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@ -53,11 +53,11 @@ Let's now take a closer look at a basic classification of 3D models (we only men
**Animation**: the main approaches to animation are these (again, just the important ones, you may encounter other ways too):
- **model made of separate parts**: Here we make a bigger model out of smaller models (i.e. body is head plus torso plus arms plus legs etc.) and then animate the big model by transforming the small models. This is very natural e.g. for animating machines, for example the wheels of a car, but characters were animated this way too (see e.g. Morrowind). The advantage is that you don't need any sophisticated subsystem for deforming models or anything, you just move models around (though it's useful to at least have parenting of models so that you can attach models to stick together). But it can look bad and there may be some ugliness like models intersecting etc.
- **keyframe [morphing](morphing.md)**: The mostly sufficient [KISS](kiss.md) way based on having a few model "poses" and just [interpolating](interpolation.md) between them -- i.e. for example a running character may have 4 keyframes: legs together, right leg in front, legs together, left leg in front; now to make smooth animation we just gradually deform one keyframe into the next. Now let's stress that this is a single model, each keyframe is just differently shaped, i.e. its vertices are at different positions, so the model is animating by really being deformed into different shapes. This was used in old games like [Quake](quake.md), it looks good and works well -- use it if you can.
- **skeletal animation**: The [mainstream](mainstream.md), gigantically [bloated](bloat.md) way, used in practically all 3D games since about 2005. Here we firstly make a *skeleton* for the model, i.e. an additional "model made of sticks (so called *bones*)" and then we have to painstakingly rig (or *skin*) the model, i.e. we attach the skeleton to the model (more technically assign weights to the model's vertices so as to make them deform correctly). Now we have basically a puppet we can move quite easily: if we move the arm bone, the whole arm moves and so on. Now animations are still made with keyframes (i.e. making poses in certain moments in time between which we interpolate), the advantage against morphing is just that we don't have to manually reshape the model on the level of individual vertices, we only manipulate the bones and the model deforms itself, so it's a bit more comfortable but this requires firstly much more work and secondly there needs to be a hugely bloated skeletal system programmed in (complex math, complex model format, skinning GUI, ...). Bones have more advantages, you can e.g. make procedural animations, ragdoll physics, you can attach things like weapon to the bones etc., but it's mostly not worth it. Even if you have a rigged skeletal model, you can still export its animation in the simple *keyframe morphing* format so as to at least keep your engine simple. Though skeletal animation was mostly intended for characters, nowadays it's just used for animating everything (like book pages have their own bones etc.) because many engines don't even support anything simpler.
- **composed of separate parts**: Here we craft a larger model out of smaller constituent models (i.e. body equals a head plus torso plus arms plus legs etc.) and then animate the main model by transforming the smaller parts. This is quite natural e.g. for machines, for example the wheels of a car, but in the industry biological characters were successfully animated this way too (see e.g. Morrowind). The advantage lies mainly in that you don't require any sophisticated subsystem for model deformation, you just move models around (though it's useful to at least have parenting of models implemented so that you can attach models to stick together). But understandably this may look bad and show ugliness such as model intersections etc.
- **keyframe [morphing](morphing.md)**: The mostly sufficient [KISS](kiss.md) way based on creation of a few model "poses" and just [interpolating](interpolation.md) between them -- i.e. for example a running character may have 4 keyframes: legs together, right leg in front, legs together, left leg in front; now to make smooth animation we just gradually deform one keyframe into the next. Now let's stress that this is a single model, each keyframe is just differently shaped, i.e. its vertices are at different positions, so the model is animating by really being deformed into different shapes. This was used in old games like [Quake](quake.md), it looks good and works well -- use it if you can.
- **skeletal animation**: The [mainstream](mainstream.md), gigantically [bloated](bloat.md) way, used practically in all 3D games since around 2005. Here we firstly set up a *skeleton* for the model, i.e. an additional "model made out of sticks (so called *bones*)" and then we have to painstakingly rig (or *skin*) the model, i.e. we attach the skeleton to the model (more technically assign weights to the model's vertices so as to make them deform correctly). Now we have basically a puppet we can move quite easily: if we move the arm bone, the whole arm moves and so on. Now animations are still made with keyframes (i.e. making poses in certain moments in time between which we interpolate), the advantage against morphing is just that we don't have to manually reshape the model on the level of individual vertices, we only manipulate the bones and the model deforms itself, so it's a bit more comfortable but this requires firstly much more work and secondly there needs to be a hugely bloated skeletal system programmed in (complex math, complex model format, skinning GUI, ...). Bones have more advantages, you can e.g. make procedural animations, ragdoll physics, you can attach things like weapon to the bones etc., but it's mostly not worth it. Even if you have a rigged skeletal model, you can still export its animation in the simple *keyframe morphing* format so as to at least keep your engine simple. Though skeletal animation was mostly intended for characters, nowadays it's just used for animating everything (like book pages have their own bones etc.) because many engines don't even support anything simpler.
Let us also briefly mention **texturing**, an important part of making traditional 3D models. In the common, narrower sense texture is a 2D images that is stretched onto the model surface to give the model more detail, just like we put wallpaper on a wall -- without textures our models have flat looking surfaces with just a constant color (at best we may assign each polygon a different color, but that won't make for a very realistic model). Putting texture on the model is called *texture mapping* -- you may also hear the term *UV mapping* because texturing is essential about making what we call a *UV map*. This just means we assign each model vertex 2D coordinates inside the texture; we traditionally call these two coordinates *U* and *V*, hence the term *UV mapping*. *UV* coordinates are just coordinates within the texture image; they are not in pixels but are typically [normalized](normalization.md) to a [float](float.md) in range <0,1> (i.e. 0.5 meaning middle of the image etc.) -- this is so as to stay independent of the texture [resolution](resolution.md) (you can later swap the texture for a different resolution one and it will still work). By assigning each vertex its UV texture coordinates we basically achieve the "stretching", i.e. we say which part of the texture will show on what's the character's face etc. (Advanced note: if you want to allow "tears" in the texture, you have to assign UV coordinates per triangle, not per vertex.) Now let's also mention a model can have multiple textures at once -- the most basic one (usually called *diffuse*) specifies the surface color, but additional textures may be used for things like transparency, normals (see [normal mapping](normal_mapping.md)), displacement, material properties like metalicity and so on (see also [PBR](pbr.md)). The model may even have multiple UV maps, the UV coordinates may be animated and so on and so forth. Finally we'll also say that there exists 3D texturing that doesn't use images, 3D textures are mostly [procedurally generated](procgen.md), but this is beyond our scope now.
