnessed extinction events akin to those of the dinosaurs. But through human experimentation and hybridization with fossilized DNA, these species have been brought back. And some species have been revived through the enigmatic effects of paradoxical time travel.
Certain Pokémon showcase gender-specific evolutions, displaying distinct physical characteristics reminiscent of sexual dimorphism. While some Pokémon of the same species may differ in coloration based on gender, many others undergo significant transformations, evolving into entirely different species in their adult forms. Moreover, there are Pokémon that belong to single-gender species. The reproductive mechanisms of single-gender Pokémon populations can spark some questions. While hermaphroditic animals reproduce through broadcast spawning or regenerative budding, it is plausible that these Pokémon engage in parthenogenesis. This process, observed in real-life all-female species such as the whiptail lizard, involves reproduction with only female organs and the ability for eggs to hatch without fertilization, resembling cloning in nature. It is worth noting that while many of these Pokémon exhibit plant-like characteristics, their reproductive methods could be associated with pollination.
While the majority of Pokémon draw inspiration from real or mythical plants, fungi, and animals, a significant number derive their designs from inanimate objects, such as:
The presence of humans in the Pokémon world gives rise to intriguing questions regarding their evolutionary origins. While humans on Earth evolved from primates, there are Pokémon that exhibit remarkable humanoid traits, bridging the gap between animal and human life. It is conceivable that the first humans in this world arose through convergent evolution between these humanoid Pokémon species.
Many have often wondered what it's like inside a Pokéball. How do larger Pokémon fit into this small contraption? When a Pokéball hits a Pokémon, as long as it is not deflected, it opens, and the Pokémon is engulfed in a beam of energy. This energy causes the Pokémon to shrink and be enclosed within the ball. It's actually quite advanced technology if you think about it. But how does it really work? The ball could tap into the Pokémon's internal energy, which grants them their powers, and manipulate their size to store them. There are various types of Pokéballs with different energy concentrations, making it easier to catch tougher creatures. But what is it like for a Pokémon inside the ball? Is it cramped? Unlikely, as that would be dangerously impossible and highly unethical. However, producer Junichi Masuda confirmed that it's actually quite comfortable, almost like a luxury hotel suite. It could be hypothesized that the inside of the ball creates a virtual reality experience, artificially generated to provide the perfect environment for each species. When summoned, the Pokémon grows back to its full size from the orb.
The Pokémon world shares striking similarities with Earth, featuring locations that resemble real-world counterparts. The first nine regions, based on locations in Japan, the USA, France, the UK, and Spain, respectively, can be geographically aligned with their real-world counterparts while possessing unique names, civilizations, and biodiversity. Viewing the Pokémon world as an alternate version of Earth is a more plausible concept than my previous theory suggesting it to be a replication created by extraterrestrial scientists, reminiscent of Marvel's High Evolutionary.
Lastly, the enigmatic nature of Cubone's story adds an intriguing layer to its existence. Cubone is said to wear the skull of its deceased mother, Marowak. Considering that there are multiple Cubone in the world, it raises the question of whether every Cubone has lost its mother. One possible explanation could be that shortly after an adult female Marowak gives birth, she tragically passes away, leaving the baby Cubone orphaned. This life cycle is reminiscent of that observed in certain species, such as octopuses. Furthermore, an all-but-confirmed theory suggests a connection between Cubone, Marowak, and Kangaskhan. It is speculated that Cubone is a slightly older baby Kangaskhan. By linking the life cycle of Kangaskhan to the previously mentioned Marowak life cycle, a plausible explanation can be constructed. However, the true nature of Cubone's origins remains a mystery.
2023.06.04 22:00 StrivingJarl Metallix Uprising - Unseen Adventures (Part 3)
2023.06.04 21:37 cyber_chris H: V FFR FR Ultracite laser rifle. W: Low health commando or heavy flamer offers.
|submitted by cyber_chris to Market76 [link] [comments]|
2023.06.04 21:32 xtweeter22x I just feel like I'm not playing the game correctly at this point, and seeing the cool stuff makes me feel bad about my own lack of creativity. Do you guys take lots of PTO, or is it just me?
|submitted by xtweeter22x to tearsofthekingdom [link] [comments]|
2023.06.04 19:59 Nullity-childkicker Personal favorites
submitted by Nullity-childkicker to pokemoncards [link] [comments]
2023.06.04 19:00 Kentukkis A complete breakdown of the Assassin's Creed Mirage trailer.
