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                                        Registered: May 26, 2018 01:11:26 AM                                    
            
            
                I am not a professional artist; nonetheless, I am here for the community.            
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                                        Comments Earned: 56
Comments Made: 96
Journals: 5
                                Comments Made: 96
Journals: 5
Featured Journal
VR and 3D Modeling
6 years ago
                
                I have not typed many journals thus far, so time for an update.  Most of my projects remain offline because it's too much of a hassle to do otherwise.  I have, for awhile, been experimenting with libraries for the Python programming language.  Multi-processing and multi-threading have caught my interest due to a curiosity of how well a laptop performs-- thermal- and execution-wise --when running Virtual Reality applications.  
For instance, a VR headset requires a lot of processing power. With a plethora of instruments densely compact, it's not much of a surprise that a laptop would overheat with the computing demands of VR. Since VR headsets basically require GPUs, the question remains: What will become of the programming standard for VR executables, assuming that laptop and VR markets co-evolve? VR programmers might forget about CPU capabilities (where multi-threading is most useful). Is there much of anything that a CPU can handle in VR applications and be considered an optimization?
To test a laptop's hardware limitations and VR's optimizations, I'm playing catch up with 3D modeling in Blender software. Learning new Python libraries usually comes easy. One does not need to learn Unity in order to program VR apps, unless to submit an avatar to VRChat. If I upload a picture of a 3D modeled fursona to this website, then it'll most likely be unfinished in some aspect. All of this tinkering would only be a part of my spare time; sometimes these projects can be quite exhaustive.
        For instance, a VR headset requires a lot of processing power. With a plethora of instruments densely compact, it's not much of a surprise that a laptop would overheat with the computing demands of VR. Since VR headsets basically require GPUs, the question remains: What will become of the programming standard for VR executables, assuming that laptop and VR markets co-evolve? VR programmers might forget about CPU capabilities (where multi-threading is most useful). Is there much of anything that a CPU can handle in VR applications and be considered an optimization?
To test a laptop's hardware limitations and VR's optimizations, I'm playing catch up with 3D modeling in Blender software. Learning new Python libraries usually comes easy. One does not need to learn Unity in order to program VR apps, unless to submit an avatar to VRChat. If I upload a picture of a 3D modeled fursona to this website, then it'll most likely be unfinished in some aspect. All of this tinkering would only be a part of my spare time; sometimes these projects can be quite exhaustive.
User Profile
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Snow Leopard
Favorite Music
Orchestra, Hard Rock, Blues, and Metal
Favorite TV Shows & Movies
Pirates of the Caribbean
Favorite Gaming Platforms
PC and Xbox
Favorite Animals
Wolves and Leopards
Favorite Site
YouTube and Python.org
Favorite Foods & Drinks
Medium-rare steak: Enough to say the cow is not mooing.
Favorite Quote
“Better a little which is well done, than a great deal imperfectly.” ~Plato
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