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2003-07-30 - Number 100

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     Gee, seems like just a year ago I was celebrating #50... mostly because that actually happened about a year ago. I can't belive I've stuck with it for this long, though admittedly there were times between the updates where it seemed like I'd never get the time to pick up a pencil ever again. Thankfully, that was just my pessimism talking.
     Speaking of the near future (great segue, huh?), it's looking pretty bitter-sweet. Tomorrow, a bunch of people are gonna come up and we're all gonna hang out like it was the middle of the semester or something. It's gonna be cool. Then Beth is gonna be here for the rest of the weekend, and then next weekend is Otakon! w00t! On the downside, though, Linda Padley (Director of Academic Services) wants to the the 2003-2004 Online Catalog online tomorrow, and it's always stressful when you have to put up a major caliber site. We'll probably postpone it until Monday, though, as we still haven't figured out how to handle all the links to the catalog (since the catalog's internal directory structure has changed). Also, I have to come up with a selection of logos for the administrative council to pick for the new Intranet stuff, Work on getting the 2nd level and home pages updated to a new look, and get the brand new Prospective Students section online.... ugh... so much important work.
     On top of that I have some major programming projects I wanna do (like a decent 3d lighting engine with good sencil buffer shadows, something that would work well for a racer). Also, I wanna (still) improve the cloth demo (so that I can handle multiple fully-transformable sphere contact mapping, and have a generic mesh loader that will load the clothing mesh and generate the spring network). I wanna get into some more 3d physics simulation, but that's hard work, and I don't really have the time. :P
     Though I will postulate this one computer-simulation theory: when something is too complex to be accurately predicted, breaking it down into its smallest elements and simulating them will give you the whole. For the cloth sim, you simulate particles of cloth attached to eachother in a flexible mesh. For Neural nets, you simulate the neurons themselves to simulate a brain. I wonder what else you can apply this deconstructionist simulation method to.


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