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@@ -106,3 +106,4 @@ dist | |
.obsidian/workspace.json | ||
src/content/.obsidian/workspace.json | ||
.astro/types.d.ts | ||
.astro/types.d.ts |
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--- | ||
//<!--* Details Widget --!> | ||
//<!--! No Errors! | ||
//<!--TODO Nothing for now! | ||
//<!--* [IMPORT] | ||
//<!--? Nothing to import for now | ||
//<!--* [DATA] | ||
const {data, tail = "flex flex-col divide-y sm:px-8 lg:px-12 xl:px-32 divide-gray-700 p-1", title } = Astro.props; | ||
const { | ||
data, | ||
tail = 'flex flex-col divide-y sm:px-8 lg:px-12 xl:px-32 divide-gray-700 p-1', | ||
title, | ||
} = Astro.props; | ||
--- | ||
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<div class={tail}> | ||
<details class="border-2 p-2"> | ||
<summary class="py-2 outline-none cursor-pointer focus:underline text-primary"> | ||
{data || title} | ||
</summary> | ||
<div class="px-4 pb-4"> | ||
<p><slot /></p> | ||
</div> | ||
</details> | ||
</div> | ||
<details class="border-2 p-2"> | ||
<summary | ||
class="py-2 outline-none cursor-pointer focus:underline text-primary"> | ||
{data || title} | ||
</summary> | ||
<div class="px-4 pb-4"> | ||
<p><slot /></p> | ||
</div> | ||
</details> | ||
</div> |
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--- | ||
--- | ||
<div class="w-96 relative md:w-full m-4"> | ||
<div class="shadow-2xl p-4 bg-offset rounded-3xl"> | ||
<div | ||
class="prose max-w-none prose-td:text-secondary prose-tr:text-primary prose-tr:border-b-indigo-500/10 prose-p:text-secondary prose-a:text-primary prose-code:text-primary prose-code:before:content-none prose-code:after:content-none prose-headings:text-primary prose-ul:text-secondary"> | ||
<slot /> | ||
</div> | ||
</div> | ||
</div> |
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--- | ||
layout: ../../layouts/theme/mdx.astro | ||
layout: ../../layouts/Blog.astro | ||
title: Theorycraft | ||
description: The Theorycraft | ||
img: https://images.unsplash.com/photo-1605373401635-7efc1d10d1e3?fit=crop&w=1400&h=700&q=75 | ||
tags: | ||
- theory | ||
- infosec | ||
description: The Theorycraft is a mental adventure that journeys through the moral, spiritual, and metaphysical realms of the mind. | ||
author: KBVE | ||
bg_img: https://images.unsplash.com/photo-1605373401635-7efc1d10d1e3?fit=crop&w=1400&h=700&q=75 | ||
img: https://images.unsplash.com/photo-1689852484069-3e0fe82cc7c1?fit=crop&w=1400&h=700&q=75 | ||
tags: | ||
- theory | ||
- infosec | ||
--- | ||
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## The Theorycraft is a test case. | ||
import Details from '@w/Details.astro'; | ||
import MDXJS from '@w/MDXJS.astro'; | ||
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<MDXJS> | ||
## Introduction | ||
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The Theorycraft starts off as a test case within the current theme template, I suppose a replacement of the latin memes as of right now. | ||
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</MDXJS> | ||
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--- | ||
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<MDXJS> | ||
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## Notes | ||
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Notes for Theorycraft Blog Post. | ||
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### Log | ||
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- [ ] Need to organize this blog post. | ||
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<Details data="Closed"> | ||
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### Closed | ||
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- [x] Update the Theorycraft Blog Post | ||
- [x] MDXJS Wrapper | ||
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</Details> | ||
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### Journal | ||
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<Details data="J1"> | ||
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#### J1 | ||
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##### 07-29-2023 | ||
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Updating the theorycraft blog post. | ||
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</Details> | ||
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</MDXJS> | ||
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--- | ||
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<MDXJS> | ||
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## REF | ||
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</MDXJS> |
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--- | ||
layout: ../../layouts/theme/mdx.astro | ||
title: "July : 27" | ||
category: Daily | ||
date: 2023-07-27 | ||
client: Self | ||
img: https://images.unsplash.com/photo-1689071594546-7cbe97a3442e?fit=crop&q=85&w=1400&h=700 | ||
description: Daily Log for July, 27 of each year. | ||
tags: | ||
- daily | ||
--- | ||
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## Notes | ||
### 2023 | ||
- 2:30pm - Going through the base scene on the RogueJester aka RentEarth, trying to resolve the bug issue with Vuplex. The bug is being triggered by two points of interest, it seems to be related to a CORS policy, which is the No `Access-Control-Allow-Origin` header, yet instead of it being a yellow caution, it seems be a red warning. The other issue is that the mouse is not being registered by the frame, so the mouse clicks are not passing through. I believe both of these can be resolved within a week or so, hopefully we can get it resolved sooner so we can move forward. | ||
- 2:57pm - As I am writing these notes down, I think it would be wise to publish this patch out and then sync the codebase? Hopefully it will not cause any major error, ah shit as I was writing this, I see that there is a merge conflict that is already appearing. Sometimes I do wish working with git would be easier. We need that AI agent to come in and do some general git cherry picking for us. | ||
