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Sweet Home 3D Forum » List all forums » » Forum: Features use and tips » » » Thread: high quality pictures at night - outside » » » » Post: Re: high quality pictures at night - outside |
Print at Dec 16, 2025, 2:52:22 PM |
| Posted by mazoola at Mar 4, 2016, 4:35:01 PM |
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Re: high quality pictures at night - outside I have no idea whether the rag still exists Seemingly, it does -- which in this day and age is remarkable in itself. I met the folks behind it during a visit they made to San Francisco ages ago and enjoyed speaking with them. (At the time I was busy losing my life's savings trying to do something similar -- though admittedly with far less style. We shared a number of contributors, though, which indirectly led to my being on the cover of their Spring 2000 issue.) I began working with SH3D about a year ago as part of a project I thought would take nor more than a couple of months. Although it's since become obvious my initial rationale no longer applies, I've continued to work with the design -- in part to improve my SH3D chops, in part to learn Sketchup, and, more recently, in part to refresh those neurons responsible for understanding vector math, linear equations, ray-tracing, and Java. Almost from the beginning, though, I managed to hide a few self-indulgent touches here and there, knowing that should the images ultimately be used in a listing, somewhere in the background might be family photos, a book or magazines with my writing, framed album covers from records on my label, or another similar in-joke. (For instance, on a shelf in the second floor bedroom is a display case containing a large rubber frog -- the e-world mate to a gift I once gave my brother-in-law [twice-removed], containing a prop from the film Magnolia.) Funny thing is, that the game also covers some e-learning elements that have not really evolved that much. While officially I bought my first PC in order to write articles on punk and new wave -- this was 1983, after all -- off the record, Infocom and CompuServe's CB Simulator were equally important. The following year I started Pala Designs as a publisher of text adventure games. While Pala's first and only product, an archaeological adventure titled 'Mixtec,' never came to be, I did manage to reuse a portion of the code in a chapter on creating a teachable Natural Language Parser in Pascal for a book Dr. Dobb's published. It was extremely crude -- but I still remember the thrill I got the first time it responded to a query that required it to make an inference based upon grammatical rules it had been taught. Much more recently, I've sent a number of developers and [software] architects to look at Inform 7 -- most particularly, at its IDE. Inform 7 (the site for which currently appears to be offline -- temporarily, I hope) is the most recent incarnation of the Inform programming language for writing interactive fiction. Originally an attempt to reverse-engineer Infocom's Z-code, Inform was re-written from the ground up for Inform 6 to give it scope and capabilities far beyond anything Infocom ever envisioned -- and then completely re-written again to create Inform 7, a natural language development system. Inform 7 includes the most amazing IDE I've ever seen, allowing the user to move seamlessly among different representations of the game under development while offering context-dependent assistance and support. It's a truly remarkable implementation, one I feel worthy of far more attention and emulation than it's received. |
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