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Miscellany

Regarding Comments, and all my links

by on Dec.31, 2023, under Miscellany, News

I have decide to re-enable comments on PGD on a trial basis. I was getting a lot of spam, which is why I disabled them. I am using a moderation queue with fairly strict anti-spam settings, so I am confident that I will be able to allow interaction with posts while still keeping spam to […]

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AI Image Generation Using Stable Diffusion

by on Jun.04, 2023, under Concepts, Miscellany

I have improved the quality of the images that I am using for training the AI, but so far, I cannot produce an acceptible embedding. I will continue to work on this. What I have been able to do though is use a combination of controlnet and charturner to effectively “pregenerate” the images that I […]

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AI Image Generation Using Stable Diffusion

by on Jun.04, 2023, under Concepts, Miscellany

I have used several techniques to try to train an AI to generate consistent characters. I have achieved some success with this. The most common technique seems to be to generate a number of images using either a third party program or stable diffusion itself, and using those images as a training set to train […]

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AI Image Generation Using Stable Diffusion

by on May.28, 2023, under Concepts, Miscellany

I have spent more time on AI generated images. My current goal is to produce consistent images of the same character, in different poses (possibly in different clothes, etc), easily and reliably. I think that the correct way of doing this is to use an embedding, or “Textual Inversion”. The problem is generating the images […]

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AI Image Generation Using Stable Diffusion

by on May.28, 2023, under Concepts, Miscellany

I have been experiment with Stable Diffusion recently, and I have been using it to generate photo-realistic images of various characters, etc. The software is incredibly powerful, and can easily create very highly detailed images. It cannot be used for 3D models, etc, or for texture sets, but for a visual-novel style game it could […]

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U+2727: Four Pointed Star: Unicode character Sponsorship

by on May.05, 2016, under Miscellany, News

I recently discovered that it is actually possible to sponsor certain unicode characters, and also, that the “heart” of my logo is in fact a unicode character. It is U+2727, the Four-Pointed Star: I have sponsored this character on the official Unicode site HERE. I also get an official tweet from the Unicode channel: Phoenix […]

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NVIDIA PhysX, VisualFX (TurfEffects, HairWorks, etc) and T3D

by on Feb.07, 2016, under Miscellany, P-0, Software and Games

While researching technologies for my virtual world project, I looked into a realistic physics library. This would allow me to further explore dynamic content, by allowing players to, for example, construct objects, buildings, or simple machines from discrete elements in the world, using only the physics model to “Make them work”. I would not need […]

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Compiling and running older versions of Torque 3D with Visual Studio 2015 (On Windows 10)

by on Jan.09, 2016, under Miscellany, Software and Games, Tutorials

Having recently moved to Windows 10, I had to solve a few fairly minor issues when compiling Torque using the new 2015 edition of Visual Studio 2015. The current version of T3D (3.6.1) seems to compile fine, however, projects built with older versions don’t. Since I’m sure many developers, like me, are still working with […]

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Project Naming Conventions: P-0, P-152, Astral Realms (p101), Spiritus Astrum

by on Dec.02, 2015, under Astral Realms, Miscellany, News, P-0, Spiritus Astrum

I generally adopt a simple sequential naming convention for my Projects, P-165, P-166, etc. My current virtual world Project (Which I don’t have a name for yet) is P-152. However, I think that given the sheer complexity of the Spherical Terrain Implementation which I am currently working on, this element should have it’s own project […]

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Raspberry Pi 2: Compiling T3D

by on Oct.09, 2015, under Miscellany

I have learned of a problem with compiling and running a T3D dedicated server on the Raspberry Pi 2. The RPi 2 uses an ARM processor, and T3D features some Assembly code that make it incompatible with ARM processors. Even though the Pi may be powerful enough, T3D is unlikely to run without significant low-level […]

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