**Texturing** must be briefly mentioned as well as an important part of traditional 3D modeling. In the common, narrower sense texture is a plain 2D image which is stretched onto the model's surface in order to conjure more detail, just like we glue a wallpaper onto a wall -- without textures our models show only flat looking surfaces, only with a constant [color](color.md) (at best we may assign each polygon a different color, but that won't make for a very realistic model). The application of texture on the model is called *texture mapping* -- you may also come across the term *UV mapping* because texturing is essential about making what we call a *UV map*. This just means we assign each model vertex 2D coordinates inside the texture; we traditionally call these two coordinates *U* and *V*, hence the term *UV mapping*. *UV* coordinates are just coordinates within the texture image; they are not in pixels but are typically [normalized](normalization.md) to a [float](float.md) in range <0,1> (i.e. 0.5 meaning middle of the image etc.) -- this is so as to stay independent of the texture [resolution](resolution.md) (you can later swap the texture for a different resolution one and it will still work). By assigning each vertex its UV texture coordinates we basically achieve the "stretching", i.e. we say which part of the texture will show on what's the character's face etc. (Advanced note: if you want to allow "tears" in the texture, you have to assign UV coordinates per triangle, not per vertex.) Now let's also mention a model can have multiple textures at once -- the most basic one (usually called *diffuse*) specifies the surface color, but additional textures may be used for things like transparency, normals (see [normal mapping](normal_mapping.md)), displacement, material properties like metalicity and so on (see also [PBR](pbr.md)). The model may even have multiple UV maps, the UV coordinates may be animated and so on and so forth. Finally we'll also say that there exists 3D texturing that doesn't use images, 3D textures are mostly [procedurally generated](procgen.md), but this is beyond our scope now.
We may do many, many more things with 3D models, for example **[subdivide](subdivision.md)** them (automatically break polygons down into more polygons to smooth them out), apply boolean operations to them (see above), **sculpt** them (make them from virtual clay), **[optimize](optimization.md)** them (reduce their polygon count, make better topology, ...), apply various modifiers, 3D print them, make them out of paper (see [origami](origami.md)) etcetc.
@ -218,9 +218,9 @@ TODO: other types of models, texturing etcetc.
*WORK IN PROGRESS*
**Do you want to start 3D modeling?** Or do you already know a bit about it and **just want some advice to get better?** Then let us share a few words of advice here.
**Are you dreaming about 3D modeling?** Or do you perhaps already know a bit about it and **just want some advice to get better** by any chance? Then let this section serve us to share a few words of advice for doing just that.
Let us preface by mentioning the **[hacker](hacking.md) chad way of making 3D models**, i.e. the [LRS](lrs.md) way 3D models should ideally be made. Remeber, **you don't need any program to create 3D models**, you don't have to be a Blender whore, you can make 3D models perfectly fine without Blender or any similar program, and even without computers. Sure, a certain kind of highly artistic, animated, very high poly models will be very hard or impossible to make without an interactive tool like Blender, but you can still make very complex 3D models, such as that of a whole city, without any fancy tools. Of course people were making statues and similar kinds of "physical 3D models" for thousands of years -- sometimes it's actually simpler to make the model by hand out of clay and later scan it into the computer, you can just make a physical wireframe model, measure the positions of vertices, hand type them into a file and you have a perfectly valid 3d model -- you may also easily make a polygonal model out of paper, BUT even virtual 3D models can simply be made with pen and paper, it's just numbers, vertices and [triangles](triangle.md), very manageable if you keep it simple and well organized. You can directly write the models in text formats like obj or collada. First computer 3D models were actually made by hand, just with pen and paper, because there were simply no computers fast enough to even allow real time manipulation of 3D models; back then the modelers simply measured positions of someone object's "key points" (vertices) in 3D space which can simply be done with tools like rulers and strings, no need for complex 3D scanners (but if you have a digital camera, you have a quite advanced 3D scanner already). They then fed the manually made models to the computer to visualize them, but again, you don't even need a computer to draw a 3D model, in fact there is a whole area called [descriptive geometry](descriptive_geometry.md) that's all about drawing 3D models on paper and which was used by engineers before computers came. Anyway, you don't have to go as far as avoiding computers of course -- if you have a programmable computer, you already have the luxury which the first 3D artists didn't have, a whole new world opens up to you, you can now make very complex 3D models just with your programming language of choice. Imagine you want to make the said 3D model of a city just using the [C](c.md) programming language. You can first define the terrain as [heightmap](heightmap.md) simply as a 2D array of numbers, then you write a simple code that will iterate over this array and converts it to the obj format (a very simple plain text 3D format, it will be like 20 lines of code) -- now you have the basic terrain, you can render it with any tool that can load 3D models in obj format (basically every 3D tool), AND you may of course write your own 3D visualizer, there is nothing difficult about it, you don't even have to use perspective, just draw it in orthographic projection (again, that will be probably like 20 lines of code). Now you may start adding houses to your terrain -- make a C array of vertices and another array of triangle indices, manually make a simple 3D model of a house (a basic shape will have fewer than 20 vertices, you can cut it out of paper to see what it will look like). That's your house geometry, now just keep making instances of this house and placing them on the terrain, i.e. you make some kind of struct that will keep the house transformation (its position, rotation and scale) and each such struct will represent one house having the geometry you created (if you later improve the house model, all houses will be updates like this). You don't have to worry about placing the houses vertically, their height will be computed automatically so they sit right on the terrain. Now you can update your model exporter to take into account the houses, it will output the obj model along with them and again, you can view this whole model in any 3D software or with your own tools. You can continue by adding trees, roads, simple materials (maybe just something like per triangle colors) and so on. This approach may actually even be superior for some projects just as scripting is superior to many GUI programs, you can collaborate on this model just like you can collaborate on any other text program, you can automate things greatly, you'll be independent of proprietary formats and platforms etcetc. This is how 3D models would ideally be made.
