Tag Archives: game

AWS Online Tech Talks – April & Early May 2018

Post Syndicated from Betsy Chernoff original https://aws.amazon.com/blogs/aws/aws-online-tech-talks-april-early-may-2018/

We have several upcoming tech talks in the month of April and early May. Come join us to learn about AWS services and solution offerings. We’ll have AWS experts online to help answer questions in real-time. Sign up now to learn more, we look forward to seeing you.

Note – All sessions are free and in Pacific Time.

April & early May — 2018 Schedule

Compute

April 30, 2018 | 01:00 PM – 01:45 PM PTBest Practices for Running Amazon EC2 Spot Instances with Amazon EMR (300) – Learn about the best practices for scaling big data workloads as well as process, store, and analyze big data securely and cost effectively with Amazon EMR and Amazon EC2 Spot Instances.

May 1, 2018 | 01:00 PM – 01:45 PM PTHow to Bring Microsoft Apps to AWS (300) – Learn more about how to save significant money by bringing your Microsoft workloads to AWS.

May 2, 2018 | 01:00 PM – 01:45 PM PTDeep Dive on Amazon EC2 Accelerated Computing (300) – Get a technical deep dive on how AWS’ GPU and FGPA-based compute services can help you to optimize and accelerate your ML/DL and HPC workloads in the cloud.

Containers

April 23, 2018 | 11:00 AM – 11:45 AM PTNew Features for Building Powerful Containerized Microservices on AWS (300) – Learn about how this new feature works and how you can start using it to build and run modern, containerized applications on AWS.

Databases

April 23, 2018 | 01:00 PM – 01:45 PM PTElastiCache: Deep Dive Best Practices and Usage Patterns (200) – Learn about Redis-compatible in-memory data store and cache with Amazon ElastiCache.

April 25, 2018 | 01:00 PM – 01:45 PM PTIntro to Open Source Databases on AWS (200) – Learn how to tap the benefits of open source databases on AWS without the administrative hassle.

DevOps

April 25, 2018 | 09:00 AM – 09:45 AM PTDebug your Container and Serverless Applications with AWS X-Ray in 5 Minutes (300) – Learn how AWS X-Ray makes debugging your Container and Serverless applications fun.

Enterprise & Hybrid

April 23, 2018 | 09:00 AM – 09:45 AM PTAn Overview of Best Practices of Large-Scale Migrations (300) – Learn about the tools and best practices on how to migrate to AWS at scale.

April 24, 2018 | 11:00 AM – 11:45 AM PTDeploy your Desktops and Apps on AWS (300) – Learn how to deploy your desktops and apps on AWS with Amazon WorkSpaces and Amazon AppStream 2.0

IoT

May 2, 2018 | 11:00 AM – 11:45 AM PTHow to Easily and Securely Connect Devices to AWS IoT (200) – Learn how to easily and securely connect devices to the cloud and reliably scale to billions of devices and trillions of messages with AWS IoT.

Machine Learning

April 24, 2018 | 09:00 AM – 09:45 AM PT Automate for Efficiency with Amazon Transcribe and Amazon Translate (200) – Learn how you can increase the efficiency and reach your operations with Amazon Translate and Amazon Transcribe.

April 26, 2018 | 09:00 AM – 09:45 AM PT Perform Machine Learning at the IoT Edge using AWS Greengrass and Amazon Sagemaker (200) – Learn more about developing machine learning applications for the IoT edge.

Mobile

April 30, 2018 | 11:00 AM – 11:45 AM PTOffline GraphQL Apps with AWS AppSync (300) – Come learn how to enable real-time and offline data in your applications with GraphQL using AWS AppSync.

Networking

May 2, 2018 | 09:00 AM – 09:45 AM PT Taking Serverless to the Edge (300) – Learn how to run your code closer to your end users in a serverless fashion. Also, David Von Lehman from Aerobatic will discuss how they used [email protected] to reduce latency and cloud costs for their customer’s websites.

Security, Identity & Compliance

April 30, 2018 | 09:00 AM – 09:45 AM PTAmazon GuardDuty – Let’s Attack My Account! (300) – Amazon GuardDuty Test Drive – Practical steps on generating test findings.

May 3, 2018 | 09:00 AM – 09:45 AM PTProtect Your Game Servers from DDoS Attacks (200) – Learn how to use the new AWS Shield Advanced for EC2 to protect your internet-facing game servers against network layer DDoS attacks and application layer attacks of all kinds.

Serverless

April 24, 2018 | 01:00 PM – 01:45 PM PTTips and Tricks for Building and Deploying Serverless Apps In Minutes (200) – Learn how to build and deploy apps in minutes.

Storage

May 1, 2018 | 11:00 AM – 11:45 AM PTBuilding Data Lakes That Cost Less and Deliver Results Faster (300) – Learn how Amazon S3 Select And Amazon Glacier Select increase application performance by up to 400% and reduce total cost of ownership by extending your data lake into cost-effective archive storage.

May 3, 2018 | 11:00 AM – 11:45 AM PTIntegrating On-Premises Vendors with AWS for Backup (300) – Learn how to work with AWS and technology partners to build backup & restore solutions for your on-premises, hybrid, and cloud native environments.

American Public Television Embraces the Cloud — And the Future

Post Syndicated from Andy Klein original https://www.backblaze.com/blog/american-public-television-embraces-the-cloud-and-the-future/

American Public Television website

American Public Television was like many organizations that have been around for a while. They were entrenched using an older technology — in their case, tape storage and distribution — that once met their needs but was limiting their productivity and preventing them from effectively collaborating with their many media partners. APT’s VP of Technology knew that he needed to move into the future and embrace cloud storage to keep APT ahead of the game.
Since 1961, American Public Television (APT) has been a leading distributor of groundbreaking, high-quality, top-rated programming to the nation’s public television stations. Gerry Field is the Vice President of Technology at APT and is responsible for delivering their extensive program catalog to 350+ public television stations nationwide.

In the time since Gerry  joined APT in 2007, the industry has been in digital overdrive. During that time APT has continued to acquire and distribute the best in public television programming to their technically diverse subscribers.

This created two challenges for Gerry. First, new technology and format proliferation were driving dramatic increases in digital storage. Second, many of APT’s subscribers struggled to keep up with the rapidly changing industry. While some subscribers had state-of-the-art satellite systems to receive programming, others had to wait for the post office to drop off programs recorded on tape weeks earlier. With no slowdown on the horizon of innovation in the industry, Gerry knew that his storage and distribution systems would reach a crossroads in no time at all.