- 3:49pm - Okay there are a couple issues that we have to address with how we want to handle the scenes within RJ. I am thinking we would do a couple, maybe around 3-5 scenes within the base scene. As for the mission selection, we will try to display that through the UI/UX. | ||
- 4:00pm - I suppose the market draw back from the increased rates, maybe we might see more 25bps rate increases throughout the year. | ||
- 11:06pm - Going to push the generic blog post patch and rotate over to the patch for tomorrow. On my test list, I need to research a bit more about a couple different topics, including `microwave pyrolysis` and how it can be used to recycle plastics. | ||
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## Quote | ||
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> TV and the Internet are good because they keep stupid people from spending too much time out in public. | ||
> — <cite>Douglas Coupland</cite> | ||
--- | ||
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## Tasks | ||
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- [ ] Finish loading the base scene inside of the RJ. |
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--- | ||
layout: ../../layouts/theme/mdx.astro | ||
title: "July : 28" | ||
category: Daily | ||
date: 2023-07-28 | ||
client: Self | ||
img: https://images.unsplash.com/photo-1690221115995-8c80b43aac01?fit=crop&q=85&w=1400&h=700 | ||
description: Daily Log for July, 28 of each year. | ||
tags: | ||
- daily | ||
--- | ||
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## Notes | ||
### 2023 | ||
- 10:00am - The VContainer and general injection seems to be too much of an issue right now within Unity 2021, so I am going to take a different approach and try to see if I can get Unity 2022 with DOTS to help resolve the issue? There are two ways we can go about this, one would be to build out the netcode and continue to use 3rd party integrations OR we could start a new project under the Unity 2022 and migrate 2021 assets over. There would be some drawbacks, as if Opsive might not work as well in 2022, but we can just let those go for the time being. I will continue to go through the C# codebase and see what I can do on that end. | ||
- 11:15am - I am still having some issues with dependency injections, so I might take a look at the 2nd option this weekend and see where I can get with it. The injections were plan to be done via the VContainer but DOTS really seems to be production ready. | ||
- 4:00pm - Looks like my put insurance has done great wonders this week, but next week might seem a bit more rough. I will let them expire gracefully and look back at it Monday. | ||
- 4:36pm - Currently updating to the latest Unity 2022.3 LTS on this laptop, but it might not have enough ram to handle everything that I want to do. For now we will run with both and see where we can get within the scope of a weekend or two. There still needs to be a couple updates that have to be done on the main website, so that it can interact with the Unity, but I could sync those updates, such that it would work on both scenes without any major issue. The scene management and naming structure would have to still remain the same, so there has to be abstract documentation that can help keep track of the different scenes. We will keep to at least 5 general scenes, which would be the Menu, Base, Island, City and Misc? I suppose there could be a bit more edits here and there but these should work fine for the time being. | ||
- 4:53pm - Cloning the MegaCity repo right now and going to use that as the base for the RentEarth repo. Let us see if we can get this migrated over a bit faster than what I would have hoped? This would be an interesting test case of how to move a project from an older version of Unity to a new one. I suppose the main repo push will be in relation to? Uhh... I will first have to create the project in the Unity dashboard, then clone the Megacity Multiplayer over via Github, then migrate the codebase over to RentEarth? Well let us see how fast I can do this all, while still doing other things in the background. This is a high level of multi-task that I was not expecting to do today. I might even have to upgrade the computer in the basement, so that it would be easier to build this out in. | ||
- 5:11pm - Damn I installed 2022.3.5 but the project seems to be on 2022.3.3, so I will have to install that editor again. I am not too sure if I want to do any updates besides what they have provided, i.e it might break things that I do not want to repair later down the line. One of the other things that I am going to do is keep this to a local play only, as I really do not want to enable their UGS, burn through $800 in idle credits, plus it would be fun to keep this game kinda like a classic, per say. The fact that the code-base could support upwards of 200+ players is interesting, 64 is what their readme says.... I want to see where I can go with pushing those limits. As the install is preparing, I am going to brush up on some of the tutorials and links, I figured reading through and consuming as much information as I can before taking on this complexity will be its own adventure. Getting the project to open and run will be the first step tonight, once I get that resolved, I will do the first test build and see how it performs on my laptop. After the test local build, I suppose I could plan out different paths to take. Two of the major ones that I would see are in the scope of the client and server builds, with the server build having some levels of complexity that I should look into. Going from an automated pipeline build of the game to a server-ready image, then having it automatically become hosted on a dedicated server would be really the bees knees. | ||
- 8:30pm - I believe that I might not have enough resources to handle the larger version of the game. Just loading the map takes forever, but there are a couple interesting things that I like about the newer version of unity. Furthermore this Megacity build has some interesting examples of UI components that extend out of the general TextMeshPro, but I did not get enough time to dive deeper into how they work. | ||
