A collection of all the dumb stuff I'm working on, am planning to work on, or just want to list so I can find it later again.

Main

Eine Liste von Add-ons für Blender. Dies sind keine Empfehlungen, sondern eine persönliche Liste, damit ich die Add-ons wiederfinden kann, wenn ich vergesse, welche ich benutze.

Main

Eine Liste von Videospielideen, die ich irgendwann einmal umsetzen möchte.

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Species

Diseases

Element classes

Some Storry

I had an Idea for the story of an MMO RPG im planing on making some day. some feedback? also if it is written weird, that's because i was to lazy to translate it properly and just used a translator:
A long time ago, there was a plague that turned various intelligent species into blood-addicted aggressive monsters. Their bodies mutated and their bites spread the disease. To combat this plague, warrior groups formed to hunt down and fight these demons. In the end, the demons became a separate species that was banished to another dimension. There they finally died out. Where the plague came from and why the demons died is veiled and or unknown. After a long time, a person broke the seal into the world of the demons and tried to revive them. They partially succeeded and so the artificial demons were born. They look like a kind of hybrid between demon and the other species and are much weaker than the original demons and also can't pass on the mutations. The artificial demons killed the person and set to work creating stronger monsters based on the research of the person who created them. Through the efforts of the Artificial Demons, the Pure Blood Demons were created, which are also artificial, but can control their mutation and pass on the disease. By control is meant that they have a demon form and a normal form. Because there have been no demons for so long, there are only a few demon hunters left. The demons cause chaos and conflict in the world and manipulate influential people in the kingdoms and countries of the world.

Deamons

Map

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keine Ahnung was ich hier reinschreiben werde, aber ich hab schon mit einer Map angefangen.

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pikmin MMO

Schnellreisen

man hat ein kleines schiff über welches di standart pikminMechaniken stadtfinden. Die heimreise fürt zu einem größeren schiff das man ebenfals platziren kann.

Main

Ich versuche grade meine eigene Programmiersprache zu entwickeln. Mal sehen ob das was wird.

Data types

Examples

::foo:i:8 = 12 # var named foo type integer size 8 bit value 12 aka 00001100
!:foo2:u:8 = 12

::fooArray:b[12] = ['H','e','l','l','o',' ','W','o','r','l','d','!']
::fooArray2:b[12] = "Hello World!"
::fooArray3:="Hello World!" # array with length of String and type byte / char

Variables

Functions

!:foo(a:i:8):i:32{...} # function with name foo and a parameter a of type integer of size 8 and a retunvalue of type integer and size 32

Standard functions

Examples

!:foo:="Hello World!"
print(${foo}) # shows the value of the variable foo in the therminal

Classes

!:foo{ ::foo1:i:32 ::foo2:i:32 !:foof():f:32{ return self.foo1 + self.foo2 } }

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!:foo{ ::foo1:i:32 ::foo2:i:32 !:foof():f:32 } foo::foof():f:32{ return self.foo1 + self.foo2 }

complex data types

# defining a constant of type "type" which means it can now be assigned as a type !:Vec2:type{ # constructor for initialization # definition of possible input attributes self(x:f:32,y:f:32){ # define behavior based on inputs on initialization if(x != NULL)&&(y != NULL){ self x = x self y = y self length = pow((x*x+y*y),0.5) } } #define how the complex type handles the writing and reading of its simple attributes case{ # what to do is someone writes to an attribute write{ x(x){ self x = x if(self x != NULL)&&(self y != NULL){ self length = self _length(self x, self y) } else{return error} } y(y){ self y = y if(self x != NULL)&&(self y != NULL){ self length = self _length(self x, self y) } else{return error} } length(length){ if(self x != NULL)&&(self y != NULL){ self x = self x / self length * length self y = self x / self length * length self length = length } else{return error} } } #same but with reading read{ # if u read the whole type with i.g. print() self{ return [self x, self y] } x{ return self x } y{ return self y } length{ return self length } } } # method to recalculate the length of the vector #not accessible because of the “hide” keyword hide self!:_length(x:f:32,y:f:32):f:32{ return pow((x*x+y*y),0.5) } # the “primary” keyword after the “self” keyword defines the rank of the attribute # self keyword defined as property for initialized version # constants do not necessarily need this, unless it is always defined for the respective instance only # constants that do not have this apply in every instance self primary ::x:f:32 self primary ::y:f:32 self 1::length:f;32 } ::foo := Vec2(0,2) ::foo2 := Vec2(2,0) foo.length = 1 # defines the length of the foo as 1. x changes to 0 and y to 1 foo += foo2 # because foo and foo2 are of the same type we can and them together. only “keyword” rank attributes can be influenced by operations, so x and y will be added print(foo) #returns [2,1] to the console

data types v2

!:VecN:type{ self(n:f:32[]){ if(n != NULL){ i = 0 for(_ in n){i++} meta n = i free(i) for(i in self n){n[i] = Null} for(i in n){ self n[i] = n[i] self length += (n[i]*n[i]) } self length = pow(self length, 0.5) } self meat{ !:n:i:32 } case{ write { n[i](n){ self n[i] = n self length = 0 for(i of n){length += (i*i)} self length = pow(self length, 0.5) } } read{} } self primary ::n[2048] self ::length:f:32 } #same data type can be diffrent now. #this does not alow u to perfortm operations on a VecN yet

Main

just a list of useful links for example for 3d art or something.