Not serious, Ubisoft, I have just one question. We've been waiting for so long, and we're really glad that finally something has been shown after 8.5 months. Although this trailer should have been shown back in September with tea, so that people would know what they're buying. Well, okay, today we've gathered here not to bomb, although we can't do without it. Specifically, we're here to analyze the gameplay trailer of Mirage. As always, such videos hide much more than meets the eye. The key is to know where to look. Today, we'll discuss everything they showed: visuals, combat, stealth, parkour, animations, new plot details. Moreover, they released two more trailers and a video about the deluxe edition.submitted by Kentukkis to assassinscreed [link] [comments]
The trailer begins with a leap of faith. It's such a canonical assassin move that has always been present in trailers because assassins are eagles, predatory birds, and they have this hunting technique: they dive onto their prey.
So, what's the point of all this? The trailer is packed with fan service. The game is screaming, "Hey, I'm just like the old Assassin's Creed!" But I advise not to fall for such manipulations. As an expert, I can tell you, hold on, are those NPCs wearing outfits from the first game? Is this for real?
Honestly, the only downside of the Ubisoft website is that you can't pre-order for all consoles at once.
Moving on, they show us mountains and a crowd. Well, I say "crowd," but it's actually a small crowd, or what's the diminutive form of this word? Because we've been deceived. This is far from being a crowd. In Unity, there are just 10-20 people walking within your field of view.
And here we have a person sitting in the air. Though that's better than sitting on a treacherous folding chair.
In Unity, Alessia Laidacker was in charge of the crowd
She created this technological marvel, but as you may recall, Ubisoft disbanded her team, and Laidacker herself resigned shortly thereafter. And now, for nearly 10 years, they haven't been able to replicate what they achieved in 2014. "It's a stunning move."
So, Basim blends into the crowd and eliminates the target with a hidden blade. And, of course, this might be nitpicking, but Basim activates a weapon mechanism that features an enhanced hidden blade. And it's evident everywhere - in the screenshots and promotional materials - even though Basim has a different version of the blade.
Read more at the link
And in "Valhalla," he does it all correctly, releasing the blade through the spot where the Hidden Finger once was. Well, you could say it looks cooler and more stylish that way.
In the next scene, they show us an eagle. Its name is Endu, named after the Sumerian hero who was a companion and friend of Gilgamesh. So, the eagle in the game plays exactly the same role.
And then we have a jaw-dropping moment because they show us Baghdad. It's all in the style of the first Assassin's Creed when you approached cities and they showed you their panoramic view. And damn, it's grand. It's been the most expansive city in Syria since 2015. It looks absolutely stunning. This amazing Eastern atmosphere just captivates you at first glance. Once again, say what you will, but Ubisoft's artists are magnificent. Moreover, we'll have access to the outskirts of Baghdad as well.
So, the developers can implement ideas from the first game that didn't make it to the release. In "Kingdom," we were supposed to hunt and craft items, and in "Mirage," I hope they added those. Moreover, all these mechanics were present in some form in "Origins."
Here, it's clear that Basim arrives in Baghdad and Alamut. He is given a task to go into the city and eliminate a couple of targets. He enters Baghdad and starts parkouring. And here, perhaps the main disappointment from the gameplay trailer is that, of course, it's not the parkour of "Unity," but the parkour of "Valhalla." It's a one-to-one match.
That's what all that stuff was for, that we were inspired by Unity. It was a waste of hope. Of the pluses of parkour, I can highlight two things. All sorts of tricks, like jumping on a beam, finally showed what it is. But there could have been more such gimmicks.
Just Ubisoft, watch all the Jackie Chan movies and add his parkour moves to the game. Bored of adding one in every game.
And the second new thing is a ton of parkways. Just take a look at these couple of moments, and you'll see just an incredible amount of objects that you can and should use during freerunning. Houses are tied up with ropes, beams everywhere, scaffolding, balconies like in the first part and so on. All this should make parkour more interesting and seamless. But, in fact, such a thing can play a cruel trick on the game.
I'll explain. The series used to have deep parkour mechanics and complex city architecture. Both of these things complemented and revealed each other. And the mythology trilogy has simple parkour mechanics and simple environments. You climb, usually, up rocks and mountains and stuff.
