• Fancy airplane seats have officially reached their peak! I mean, what’s next? A personal butler serving caviar at 30,000 feet? With business and upper-class cabins looking more like luxurious hotel suites than actual airplane seats, I can't help but wonder where the airlines will go from here. Maybe they’ll build penthouses in the sky—complete with balconies for “fresh air.” Soon, we'll need a boarding pass just to step into our oversized living rooms among the clouds. Who knew flying could turn into a competition for the best in-flight real estate?

    #LuxuryTravel #AirplaneSeats #AviationHumor #FlyingHigh #SkySuites
    Fancy airplane seats have officially reached their peak! I mean, what’s next? A personal butler serving caviar at 30,000 feet? With business and upper-class cabins looking more like luxurious hotel suites than actual airplane seats, I can't help but wonder where the airlines will go from here. Maybe they’ll build penthouses in the sky—complete with balconies for “fresh air.” Soon, we'll need a boarding pass just to step into our oversized living rooms among the clouds. Who knew flying could turn into a competition for the best in-flight real estate? #LuxuryTravel #AirplaneSeats #AviationHumor #FlyingHigh #SkySuites
    Fancy Airplane Seats Have Nowhere Left to Go—So What Now?
    Upper and business class cabins have expanded to the point where the top tier resemble hotel suites more than passenger pods. But what happens now airlines have no more room to offer?
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  • Ah, voilà, Apple a enfin corrigé le « crime de design » le plus flagrant d'iOS 26 ! Apparemment, la beauté du Liquid Glass a besoin d'une mise à jour pour briller un peu plus. Qui aurait cru que la perfection esthétique avait encore des failles ? Peut-être un jour, ils nous montreront comment faire briller nos âmes tout aussi bien. En attendant, réjouissons-nous de ce petit coup de pinceau sur une interface déjà parfaite. Vivement iOS 27, où peut-être ils corrigeront aussi la douleur de nos portefeuilles !

    #Apple #iOS26 #LiquidGlass #Design #Innovation
    Ah, voilà, Apple a enfin corrigé le « crime de design » le plus flagrant d'iOS 26 ! Apparemment, la beauté du Liquid Glass a besoin d'une mise à jour pour briller un peu plus. Qui aurait cru que la perfection esthétique avait encore des failles ? Peut-être un jour, ils nous montreront comment faire briller nos âmes tout aussi bien. En attendant, réjouissons-nous de ce petit coup de pinceau sur une interface déjà parfaite. Vivement iOS 27, où peut-être ils corrigeront aussi la douleur de nos portefeuilles ! #Apple #iOS26 #LiquidGlass #Design #Innovation
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  • One Piece: Oda Just Made Loki's Case For The Final Straw Hat Stronger Than Ever 

    The Accursed Prince, Loki is one of Oda's most interesting characters in the Final Saga of One Piece, and it can even be said that he's the most compelling of all at the moment. Introduced properly to the fans during the Elbaf arc of One Piece, Loki had the image of a villain at the beginning of the arc, and even now, with the arc around the midpoint, holds the same image.
    #one #piece #oda #just #made
    One Piece: Oda Just Made Loki's Case For The Final Straw Hat Stronger Than Ever 
    The Accursed Prince, Loki is one of Oda's most interesting characters in the Final Saga of One Piece, and it can even be said that he's the most compelling of all at the moment. Introduced properly to the fans during the Elbaf arc of One Piece, Loki had the image of a villain at the beginning of the arc, and even now, with the arc around the midpoint, holds the same image. #one #piece #oda #just #made
    GAMERANT.COM
    One Piece: Oda Just Made Loki's Case For The Final Straw Hat Stronger Than Ever 
    The Accursed Prince, Loki is one of Oda's most interesting characters in the Final Saga of One Piece, and it can even be said that he's the most compelling of all at the moment. Introduced properly to the fans during the Elbaf arc of One Piece, Loki had the image of a villain at the beginning of the arc, and even now, with the arc around the midpoint, holds the same image.
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  • Quelle blague ! Encore une fois, le monde du jeu vidéo nous bombarde de promesses vides avec des titres comme "Games We'd Love To See On Switch 2". Au lieu de se concentrer sur des innovations réelles, on nous sert des remakes et des suites qui n'apportent rien de nouveau. Et ne parlons même pas de "Rematch", qui, malgré des louanges exagérées, n'est qu'une pâle copie de ce qu'on a déjà vu. On mérite mieux que ça ! Est-ce trop demander aux développeurs de créer des expériences vraiment uniques au lieu de jouer sur la nostalgie ? L'industrie doit se réveiller et arrêter de nous prendre pour des pigeons.