American Public Television logo

Living the tape paradigm

The digital media industry is only a few years removed from its film, and later videotape, roots. Tape was the input and the output of the industry for many years. As a consequence, the tools and workflows used by the industry were built and designed to work with tape. Over time, the “file” slowly replaced the tape as the object to be captured, edited, stored and distributed. Trouble was, many of the systems and more importantly workflows were based on processing tape, and these have proven to be hard to change.

At APT, Gerry realized the limits of the tape paradigm and began looking for technologies and solutions that enabled workflows based on file and object based storage and distribution.

Thinking file based storage and distribution

For data (digital media) storage, APT, like everyone else, started by installing onsite storage servers. As the amount of digital data grew, more storage was added. In addition, APT was expanding its distribution footprint by creating or partnering with distribution channels such as CreateTV and APT Worldwide. This dramatically increased the number of programming formats and the amount of data that had to be stored. As a consequence, updating, maintaining, and managing the APT storage systems was becoming a major challenge and a major resource hog.

APT Online

Knowing that his in-house storage system was only going to cost more time and money, Gerry decided it was time to look at cloud storage. But that wasn’t the only reason he looked at the cloud. While most people consider cloud storage as just a place to back up and archive files, Gerry was envisioning how the ubiquity of the cloud could help solve his distribution challenges. The trouble was the price of cloud storage from vendors like Amazon S3 and Microsoft Azure was a non-starter, especially for a non-profit. Then Gerry came across Backblaze. B2 Cloud Storage service met all of his performance requirements, and at $0.005/GB/month for storage and $0.01/GB for downloads it was nearly 75% less than S3 or Azure.

Gerry did the math and found that he could economically incorporate B2 Cloud Storage into his IT portfolio, using it for both program submission and for active storage and archiving of the APT programs. In addition, B2 now gives him the foundation necessary to receive and distribute programming content over the Internet. This is especially useful for organizations that can’t conveniently access satellite distribution systems. Not to mention downloading from the cloud is much faster than sending a tape through the mail.

Adding B2 Cloud Storage to their infrastructure has helped American Public Television address two key challenges. First, they now have “unlimited” storage in the cloud without having to add any hardware. In addition, with B2, they only pay for the storage they use. That means they don’t have to buy storage upfront trying to match the maximum amount of storage they’ll ever need. Second, by using B2 as a distribution source for their programming APT subscribers, especially the smaller and remote ones, can get content faster and more reliably without having to perform costly upgrades to their infrastructure.

The road ahead

As APT gets used to their file based infrastructure and workflow, there are a number of cost saving and income generating ideas they are pondering which are now worth considering. Here are a few:

Program Submissions — New content can be uploaded from anywhere using a web browser, an Internet connection, and a login. For example, a producer in Cambodia can upload their film to B2. From there the film is downloaded to an in-house system where it is processed and transcoded using compute. The finished film is added to the APT catalog and added to B2. Once there, the program is instantly available for subscribers to order and download.

“The affordability and performance of Backblaze B2 is what allowed us to make the B2 cloud part of the APT data storage and distribution strategy into the future.” — Gerry Field

Easier Previews — At any time, work in process or finished programs can be made available for download from the B2 cloud. One place this could be useful is where a subscriber needs to review a program to comply with local policies and practices before airing. In the old system, each “one-off” was a time consuming manual process.

Instant Subscriptions — There are many organizations such as schools and businesses that want to use just one episode of a desired show. With an e-commerce based website, current or even archived programming kept in B2 could be available to download or stream for a minimal charge.

At APT there were multiple technologies needed to make their file-based infrastructure work, but as Gerry notes, having an affordable, trustworthy, cloud storage service like B2 is one of the critical building blocks needed to make everything work together.

The post American Public Television Embraces the Cloud — And the Future appeared first on Backblaze Blog | Cloud Storage & Cloud Backup.

Raspberry Pi aboard Pino, the smart sailboat

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/pino-smart-sailing-boat/

As they sail aboard their floating game design studio Pino, Rekka Bellum and Devine Lu Linvega are starting to explore the use of Raspberry Pis. As part of an experimental development tool and a weather station, Pis are now aiding them on their nautical adventures!

Mar 2018: A Smart Sailboat

Pino is on its way to becoming a smart sailboat! Raspberry Pi is the ideal device for sailors, we hope to make many more projects with it. Also the projects continue still, but we have windows now yay!

Barometer

Using a haul of Pimoroni tech including the Enviro pHat, Scroll pHat HD and Mini Black HAT Hack3r, Rekka and Devine have been experimenting with using a Raspberry Pi Zero as an onboard barometer for their sailboat. On their Hundred Rabbits YouTube channel and website, the pair has documented their experimental setups. They have also built another Raspberry Pi rig for distraction-free work and development.

Hundred Rabbits Pino onboard Raspberry Pi workstation and barometer

The official Raspberry Pi 7″ touch display, a Raspberry Pi 3B+, a Pimorni Blinkt, and a Poker II Keyboard make up Pino‘s experimental development station.

“The Pi computer is currently used only as an experimental development tool aboard Pino, but could readily be turned into a complete development platform, would our principal computers fail.” they explain, before going into the build process for the Raspberry Pi–powered barometer.

Hundred Rabbits Pino onboard Raspberry Pi workstation and barometer

The use of solderless headers make this weather station an ideal build wherever space and tools are limited.

The barometer uses the sensor power of the Pimoroni Enviro HAT to measure atmospheric pressure, and a Raspberry Pi Zero displays this data on the Scroll pHAT HD. It thus advises the two travellers of oncoming storms. By taking advantage of the solderless header provided by the Sheffield-based pirates, the Hundred Rabbits team was able to put the device together with relative ease. They provide all information for the build here.

Hundred Rabbits Pino onboard Raspberry Pi workstation and barometer

All aboard Pino

If you’d like to follow the journey of Rekka Bellum and Devine Lu Linvega as they continue to travel the oceans aboard Pino, you can follow them on YouTube or Twitter, and via their website.

We are Hundred Rabbits

This is us, this what we do, and these are our intentions! We live, and work from our sailboat Pino. Traveling helps us stay creative, and we feed what we see back into our work. We make games, art, books and music under the studio name ‘Hundred Rabbits.’

 

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Weekly roundup: Fortnite

Post Syndicated from Eevee original https://eev.ee/dev/2018/04/02/weekly-roundup-fortnite/

I skipped a week again because, surprise, I’ve been mostly working on the same game…

  • art: Actually been doing a bit of it! I painted a thing on a whim, and some misc sketches, a few of which I even felt like posting.