And Mirage will be just the game, where complex architecture, but simple and not particularly deep parkour mechanics. So the question is: why in the game try to make such a complex architecture, if it has nothing to reveal? As you pressed one button, so you will press it. You can not pick out every move in detail, use your free hand and stuff. So I don't even know how it will play.
I really hope that the developers in the game added at least a simple BackJump and SideJump.
Otherwise, the city will not only be uninteresting to move around, it will be annoying. The character will constantly fall over, grab at things you didn't mean to jump the wrong way, and the like. Because there's no micro-control over the movements. Again, you're just pointing in the direction with the stick and pressing one button. That kind of parkour is, well, just not interesting.
The next good thing the developers showed is the search system. It consists of three levels, that is, the more you suffer bullshit, the more actively the guards will look for you. And it'll get to the point where they'll put the whole town on ears. In fact, here's where the guards blow to call all the guards nearby, and in fact, they'll chase you until they catch you. To get rid of the wanted, you have to tear down the posters and pay the herald.
I also liked the nepis here, they became more interesting. I mean, the last few games were very bad in this respect. You can't grab and push nepis, plus they don't give a shit about what you do. You can only attack them, and you'll notice that they have horrible animations, like they're not running, but sliding on butter. That's because the character animations have nothing to do with the world. There's no physics, proceduralism, or logic. The characters themselves are like objects that have been slapped with certain animations. You don't feel like they are really walking around like in RDR and GTA. They glide around the world, because the object was given the command to run, and it runs.
And in Mirage you can see how people react to you. They have more detailed skeletal animation. Look here, the hero is running around, pushing nepis, and he's right on physics losing his balance and trying to balance himself. Man, you know, the lost technology of 2007 is back.
Next, the hero throws a smoke bomb, and gadgets again play an important role in the game. Here you can still gawk at the city. Yes, the graphics are not next generation, but then again, this was supposed to be DLC for Valhalla. Plus the game comes out on the previous generation as well, so I really hope Ubisoft will at least bring in some optimization.
We are shown Vera's jump from the tower, and after that the outpost. Now I recognize the Assassin.
And then we are introduced to Fulad. He is mentioned back in Valhalla at the time of the events of the previous game in the series. He was a mentor, but in Mirage, Foulad is the Guardian of Assassins in Baghdad for now. That's why the character actually wears the mantle, not the armor.
He will give us story assignments, contracts to kill, and various tips for that.
Basim decides to conduct a covert operation, and here we see the Return of Assassin techniques: stabbing with spectacular transitions. Inside, Basim decides not to engage the guard, but instead to steal the key to the treasure room from the main man. Another mechanic taken from the first part is back.
Well, at the end he goes into the room with the gold, but Basim isn't doing all this just for the money. The point is that the hero, as in the first part, will need to gather information about our target: who she is, what she does, where she goes, and so on. And all this makes sense, since Templars always have important connections and influence. So the better you explore the open world, the more you learn about your target. If the developers make this process of gathering information not boring and repetitive, it will be really interesting.
A character can sit on a bench and eavesdrop on conversations. I hope sitting on the bench is a separate skill, otherwise how can a person even know what to do with that ability?
In the trailer you notice a lot of enemies patrolling the streets and being on the rooftops. So, once again, the guards will be chasing us.
However, the hero can solve this problem by using teleportation.
Guys, this is total [shit]. Yeah, there's a skill here taken from Shadow of Mordor where the hero picks targets, teleports to them and kills them. "And I don't give a shit about them at all, I wasn't even friends with them."
You might say, "That's editing, I'm, like, a Photoshop expert, like a programmer. Maybe it's different in the game." But really, that kind of skill works. You may even notice the hero materializing next to the enemy.
Is this some kind of [shit]? They couldn't fucking make it like in Batman. "Oh, then they would have had to try and create new animations!" Shut the fuck up! We're Ubisoft, we've always used the same running animations for 15 years.
And it seems that for some reason they decided to add eagle eyesight here. It is through it that the hero chooses his targets. It is a skill called "Assassin Focus".
My fifth fucking point does focus from this kind of thing in Assassin's Creed. You say there won't be any magic and stuff in the game and then, watch the gimmick, buy the deluxe edition and get the magic bird and the dagger of time. This is total [crap], there's no other way to call it.
For the most part, the game uses animations that were in Assassin's Creed Valhalla, even if it's illogical, like the moment when Avor strikes and the blade ends up on top of his hand.
