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Author: admin | Category: Tattooing | 03.05.2014

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Featherweight parts, despite their name, have nothing to do with feathers, flying or anything bird-related.
We’ve talked about featherweight parts before, but only in passing – there have been rumblings of a “500,000 parts update” and we showcased them in front of a small fraction of users at this year’s ROBLOX Game Conference.
If you have an iPad, we recommend you try the featherweight version of Block Town, a sprawling city built by members of the Elite Builders of ROBLOXia that runs smooth as butter.
The featherweight parts project is big: to accomplish our vision, we need to optimize memory usage, make rendering more scalable, manage the physical simulation of more parts, get users into games quickly and control the file sizes of saved levels. Rather than store every piece of data for each similar part individually, with featherweight parts we group shared data in a sort of “dictionary.” For instance, if you have 100 of the same blue, non-moving bricks, we’ll store all the information they share – material, color, transparency, reflectance, AlphaModifier, locked and name – in one chunk of memory. As long as there are two or more parts with the same combination of the seven required properties, we’ll create the dictionary entry for them and reduce the amount of memory they’d otherwise use. When a group of featherweight parts is destroyed by an explosion (or some other environmental change that causes them to move), they go back to being individuals in memory. If you look at a ROBLOX part and its other memory-consuming elements, you’ll see that some elements are only used upon being triggered.
In the past players were always “subscribed” to each part’s signal, meaning they were always paying the cost of the memory associated with it (even when it wasn’t active).
For basic rendering, your CPU passes commands to your GPU (video card) – it says, “draw this, then draw this, then draw this,” and so forth.
We have always been conservative about batching parts because we run a comprehensive physics simulation, meaning any part in a larger object can move at any moment. If any one of those 1,000 parts does happen to move, the object separates into smaller parts.
If you’re using five textures, for example, you start to see a significant improvement in rendering time. If you haven’t already gathered this, there are caveats for leveraging featherweight parts today. I turned Bevels Off forever ago to improve speed, so the loss of them doesn’t affect me too much. Now, about the problem where a large amount of Bricks OR Terrain parts produce little lag but a moderate amount of each produces a lag factory…?
My computer is extremely slow, so I hope this update will make it easier for users with slower computers to play on Roblox and use studio better. Do we need to replace our bricks with these feather bircks, or will this happen automatically? But the occasion gave Perloff an opportunity to say some welcome words about the humanities, and literature in particular: “One of the difficulties facing the humanities is the tendency to justify everything now by saying it must be ‘useful,’?? ” she said. In other news, the modest fame of the Book Haven continues to spread – this time to the Cleveland Plain Dealer, which gave us a shout-out in an article about upcoming production of Les Miserables at Cleveland’s Great Lakes Theater. Humble Moi seems to have become some sort of citable expert on Les Miserables and Victor Hugo, what with our recent Stanford talk on the subject here, and other posts here and here and and here, and the original post here, which currently has 99 comments, a Book Haven record.


This one is done in brown tones, both light and dark, and it has some lovely markings on it.
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Find over 4,500 FREE Vintage Stock images, Illustrations, Old Pictures, Antique Graphics, Vintage Printables, to MAKE craft projects, collage, DIY, scrapbooking, etc! They do, however, have a lot to do with weight: while old ROBLOX parts are “heavy” memory users, featherweight parts are “super light,” allowing us to load and render more of them with the same computing power. In a future release, these numbers will improve even further as we featherweight more materials, surfaces, and primitives. The decrease, in part, stemmed from the observation that a lot of parts in the average ROBLOX world are substantially similar.
Each part draws on that piece of memory for much of its information and carries its own coordinate frame and unique ID. You might expect this to decrease performance because that’s a lot of information quickly shuttling around objects, but our experiments show that expanding and shrinking dictionary entries does not significantly stress the engine. We redesigned this structure so a part’s signals do not use any memory until you subscribe to them for the first time. The CPU’s ability to pass commands often becomes the rendering bottleneck, especially on lower-end devices like the iPad. In those cases, we have to break apart the batch and render the parts individually, which is an expensive process. This used to be a slow process with a significant performance spike (read more about spikes here), but we’re rewriting our rendering code and have already made the process about 10x faster. This functionality is not included in the initial release of featherweight parts – as stated above, the initial release is laser focused on improving performance in very narrow, specific ways – but it is coming soon. We’re writing brand-new code and it’ll take some time before it supports every ROBLOX feature.
It doesn’t have to be anchored or welded to something anchored, it just has to be still for, say, four seconds. Senior Rendering Engineer Arseny Kapoulkine is working on a “flex cluster” project that will allow us to transition parts between static featherweight and moving featherweight without relying on any old code. If that is the case, can someone explain to me why I am experiencing upload fails for a place with 25000 bricks? The less I have to worry about parts and their efficiency the more I can start to worry about my own scripts and their performance. Down feathers are soft and fluffy because they don't have barbules and barbicels (the structures that hook feather barbs together).
I post new Vintage images every day.A  You can subscribe via email so that you dona€™t miss a single graphic, just click HERE to sign up! The first iteration of featherweight parts has now released for ROBLOX on all platforms and it has already proven revolutionary in some ROBLOX places.
3D worlds are generally rendered in “batches” to reduce the total number of commands and avoid the bottleneck.


We’ve observed, however, that static parts – the stuff that makes up environments, for example – don’t change often. There’s a cost to transitioning between awake and sleeping, which slows rendering and can cause flickering, so we have to optimize this process before implementing the change.
That’s when you’ll see the full benefit of featherweight parts, and you can be sure we’ll tell you about it. I just got the Tree generator from that plug in blog entry and I can’t place too many trees without creating lag.
The news is on the website of the University of Southern California, where Perloff is Florence R.
So you have the 98th and 101st comments now, technically speaking – but we’re calling it for you. Down feathers help to keep a bird warm by trapping air close to the body, which insulates the bird from the cold.
These feathers are typically found on males and are used to attract females during mating season.
I found this one on an Antique Advertising card.A  A nice natural looking graphic to use in your craft or DIY Projects. But the first iteration of featherweight parts allows us bring 10,000+ part levels, which would have previously only run well on the desktop, to the hardware-constrained mobile environment. For example, you can use a signal to have a part spawn an effect upon being touched by a player.
We’ve been doing this for a while, but when we get to 50,000 parts, there are so many draw commands that ROBLOX slows down even on good hardware.
Scott Professor of English Emerita at the USC Dornsife College of Letters, Arts and Sciences – here. Also,A  I posted a smaller feather from this same card, a couple of weeks ago, you can find that one HERE. For example, an object consisting of 1,000 parts can be rendered with one command to the GPU. The barbs that are present have no barbicels, so the barbs are unable to lock together, making for a small, unzipped feather.
It's thought that bristles help insect-eating birds by acting as a net to scoop bugs from the air.
An owl's long bristles are believed to help the owl sense nearby objects – which is handy, since owls are often farsighted. The bristle feathers over a woodpecker's nostrils seem to function together as a filter to keep out the dust that arises as the woodpecker drills holes in trees.




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