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Schools should have mandatory Internet Classes
Schools should have mandatory Internet Classes
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Parpol
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Schools should have mandatory Internet Classes
The internet is so big, and so important, that I feel people are making big mistakes that they have no idea the consequences of.
They should have internet classes teaching kids early on how to not trust every app/exectuable they find, how to not sell their privacy away, and the consequences of all their actions.
Lately kids have joined the trend of trolling on the internet. The thing about that, though is that the fucking kids have no idea how easy it is to track their moves, and this in combination with that kids simply do not understand the consequences some of their actions have. One example of this is when young boys were threatening a girl to rape her, and she simply contacted their fucking moms and told them.
Internet classes should teach kids how to block javascript, ads, internet of untrusted apps, and what not to share on the internet. They need to be taught how important it is to stay anonymous.
And give them a fucking test. 70%+ or fail.
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Sun Jan 31, 2016 3:58 pm |
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joshex
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Re: Schools should have mandatory Internet Classes
Nice thought, and while I may agree with you, it will never happen.
instead children are taught the opposite, to just accept how things are given to them and use all the trending software (which becomes trending because 3 groups agreed it should, the three groups are [the rich, the invasive politicals in power, the media] each one controls the other in perfect harmony of chaos).
in short, because of this agreement by the persons whose opinions are deemed to matter and whose power in our system is great enough to distribute and advertise/demand by guilt use of trends, the particular software and practices with it are deemed a market standard.
By calling it a "market standard" they are in effect making it necessary for people in business to know how to operate if they wish to stay in business. this makes it a necessity for anyone entering or planning to enter into business or the market (everyone), so it becomes a topic deemed crucial to success, and a valid thing children need to learn.
the content of the lesson is;
Adapt to software trends and uses, and update as told to even if it means switching software, but only as directed to do so by trend.
Example; there are a whole slew of 3D modeling software packages, heck you can program your own too or modify a source code of one already supplied such as Blender3D or Pygame to become only what you want it to be. The User Interface of each program will differ somewhat, and features such as hallmarks will differ. There are valid reasons to use each of them. yet we are told by the industry that Autodesk Maya is the only accepted/preferred medium for /all/ 3D development uses.
lets go over maya; it's got a really terrible design UI wise, it leaves the user constantly switching modes to perform simple basic operations because it limits the user to sculpting a model no individual vertex, edge or face controls, it auto-subsurfs (adds extra faces to round and smooth the object, increasing the polygon count to astronomic amounts), textures and texturing such as UV face layouts and image editing must be done in an external program then imported, rigging such as making bones to make the object able to be easily animated must be done externally then imported, animation keyframes must be done externally then imported, any game logic, physics or programming must be done externally then imported, and the only external applications officially supported for any of these functions are proprietary Autodesk (TM) applications. But it's renderings are near to real-life.
in summary, it's great for rendering if you are making a movie where you need 3D special effects to replace real people or real world things without it looking fake. why? in a movie polygon count doesn't matter. That's it, that's Autodesk Maya's only saving quality.
lets go over Blender3D, 2.49b and later compare that to the maya-like remake blender 2.5+, 2.49b, the interface does not require you to press [space] to switch modes every time you want to do something different. most of your time as a modeller will be spent in Edit Mode including texturing/UV mapping(just open a side window, apply the images from the buttons and go at it, never switching from edit mode!), it allows the developer to hunker down and get shit done, speed modelling isn't a jittery process of switching sculpting modes. Subsurfs are optional and each vertex (verticie), edge and face are individually controllable by translation rotation and scaling as well as able to be controlled by custom selections or groups, sculpting is optional. Rigging is done in the same program just switch to weight painting mode after linking the mesh to an armature. animation is done in blender just switch the armature object to pose mode and hunker down to get it done. Physics are included and can be customized by programming in blender with python, game logic and programming are supported in blender, there is a blender sequencer for motion textures built in. it even has image editing abilities. The buttons are clearly labelled and laid out in a visible easily understandable format with a help/explanation text that spawns while leaving the mouse over them if you still don't know and are accessible by a handful of hot key combinations(will take you no effort at all to memorize them) and dropdown menus if you don't want to switch between different button windows. Also it can export to maya's .fbx format, so fuck maya.