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## Quote | ||
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> It is not in the stars to hold our destiny but in ourselves. | ||
> — <cite>William Shakespeare</cite> | ||
--- | ||
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## Tasks | ||
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- [ ] Tasks? Oh this might be a bit too much to say right now. |
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--- | ||
layout: ../../layouts/theme/mdx.astro | ||
title: "July : 29" | ||
category: Daily | ||
date: 2023-07-29 | ||
client: Self | ||
img: https://images.unsplash.com/photo-1675351085230-ab39b2289ff4?fit=crop&q=85&w=1400&h=700 | ||
description: Daily Log for July, 29 of each year. | ||
tags: | ||
- daily | ||
--- | ||
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## Notes | ||
### 2023 | ||
- 7:34am - I spent a decent amount of time going through my LinkedIn profile and updated a decent chunk of what I had on there. Part of my plan will be to automate some of the LinkedIn functions, maybe have it send custom GPT-based messages to people that I would like to reach out to. The general idea would be to at least have the introduction message be a bit personal? I also made sure to claim the company page for KBVE! As for why I decided to improve my social presence? Hmm, I was a very anti-social media, in the sense that it felt like it was very manipulative and corrupt, however that does not mean I should not at least engage in some form of gray-hat! I found that there were some clients that wanted automation tools within Instagram, Twitter, etc... and having a better background in understanding how they functioned would make it a bit easier to build those tools out? There are a decent chunk of tools already out there, I will just focus on making one that is very simple to run inside of a docker container. I was thinking of extending out some of my unity knowledge and then build it out from there but the idea of running the application in a lightweight but scalable approach seems to be the best move for now. | ||
- 11:30am - Idea! I am thinking that I should look into building out that license system. This would allow people to sell license key through our KBVE portal, where we would then provide unique features that would help verify and protect their licensed software. Part of this feature would also be to include various ways to license and protect your software when it comes to distribution. The license system would need a decent name that would be cute but not too over the top, just a bit of `OwO` but not too much of `AwA`. Definitely will need a hint of `nani!?`. | ||
- 1:50pm - Going to do a couple quick league matches before doing some general workflow management. I will take a couple hours to update the general website, maybe finalize the blog theme template too. | ||
- 2:56pm - Time to synch this with the current branch and then redo the blog design theme. I also have to remember to migrate some of the older or really old blog content from back in the day into the main collection. It will be interesting going down memory lane and grabbing those really old articles. I should also look into setting up the interview format, there has been some great moments, and as such, I should have a decent interview template and question bank ready to ask those that are special individuals that I run into. | ||
- 3:11pm - Going through their message system, it looks like I could use Puppeteer to help cycle through the automated messages that I am getting... ugh it does feel a bit weird that I have to automate a response to the automated messages that I am getting, but it is what it is. I guess that Internet is really turning into a cluster of bots, part of the time I am thinking that it is just a collection of bots that all just engage with everything xD. | ||
- 3:23pm - Let me sync this journal log before opening Unity, it was the first time that I had a blue screen crash on my laptop in a while. | ||
- 4:10pm - Pushed the patch changes and it looks like I need to make a new workflow that would prepare for release? I suppose that would be a staging workflow, we could build that out under `staging.yml` under the GitHub workflows. The idea behind this would be to mimic the movement from a developer branch to the main branch, here we could do the code reviews, version control and test case a couple deployment concepts. One of which I was thinking would be to create an automated response that would use GPT to summarize the results from the changes. A GPT powered release note? I suppose this would be an area where we could test case the SSR components of Astro too. | ||
- 4:17pm - Time to get some coffee and red bull while I wait for this to build out. Damn the compiler? Maybe Unity is eating up resources a bit too much. Going to switch back to the blog design. | ||
- 8:24pm - Okay I think I got the basics of the blog design down, now I just need to figure out what type of variables we should include? | ||
- 9:20pm - Finished making some fresh veggie pizza via the naan method, it was so filling and powerful, honestly it could be a healthy fast food in the future. Okay so I think we got a general gist of the blog format, with a simple MDXJS widget as well, which would help stylize, if that is a word, the general notes and information. I think the worst part of GPT is that it is moving my brain closer towards the matrix, it was bad already to have to google things, but all this is doing is moving the goal post closer towards the matrix. | ||
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## Quote | ||
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> The entrepreneur always searches for change, responds to it, and exploits it as an opportunity. | ||
> — <cite>Peter Drucker</cite> | ||
--- | ||
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## Tasks | ||
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- [ ] Blog Post Design |
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