  • alice: Finally kind of hit my stride here and wrote, um, a pretty good chunk of stuff. Also played with extending the syntax a bit, and came up with a choice menu that hangs around while the dialogue continues. Kinda cool, though I’m not totally sure what we’ll use it for yet.

    Even with my figuring out how to accelerate, it’s looking like we’ll have to rush if we want to hit our promised date of June 9. So we might delay that a little… maybe even Kickstart some stretch goals? I dunno, I’m leaving that all up to glip and just writing stuff.

  • writing: While I’m at it, I actually picked up and worked on a Twine from ages ago. Cool.

  • idchoppers: Holy moly, it actually works. The basics actually work, at least. I can’t believe how much effort this hecking took.

    I also tried to start putting together an actual map API, with mixed results. And tried to figure out the maximum distance you can jump in Doom, which is surprisingly tricky? Doom physics are super goofy.

  • blog: I actually published a post, which is even tangentially about that idchoppers stuff! Wow! Maybe I’ll do it again, even!

Huh, that almost makes it sound like I’ve been busy.

Here, have some videos!

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/easter-monday-2018/

Today is Easter Monday and as such, the drawbridge is up at Pi Towers. So while we spend time with familytoo much chocolate…family and chocolate, here are some great Pi-themed videos from members of our community. Enjoy!

Eggies live stream!

Bluebird Birdhouse

Raspberry Pi and NoIR camera installed in roof of Bluebird house with IR LEDs. Currently 5 eggs being incubated.

Doctor Who TARDIS doorbell

Raspberry pi Tardis

Raspberry pi Tardis doorbell

Google AIY with Tech-nic-Allie

Ok Google! AIY Voice Kit MagPi

Allie assembles this Google Home kit, that runs on a Raspberry Pi, then uses the Google Home to test her space knowledge with a little trivia game. Stay tuned at the end to see a few printed cases you can use instead of the cardboard.

Buying a Coke with a Raspberry Pi rover

Buy a coke with raspberry pi rover

Mission date : March 26 2018 My raspberry pi project. I use LTE modem to connect internet. python programming. raspberry pi controls pi cam, 2servo motor, 2dc motor. (This video recoded with gopro to upload youtube. Actually I controll this rover by pi cam.

Raspberry Pi security camera

🔴How to Make a Smart Security Camera With Movement Notification – Under 60$

I built my first security camera with motion-control connected to my raspberry pi with MotionEyeOS. What you need: *Raspberry pi 3 (I prefer pi 3) *Any Webcam or raspberry pi cam *Mirco SD card (min 8gb) Useful links : Download the motioneyeOS software here ➜ https://github.com/ccrisan/motioneyeos/releases How to do it: – Download motioneyeOS to your empty SD card (I mounted it via Etcher ) – I always do a sudo apt-upgrade & sudo apt-update on my projects, in the Pi.

Happy Easter!

The post Here, have some videos! appeared first on Raspberry Pi.

An elephant being eaten by a snake: Easter eggs on your Pi

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/raspberry-pi-easter-eggs/

Grab your Raspberry Pi, everyone — we’re going on an Easter egg hunt, and all of you are invited!

Voilà, a terminal window!

When they’re not chocolate, Easter eggs are hidden content in movies, games, DVD menus, and computers. So open a terminal window and try the following:

1. A little attitude

Type aptitude moo into the terminal window and press Enter. Now type aptitude -v moo. Keep adding v’s, like this: aptitude -vv moo

2. Party

Addicted to memes? Type curl parrot.live into your window!

3. In a galaxy far, far away…

You’ll need to install telnet for this one: start by typing sudo apt-get install telnet into the terminal. Once it’s installed, enter telnet towel.blinkenlights.nl

4. Pinout

Type pinout into the window to see a handy GPIO pinout diagram for your Pi. Ideal for physical digital making projects!

5. Demo programs

Easter egg-ish: you can try out various demo programs on your Raspberry Pi, such as 1080p video playback and spinning teapots.

Any more?

There’s lots of fun to be had in the terminal of a Raspberry Pi. Do you know any other fun Easter eggs? Share them in the comments!

The post An elephant being eaten by a snake: Easter eggs on your Pi appeared first on Raspberry Pi.

MagPi 68: an in-depth look at the new Raspberry Pi 3B+

Post Syndicated from Rob Zwetsloot original https://www.raspberrypi.org/blog/magpi-68/

Hi folks, Rob from The MagPi here! You may remember that a couple of weeks ago, the Raspberry Pi 3 Model B+ was released, the updated version of the Raspberry Pi 3 Model B. It’s better, faster, and stronger than the original and it’s also the main topic in The MagPi issue 68, out now!

Everything you need to know about the new Raspberry Pi 3B+

What goes into ‘plussing’ a Raspberry Pi? We talked to Eben Upton and Roger Thornton about the work that went into making the Raspberry Pi 3B+, and we also have all the benchmarks to show you just how much the new Pi 3B+ has been improved.

Super fighting robots

Did you know that the next Pi Wars is soon? The 2018 Raspberry Pi robotics competition is taking place later in April, and we’ve got a full feature on what to expect, as well as top tips on how to make your own kick-punching robot for the next round.

More to read

Still want more after all that? Well, we have our usual excellent selection of outstanding project showcases, reviews, and tutorials to keep you entertained.

See pictures from Raspberry Pi’s sixth birthday, celebrated around the world!

This includes amazing projects like a custom Pi-powered, Switch-esque retro games console, a Minecraft Pi hack that creates a house at the touch of a button, and the Matrix Voice.

With a Pi and a 3D printer, you can make something as cool as this!

Get The MagPi 68

Issue 68 is available today from WHSmith, Tesco, Sainsbury’s, and Asda. If you live in the US, head over to your local Barnes & Noble or Micro Center in the next few days for a print copy. You can also get the new issue online from our store, or digitally via our Android and iOS apps. And don’t forget, there’s always the free PDF as well.

New subscription offer!

Want to support the Raspberry Pi Foundation and the magazine? We’ve launched a new way to subscribe to the print version of The MagPi: you can now take out a monthly £4 subscription to the magazine, effectively creating a rolling pre-order system that saves you money on each issue.

You can also take out a twelve-month print subscription and get a Pi Zero W, Pi Zero case, and adapter cables absolutely free! This offer does not currently have an end date.

That’s it for now. See you next month!

The post MagPi 68: an in-depth look at the new Raspberry Pi 3B+ appeared first on Raspberry Pi.

