When you're working on your and realise it's going to be even more leftie than you initially imagined...

I have to say, now I'm getting the hang of using Serif's new DTP product, Affinity Publisher, I'm really enjoying it. Much more intuitive than PagePlus ever was and feels like a graphical tool as much as is it does, publishing software.

I'm not used to hard exercise. That was a hard course (2h20m of climbing, swings, nets, steel cable walks, 450m zip lines etc.) Seriously considering taking up climbing/bouldering again to improve my core, general fitness and mindfulness.

I ache. Tomorrow will be worse. πŸ˜‚

Shitballs. Incoming, fellow Northerners! Looks like it might be like the one the other night. πŸ˜œβš‘β›ˆοΈπŸŒž

Well, I managed a little lifepath writing this morning at least. I might work to make this a little less criminal and just more street-focused. We'll see.

2.7 million on a head shot from Nemesis after today's patch is nice. Up from 2.2 Mill before. πŸ˜‚

My Father's Day present: The Happiness Hypothesis by Jonathan Haidt. Looks to be interesting.

As if CP2077 couldn't get any cooler, Keanu is in it. 😎

Cyberpunk 2077 β€” Official E3 2019 Cinematic Trailer

Mark your calendars β€” Cyberpunk 2077, the open-world, action-adventure story from CD PROJEKT RED, is coming to Xbox One, PS4 and PC April 16th, 2020. Pre-ord...


I am a bad dev, mainly for proctrastinating this morning, but also for installing synthwave '84 for VSCode. (Hey, I was a teenager and there, man! I have the right!)

New interface for SubQ now I've discarded the idea of having a forward-view in the top-right console.

Depth should be better represented by the blue gradient on the main map, with # symbols still indicating rock/impassible terrain.

The targeting console will be used to display, um, targets. As I plan on a detailed damage system for subs (hull, flooded bulkheads, fires, etc.) this square-based view, a la BATTLECHARS, should work well.

People Are Clamoring to Buy Old Insulin Pumps

How an obsolete medical device with a security flaw became a must-have for some patients with type 1 diabetes


Salmiakki and D&D. Noms.

Also: my Mountain Dwarf is in plate armour on a boat. What could possibly go wrong?

So I have a problem with the way I'm rendering my display that I need to think around (see attached quick view).

That cell is adjacent to the current cell (relative position is [-1, 1]). That means its relative angle is 45 degrees. Makes perfect sense, but it also screws up my display as I'd want an angle of 5 degrees to intersect a cell that is adjacent to the current cell.

The maths is right, but it means the first cell at a relative angle of 5 degrees is 8 cells away. Hmm.

Finished the first pass at scope/tactical view. It needs more work, but it'll do for now. It also seems to bug out and hang when I change depth. I'll work on it more tomorrow.

You have no fucking idea how happy this makes me. Knowing my (player's) left/port from their right/starboard.

My one bit of this week. Calculating distances for cells so I can finally finish rendering that console on the top-right. πŸ˜†

I'm getting somewhere playing with ideas for my submarine . So here's an animation of a sub with a bearing (initially 90 degrees) and an independent periscope bearing (initially 0 degrees relative) moving its scope and then moving itself and then moving its scope after moving itself. No collision detection yet.

The goal will be to render the tactical "forward view" relative to scope bearing. I'm not quite SURE why yet, but it feels like a good design direction.

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