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Joined 8 months ago
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Cake day: November 20th, 2024

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  • That’s not a contradiction, the fact that it is the page you get from searching the term is exactly their point.

    Looking at the page Doctor of Osteopathic Medicine, it even seems to point to both having the same origin (1874 USA) and later changing:

    Osteopathic medicine (as defined and regulated in the United States) emerged historically from the quasi-medical practice of osteopathy, but has become a distinct and proper medical profession.

    Be it resolved, that the American Osteopathic Association institute a policy, both officially in our publications and individually on a conversational basis, to use the terms osteopathic medicine in place of the word osteopathy and osteopathic physician and surgeon in place of osteopath; the words osteopathy and osteopath being reserved for historical, sentimental, and informal discussions only

    Though also…

    DO schools provide an additional 300–500 hours in the study of hands-on manual medicine and the body’s musculoskeletal system, which is referred to as osteopathic manipulative medicine (OMM). Osteopathic manipulation is a pseudoscience.

    and from the related sources:

    Mark Crislip also pointed out that DOs are using less and less osteopathic manipulation in their practice. This is a good thing, and hopefully it will eventually completely fade away. Essentially we need to distinguish between osteopathic medicine, which is mostly equivalent to standard medicine, and osteopathic manipulation, which is pure pseudoscience akin to straight chiropractic.

    EDIT: Also it really sucks that things are muddied like this, I have a neck problem and there’s a potential solution that uses a precision machine but I have no idea if it’s a real procedure or just more quackery. I’ve asked a few times and got no responses or just downvotes. Though I also don’t know if the chiro places near me have it or the needed x-ray capability.


  • EDIT: On second look I’m guessing the description was more of a rhetorical (which would make more sense if it were read before the image). So all I can say is

    <me pretending I have a project>: haha same

    original

    I have all of the free time but feel terrible most of the time, so everything really. When I actually do sit down to actually try something,

    it:

    a. goes nowhere (failed attempt or no idea on how to start)

    b. works, but has some blocking issue (or otherwise is not as viable as I hoped)

    c. is… fine, but not quite smooth for me

    d. does not seem to exist as I expect, slowing my workflow

    e. is actually viable, but clunky (Godot’s gridmap, unless manual config)

    Not that I really have ideas, more of annoyances with common game mechanics (or that lots of new stuff is bloated from textures/video/non-compressed audio etc.) really.

    For a couple of things I have made (both text-file formats+loaders), one of them I had no desire to do the writing to utilize (adventure book, for a toolkit… also font scaling wasn’t as good I wanted) and the other (2D polygons, Raylib bindings) I was a bit unsure on usage (fans vs strips, loading multiple) and couldn’t be bothered to develop to a usable state (GUI editor etc).

    Some of it I know I just need to start with something simpler (I am already leaning towards this with 2D or 3D polygons) and get anything started*, but I don’t seem to be there yet. Maybe something will change…

    * still difficult having an idea that is both viable and engaging for me, and even the simplest 3D I’d still need to put a bit more prep-work in (Blender template file, importer script for materials and better node view, checking Godot color palette options to see if one allows keeping my x5 ramp width) unless I just don’t do that and ignore/manually do some of those (material overrides on import aren’t difficult for example, particularly when I won’t have many materials anyway)







  • Also wouldn’t blender be better suited for vertex colored animations?

    I make the models in Blender. Animation itself could be done in either, but a mix of the two probably makes more sense (Blender for character animations, in-engine for more dynamic/combined stuff or scenes etc.).

    Blender-only would probably be fine if you can export to Blender Game Engine but I’m not sure it’s really a thing anymore. Godot has exports for multiple platforms (also obviously, interactivity). Though anything that could render a scene could work, Raylib or other frameworks/engines.

    I feel like in either case the point is lost though since it’ll have to be rasterized eventually.

    Not quite. The major point is that it’s being rendered on the user’s computer as-needed rather than the rasterized result being loaded for every pixel on the screen for every frame. The data difference can be huge, particularly as the frames/animations add up.

    The most “real” implementation also allows zooming and transformations whereas something like a runtime-rasterized SVG might have ugly pixellation if you do that (haven’t tested Godot’s new SVG oversampling) or even just from bezier conversion with too few points. So I prefer real minimal polygons over rasterized-solution SVGs.

    The 3D version of this isn’t even anything exotic. It’s just a 3D game without textures, using old techniques that actually still have some support thanks to being in the 3D formats. It’s an aesthetic choice that is also an optimization.


  • I miss Flash for vector reasons, both for animations and games. My internet is still slow enough to matter, especially with streaming speed/stability issues.

    WebGL is a thing but a bit of a mess, especially downloading. Ruffle or using Wick editor are options… but even Newgrounds doesn’t highlight this (unless you find it first and go to info page from there). I assume most animators just render their animations now.

    Have tinkered with vertex color (untextured) models in Godot, I see workflow possibilities there (also for 2D to a lesser extent) but good luck if it’s gotta be me. Some chunk of development is also different from the content it allows.








  • I have a dust-covered 3D printer because I bit off more than I could chew with an extruder upgrade. I actually mostly got it installed, to the point that I needed to tune the extrusion rate… but then I wired the fans wrong (because I wanted a 2nd fan) and gave up after that (I also have some chip that might be for the 2nd fan, but no idea now the change in firmware for it). Particularly because of the annoyances I already had (slicers not handling mechanical tolerances, heat, print time, material cost, print software in Linux, the idea of fumes, endless upgrades etc).

    Stuff is probably better now, but I have whatever the other side of sunk cost fallacy is. Sunk ship fallacy? Plus not so big on the idea of plastic.

    I could probably trade my printer for a smaller/newer one, but I don’t know anyone (sparse area) and no car. At one point I had hopes for the Peachy Printer but that turned into the co-founder’s house (and resin is even worse with fumes and cost, anyway).

    Other than that would be the PS3, because mine got the YLoD (I fixed it a few times until it overheated). I have another I traded for back then (it had a broken disc drive, I swapped mine in), it still works but the thermal paste is probably dry (or at least the fans spin up easily and keep running, I have no idea if it’s running too hot).