Blender gives you absolute control over polycount and detail to one ten thousandth of an environmental unit. it allows you to do everything without exporting and importing to other applications, downside? it's rendering engine is slightly behind Maya's (fixed in 2.5+ now it's a tie so there is no excuse) but even in 2.49b a good artist can achieve maya level graphics just a question of the level of detail used.
Blender 2.5+ fuck your lovely hotkeys for everything they are worth because businesses have said they prefer Maya's interface, so fuc you randy if you liked blender's, you can still make the interface SOMEWHAT like blender's if you want but you have to change the hotkeys manually they are not made that way by default any more also the interface and buttons are not all there any more alot of it is hidden and only presented after an undo operation for you to select for a redo. also we changed to a newer crappier version of python which lacks basic abilities of it's predecessors the plus side is ou can now use python for everything includng controlling the software itself because it was written entirely in python whereas the old blender was written in C++ so certain things needed knowledge of C++ or open GL and couldn't be cross languaged with python without causing a crash. also our new model format is not backwards compatible with old blender, but old blender models import perfectly into new blender. our saving feature is more features such as advanced mist/smoke physics, softbody, hair and other physics and better game world physics, and of course better rendering.
the downside? everything easy about blender 2.49b is gone. even still it beats maya.
so after this comparison why in God's name are companies still using backwards outdated Autodesk Maya? because it's proprietary payware and has the approval of the opinions of the 3 groups of people whose opinions are deemed to matter. but if they ever change their mind to 3DStudios MAX (as they often do from time to time) then you better be ready to learn it.
3DStudios Max has a User Interface much like MSFUCKINGFINGERPAINT, or AHDOHBEE FOTOSHOOOP. It's rendering system is the same as maya because it's owned by the same company. again it functions mainly off of sculpting but has included vertex , edge and face controls but still must be manipulated by hand and everything else must still be done in exterior programs. the industry praised it for a time then went back to demanding Maya.
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Sun Jan 31, 2016 10:45 pm |
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Parpol
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Re: Schools should have mandatory Internet Classes
I think you would want those extra vertices, though. Aren't you supposed to model it in full quality, as detailed as possible, and generate a displacement map, then downsample the model, exporting the displacement map for games to use for tessellation? That was you have a low poly model, that becomes high poly at the tessellation step during rendering at a low cost.
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Mon Feb 01, 2016 6:23 am |
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joshex
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Re: Schools should have mandatory Internet Classes
Parpol wrote: I think you would want those extra vertices, though. Aren't you supposed to model it in full quality, as detailed as possible, and generate a displacement map, then downsample the model, exporting the displacement map for games to use for tessellation? That was you have a low poly model, that becomes high poly at the tessellation step during rendering at a low cost. backwards. and that is why videogame teams are always waiting on the character artist. first you make a lowpoly game model with care and consideration for each face, edge and verticie's placement and do some basic first draft texturing and send it for rigging and animation, this way the game physics/interactions team has a model to work with when they need it and isn't just guessing where link's sword is going to be held and where the edge will be during a stab animation. Next while they are doing the rigging and animating you decide on the best UV layout to get the most usage out of the texture space, make a copy of the layout in an image and color code it. now you subsurf the bitch and cater to tiny details, then you map the bitch to your UV layout and save the image. Now you contact whoever has your model by this time (it's probably the animator) and say "take the day off, I have the UV layout finished, wont take me 8 hours to apply it. then you re-unwrap the UV face layout and apply the final textures (much easier on a rigged model IMO). then, bam! link be pimpin it! and you are ahead of production time. Meanwhile the Maya character artist is still trying to work out the best way to decimate the model and ends up with a model that lacks perfect face symmetry and everyone else keeps asking "we needed that model weeks ago to determine hit area in the gameplay! when is it going to be ready?!" and the rigger is like "You ass! everyone is on my fucking dick saying I gotta do my job in a rush because you took so fucking long!" and the animator is crying in a corner while being berated by the assistant developer about how his part of the USER story board is completely full and hasn't been worked on ever. and the game developer is sweating on a phonecall with the big boss explaining why they are behind schedule. and the stress of it all gets to the Maya character artist and they are like "I don't get paid enough for this shit, I'm out after this project" and that's why there are always open character artist positions!, real world story bo, happens all the time, it's also why the art style of well known series keeps changing every single game. we will never see the work of the artist from twilight princess again, he got fed-up and left/switched teams, that's why we are back to cell-shading.