Let us preface by examining the **[hacker](hacking.md) chad way of making 3D models**, i.e. the [LRS](lrs.md) way 3D models would ideally be made. Remeber, **you don't need any program to create 3D models**, you don't have to be a Blender whore, you can make 3D models perfectly fine without Blender or any similar program, and even without computers. Sure, a certain kind of highly artistic, animated, very high poly models will be very hard or near impossible to make without an interactive tool like Blender, but you can still make very complex 3D models, such as that of a whole city, without any fancy tools. Of course people were making statues and similar kinds of "physical 3D models" for thousands of years -- sometimes it's actually simpler to make the model by hand out of clay and later scan it into the computer, you can just make a physical wireframe model, measure the positions of vertices, hand type them into a file and you have a perfectly valid 3d model -- you may also easily make a polygonal model out of paper, BUT even virtual 3D models can simply be made with pen and paper, it's just numbers, vertices and [triangles](triangle.md), very manageable if you keep it simple and well organized. You can directly write the models in text formats like obj or collada. First computer 3D models were actually made by hand, just with pen and paper, because there were simply no computers fast enough to even allow real time manipulation of 3D models; back then the modelers simply measured positions of someone object's "key points" (vertices) in 3D space which can simply be done with tools like rulers and strings, no need for complex 3D scanners (but if you have a digital camera, you have a quite advanced 3D scanner already). They then fed the manually made models to the computer to visualize them, but again, you don't even need a computer to draw a 3D model, in fact there is a whole area called [descriptive geometry](descriptive_geometry.md) that's all about drawing 3D models on paper and which was used by engineers before computers came. Anyway, you don't have to go as far as avoiding computers of course -- if you have a programmable computer, you already have the luxury which the first 3D artists didn't have, a whole new world opens up to you, you can now make very complex 3D models just with your programming language of choice. Imagine you want to make the said 3D model of a city just using the [C](c.md) programming language. You can first define the terrain as [heightmap](heightmap.md) simply as a 2D array of numbers, then you write a simple code that will iterate over this array and converts it to the obj format (a very simple plain text 3D format, it will be like 20 lines of code) -- now you have the basic terrain, you can render it with any tool that can load 3D models in obj format (basically every 3D tool), AND you may of course write your own 3D visualizer, there is nothing difficult about it, you don't even have to use perspective, just draw it in orthographic projection (again, that will be probably like 20 lines of code). Now you may start adding houses to your terrain -- make a C array of vertices and another array of triangle indices, manually make a simple 3D model of a house (a basic shape will have fewer than 20 vertices, you can cut it out of paper to see what it will look like). That's your house geometry, now just keep making instances of this house and placing them on the terrain, i.e. you make some kind of struct that will keep the house transformation (its position, rotation and scale) and each such struct will represent one house having the geometry you created (if you later improve the house model, all houses will be updates like this). You don't have to worry about placing the houses vertically, their height will be computed automatically so they sit right on the terrain. Now you can update your model exporter to take into account the houses, it will output the obj model along with them and again, you can view this whole model in any 3D software or with your own tools. You can continue by adding trees, roads, simple materials (maybe just something like per triangle colors) and so on. This approach may actually even be superior for some projects just as scripting is superior to many GUI programs, you can collaborate on this model just like you can collaborate on any other text program, you can automate things greatly, you'll be independent of proprietary formats and platforms etcetc. This is how 3D models would ideally be made.
OK, back to the mainstream now. Nowadays as a [FOSS](foss.md) user you will most likely do 3D modeling with [Blender](blender.md) -- we recommended it to start learning 3D modeling as it is powerful, [free](free_software.md), gratis, has many tutorials etc. Do NOT use anything [proprietary](proprietary.md) no matter what anyone tells you! Once you know a bit about the art, you may play around with alternative programs or approaches (such as writing programs that generate 3D models etc.). However **as a beginner just start with Blender**, which is from now on in this article the software we'll suppose you're using.

3
42.md
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@ -14,4 +14,5 @@ If you make a 42 reference in front of a TBBT fan, he will [shit](shit.md) himse
- [thrembo](thrembo.md)
- [foo](foo.md) (similarly overplayed "joke")
- [bar](bar.md)
- [69](69.md)
- [69](69.md)
- [9gag](9gag.md)

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@ -193,11 +193,12 @@ See also life [minimalism](minimalism.md).
## See Also
- [shit](shit.md)
- [harmful](harmful.md)
- [blob](blob.md)
- [maximalism](maximalism.md)
- [shitware](shitware.md)
- [obscurity](obscurity.md)
- [shit](shit.md)
- [cyclomatic complexity](cyclomatic_complexity.md)
- [freedom distance](freedom_ditance.md)
- [software gore](sw_gore.md)

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@ -32,7 +32,7 @@ In 2012 drummyfish fell into deep [depression](depression.md) and became convinc
**Does drummyfish have [divine intellect](terry_davis.md)?** Hell no, he's pretty retarded at most things and would be a complete failure wasn't it for some of his special features -- thanks to his extraordinary tendency for isolation, grand curiosity and obsession with [truth](truth.md) he is possibly the only man on [Earth](earth.md) completely immune to propaganda, something that can also be attributed to his low communication skills -- he always struggled with understanding what others wanted to say and this disability actually turned out to also be an immunity to propaganda as he learned to not listen to others and rather make his own picture of the world. Thanks to this he can see the world as it is, not as it is presented, so he feels it is his moral duty to share what he is seeing. He is able to overcome his natural dumbness by tryharding and sacrificing his social and sexual life so that he can program more. If drummyfish can learn to program [LRS](lrs.md), so can you.