Welcome Nathan – Our Solutions Engineer

Post Syndicated from Yev original https://www.backblaze.com/blog/welcome-nathan-our-solutions-engineer/

Backblaze is growing, and with it our need to cater to a lot of different use cases that our customers bring to us. We needed a Solutions Engineer to help out, and after a long search we’ve hired our first one! Lets learn a bit more about Nathan shall we?

What is your Backblaze Title?
Solutions Engineer. Our customers bring a thousand different use cases to both B1 and B2, and I’m here to help them figure out how best to make those use cases a reality. Also, any odd jobs that Nilay wants me to do.

Where are you originally from?
I am native to the San Francisco Bay Area, studying mathematics at UC Santa Cruz, and then computer science at California University of Hayward (which has since renamed itself California University of the East Hills. I observe that it’s still in Hayward).

What attracted you to Backblaze?
As a stable, growing company with huge growth and even bigger potential, the business model is attractive, and the team is outstanding. Add to that the strong commitment to transparency, and it’s a hard company to resist. We can store – and restore – data while offering superior reliability at an economic advantage to do-it-yourself, and that’s a great place to be.

What do you expect to learn while being at Backblaze?
Everything I need to, but principally how our customers choose to interact with web storage. Storage isn’t a solution per se, but it’s an important component of any persistent solution. I’m looking forward to working with all the different concepts our customers have to make use of storage.

Where else have you worked?
All sorts of places, but I’ll admit publicly to EMC, Gemalto, and my own little (failed, alas) startup, IC2N. I worked with low-level document imaging.

Where did you go to school?
UC Santa Cruz, BA Mathematics CU Hayward, Master of Science in Computer Science.

What’s your dream job?
Sipping tea in the California redwood forest. However, solutions engineer at Backblaze is a good second choice!

Favorite place you’ve traveled?
Ashland, Oregon, for the Oregon Shakespeare Festival and the marble caves (most caves form from limestone).

Favorite hobby?
Theater. Pathfinder. Writing. Baking cookies and cakes.

Of what achievement are you most proud?
Marrying the most wonderful man in the world.

Star Trek or Star Wars?
Star Trek’s utopian science fiction vision of humanity and science resonates a lot more strongly with me than the dystopian science fantasy of Star Wars.

Coke or Pepsi?
Neither. I’d much rather have a cup of jasmine tea.

Favorite food?
It varies, but I love Indian and Thai cuisine. Truly excellent Italian food is marvelous – wood fired pizza, if I had to pick only one, but the world would be a boring place with a single favorite food.

Why do you like certain things?
If I knew that, I’d be in marketing.

Anything else you’d like you’d like to tell us?
If you haven’t already encountered the amazing authors Patricia McKillip and Lois McMasters Bujold – go encounter them. Be happy.

There’s nothing wrong with a nice cup of tea and a long game of Pathfinder. Sign us up! Welcome to the team Nathan!

The post Welcome Nathan – Our Solutions Engineer appeared first on Backblaze Blog | Cloud Storage & Cloud Backup.

The robotic teapot from your nightmares

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/robotic-teapot/

For those moments when you wish the cast of Disney’s Beauty and the Beast was real, only to realise what a nightmare that would be, here’s Paul-Louis Ageneau’s robotic teapot!

Paul-Louis Ageneau Robotic teapot Raspberry Pi Zero

See what I mean?

Tale as old as time…

It’s the classic story of guy meets digital killer teapot, digital killer teapot inspires him to 3D print his own. Loosely based on a boss level of the video game Alice: Madness Returns, Paul-Louis’s creation is a one-eyed walking teapot robot with a (possible) thirst for blood.

Kill Build the beast

“My new robot is based on a Raspberry Pi Zero W with a camera.” Paul-Louis explains in his blog. “It is connected via a serial link to an Arduino Pro Mini board, which drives servos.”

Each leg has two points of articulation, one for the knee and one for the ankle. In order to move each of the joints, the teapot uses eight servo motor in total.

Paul-Louis Ageneau Robotic teapot Raspberry Pi Zero

Paul-Louis designed and 3D printed the body of the teapot to fit the components needed. So if you’re considering this build as a means of acquiring tea on your laziest of days, I hate to be the bearer of bad news, but the most you’ll get from your pour will be jumper leads and Pi.

Paul-Louis Ageneau Robotic Raspberry Pi Zero teapot
Paul-Louis Ageneau Robotic Raspberry Pi Zero teapot
Paul-Louis Ageneau Robotic Raspberry Pi Zero teapot

While the Arduino board controls the legs, it’s the Raspberry Pi’s job to receive user commands and tell the board how to direct the servos. The protocol for moving the servos is simple, with short lines of characters specifying instructions. First a digit from 0 to 7 selects a servo; next the angle of movement, such as 45 or 90, is input; and finally, the use of C commits the instruction.

Typing in commands is great for debugging, but you don’t want to be glued to a keyboard. Therefore, Paul-Louis continued to work on the code in order to string together several lines to create larger movements.

Paul-Louis Ageneau Robotic teapot Raspberry Pi Zero

The final control system of the teapot runs on a web browser as a standard four-axis arrow pad, with two extra arrows for turning.

Something there that wasn’t there before

Jean-Paul also included an ‘eye’ in the side of the pot to fit the Raspberry Pi Camera Module as another nod to the walking teapot from the video game, but with a purpose other than evil and wrong-doing. As you can see from the image above, the camera live-streams footage, allowing for remote control of the monster teapot regardless of your location.

If you like it all that much, it’s yours

In case you fancy yourself as an inventor, Paul-Louis has provided the entire build process and the code on his blog, documenting how to bring your own teapot to life. And if you’ve created any robotic household items or any props from video games or movies, we’d love to see them, so leave a link in the comments or share it with us across social media using the hashtag #IBuiltThisAndNowIThinkItIsTryingToKillMe.

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AWS Quest- a puzzling situation

Post Syndicated from Ana Visneski original https://aws.amazon.com/blogs/aws/aws-quest-a-puzzling-situation/

Ain't nobody here but us chickens. No clues hidden here this time!Starting on March 8th you might have seen AWS Quest popping up in different places. Now that we are a bit over halfway through the game, we thought it would be a great time give everyone a peek behind the curtain.

The whole idea started about a year ago during an casual conversation with Jeff when I first joined AWS. While we’re usually pretty good at staying focused in our meetings, he brought up that he had just finished a book he really enjoyed and asked me if I had read it. (A book that has since been made into a movie.) I don’t think there was a way for him to even imagine that as a huge fan of games, both table top and video games, how stoked I would be about the idea of bringing a game to our readers.