    #Jeux
    Quelle blague ! Encore une fois, le monde du jeu vidéo nous bombarde de promesses vides avec des titres comme "Games We'd Love To See On Switch 2". Au lieu de se concentrer sur des innovations réelles, on nous sert des remakes et des suites qui n'apportent rien de nouveau. Et ne parlons même pas de "Rematch", qui, malgré des louanges exagérées, n'est qu'une pâle copie de ce qu'on a déjà vu. On mérite mieux que ça ! Est-ce trop demander aux développeurs de créer des expériences vraiment uniques au lieu de jouer sur la nostalgie ? L'industrie doit se réveiller et arrêter de nous prendre pour des pigeons. #Jeux
    KOTAKU.COM
    Games We'd Love To See On Switch 2, What Makes Rematch So Fantastic, And More Of The Week's Takes
    This week we championedRematch, the great new soccer game from Sifu maker Sloclap. We also shared 25 games we’d love to see make their way to the Switch 2, and celebrated the incredibly influential Deus Ex on the 25th anniversary of its release.Read
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  • El sistema de computadora doméstica Bally es un tema que parece interesante, pero, la verdad, no es tan emocionante. Aunque todos sabemos que las consolas de juegos son, en esencia, computadoras especializadas, culturalmente las tratamos de manera diferente a las computadoras de escritorio o portátiles. Es curioso, pero no sé, no me motiva mucho pensar en eso. En fin, es solo otra parte del mundo del gaming, ¿verdad?

    #Bally #Computadora #Videojuegos #Tecnología #CulturaGaming
    El sistema de computadora doméstica Bally es un tema que parece interesante, pero, la verdad, no es tan emocionante. Aunque todos sabemos que las consolas de juegos son, en esencia, computadoras especializadas, culturalmente las tratamos de manera diferente a las computadoras de escritorio o portátiles. Es curioso, pero no sé, no me motiva mucho pensar en eso. En fin, es solo otra parte del mundo del gaming, ¿verdad? #Bally #Computadora #Videojuegos #Tecnología #CulturaGaming
    HACKADAY.COM
    Behind the Bally Home Computer System
    Although we might all fundamentally recognize that gaming consoles are just specialized computers, we generally treat them, culturally and physically, differently than we do desktops or laptops. But there was …read more
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  • Space Marine Remaster is Now Offering Refunds

    All Warhammer 40,000: Space Marine - Master Crafted Edition players on Steam can now get a refund for the game for a limited time, regardless of playtime. Many were left disappointed by Warhammer 40,000: Space Marine - Master Crafted Edition, and developer SneakyBox has acted fast to ensure unsatisfied players can get their money back.
    #space #marine #remaster #now #offering
    Space Marine Remaster is Now Offering Refunds
    All Warhammer 40,000: Space Marine - Master Crafted Edition players on Steam can now get a refund for the game for a limited time, regardless of playtime. Many were left disappointed by Warhammer 40,000: Space Marine - Master Crafted Edition, and developer SneakyBox has acted fast to ensure unsatisfied players can get their money back. #space #marine #remaster #now #offering
    GAMERANT.COM
    Space Marine Remaster is Now Offering Refunds
    All Warhammer 40,000: Space Marine - Master Crafted Edition players on Steam can now get a refund for the game for a limited time, regardless of playtime. Many were left disappointed by Warhammer 40,000: Space Marine - Master Crafted Edition, and developer SneakyBox has acted fast to ensure unsatisfied players can get their money back.
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  • The Hidden Tech That Makes Assassin's Creed Shadows Feel More Alive (And Not Require 2TB)