**What is drummyfish's fucking problem?** The biggest burden for drummyfish -- the one that he has always struggled with (even if he realized this very late in his life) and which will be with him until death -- is that he is simply extremely, extremely alone. NO, not "alone" in the [incel](incel.md) sense, and not alone in the "[geeky](geek.md)" way, not alone as in being introverted and shy or hated (even if that he is), missing sex or company or attention or compassion, not at all. He has been struggling his whole life to find a HUMAN, a true human being like himself -- of perhaps we should rather say human subspecies of which drummyfish is and always will be the only member. He feels much closer to animals than to people. On the Internet he found a considerable number of "followers" through [LRS](lrs.md) (many of them working at CIA), the expression of his life philosophy, but he never really met a being of the same human subspecies as he is himself. He is alien in a sense -- people exist around him, even what would be called "friends", supporters, "fans", but he has never met a single true human being of the same kind as himself, someone to find absolute mutual understanding with and someone to have a true admiration for. { The closest is probably my mom, only her I ever really admired and felt the closest bond with. I think no one else ever came closer to understanding me and loving me like that. This is probably nothing surprising though. ~drummyfish } A feeling perhaps similar to what the last member of a species that is dying out must feel, except that he doesn't even have any ancestors to think of, it is a feeling of being absolutely alone in the whole Universe, the whole timespace. Hell, he is so lonely he created a whole virtual world, lore, ideology and Internet community with huge ass [wiki](lrs_wiki.md) where he is still the only participant and where he basically just keeps talking to himself. { Also please don't try to fix me or comfort me by saying nice things like "I was like this too, you will find someone", it just pisses me off, you don't know what's going on. I know your intentions are good but don't do it cause it's no use. ~drummyfish } But the feeling of loneliness is only part of the whole tragedy -- it would even be bearable, however the worst part is that drummyfish LOOKS LIKE a normal human so others treat him so, they try to apply things that normally work on people on drummyfish, like talking to him or thanking him or keeping him in company of other people because apparently "humans are social animals" or whatever, and it's just fucking killing him. It's as if you try to treat literal fish like a human, trying to keep it out of water because humans dislike breathing water, trying to feed it human food, put it in human clothes -- you're just going to torture the animal to death.
**What is drummyfish's fucking problem?** He is torn between love and hatred of humans, longing for closeness whilst despising all of mankind. The biggest burden for drummyfish -- the one that he has always struggled with (even if he realized this very late in his life) and which will be with him until death -- is that he is simply extremely, extremely alone in his own right. NO, not "alone" in the [incel](incel.md) way, and not alone in the "[geeky](geek.md)" sense, not alone as in being introverted and shy or hated and bullied (even if that he is), missing sex or company or attention or compassion, not at all. He's been struggling his whole life to encounter a HUMAN, a true soul like himself -- of perhaps we should rather say human subspecies of which drummyfish is and always will be the only example. He feels profoundly closer to animals than to people. On the Internet he met a considerable number of "followers" through [LRS](lrs.md) (many of them working at CIA), the expression of his life philosophy, but he never really met a being of the same human subspecies as he is himself. He is alien in a sense -- people exist around him, even what would be called "friends", supporters, "fans", but he has never met a single true human being of the same kind as himself, someone to find absolute mutual understanding with and someone to have a true admiration for. { The closest is probably my mom, only her I ever really admired and felt the closest bond with. I think no one else ever came closer to understanding me and loving me like that. This is probably nothing surprising though. ~drummyfish } A feeling perhaps similar to what the last member of a species that is dying out must feel, except that he doesn't even have any ancestors to think of, it is a feeling of being absolutely alone in the whole Universe, the whole timespace. Hell, he is so lonely he created a whole virtual world, lore, ideology and Internet community with huge ass [wiki](lrs_wiki.md) where he is still the only participant and where he basically just keeps talking to himself. { Also please don't try to fix me or comfort me by saying nice things like "I was like this too, you will find someone", it just pisses me off, you don't know what's going on. I know your intentions are good but don't do it cause it's no use. ~drummyfish } But the feeling of loneliness is only part of the whole tragedy -- it would even be bearable, however the worst part is that drummyfish LOOKS LIKE a normal human so others treat him so, they try to apply things that normally work on people on drummyfish, like talking to him or thanking him or keeping him in company of other people because apparently "humans are social animals" or whatever, and it's just fucking killing him. It's as if you try to treat literal fish like a human, trying to keep it out of water because humans dislike breathing water, trying to feed it human food, put it in human clothes -- you're just going to torture the animal to death.
**Is drummyfish arrogant and [egocentric](egoism.md)?** Maybe yes, he was not once told so, and he admits he is prone to being a shitty being, a disgrace to what he preaches -- yes, he sees it, regrets it and suffers from it, and it's no excuse for behaving so -- he is a bad, bad, faulty and shitty being. He is also a huge cocksucker that chases away any potential friend he could make, that's just a trait of his broken personality. Humans are weak, shitty and inevitably have evil in them, sometimes too big to overcome completely, some days you are good, other days you're too tired and the evil shows. We all carry the heavy burden of self interest, greed and egocentrism cast upon us by evolution, it's imprinted in our brains, sometimes it's too strong to not let it show. Please remember LRS argues to not glorify anyone -- partly for said reasons -- and by that drummyfish never wishes to be praised or glorified, he only wishes for you to take the ideas he offers, think about them and take the good you find. Drummyfish tries to be good but inevitably he won't always succeed -- follow ideas, not people.