We got to talking about how great it would be to attempt a game that would involve the entire suite of AWS products and our various platforms. This idea might appear to be easy, but it has kept us busy with Lone Shark for about a year and we haven’t even scratched the surface of what we would like to do. Being able to finally share this first game with our customers has been an absolute delight.

From March 8-27th, each day we have been and will be releasing a new puzzle. The clues for the puzzles are hidden somewhere all over AWS, and once customers have found the clues they can figure out the puzzle which results in a word. That word is the name of a component to rebuild Ozz, Jeff’s robot buddy.

We wanted to try make sure that anyone could play and we tried to surround each puzzle with interesting Easter eggs. So far, it seems to be working and we are seeing some really cool collaborative effort between customers to solve the puzzles. From tech talks to women who code, posts both recent and well in the past, and to Twitter and podcasts, we wanted to hide the puzzles in places our customers might not have had a chance to really explore before. Given how much Jeff enjoyed doing a live Twitch stream so much I won’t be surprised when he tells me he wants to do a TV show next.

So far players have solved 8 of 13 puzzles!

09 Mar10 Mar11 Mar12 Mar13 Mar14 Mar15 Mar16 Mar17 Mar18 Mar19 Mar20 Mar

The learnings we have already gathered as we are just a little past halfway in the quest are mind boggling. We have learned that there will be a guy who figures out how to build a chicken coop in 3D to solve a puzzle, or build a script to crawl a site looking for any reply to a blog post that might be a clue. There were puzzles we completely expected people to get stuck on that they have solved in a snap. They have really kept us on our toes, which isn’t a bad thing. It really doesn’t hurt that the players are incredibly adept at thinking outside the box, and we can’t wait to tell you how the puzzles were solved at the end.

We still have a little under a week of puzzles to go, before you can all join Jeff and special guests on a live Twitch stream to reassemble Ozz 2.0! And you don’t have to hold off for the next time we play, as there are still many puzzles to be solved and every player matters! Just keep an eye out for new puzzles to appear everyday until March 27th, join the Reddit, come to the AMA, or take a peek into the chat and get solving!

Time to wipe off your brow, and get back into solving the last of the puzzles! I am going to try to go explain to my mother and father what exactly I am doing with those two masters degrees and how much fun it really is…

 

Conundrum

Post Syndicated from Eevee original https://eev.ee/blog/2018/03/20/conundrum/

Here’s a problem I’m having. Or, rather, a problem I’m solving, but so slowly that I wonder if I’m going about it very inefficiently.

I intended to just make a huge image out of this and tweet it, but it takes so much text to explain that I might as well put it on my internet website.

The setup

I want to do pathfinding through a Doom map. The ultimate goal is to be able to automatically determine the path the player needs to take to reach the exit — what switches to hit in what order, what keys to get, etc.

Doom maps are 2D planes cut into arbitrary shapes. Everything outside a shape is the void, which we don’t care about. Here are some shapes.

The shapes are defined implicitly by their edges. All of the edges touching the red area, for example, say that they’re red on one side.

That’s very nice, because it means I don’t have to do any geometry to detect which areas touch each other. I can tell at a glance that the red and blue areas touch, because the line between them says it’s red on one side and blue on the other.

Unfortunately, this doesn’t seem to be all that useful. The player can’t necessarily move from the red area to the blue area, because there’s a skinny bottleneck. If the yellow area were a raised platform, the player couldn’t fit through the gap. Worse, if there’s a switch somewhere that lowers that platform, then the gap is conditionally passable.

I thought this would be uncommon enough that I could get started only looking at neighbors and do actual geometry later, but that “conditionally passable” pattern shows up all the time in the form of locked “bars” that let you peek between or around them. So I might as well just do the dang geometry.


The player is a 32×32 square and always axis-aligned (i.e., the hitbox doesn’t actually rotate). That’s very convenient, because it means I can “dilate the world” — expand all the walls by 16 units in both directions, while shrinking the player to a single point. That expansion eliminates narrow gaps and leaves a map of everywhere the player’s center is allowed to be. Allegedly this is how Quake did collision detection — but in 3D! How hard can it be in 2D?

The plan, then, is to do this:

This creates a bit of an unholy mess. (I could avoid some of the overlap by being clever at points where exactly two lines touch, but I have to deal with a ton of overlap anyway so I’m not sure if that buys anything.)

The gray outlines are dilations of inner walls, where both sides touch a shape. The black outlines are dilations of outer walls, touching the void on one side. This map tells me that the player’s center can never go within 16 units of an outer wall, which checks out — their hitbox would get in the way! So I can delete all that stuff completely.

Consider that bottom-left outline, where red and yellow touch horizontally. If the player is in the red area, they can only enter that outlined part if they’re also allowed to be in the yellow area. Once they’re inside it, though, they can move around freely. I’ll color that piece orange, and similarly blend colors for the other outlines. (A small sliver at the top requires access to all three areas, so I colored it gray, because I can’t be bothered to figure out how to do a stripe pattern in Inkscape.)

This is the final map, and it’s easy to traverse because it works like a graph! Each contiguous region is a node, and each border is an edge. Some of the edges are one-way (falling off a ledge) or conditional (walking through a door), but the player can move freely within a region, so I don’t need to care about world geometry any more.

The problem

I’m having a hell of a time doing this mass-intersection of a big pile of shapes.

I’m writing this in Rust, and I would very very very strongly prefer not to wrap a C library (or, god forbid, a C++ library), because that will considerably complicate actually releasing this dang software. Unfortunately, that also limits my options rather a lot.

I was referred to a paper (A simple algorithm for Boolean operations on polygons, Martínez et al, 2013) that describes doing a Boolean operation (union, intersection, difference, xor) on two shapes, and works even with self-intersections and holes and whatnot.

I spent an inordinate amount of time porting its reference implementation from very bad C++ to moderately bad Rust, and I extended it to work with an arbitrary number of polygons and to spit out all resulting shapes. It has been a very bumpy ride, and I keep hitting walls — the latest is that it panics when intersecting everything results in two distinct but exactly coincident edges, which obviously happens a lot with this approach.

So the question is: is there some better way to do this that I’m overlooking, or should I just keep fiddling with this algorithm and hope I come out the other side with something that works?


Bear in mind, the input shapes are not necessarily convex, and quite frequently aren’t. Also, they can have holes, and quite frequently do. That rules out most common algorithms. It’s probably possible to triangulate everything, but I’m a little wary of cutting the map into even more microscopic shards; feel free to convince me otherwise.

Also, the map format technically allows absolutely any arbitrary combination of lines, so all of these are possible:

It would be nice to handle these gracefully somehow, or at least not crash on them. But they’re usually total nonsense as far as the game is concerned. But also that middle one does show up in the original stock maps a couple times.

