WordPress plugin to automatically translate pages, posts, and custom type posts as well as their titles and custom fields. The translations are stored in the metadata of the posts. Depending on the selected language, the frontend displays the language under the same URL / post ID. In the Gutenberg editor, there is a small dropdown menu that allows you to switch between languages to make individual changes, and in the backend, unlike with Polylang, there is no confusing duplication of content. The translation is done via ChatGPT, which allows for context-specific translation – by specifying what the tone should be, e.g., polite or informal, and what the focus should be, such as project presentation, marketing, etc., better translations can be obtained.
The code for selecting and processing content is available in a git repository.
Jōyō-Kanji
The 2136 Kanji that are learned in elementary and middle school in Japan, which enable one to read most Japanese texts, along with their translations in German.
The meaning of a word often varies depending on the context. Many terms only arise when multiple Kanji are combined – that’s why the term “you” is not found here, for example. It is composed of 貴 (valuable, noble, precious) and 方 (person).
The question of how to comprehensively categorize a language has proven to be very interesting. The categorization by “school year” is a time-honored Japanese method – but the desire for finer granularity was present to make learning easier.
The Kanji list as a JSON file, the Python codes to create them, as well as the chosen categories can be found below in the git repository.
“Mars is stupid” – A reading on Mars of Skip Mantleton’s “Mars is stupid” (1974), read by the speech robot Brian. He reads the paragraphs of the book in random order, resulting in 5,443449391×10⁹² different scenarios, each with a reading time of about 13 minutes.
Painted World - Engine for 3D Figures on Pre-rendered Background Images
Inspired by games where 3D characters walk around in 2D images (games with “Pre-rendered background”) such as Final Fantasy VIII, an engine based on JavaScript to develop such games for the web browser.
Walter Giers – Little Star (1990) – Digital Replica
Engagement with the question of how and whether electronic art (digital) can be reproduced, what a replica actually is, and how it works. The resulting by-product in JavaScript can be seen here.
Cubemap Creator
Python script to generate skybox image maps in rectangular format from equirectangular images, as well as a setup for Blender to render equirectangular image maps.
With the Blender setup, an equirectangular HDRI can be rendered from a 3D environment, like the following:
.. to then convert this into a cubemap with the Python script…
… so that this can be used in game engines like Verge3D or Goldsource.
1makk
The exclusivity of Apple products is reflected in the structure of the main building in Cupertino, SF – a ring like a bastion with the function of a cloister. In line with the iMac and its intercompatibility, the 1st Book of Maccabees also points out how dangerous it could be to open up to the foreign (similarly to the Book of Ezra, which propagates “the purity of the holy people”). Hence this cynical game, in which the player must maintain the “purity” of his people.
Deaths
Visualization of the death rate of real people compared to the death rate of virtual humanoids. Scene change by clicking. The problem with the many virtual deaths of virtual humanoids: Death appears much more ordinary than it actually is. Experiencing disproportionately frequent deaths normalizes it – one becomes desensitized. Exemplary data visualization as a pointer to the distortion of one’s own perception through media influence.
ba.pbr.vmt.qc.mdl.exe
This is a tool designed to make it easier to implement 3D models into Valve Software’s Source game engine, better to say, KAFF Softwares port of that engine with support for physically based rendering. It offers a pipeline to compile .smd 3D mesh data and .png or .tga pixel textures to .mdl with PBR materials by simply dragging and dropping a 3D model and its set of textures onto the program for it to compile it for the Source Engine. Here’s what it does: – Create a PBR texture map from a metallic, a roughness, and an ambient occlusion map – Wrap VTFCmd.exe to generate Source engine compatible .vtf texture files from images and a .vmt material descriptor file – Generate model and texture mapping descriptor .qc file, necessary for compilation of 3D model with textures – Wrap studiomdl.exe to compile Source engine compatible binary .mdl and .phy files from .smd and .qc files among others – the file formats which are expected by the engine
Drag & drop texture images on the tool to generate specific PBR-materials that can be used in the production of the game Boreal Alyph. The first three added textures will be merged into a single texture map, one texture per color channel (metallic, roughness, ambient occlusion). For each of these, the tool offers the option for color inversion before merging them. The tool then asks for an albedo-, normal- and height-texture map, converts everything to .vtf and writes a corresponding .vmt with the use of vtfcmd.exe. As last step, the tool asks for .smd 3D model files. It then generates a .qc corresponding to the models and textures and then compiles the model .mdl and .phy files (among others) by controlling studiomdl.exe.
Example model used:
A mesh of a wooden pallet with textures for real time physically based rendering and a collision hull mesh. Blender can export mesh data in .smd format. So this is what we got as input:
And this is what the tool makes out of it, which is (Boreal Alyph) Source Engine compatible:
QuBeenee
A punch card generator for quantum computers (hypothetical). Comparison of bit and qubit. Practical thinking about interfaces for qubits starting from the idea that logic or computation by qubits can be understood with 3D vectors.
Manual: The left orb represents a bit. “State” controllable by clicking on it. The right sphere represents a qubit. “State” controllable in 3D space by drag’n’drop (x- and y-axis) and mouse wheel (z-axis) via the inner sphere. Small orbs toggle punch card printing.
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