@ -64,7 +64,7 @@ What follows is an info about Drummyfish that might be called """sensitive""":
- **date of virginity loss**: no (but got handjob and blowjob)
- **[IQ](iq.md)** (SD 15): bullshit ranging anywhere from 120 to 151, at Mensa he got 148 but he trained for it a bit before because it was at the time when he was very insecure about his IQ, in paper and online self tests normally somewhere around 130, at current time probably half of that as Internet killed all the brain cells. { On weekends subtract 20 because I now drink wine on weekends and it deletes my brain (I don't drink that much but with the pills I'm taking it has this sorta effect). ~drummyfish }
- **[DNA](dna.md) stuff**: maternal haplogroup HV (HVR1 mutations: 16093C, 16129A, 16221T, 16519C), paternal haplogroup E1b1b { No idea what this stuff means, if anyone can explain I'll appreciate. ~drummyfish }
- **other**: vegetarian, anosmia (no sense of smell), hallux varus (foot toe too far apart from other fingers), nasal adenoids removed in childhood, from age of 20 anxiety and depression (taking antidepressants, [AvPD](avpd.md)), in 2006 broken instep of right foot, NOT Covid vaccinated, weird issues with sight (doctors say it's "psychosomatic" but he thinks he has some shit in his brain, it's something related to so called "visual snow"), wore dental braces, wisdom teeth NOT removed (fuck dentists), has migraines with aura but usually without headaches
- **other**: vegetarian, anosmia (no sense of smell), hallux varus (foot toe too far apart from other fingers), nasal adenoids removed in childhood, from age of 20 anxiety and depression (taking antidepressants, [AvPD](avpd.md)), in 2006 broken instep of right foot, NOT Covid vaccinated, weird issues with sight (doctors say it's "psychosomatic" but he thinks he has some shit in his brain, it's something related to so called "[visual snow](visual_snow.md)"), wore dental braces, wisdom teeth NOT removed (fuck dentists), has migraines with aura but usually without headaches
- **favorites** (as of writing of course):
- **[color](color.md)**: depends, but a general answer has always been yellow (lighter, less saturated)
- **[number](number.md)**: hard to say, maybe 12 { Generally highly divisible numbers like 6, 12 and 24 feel appealing to me, they have warm colors in my mind, a mix of orange, brown and green, and I feel they are useful and universal for measurements by being dividable into many different ways. ~drummyfish }

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@ -25,4 +25,9 @@ In fact we think that (at least soft) forking should be incorporated on a much m
*See also [fork bomb](fork_bomb.md).*
TODO
TODO
## See Also
- [clone](clone.md)
- [spoon](spoon.md)

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@ -45,6 +45,7 @@ The following are some tips that may come in handy to the homeless. Officially w
- Some religious groups provide food, specifically e.g. **Sikhs give free food** (called Langar) to everyone who comes no matter their religion, social status etc. But in general all religions are inclined to charity and caring for homeless, including most Christians.
- **Food samples in supermarkets** are said to have fed many immigrants who found themselves in USA without any money at hand -- again, you must look normal, you can't just come there looking like a zombie, they'll kick you out.
- **Fruit, mushrooms and food for animals**: you'll find this in many gardens, forests and even public city places, just collect it at night. Bird food or dog food isn't any worse than human food, it's probably much better than what people in third world must eat. In the fields you might be able to **dig out some potatoes**, find corn or similar stuff. **Jerusalem artichoke** is similar to potatoes but it grows like [cancer](cancer.md) and kills all other plants, to the point of sometimes being illegal to even plant, so you will find it in many places just growing wild -- in fact this fed many people in war times. Of course there are also apples, pears and so on. **Mushroom picking** in forests is a regular hobby activity (especially in [Czechia](czechia.md)) that provides very tasty food, BUT one must be skilled in recognizing the edible mushrooms and preparing them, it's very possible to poisons oneself, plus mushrooms are also hard to digest so you can't keep eating them all the time.
- **Fields** offer an opportunity to just grab food, be it some kind of corn or wheat or whatever. One could possibly even collect wheat at night and then make his own flour, add some water and cook it to make something akin a bread, might be quite a comfy source of food.
- **Vending machines** contain food that's normally not constantly guarded by humans, e.g. near big train stations. It might be not so hard to dig some food out at night (especially if you have slim anorexic arms), but try to not damage the machine (companies won't probably might so much a stolen piece of food but they will mind a damaged equipment, they could remove the machine, or if you get caught you might be forced to pay for the damage).
- **Supermarkets and restaurants throw away perfectly fine food** because they can't sell it anymore if it's older than *X* days -- it's absolutely fine, they just can't sell it for legal reasons. You want to get this (check out the bins where they might be dumping it or perhaps even try to ask someone if they'd just give it to you).
- In shopping malls **food prices are lower late** in the evening, before closing hours, because they need to get rid of what's left, otherwise they have to throw it away. Also damaged packaging lowers the price of food -- sometimes there is a special corner with damaged cans etc., you want to get this.

View file

@ -71,6 +71,7 @@ The council is a subgroup of inhabitants of the Island, a group of those whose q
- [less retarded society](less_retarded_society.md)
- [Utopia](utopia.md)
- [desert](desert.md)
- [Atlantis](atlantis.md)
- [Loquendo City](loquendo.md)
- [Bhutan](bhutan.md)

View file

@ -27,6 +27,8 @@ We don't know if our logic is always correct or not, we only know it's useful to
- There can probably exist different systems of logic, similar to our own.
- Trying to use many different systems of logic together however won't help, in the end any merger is just a new logic with its own flaws.
DIGRESSION: Can we in fact be sure that our logic has limitations if arrived at this conclusion using this exact, potentially faulty logic? Indeed not, here we meet the ultimate uncertainty, eventually we cannot be sure of absolutely ANYTHING. By stating we are "sure" of anything here we merely mean we are "as sure as we can ever be" about anything, which nonetheless doesn't imply absolute certainty.
Let's now poke a bit on specific examples of different logic systems, demonstrated by a table:
| logic | values | correct? |
@ -47,6 +49,7 @@ The *logic* column lists a selection of possible logic systems (correct or not),
- [math](math.md)
- [philosophy](philosophy.md)
- [mindfuck](mindfuck.md)
- [epistemology](epistemology.md)
- [knowability](knowability.md)
- [science](science.md)

File diff suppressed because one or more lines are too long

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@ -2,7 +2,7 @@
*Not to be [confused](often_confused.md) with [Niger](niger.md).*
Nigger (also nigga, niBBa, nigra, N-word, chimp or Q1455718 on [wikidata](wikidata.md)) is a [forbidden word](newspeak.md) that refers to a member of the [black](black.md) [race](race.md), [SJWs](sjw.md) call the word a [politically incorrect](political_correctness.md) "slur". Its counterpart targeted on white people is *[cracker](cracker.md)*. To [Harry Potter](harry_potter.md) fans the word may be compared to the word *Voldemort* which everyone is afraid to say out of fear of being [cancelled](cancel_culture.md). Nigger is not to be confused with [negro](negro.md), negrito etc. (which are subgroups of the black race). [Wikidata](wikidata.md) currently lists 184 items containing the word "Nigger", including a deceased dog named Nigger, island named Nigger Head, [musical](music.md) composition named Nigger [Faggot](faggot.md) and a book called [Capitalist](capitalism.md) Nigger. Nigger also appears in some countries both as a first name and surname.