Another common trick is that lines might be part of the same shape on both sides:

The left example suggests that such a line is redundant and can simply be ignored without changing anything. The right example shows why this is a problem.

A common trick in vanilla Doom is the so-called self-referencing sector. Here, the edges of the inner yellow square all claim to be yellow — on both sides. The outer edges all claim to be blue only on the inside, as normal. The yellow square therefore doesn’t neighbor the blue square at all, because no edges that are yellow on one side and blue on the other. The effect in-game is that the yellow area is invisible, but still solid, so it can be used as an invisible bridge or invisible pit for various effects.

This does raise the question of exactly how Doom itself handles all these edge cases. Vanilla maps are preprocessed by a node builder and split into subsectors, which are all convex polygons. So for any given weird trick or broken geometry, the answer to “how does this behave” is: however the node builder deals with it.

Subsectors are built right into vanilla maps, so I could use those. The drawback is that they’re optional for maps targeting ZDoom (and maybe other ports as well?), because ZDoom has its own internal node builder. Also, relying on built nodes in general would make this code less useful for map editing, or generating, or whatever.

ZDoom’s node builder is open source, so I could bake it in? Or port it to Rust? (It’s only, ah, ten times bigger than the shape algorithm I ported.) It’d be interesting to have a fairly-correct reflection of how the game sees broken geometry, which is something no map editor really tries to do. Is it fast enough? Running it on the largest map I know to exist (MAP14 of Sunder) takes 1.4 seconds, which seems like a long time, but also that’s from scratch, and maybe it could be adapted to work incrementally…? Christ.

I’m not sure I have the time to dedicate to flesh this out beyond a proof of concept anyway, so maybe this is all moot. But all the more reason to avoid spending a lot of time on dead ends.

Weekly roundup: Visual novelty

Post Syndicated from Eevee original https://eev.ee/dev/2018/03/20/weekly-roundup-visual-novelty/

Doin’ game stuff. Probably going to be quiet for a few weeks still.

  • alice: Actually wrote a decent amount of stuff, though fairly haphazardly. Finally kind of getting into the groove here. Still contemplating more interesting ways to offer choices, without turning the game into a combinatorial explosion.

  • art: Did some doodles. Not as frequently as I’d like, and mostly not published, but I did some, and that’s nice.

  • fox flux: Revisited the parallax forest background briefly. Made some progress, but talked to glip and maybe it’s not the right approach in the first place? Not thinking about it too seriously right now, regardless.

  • idchoppers: Miraculously, I got multi-polygon splitting finally working… and then hit a panic when there are coincident segments, which offhand I’m not sure how to fix. Sigh.

Way behind on blogging, I know, sorry.

Getting Ready for the AWS Quest Finale on Twitch

Post Syndicated from Jeff Barr original https://aws.amazon.com/blogs/aws/getting-ready-for-the-aws-quest-finale-on-twitch/

Whew! March has been one crazy month for me and it is only half over. After a week with my wife in the Caribbean, we hopped on a non-stop Seattle to Tokyo flight so that I could speak at JAWS Days, Startup Day, and some internal events. We arrived home last Wednesday and I am now sufficiently clear-headed and recovered from jet lag to do anything more intellectually demanding than respond to emails. The AWS Blogging Team and the great folks at Lone Shark Games have been working on AWS Quest for quite some time and it has been great to see all of the progress made toward solving the puzzles in order to find the orangeprints that I will use to rebuild Ozz.

The community effort has been impressive! There’s a shared spreadsheet with tabs for puzzles and clues, a busy Slack channel, and a leaderboard, all organized and built by a team that spans the globe.

I’ve been checking out the orangeprints as they are uncovered and have been doing a bit of planning and preparation to make sure that I am ready for the live-streamed rebuild on Twitch later this month. Yesterday I labeled a bunch of containers, one per puzzle, and stocked each one with the parts that I will use to rebuild the corresponding component of Ozz. Fortunately, I have at least (my last count may have skipped a few) 119,807 bricks and other parts at hand so this was easy. Here’s what I have set up so far:

The Twitch session will take place on Tuesday, March 27 at Noon PT. In the meantime, you should check out the #awsquest tweets and see what you can do to help me to rebuild Ozz.

Jeff;

Welcome Michele – Our HR Coordinator

Post Syndicated from Yev original https://www.backblaze.com/blog/welcome-michele-our-hr-coordinator/

Backblaze is growing rapidly and as we have more and more job listings coming online and more employees to corral, we needed another member on our Human Resources team! Enter Michele, who is joining the HR folks to help recruit, onboard, and expand our HR organization. Lets learn a bit more about Michele shall we?

What is your Backblaze Title?
HR Coordinator.

Where are you originally from?
I was born and raised in the East Bay.

What attracted you to Backblaze?
The opportunity to learn new skills, as most of my experience is in office administration… I’m excited to jump into the HR world!

What do you expect to learn while being at Backblaze?
So much! All of the ins and outs of HR, the hiring and onboarding processes, and everything in between…so excited!

Where else have you worked?
I’ve previously worked at Clars Auction Gallery where I was Consignor Relations for 6 years, and most recently at Stellar Academy for Dyslexics where I was the Office Administrator/Bookkeeper.

Where did you go to school?
San Francisco Institute of Esthetics and Cosmetology.

What’s your dream job?
Pastry Chef!

Favorite place you’ve traveled?
Maui. I could lay on the beach and bob in the water all day, every day! But also, Disney World…who doesn’t love a good Disney vacation?

Favorite hobby?
Baking, traveling, reading, exploring new restaurants, SF Giants games

Star Trek or Star Wars?
Star Wars.

Coke or Pepsi?
Black iced tea?

Favorite food?
Pretty much everything…street tacos, ramen, sushi, Thai, pho.

Why do you like certain things?
Because why not?

Anything else you’d like you’d like to tell us?
I love Disney!

Another person who loves Disney! Welcome to the team Michele, we’ll have lots of tea ready for you!

The post Welcome Michele – Our HR Coordinator appeared first on Backblaze Blog | Cloud Storage & Cloud Backup.

Weekly roundup: Forwards

Post Syndicated from Eevee original https://eev.ee/dev/2018/03/14/weekly-roundup-forwards/

  • art: Did some doodles. Not as frequently as I’d like, and mostly not published, but I did some, and that’s nice.

  • alice: Continuin’ on, though mostly planning and tech stuff this week, not so much writing.

  • irl: I did my taxes oh boy!

