nunyabizni:

badsciencejokes:

badsciencejokes:

the-quiet-priestess:

blackheartseverywhere:

badsciencejokes:

…I almost killed myself

I put on my sunglasses, to hide my swollen eyes, over my tears. I cried all my makeup off. Went inside to have a milkshake. I don’t know why. I wanted something to drink as I figured out what I would do. I got a soda and a milkshake. Medium. The cashier looked at me and with a line around the corner of the counter he rushed away from the counter “Hold on “ he yelled to a coworker.

I filled my soda and went back and saw him looking all over. I go up and he gets close and says “I made it a large”.

That was seriously enough for me not to do it. His kindness. Someone went out of their way and as I went back in my car to cry I realized I could muster through a few other days. A few more weeks. Then I came down from that panicky high of anxiety, depression, and pain. I finished my shake. And it was enough time to let me feel better. I… I’m alive. I’ll make it through.

Try and be nice today. Tomorrow. Something as much as a smile. It helped so much.

Thank you man at McDonalds.

The milkshake saved my life

I hope you all can read this and remember to be kind

The smallest of gestures can save a life. My Mum answered her phone when I called and I am alive today because of that.

I’m glad you’re here.

It’s a phone call, a milkshake, a friend.

I feel like I shouldn’t keep reblogging this but when I do more people see what kindness can do…. I don’t know. Love everyone as yourself.

Nah, keep rebloging it. It gives hope.

Why I Refuse To Support PETA

fuckingconversations:

shoutingjar:

harostar:

ptsd-illidan:

As most of you know, PETA (People for Ethical Treatment of Animals) produces lots of sexist, racist, fatphobic, and even ableist ads. Their ideologies match, unfortunately. They are incredibly unreasonable, too, and they effectively want to remove companion animals from human contact entirely.

Members of PETA have done the following to me.

  • Attempted to take my service dog’s leash
  • Threatened to take him away
  • Sent me death threats
  • Threatened to euthanize him out of “mercy”
  • Claimed that I am a “slavedriver” and “active participant in the speciesist h*l*caust” (Ah yes, please tell the romani-german-native girl that she’s basically a Nazi. Good idea.)
  • Left threatening voicemails on my phone.
  • Scared me so badly that I had to move house at one point
  • Grabbed my service dog
  • Tried to pry my hand off of my service dog’s harness
  • Threw paint on a faux fur-lined coat I was wearing (the paint got matted in my hair to the point where I had to shave my head)
  • Speaks openly on their hatred for service dog handlers.

Adding:

Their “Adoption” services are a complete lie. Do not bring an animal to a PETA facility or allow PETA volunteers or employees to take an animal. THEY WILL KILL IT. 

Their own documentation shows that they euthanize approximately 90 – 97% of all animals they take in, on a yearly basis. This includes everything from seriously injured/ill animals, to healthy puppies and kittens.

They support Breed Specific Legislation, and call for the mass extermination of all “Pit Bull-type dogs”.

if there is anyone out there who doesn’t know this – this is really important. PETA kills and terrorizes animals. They do so for their own propaganda and in turn, profit. There is nothing ethical about their treatment of animals let alone other human beings.

Their position is, supposedly, that animals are equal to humans and as such use really ableist, racist, and wildly inappropriate metaphors that undermine real human oppression and suffering. Often just for shock value. If they applied their principle, then they are basically saying that mentally ill or struggling and homeless humans should be put to death on mass.

In addition to all of the above, they also promote the idea that dairy products cause autism.

Plus, they harassed Steve Irwin’s family while they were grieving his death. 

They’re pretty terrible.

The Humane Society of the United States and the SPCA are where it’s at, if you want broad, effective, and ethical animal rights organizations on a national scale, though you can be really effective seeking out your local no-kill shelter or wildlife refuge.

Some more sources

About why PETA

is awful

camposantoblog:

Zora is one of the two main characters in our second game, In the Valley of Gods. Quite a few people remarked on Zora’s character design, in particular her hair, when they saw our announcement trailer. Indeed, creating Zora’s hair is a challenging problem for intertwined technical and cultural reasons. I would like to talk about our explorations and aspirations so far, and why it’s important to us we get it right by the time we ship. 

In 2015, Evan Narcisse wrote an important essay on natural hair and blackness in video games. You should read it. It was the first time I’ve really thought critically about hair and representation in video games, and the yearning in the piece struck me.