Nigger (also nigga, niBBa, nigra, N-word, chimp or Q1455718 on [wikidata](wikidata.md)) is a [forbidden word](newspeak.md) that refers to a member of the [black](black.md) [race](race.md), [SJWs](sjw.md) call the word a [politically incorrect](political_correctness.md) "slur". Nigger is a god's gift because it's such an exceptionally good and universal [free speech](free_speech.md) tester. Its counterpart targeted on white people is *[cracker](cracker.md)*. To [Harry Potter](harry_potter.md) fans the word may be compared to the word *Voldemort* which everyone is afraid to say out of fear of being [cancelled](cancel_culture.md). Nigger is not to be confused with [negro](negro.md), negrito etc. (which are subgroups of the black race). [Wikidata](wikidata.md) currently lists 184 items containing the word "Nigger", including a deceased dog named Nigger, island named Nigger Head, [musical](music.md) composition named Nigger [Faggot](faggot.md) and a book called [Capitalist](capitalism.md) Nigger. Nigger also appears in some countries both as a first name and surname.
```
.988886,

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@ -52,17 +52,17 @@ we cannot miss the fact that this way of establishing truth has simply no longer
- "[Women](woman.md) are as intelligent as men, if not more."
- "[citation needed](citation_needed.md)" on everything
- "Studies show that ..."
- "Science popularization" (more correctly soyence brainwashing) as in building authority of so called "scientists" so as to create a political capital.
- **"Science popularization"** (more correctly soyence brainwashing) as in building authority of so called "scientists" so as to create a political capital.
- "This extremely lucrative [Covid](covid.md) vaccine made by us, a predatory [corporation](corporation.md), in record time is absolutely safe, don't dare question it OR ELSE, just take it 5 times a year and pay us each time you do, don't mind any side effects." --Big Pharma
- Fandom community over "science", fanboy mentality, treating scientists as celebrities, wearing "science" T-shirts and hats, watching [Big Bang Theory](big_bang_theory.md), following "I Fucking Love Science" on [Facebook](facebook.md), "rooting for science!", hostility towards anyone who doesn't support the same team.
- "You can't trust your everyday experience or things you see with your own eyes, only trust our SCIENTISTS, they know better."
- "You can't trust your everyday experience or whatever you see with your own eyes, only trust our SCIENTISTS, they know better."
- "Science says [god](god.md) doesn't exist." aka reddit [atheism](atheism.md)
- **Peer review** (better known as peer censorship): "We can't believe this because it wasn't peer censored/fact checked and/or it didn't pass the [null ritual](null_ritual.md) and/or it wasn't published in a journal on our approved literature list." (--[Wikipedia](wikipedia.md))
- "This gender studies expert has proven sex is a racial construct and has no biological meaning. You disagree? Well, do you have a PhD in gender studies? No? Then shut up you fucking sexist."
- Obsession with "novelty" and similar [buzzwords](buzzword.md) ([modern](modern.md), innovative, sustainable, green, state of the art, bleeding edge, ...). Papers have to be [advertised](marketing.md) well to gain attention, e.g. with videos on YouTube.
- "Scientists" who actually make money on YouTube and Twitter and do "science" only as a side pet project to have some "content" for their online Disneyland.
- "This goes against SCIENTIFIC CONSENSUS therefore it's pseudoscience and [conspiracy theory](conspiracy_theory.md)."
- "This research is racist.", using terms such as "scientific racism".
- "This research is [racist](racism.md).", using terms such as "scientific racism".
- Bullshit "fields" like "ecology communication" and whatnot.
- This guy's research is invalid because in his spare time he makes videos on ufology and other "conspiracy theories", his REPUTATION AND CREDIBILITY is destroyed.
- "We should burn these old books that say things we don't like, just in case. When Nazis did it it was different."
@ -71,6 +71,7 @@ we cannot miss the fact that this way of establishing truth has simply no longer
- Neil de grass/Morgan Freeman "documentaries", emotional "science" documentaries with famous actors and a lot of "PhD" women talking heads that make wild gesticulations and excited faces trying to tell you how EXCITING science is by suggesting there must be alien life because there are so many planets or by showing you black holes, explosive chemical reactions etc.
- Political messages and "motivational stories" inserted into "scientific documentaries".
- HERE IS THE SCIENTIFICALLY CORRECT WAY TO CUT A CAKE, YOU'VE BEEN DOING IT WRONG YOUR WHOLE LIFE!
- Leaving the scope of science, e.g. into ethics and politics ("science says THIS should be done"), subjective judgments ("science says dogs are awesome!") etc.
- Deducing cool facts on TV about extinct animals from their skull shapes is Neil De grass stamp of approval legit thumbs up paleonthology science yay! :)))) But trying it on humans ([phrenology](phrenology.md)) is a bad bad NONO PSEUDOSCIENCE, neil de grass frown :(((
- "We can totally trust the results of commercial research. They will be objective and sincerely publish even results that will ruin their business because even CEOs are moral people and wouldn't dare lie even if that should cost them their career. Even if a corporation wanted to do something bad there are still the excellent good people in government who won't let this happen."