  • blog: I made decent progress on last month’s posts, but, am still not done yet. Sorry. I only have so much energy I can pour into writing at a time, apparently, and working on a visual novel is eating up tons of it.

  • anise: We picked up progress on this game again, came up with a bunch more things to populate the world, and both did some sketches of them! Also I did some basic tile collision merging, which I’d been meaning to do for a while, and which had promising results.

  • idchoppers: I got arbitrary poly splitting mostly working, finally…! I can’t believe how much effort this is taking, but it doesn’t help that I’m only dedicating a couple hours at a time to it completely sporadically. Maybe I’ll have something to show for it soon.

The visual novel is eating most of my time lately, and I’m struggling to get back that writing momentum, and in the meantime it feels like it’s consuming all my time and not letting me do anything else! I’m getting there, though.

One LED Matrix Table to rule them all

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/led-matrix-table/

Germany-based Andreas Rottach’s multi-purpose LED table is an impressive build within a gorgeous-looking body. Play games, view (heavily pixelated) images, and become hypnotised by flashy lights, once you’ve built your own using his newly released tutorial.

LED-Matrix Table – 300 LEDs – Raspberry Pi – C++ Engine – Custom Controllers

This is a short presentation of my LED-Matrix Table. The table is controlled by a raspberry pi computer that executes a control engine, written in c++. It supports input from keyboards or custom made game controllers. A full list of all features as well as the source code is available on GitHub (https://github.com/rottaca/LEDTableEngine).

Much excitement

Andreas uploaded a video of his LED Matrix Table to YouTube back in February, with the promise of publishing a complete write-up within the coming weeks. And so the members of Pi Towers sat, eagerly waiting and watching. Now the write-up has arrived, to our cheers of acclaim for this beautful, shiny, flashy, LED-based wonderment.

Build your own LED table

In his GitHub tutorial, Andreas goes through all the stages of building the table, from the necessary components to coding the Raspberry Pi 3 and 3D printing your own controllers.

Raspberry Pi LED Table

Find files for the controllers on Thingiverse

Andreas created the table’s impressive light matrix using a strip of 300 LEDs, chained together and connected to the Raspberry Pi via an LED controller.

Raspberry Pi LED Table

The LEDs are set out in zigzags

For the code, he used several open-source tools, such as SDL for image and audio support, and CMake for building the project software.

Anyone planning to recreate Andreas’ table can compile its engine by downloading the project repository from GitHub. Again, find full instructions for this on his GitHub.

Features

The table boasts multiple cool features, including games and visualisation tools. Using the controllers, you can play simplified versions of Flappy Bird and Minesweeper, or go on a nostalgia trip with Tetris, Pong, and Snake.

Raspberry Pi LED Table

There’s also a version of Conway’s Game of Life. Andreas explains: “The lifespan of each cell is color-coded. If the game field gets static, the animation is automatically reset to a new random cell population.”

Raspberry Pi LED Table

The table can also display downsampled Bitmap images, or show clear static images such as a chess board, atop of which you can place physical game pieces.

Raspberry Pi LED Table
Raspberry Pi LED Table
Raspberry Pi LED Table

Find all the 3D-printable aspects of the LED table on Thingiverse here and here, and the full GitHub tutorial and repository here. If you build your own, or have already dabbled in LED tables and displays, be sure to share your project with us, either in the comments below or via our social media accounts. What other functions would you integrate into this awesome build?

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Welcome New Support Tech – Matt!

Post Syndicated from Yev original https://www.backblaze.com/blog/welcome-new-support-tech-matt/

Our hiring spree keeps rolling and we have a new addition to the support team, Matt! He joins the team as a Junior Technical Support Rep, and will be helping answer folks’ questions, guiding them through the product, and making sure that everyone’s taken care of! Lets learn a bit more about Matt shall we?

What is your Backblaze Title?
Junior Technical Support Representative

Where are you originally from?
San Francisco Bay Area

What attracted you to Backblaze?
Everyone is super chill and I like how transparent everyone is. The culture is very casual and not overbearing.

What do you expect to learn while being at Backblaze?
What the tech industry is like.

Where else have you worked?
The Chairman! Best bao ever.

Where did you go to school?
College of San Mateo.

What’s your dream job?
Being a chef has always interested me. It’s so interesting that we’ve turned food into an art.

Favorite place you’ve traveled?
Japan. Holy crap Japan is cool. Everyone is so polite and the place is so clean. You haven’t had ramen like they serve, I literally couldn’t stop smiling after my first bite. The moment we arrived, I said, “I already miss Japan.”

Favorite hobby?
As much as I like video games, cooking is my favorite. Everyone eats, and it’s a good feeling to make food that people like. Currently trying to figure out how to make brussel sprouts taste better than brussel sprouts.

Of what achievement are you most proud?
Meeting my girlfriend. My life turned around when I met her. She’s taught me a lot of things.

Star Trek or Star Wars?
Star Wars!

Coke or Pepsi?
Good ol’ Cola. I quit drinking soda, though.

Favorite food?
As much as I love eating healthy, there’s nothing like spam.

Why do you like certain things?
Because certain things are either fun or delicious.

Anything else you’d like you’d like to tell us?
If you have any good recipes, I’ll probably cook it. Or try to.

You’re right Matt, certain things are either fun or delicious, like The Chairman’s bao! Welcome aboard!

The post Welcome New Support Tech – Matt! appeared first on Backblaze Blog | Cloud Storage & Cloud Backup.

Coding is for girls

Post Syndicated from magda original https://www.raspberrypi.org/blog/coding-is-for-girls/

Less than four years ago, Magda Jadach was convinced that programming wasn’t for girls. On International Women’s Day, she tells us how she discovered that it definitely is, and how she embarked on the new career that has brought her to Raspberry Pi as a software developer.

“Coding is for boys”, “in order to be a developer you have to be some kind of super-human”, and “it’s too late to learn how to code” – none of these three things is true, and I am going to prove that to you in this post. By doing this I hope to help some people to get involved in the tech industry and digital making. Programming is for anyone who loves to create and loves to improve themselves.

In the summer of 2014, I started the journey towards learning how to code. I attended my first coding workshop at the recommendation of my boyfriend, who had constantly told me about the skill and how great it was to learn. I was convinced that, at 28 years old, I was already too old to learn. I didn’t have a technical background, I was under the impression that “coding is for boys”, and I lacked the superpowers I was sure I needed. I decided to go to the workshop only to prove him wrong.

Later on, I realised that coding is a skill like any other. You can compare it to learning any language: there’s grammar, vocabulary, and other rules to acquire.