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His name is not Robert Paulsen, His name is Gregory Matthew Bruni, he won so hard.
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Mon Feb 01, 2016 7:45 am |
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Parpol
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Re: Schools should have mandatory Internet Classes
lol
game development is a tough business.
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Mon Feb 01, 2016 7:50 am |
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psychokittyboy
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Re: Schools should have mandatory Internet Classes
I'm just putting something here so that I remember to comment later.
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Mon Feb 01, 2016 7:20 pm |
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KingGMY
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Re: Schools should have mandatory Internet Classes
He never returned....
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Sun Mar 20, 2016 9:46 pm |
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psychokittyboy
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Re: Schools should have mandatory Internet Classes
I honestly didn't
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Mon Mar 21, 2016 8:05 am |
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Parpol
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Re: Schools should have mandatory Internet Classes
such a sad story
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Mon Mar 21, 2016 8:39 am |
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psychokittyboy
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Re: Schools should have mandatory Internet Classes
Ur mum a sad story lololololol
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Mon Mar 21, 2016 8:47 am |
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Parpol
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Re: Schools should have mandatory Internet Classes
not as sad of a story as part two, the unwanted child.
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Mon Mar 21, 2016 11:04 am |
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「H A N Z O」
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Re: Schools should have mandatory Internet Classes
Schools should have classes where the fat kid gets pelted with cheetos until his shame finally overwhelms him, forcing him to gorge and then hang himself in front of everyone.
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Mon Mar 21, 2016 1:31 pm |
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Pantsman
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Re: Schools should have mandatory Internet Classes
「H A N Z O」 wrote: Schools should have classes where the fat kid gets pelted with cheetos until his shame finally overwhelms him, forcing him to gorge and then hang himself in front of everyone. But Hanzo, all those cheetos will make him fatter, and when the rope snaps, the world is gonna be smashed in two! ... wait, THIS IS YOUR PLAN ALL ALONG, ISN'T IT?!
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Mon Mar 21, 2016 1:39 pm |
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joshex
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Re: Schools should have mandatory Internet Classes
YomToxic wrote: 「H A N Z O」 wrote: Schools should have classes where the fat kid gets pelted with cheetos until his shame finally overwhelms him, forcing him to gorge and then hang himself in front of everyone. But Hanzo, all those cheetos will make him fatter, and when the rope snaps, the world is gonna be smashed in two! ... wait, THIS IS YOUR PLAN ALL ALONG, ISN'T IT?! WAT! HOWDAREJ00 HANZO!!! then they will feel the shame knowing they can't even hang their fat ass right.
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His name is not Robert Paulsen, His name is Gregory Matthew Bruni, he won so hard.
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Wed Mar 23, 2016 1:01 am |
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「H A N Z O」
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Re: Schools should have mandatory Internet Classes
What can I say, I truly despise the obese.
_________________ Ringed with the azure world he stands Emperor of the sky Lord of the ocean The very image of a king
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Wed Mar 23, 2016 1:53 am |
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