Hair is very personal. As an immigrant woman of Chinese descent with atypically frizzy wavy hair, my hair is, to an extent, an outward expression of my struggle with who I am and where I belong (or don’t). I want to love my hair the way it naturally is, but it’s never quite simple as that.

So when I first saw the character design for Zora, I had an understanding of what task lays before us as a team. None of us has Type 4 hair, characterized by tight coils and common among black women. In fact, none of us have even made video game hair before, but we are committed to giving Zora the hair she loves, the way she chooses to wear it, with all the care and effort we can.

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Building Zora’s hair will be a continual effort that lasts the whole project. Our first milestone for the hair was getting it in shape for our announcement trailer, when Zora was first introduced to the public.  

As a small team without a dedicated character modeler, we hired a couple of specialists to do Zora’s character sculpt. Their task included sculpting a static version of her asymmetric bob so we could evaluate the scale and silhouette of her whole body. We knew the static sculpt would serve only as a placeholder and reference while we figured out a longer term hair solution.

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Hair is a complicated combination of geometry, shader work, and texturing, and it requires a very tight and frequent iteration loop to get right. It made sense for us to do it in house even if we haven’t created hair before. The task of modeling “good enough, first pass” real-time hair for the trailer fell to me; the shading and rendering work to our graphics programmer Pete; and the copious texture and oversight work to our art director Claire. We started by investigating what other developers have done.

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Real-time hair geometry, as far as I can tell, falls into two broad categories: “hair helmets” and “hair cards.” A hair helmet is what I call completely opaque geometry, as one would see on a plastic action figure or Lego figurine—think Princess Zelda’s hair in The Legend of Zelda: Breath of the Wild. Hair cards, on the other hand, use many sheets of hair strands to portray more free-flowing hair —think many characters in Uncharted 4. That approach is well suited to hair types that can be abstracted into sheets, which works well for any length of straight hair. There are also hybrid approaches, such as this wonderful tutorial of a game-ready afro by Baj Singh. 

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Claire designed Zora’s Type 4 coily hair to have a lot of texture and volume, but it also has a “big-chunky-tubes” structure allowing fluid “floppy” movement. Neither of the two previous approaches is ideal for Zora’s hair.  

The closest in-game hair reference I found is Nadine Ross from Uncharted 4, but on closer inspection Nadine has Type 3 hair with very defined curls, quite different from Zora’s tighter Type 4.

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Sometimes the only way to solve a problem is… just by making something, even if it sucks in the beginning. So I started off with a variant of the hair cards approach by making “big tubes” of three cross-cards to follow the shape and flow of Zora’s hair helmet sculpted by Ted Lockwood. It was important to have some geometry that remotely resembles what we will ultimately create, to test the shader Pete has been writing.   

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I would work on the hair for a few days at a time whenever I wanted a break from creating the trailer’s environments. After two months of wrangling various placements of polygon tubes, flat cards, and cross-cards, as well as bending all their normals as if her hair were a shrub, we had the following result as of October 2017.

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Part of the challenge of all this is that not only are we making Type 4 hair, we are making stylized Type 4 hair that evokes Claire’s distinct style. It became clear very early that the way Zora’s hair interacts with light would be a key part of the shader work.

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I’m not able to go into the technical details of the shader in this post, but we ended up adding individual controls for each type of lighting we wanted the hair to respond to, based on Claire’s specific concept art: for instance, light striking from the back, from the side, ambiently, and so on. This got finicky, but taught us a lot and provided enough variation to create the trailer.  It will take much more experimentation and iteration for the hair to behave according to the style guide under all necessary lighting conditions, but making the trailer gave us a lot of direction for our next steps.

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Right now, we have an intensely stylized back-scatter effect in the hair when backlit, but we still lack the ability to do high-quality rim lighting without relying heavily on post-processing.

We are currently only using alpha-cutouts for the hair cards (alpha sorting is a whole different topic outside the scope of this post) and I’ve been advised by character artists that some number of alpha blend cards for flyaway hairs usually works well.

For the trailer, James rigged Zora’s hair and hand animated the movement, but we plan on applying physics simulation to the hair rig for the shipping game.

There is a long way to go before we’re truly happy with Zora’s hair, but this is a good first step. As the rest of the game’s visuals become more solidified, it will become more clear what we need to tackle next.

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