- "These negative results are useful but unexciting so let's not publish them, we gotta entertain our readers to stay on the market. We GOTTA TELL INSPIRATIONAL STORIES with our papers. We have to publish exciting papers about which we can also make YouTube videos for our channel." --soyence journals

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@ -187,6 +187,11 @@ Some stereotypes are:
- post-war very sensitive to anything connected to nazism, for example if someone notices a crossroads somewhere resembles a swastika, nation-wide panic will ensue
- likewise sensitive to other sensitive topics, typically e.g. violence in video games: all blood in game is censored to green liquid
- men are named Hans or Horst, women have horrific names such as GERTRUDE
- **Greeks**:
- lazy, poorly organized
- [homosexual](gay.md) as fuck since antiquity and long before it was mainstream -- some say homosexuality was invented by Greeks
- large families
- legend has it that their sewage pipes are too narrow and so they dispose of used toilet paper by throsing it to garbage bins, GROSS
- **Hispanics**:
- telenovelas
- sexual dances like tango, samba and penetrata

View file

@ -43,10 +43,11 @@ For good lulz and drama see also transsexuals in [sports](sports.md).
- [transformer](transformer.md)
- [tranny software](tranny_software.md)
- [trainsexual](trainsexual.md)
- [gay](gay.md)
- [LGBT](lgbt.md)
- [emo](emo.md)
- [cancer](cancer.md)
- [pseudoleft](pseudoleft.md)
- [fascism](fascism.md)
- [furry](furry.md)
- [furry](furry.md)

File diff suppressed because one or more lines are too long

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@ -3,12 +3,12 @@
This is an autogenerated article holding stats about this wiki.
- number of articles: 644
- number of commits: 1044
- total size of all texts in bytes: 5654294
- total number of lines of article texts: 40605
- number of commits: 1045
- total size of all texts in bytes: 5662077
- total number of lines of article texts: 40645
- number of script lines: 324
- occurrences of the word "person": 10
- occurrences of the word "nigger": 167
- occurrences of the word "nigger": 170
longest articles:
@ -24,7 +24,7 @@ longest articles:
- [3d_rendering](3d_rendering.md): 56K
- [main](main.md): 52K
- [programming_language](programming_language.md): 48K
- [c](c.md): 44K
- [c](c.md): 48K
- [human_language](human_language.md): 44K
- [3d_model](3d_model.md): 44K
- [internet](internet.md): 44K
@ -35,92 +35,99 @@ longest articles:
top 50 5+ letter words:
- which (3026)
- there (2385)
- which (3030)
- there (2389)
- people (2252)
- example (1949)
- example (1952)
- other (1733)
- about (1542)
- about (1545)
- number (1482)
- software (1341)
- because (1276)
- their (1202)
- something (1182)
- would (1158)
- software (1342)
- because (1278)
- their (1203)
- something (1186)
- would (1159)
- being (1138)
- program (1093)
- language (1067)
- called (1014)
- things (961)
- language (1071)
- called (1015)
- things (962)
- without (941)
- simple (909)
- simple (910)
- function (888)
- numbers (884)
- computer (881)
- different (863)
- world (832)
- world (833)
- these (822)
- however (815)
- however (816)
- programming (814)
- should (795)
- still (787)
- system (781)
- doesn (760)
- always (746)
- drummyfish (744)
- games (743)
- possible (738)
- point (723)
- https (714)
- always (748)
- games (745)
- drummyfish (745)
- possible (739)
- point (724)
- https (716)
- probably (712)
- simply (700)
- while (699)
- society (698)
- simply (701)
- society (699)
- while (698)
- using (669)
- someone (659)
- course (655)
- similar (644)
- actually (641)
- someone (662)
- course (656)
- similar (645)
- actually (642)
- first (632)
- value (621)
- though (600)
- though (599)
- really (599)
latest changes:
```
Date: Mon Jul 21 04:11:02 2025 +0200
3d_model.md
3d_rendering.md
acronym.md
bootstrap.md
bytebeat.md
c.md
color.md
css.md
demoscene.md
dog.md
drummyfish.md
future.md
game.md
human_language.md
living.md
logic.md
lrs.md
lrs_dictionary.md
lrs_wiki.md
main.md
nigger.md
often_confused.md
operating_system.md
random_page.md
rms.md
shit.md
soyence.md
stereotype.md
terry_davis.md
unretard.md
usa.md
version_numbering.md
wiki_pages.md
wiki_stats.md
Date: Fri Jul 18 14:17:08 2025 +0200
jokes.md
lrs_dictionary.md
random_page.md
usa.md
wiki_pages.md
wiki_stats.md
wikidata.md
Date: Sun Jul 13 17:57:29 2025 +0200
anarch.md
drummyfish.md
encyclopedia.md
human_language.md
information.md
main.md
nigger.md
random_page.md
soyence.md
wiki_pages.md
wiki_stats.md
wikidata.md
woman.md
Date: Thu Jul 10 23:36:36 2025 +0200
abstraction.md
disease.md
logic.md
main.md
random_page.md
stereotype.md
wiki_pages.md
wiki_stats.md
work.md
```
most wanted pages:
@ -149,7 +156,7 @@ most wanted pages:
most popular and lonely pages:
- [lrs](lrs.md) (357)
- [capitalism](capitalism.md) (329)
- [capitalism](capitalism.md) (330)
- [bloat](bloat.md) (254)
- [c](c.md) (252)
- [free_software](free_software.md) (211)
@ -165,15 +172,15 @@ most popular and lonely pages:
- [math](math.md) (124)
- [shit](shit.md) (122)
- [programming](programming.md) (121)
- [woman](woman.md) (117)
- [art](art.md) (114)
- [woman](woman.md) (118)
- [art](art.md) (115)
- [history](history.md) (110)
- [gnu](gnu.md) (110)
- [linux](linux.md) (108)
- [bullshit](bullshit.md) (108)
- [corporation](corporation.md) (107)
- [fight_culture](fight_culture.md) (101)
- [work](work.md) (99)
- [work](work.md) (100)
- [hacking](hacking.md) (97)
- [internet](internet.md) (96)
- [less_retarded_society](less_retarded_society.md) (94)

View file

@ -32,7 +32,7 @@ In the book [Flatland](flatland.md) women are mere [line](line.md) segments, the
Of course even though rare, well performing women may statistically appear (though they will practically never reach the skill of the best men). That's great, such rare specimen could do great things. The issue is such women (as all others) are very often involved with a cult such as the [feminists](feminism.md) who waste their effort on [fighting](fight_culture.md) men instead of focusing on study and creation of real technology, and on actually loving it. They don't see technology as a beautiful field of art and science, they see it as a battlefield, a political tool to be weaponized to achieve social status, revenge on society etc., which spoils any rare specimen of a capable woman. Even capable women can't seem to understand the pure joy of [programming](programming.md), the love of creation for its own sake, they think more in terms of "learning to COOODE will get me new followers on social networks" etc. Woman mentality is biologically very different from men mentality, a woman is normally not capable of true, deep and passionate love, woman only thinks in terms of benefit, golddigging etc. (which is understandable from evolutionary point of view as women had to ensure choosing a good father for their offspring); men, even if cheating, normally tend towards deep life-long love relationships, be it with women or art. You will never find a virgin basement dweller programmer or [demoscene](demoscene.md) programmer of female sex which isn't a poser, a [hacker](hacking.md) who is happy existing in a world of his own programs without the need for approval or external reward, a woman will likely never be able to understand this. This seems to be evolutionary given, but perhaps in a [better culture](less_retarded_society.md) these effects could be suppressed.