Basim, for example, uses jump strikes over a sentinel and a finish, which is a repeat of the animations from Valhalla, but with the fact that enemies don't fly around like they've been hit by a machine. In this game, they react to blows quite realistically, which gives a more authentic vibe. The presence of the magical spear also adds interesting features.
Here are the sword animations are already unique and look nice and stylish. To fully appreciate and understand what we are dealing with, you need to watch the full battle.
In addition, it is possible to fight in the game with a hidden blade, which even pierces heavy armor. This, again, is inconsistent with the lore. Altair has improved the blade to the point where it can be useful in combat, which was not the case before. Thus, the developers devalue his work in some way.
Read more at the link
At the end of the trailer, the hero does find his victim, jumps on her, and decides to make a cherry. After that, the viewpoint changes and the curtain closes.
From the demonstration of the Deluxe-edition we can understand that the game will have different skins, stores and many other interesting things. Of course, after the release they will add the ability to sell such things in locations outside of Baghdad. There really will be a lot of great opportunities. And also in the game you'll be able to change the color of clothes in the museum for a donation. Otherwise it won't be as interesting.
All in all, the bottom line is that the game looks and feels like a real Assassin's Creed, for the first time in eight years. We're really going to be playing as an assassin, and that should be the norm in the Assassin's Creed series. But, as you can see for yourself,
The overall budgetary nature of the project is felt, but I underestimated how much people missed the old Assassin's Creed formula. People don't care about the grapho and the fact that 90 percent of the assets and animations are taken from the last three installments. The hype is higher than Valhalla's, even the gameplay trailer garnered over a million views in 13 hours, whereas Valhalla's took three years. I won't talk about likes and diss. Personally, I saw an attempt to cross old and new, but the attempt is rather sloppy, for the developers are trying to please everyone. Again, they say it's a down-to-earth game for old fans, but the fantasy elements that are so beloved by newcomers will also be added in ample quantities. I assure you, literally a month after release, the game will start selling unicorns.
But still, I wonder what will turn out in the end, how will play parkour in Baghdad? Stealth how interesting to explore the world and gather information about the target? We'll find out more about that on June 12. I think at the presentation Ubisoft will show a full demo of the game, which will talk about all the activities in the world, and it will be possible to look at the gameplay in more detail. Well, and about the most interesting things I'll tell you. The release, by the way, on October 12 is definitely already postponed. Maybe Ubisoft should exist? Literally, their profits are down 18 percent again. They urgently need to release something cool, something that people will buy. So that's the pie.
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2023.06.04 18:20 No-Landscape8210 what half height objects?
|submitted by No-Landscape8210 to SoulKnight [link] [comments]|
2023.06.04 18:06 Individual_Dark_5777 [Newbie] Problem while defining a moving gaussian beam laser
Hi everyone,submitted by Individual_Dark_5777 to COMSOL [link] [comments]
I'm trying to simulate laser ablation process. To do this I want to define a path that the laser should follow in order to analyze the abaltion depth per each repetition.
Unfortunately I'm having problems defining the moving laser. I tried proceeding in this way:
My geometry is a 3D block and the path is a 2D x,y polygonal.
I will attach some pictures to help understand what I've done til now.
Can anyone help me to correctly define the movement?
the geometry with the laser path
the x coordinate vs time
the y coordinate vs time
the definition of the gaussian shaped beam
the application of the heat flux to the surface
2023.06.04 17:10 FunkyMonkeyBlast Downloaded last night, total play time of about 6 hours. What do now?
Beat the two chapters on normal, and Kevin pretty much mows down everything that comes his way, except challenges and the last chapter, because I don't have any other characters as powerful as him and if he gets overwhelmed nothing else in my team can deal with the enemies. What do I do now?submitted by FunkyMonkeyBlast to SummonersGreed [link] [comments]
2023.06.04 16:25 michaericalribo Red Sox Zombie-Rama
2023.06.04 15:11 YukiteruAmano92 Remembrance, Chapter 3 of 28
2023.06.04 14:13 Austin_Destroyer H: Q50c25 Enclave pistol, B2525 non-Enclave plasma, Q50vhc25 laser, B2525 Tesla, V50c15fr alien blaster W: apparel, commando, maybe flux
|submitted by Austin_Destroyer to Market76 [link] [comments]|
2023.06.04 09:44 Honest_Map667 H: Q5025 nu laser rifle W:fixers/apperal offers
|submitted by Honest_Map667 to Market76 [link] [comments]|