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Alien message in console

To my surprise, the workshop was completely inspiring. Within six hours I was able to create my first web page. It was a really simple page with a few cats, some colours, and ‘Hello world’ text. This was a few years ago, but I still remember when I first clicked “view source” to inspect the page. It looked like some strange alien message, as if I’d somehow broken the computer.

I wanted to learn more, but with so many options, I found myself a little overwhelmed. I’d never taught myself any technical skill before, and there was a lot of confusing jargon and new terms to get used to. What was HTML? CSS and JavaScript? What were databases, and how could I connect together all the dots and choose what I wanted to learn? Luckily I had support and was able to keep going.

At times, I felt very isolated. Was I the only girl learning to code? I wasn’t aware of many female role models until I started going to more workshops. I met a lot of great female developers, and thanks to their support and help, I kept coding.

Another struggle I faced was the language barrier. I am not a native speaker of English, and diving into English technical documentation wasn’t easy. The learning curve is daunting in the beginning, but it’s completely normal to feel uncomfortable and to think that you’re really bad at coding. Don’t let this bring you down. Everyone thinks this from time to time.

Play with Raspberry Pi and quit your job

I kept on improving my skills, and my interest in developing grew. However, I had no idea that I could do this for a living; I simply enjoyed coding. Since I had a day job as a journalist, I was learning in the evenings and during the weekends.

I spent long hours playing with a Raspberry Pi and setting up so many different projects to help me understand how the internet and computers work, and get to grips with the basics of electronics. I built my first ever robot buggy, retro game console, and light switch. For the first time in my life, I had a soldering iron in my hand. Day after day I become more obsessed with digital making.

Magdalena Jadach on Twitter

solderingiron Where have you been all my life? Weekend with #raspberrypi + @pimoroni + @Pololu + #solder = best time! #electricity

One day I realised that I couldn’t wait to finish my job and go home to finish some project that I was working on at the time. It was then that I decided to hand over my resignation letter and dive deep into coding.

For the next few months I completely devoted my time to learning new skills and preparing myself for my new career path.

I went for an interview and got my first ever coding internship. Two years, hundreds of lines of code, and thousands of hours spent in front of my computer later, I have landed my dream job at the Raspberry Pi Foundation as a software developer, which proves that dreams come true.

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Where to start?

I recommend starting with HTML & CSS – the same path that I chose. It is a relatively straightforward introduction to web development. You can follow my advice or choose a different approach. There is no “right” or “best” way to learn.

Below is a collection of free coding resources, both from Raspberry Pi and from elsewhere, that I think are useful for beginners to know about. There are other tools that you are going to want in your developer toolbox aside from HTML.

  • HTML and CSS are languages for describing, structuring, and styling web pages
  • You can learn JavaScript here and here
  • Raspberry Pi (obviously!) and our online learning projects
  • Scratch is a graphical programming language that lets you drag and combine code blocks to make a range of programs. It’s a good starting point
  • Git is version control software that helps you to work on your own projects and collaborate with other developers
  • Once you’ve got started, you will need a code editor. Sublime Text or Atom are great options for starting out

Coding gives you so much new inspiration, you learn new stuff constantly, and you meet so many amazing people who are willing to help you develop your skills. You can volunteer to help at a Code Club or  Coder Dojo to increase your exposure to code, or attend a Raspberry Jam to meet other like-minded makers and start your own journey towards becoming a developer.

The post Coding is for girls appeared first on Raspberry Pi.

Welcome Lin – Our Newest Support Tech!

Post Syndicated from Yev original https://www.backblaze.com/blog/welcome-lin-newest-support-tech/

As Backblaze continues to grow a couple of our departments need to grow right along with it. One of the quickest-growing departments we have at Backblaze is Customer Support. We do all of our support in-house and the team grows to accommodate our growing customer base! We have a new person joining us in support, Lin! Lets take a moment to learn a bit more about her shall we?

What is your Backblaze Title?
Jr. Support Technician.

Where are you originally from?
Ventura, CA. It’s okay if you haven’t heard of it, it is very, very, small.

What attracted you to Backblaze?
The company culture, the delightful ads on Critical Role, and how immediately genuinely friendly everyone I met was.

Where else have you worked?
I previously did content management at Wish, and an awful lot of temp gigs. I did a few years at a coffee shop in the beginning of college, but my first job ever was a JoAnn’s Fabrics.

Where did you go to school?
San Francisco State University

What’s your dream job?
Magical Girl!

Favorite place you’ve traveled?
Tokyo, but Disneyworld is a real close second.

Favorite hobby?
I spend an awful lot of time playing video games, and possibly even more making silly costumes.

Star Trek or Star Wars?
Truthfully I love both. But I was raised on original series and next generation Trek.

Coke or Pepsi?
Coke … definitely coke.

Favorite food?
Cupcakes. Especially funfetti cupcakes.

Anything else you’d like you’d like to tell us?
I discovered Sailor Moon as a child and it possibly influenced my life way too much. Like many people here I am a huge Disney fan; Anyone who spends longer than a few hours with me will probably tell you I can go on for hours about my cat (but in my defense he’s adorable and fluffy and I have the pictures to prove it).

We keep hiring folks that love Disney! It’s kind of amazing. It’s also nice to have folks in the office that can chat about the latest Critical Role episode! Welcome aboard Lin, we’ll try to get some funfetti stocked for the cupcakes that come in!

The post Welcome Lin – Our Newest Support Tech! appeared first on Backblaze Blog | Cloud Storage & Cloud Backup.

Weekly roundup: Re-emerging

Post Syndicated from Eevee original https://eev.ee/dev/2018/03/03/weekly-roundup-re-emerging/

Hi! It’s been three weeks again. But this time it’s because I was up to my eyeballs in making a video game, and I generally don’t have much to say during those spans beyond “I’m making a video game”.

  • alice: We made a video game! Or, at least, a demo. Note: extremely NSFW (although that link is fine; it’s just a release post).

    I hadn’t used Ren’Py a month ago, so there was a lot of scurrying around trying to figure out how to make it do what I want, and then there was a lot of fiction-writing which I have a tough time getting into, but I’m pretty happy with how it came out. Now we just need to make the other 80% of it.

  • idchoppers: Oh, yeah, I got the geometry thing I was doing basically working. Next I gotta adjust the algorithm to work with an arbitrary number of input shapes, which is slightly more complicated.

  • blog: Wrote about some tech wishes for 2018. Wrote a decent chunk of a post about my experience with idchoppers and Rust and porting weird C++ code, but it had to wait until I’d actually gotten the thing working, and then I just didn’t finish it yet haha.

Yep, that’s it, really busy, bye