A woman in emergency situations even presents a **deadly danger**: not only do women have significantly lower reaction times (source e.g. Aditya Jain et al. 2015), but in sudden emergency situations women always start to freak out and panic, they start screaming, running around and can't control themselves -- this is because, again, genetically men are programmed to deal with danger, men stay calm in a crisis, while women are programmed to rather signal the danger and run away. This can be seen basically in any video of any accident. For this reason having a woman in charge during critical missions such as space walks is a huge, life threatening risk. Of course we aren't even talking about their permanent mental instability due to the menstruation cycle -- anyone who lived with a woman for longer period of time knows this -- a woman is constantly on emotional rollercoaster, one day she's crying, the next day she's not talking to you, another day she's manic and hyperactive, so putting woman in charge of a critical long term mission is literally playing lottery with human lives, it's like placing a huge, stressful burden of responsibility on someone mentally ill, unpredictable and highly imbalanced.
A woman in emergency situations even presents a **deadly danger**: not only do **women have significantly lower reaction times** (source e.g. Aditya Jain et al. 2015, or the 2013 paper *Reaction time aspects of elite sprinters in athletic world championships*), but in sudden emergency situations women always start to freak out and panic, they start screaming, running around and can't control themselves -- this is because, again, genetically men are programmed to deal with danger, men stay calm in a crisis, while women are programmed to rather signal the danger and run away. This can be seen basically in any video of any accident. For this reason having a woman in charge during critical missions such as space walks is a huge, life threatening risk. Of course we aren't even talking about their permanent mental instability due to the menstruation cycle -- anyone who lived with a woman for longer period of time knows this -- a woman is constantly on emotional rollercoaster, one day she's crying, the next day she's not talking to you, another day she's manic and hyperactive, so putting woman in charge of a critical long term mission is literally playing lottery with human lives, it's like placing a huge, stressful burden of responsibility on someone mentally ill, unpredictable and highly imbalanced.
**Supposed "achievements" of women after circa 2010 can't be taken seriously**, [propaganda](propaganda.md) has started to tryhard and invent and overrate achievements and basically just steal achievements of men and hand them over to women (not that there were any generally significant achievement post 2010 though). Remember, by now things such as [ghostwriting](ghostwriter.md) are absolutely normal -- a rich guy without any writing talent just pays someone to write for him while giving the authorship credit to the rich guy, it's legal and completely common, money can nowadays buy anything, including talent or making lie into truth, so very soon there will be (or possibly there already are) things like men who are paid to secretly make scientific research that will then be handed over to some woman because politics just needs women with achievements which they can't reach themselves, it's just natural development under [capitalism](capitalism.md). At the moment there are many [token](token.md) women inserted on [soyentific](soyence.md) positions etc. (lol just watch any recent [NASA](nasa.md) mission broadcast, there is always a woman inserted right in front of the camera).
@ -81,7 +81,8 @@ Note: It is guaranteed that [soyentific](soyence.md) BIGBRAINS will start screec
| weight: greatest | 442 kg (Minnoch) |385 kg (Carnemoll)| |
| brain: avg. weight | 1424 g | 1242 g | |
| brain: heaviest | 2049 g | 1565 g | |
| avg. reaction time | 230 ms | 244 ms |(Aditya Jain et al. 2015) |
| avg. reaction time | 230 ms | 244 ms | Aditya Jain et al. 2015 |
|sprinter react. time| 142 ms | 155 ms | finalists, Tonnessen et al. 2013 |
| muscle/mass avg. | 42% | 32% | |
|life span: avg. (EU)| 75 years | 81 years | |
| life span: greatest| 116 y. (Kimura) | 122 y. (Calment) |top 10 oldest people ever are all W |
@ -132,6 +133,8 @@ Here is a list of almost all historically notable women (this is NOT cherrypicke
- **Anne Frank**: famous for having been killed by [Nazis](nazism.md) while being young at the same time, a great achievement.
- **Beth Harmon**: female who was as good at [chess](chess.md) as men, also a completely fictional character who never existed.
- **Botez sisters**: Most famous female [chess](chess.md) [YouTubers](youtube.md) who are known mainly for their low skill at chess compared to all the male chess YouTubers, making up for it by combining chess with onlyfans style online prostitution ("If you beat me at chess you win a date, but give me odds else I have no chance :D") -- famously hanging one's queen was named the *Botez gambit* after them.
- **Cecilia Gimenez**: earned notoriety by ruining a priceless fresco painting of [Jesus](jesus.md) by trying to "restore" it in such a way that it became a world wide meme.
- **Dian Fossey**: lived with gorillas and got murdered, might have actually been [based](based.md), TODO.
- **Elizabeth II**: queen of [England](uk.md), managed to stay alive for a long time (with the best healthcare available in the world, but still!).
- **[Elizabeth Holmes](elizabeth_holmes.md)**: cringe and creepy psychopath who obsessively tried to imitate [Steve Jobs](steve_jobs.md), started a huge [corporation](corporation.md) and manipulated uncountable people into a one of the biggest frauds in history, sentenced to 11 years in jail.
- **Emily Wilding Davison**: injured an innocent horse by jumping in its way as a "protest".