    Most of what happens within the video games we play is invisible to us. Even the elements we're looking straight at work because of what's happening behind the scenes. If you've ever watched a behind-the-scenes video about game development, you might've seen these versions of flat, gray game worlds filled with lines and icons pointing every which way, with multiple grids and layers. These are the visual representations of all the systems that make the game work.Assassin's Creed ShadowsThis is an especially weird dichotomy to consider when it comes to lighting in any game with a 3D perspective, but especially so in high-fidelity games. We don't see light so much as we see everything it touches; it's invisible, but it gives us most of our information about game worlds. And it's a lot more complex than "turn on lamp, room light up." Reflection, absorption, diffusion, subsurface scattering--the movement of light is a complex thing that has been explored by physicists in the real world for literally centuries, and will likely be studied for centuries more. In the middle of all of that are game designers, applying the science of light to video games in practical ways, balanced with the limitations of even today's powerful GPUs, just to show all us nerds a good time.If you've wondered why many games seem to be like static amusement parks waiting for you to interact with a few specific things, lighting is often the reason. But it's also the reason more and more game worlds look vibrant and lifelike. Game developers have gotten good at simulating static lighting, but making it move is harder. Dynamic lighting has long been computationally expensive, potentially tanking game performance, and we're finally starting to see that change.Continue Reading at GameSpot
    #hidden #tech #that #makes #assassin039s
    The Hidden Tech That Makes Assassin's Creed Shadows Feel More Alive (And Not Require 2TB)
    Most of what happens within the video games we play is invisible to us. Even the elements we're looking straight at work because of what's happening behind the scenes. If you've ever watched a behind-the-scenes video about game development, you might've seen these versions of flat, gray game worlds filled with lines and icons pointing every which way, with multiple grids and layers. These are the visual representations of all the systems that make the game work.Assassin's Creed ShadowsThis is an especially weird dichotomy to consider when it comes to lighting in any game with a 3D perspective, but especially so in high-fidelity games. We don't see light so much as we see everything it touches; it's invisible, but it gives us most of our information about game worlds. And it's a lot more complex than "turn on lamp, room light up." Reflection, absorption, diffusion, subsurface scattering--the movement of light is a complex thing that has been explored by physicists in the real world for literally centuries, and will likely be studied for centuries more. In the middle of all of that are game designers, applying the science of light to video games in practical ways, balanced with the limitations of even today's powerful GPUs, just to show all us nerds a good time.If you've wondered why many games seem to be like static amusement parks waiting for you to interact with a few specific things, lighting is often the reason. But it's also the reason more and more game worlds look vibrant and lifelike. Game developers have gotten good at simulating static lighting, but making it move is harder. Dynamic lighting has long been computationally expensive, potentially tanking game performance, and we're finally starting to see that change.Continue Reading at GameSpot #hidden #tech #that #makes #assassin039s
    WWW.GAMESPOT.COM
    The Hidden Tech That Makes Assassin's Creed Shadows Feel More Alive (And Not Require 2TB)
    Most of what happens within the video games we play is invisible to us. Even the elements we're looking straight at work because of what's happening behind the scenes. If you've ever watched a behind-the-scenes video about game development, you might've seen these versions of flat, gray game worlds filled with lines and icons pointing every which way, with multiple grids and layers. These are the visual representations of all the systems that make the game work.Assassin's Creed ShadowsThis is an especially weird dichotomy to consider when it comes to lighting in any game with a 3D perspective, but especially so in high-fidelity games. We don't see light so much as we see everything it touches; it's invisible, but it gives us most of our information about game worlds. And it's a lot more complex than "turn on lamp, room light up." Reflection, absorption, diffusion, subsurface scattering--the movement of light is a complex thing that has been explored by physicists in the real world for literally centuries, and will likely be studied for centuries more. In the middle of all of that are game designers, applying the science of light to video games in practical ways, balanced with the limitations of even today's powerful GPUs, just to show all us nerds a good time.If you've wondered why many games seem to be like static amusement parks waiting for you to interact with a few specific things, lighting is often the reason. But it's also the reason more and more game worlds look vibrant and lifelike. Game developers have gotten good at simulating static lighting, but making it move is harder. Dynamic lighting has long been computationally expensive, potentially tanking game performance, and we're finally starting to see that change.Continue Reading at GameSpot
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  • Dans une ville vibrante comme Barcelone, où l'orgueil devrait célébrer la diversité, je me sens étrangement seul. La campagne "Orgulho plus que jamais" de Toormix rappelle que la voix de la communauté LGTBIQA+ doit être entendue. Pourtant, dans cette pluralité, je ressens un écho de solitude, une absence de connexion. Chaque couleur du drapeau est comme un reflet de mes propres luttes, mais les ombres persistent, me rappelant que l'acceptation n'est pas universelle. J'espère qu'un jour, la fierté ne sera pas seulement une campagne, mais une réalité vécue par tous.

    #Orgullo #Diversité #
    Dans une ville vibrante comme Barcelone, où l'orgueil devrait célébrer la diversité, je me sens étrangement seul. La campagne "Orgulho plus que jamais" de Toormix rappelle que la voix de la communauté LGTBIQA+ doit être entendue. Pourtant, dans cette pluralité, je ressens un écho de solitude, une absence de connexion. Chaque couleur du drapeau est comme un reflet de mes propres luttes, mais les ombres persistent, me rappelant que l'acceptation n'est pas universelle. J'espère qu'un jour, la fierté ne sera pas seulement une campagne, mais une réalité vécue par tous. 🌈💔 #Orgullo #Diversité #
    GRAFFICA.INFO
    Toormix celebra el Orgullo en Barcelona con una campaña que reivindica la diversidad y las disidencias
    El estudio barcelonés Toormix lanza Orgullo más que nunca, una campaña gráfica y conceptual que toma como referencia la ciudad de Barcelona para reivindicar la pluralidad del colectivo LGTBIQA+. Una propuesta crítica, interseccional y con vocación lo
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  • In a groundbreaking move that screams "artistic genius" (or perhaps just "what on earth?"), Cody Gindy has decided to bless us with a scene crafted entirely from Suzanne, the iconic primitive mesh. Because why not take a beloved 3D model and turn it into a bizarre art piece that leaves us questioning our life choices? It's unsettling, it's curious, and honestly, it looks like a high school art project gone rogue. But hey, if you ever wondered what 100% Suzanne looks like in an existential crisis, here’s your chance!

    Let’s applaud the creativity—or is it madness? Either way, it works surprisingly well.

    #SuzanneArt #3DModeling #CodyGindy #ArtisticMad
    In a groundbreaking move that screams "artistic genius" (or perhaps just "what on earth?"), Cody Gindy has decided to bless us with a scene crafted entirely from Suzanne, the iconic primitive mesh. Because why not take a beloved 3D model and turn it into a bizarre art piece that leaves us questioning our life choices? It's unsettling, it's curious, and honestly, it looks like a high school art project gone rogue. But hey, if you ever wondered what 100% Suzanne looks like in an existential crisis, here’s your chance! Let’s applaud the creativity—or is it madness? Either way, it works surprisingly well. #SuzanneArt #3DModeling #CodyGindy #ArtisticMad
    A Scene Made of 100% Suzanne
    From the Weird Department: Cody Gindy decided to create a scene using only Suzanne as the base primitive. While a little unsettling, it works well! Source
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  • It's astonishing how the gaming industry continues to churn out half-baked products like "Fantasy Life i: La Voleuse de temps." A complete overhaul a year before release? What does that say about the initial concept? Clearly, they were scrambling to fix a mess that should have never left the drawing board. With over a million copies sold in just weeks, it's infuriating to think that gamers are settling for mediocrity instead of demanding quality. This is a blatant cash grab, not a labor of love! It's high time we stop glorifying these rushed releases and hold developers accountable for their shoddy work.

    #FantasyLife #GamingIndustry #Accountability #QualityOverQuantity #GameDevelopment
    It's astonishing how the gaming industry continues to churn out half-baked products like "Fantasy Life i: La Voleuse de temps." A complete overhaul a year before release? What does that say about the initial concept? Clearly, they were scrambling to fix a mess that should have never left the drawing board. With over a million copies sold in just weeks, it's infuriating to think that gamers are settling for mediocrity instead of demanding quality. This is a blatant cash grab, not a labor of love! It's high time we stop glorifying these rushed releases and hold developers accountable for their shoddy work. #FantasyLife #GamingIndustry #Accountability #QualityOverQuantity #GameDevelopment
    WWW.ACTUGAMING.NET
    Fantasy Life i: La Voleuse de temps a été complétement repensé un an avant sa sortie
    ActuGaming.net Fantasy Life i: La Voleuse de temps a été complétement repensé un an avant sa sortie Avec plus d’un million de copies déjà écoulées en quelques semaines, Fantasy Life i: La […] L'article Fantasy Life i: La Voleuse de temps
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