완벽한 블로그 게시물, 여전히 그 하나에 작업
The perfect blog post, still working on that one
A little short, only a foundation, 2100 will they use Wood construction?
====================[ Build | all | Debug ]=====================================
"C:\Program Files\JetBrains\CLion 2021.2.3\bin\cmake\win\bin\cmake.exe" --build C:\cppWorkspace\gameEngineV3\cmake-build-debug --target all -- -j 9
-- Could NOT find Doxygen (missing: DOXYGEN_EXECUTABLE)
-- Using Win32 for window creation
-- Configuring done
An error created at a simple directory refactor
I refactored the deps directory and the source directory in GLFW project and then got that error
Not really what I would expect or would want to expect
Not able to change directory structure in my own system
Kind of like setting your file structure to 5 bins
bin1 bin2 bin3 bin4 bin5
That’s your new directory structure for all your Git pulls and pushes, “Deal with it”?
Maybe a bug for CLion dev team
Spend all my time trying to fix directory structure
less documentation and less lessons for the public
Maybe add 1000 pages of legal loop holes to DC every time I run into issues like this? Nah, that might feed an already bs system
Maybe to the lawyers that just want a bite to eat
You want you teeth to feel better, read 1000 pages first?
Kosher?
Legalism and unforgiveness really not that Kosher
Legalism in right levels and right amounts balance and conditions not being met
A non nominal system allowed to stay in place
like a bench that termites have eaten out
Where you are going out to eat
Bad for the company and bad for you
Would you call it out?
What if you didn’t know about it?
Why didn’t someone speak up?
Not always simple when people grow up in oppressive systems
specially one riddled with debt
from previous generations
“Jipp”
Not sure how I paint https://www.usdebtclock.org/ as a nice baby crib

Government rides around on its broken credit card high horse with your babies underneath? Maybe better not to bring babies into the world in 2021
Population already pretty high, getting laid not required for Oxygen
Alcohol and pretty voices, maybe enough for 2021
Kind of the feeling of the guy from Tyrant FX series Mercenary
Burning embassy with shockwave of Lebanon?
Not for my baby
Hot piece of Gold on top of that building
Seeing it? “It’s complicated”
I could go for some Nicotine Gum and Rewatching that series, some awful parts, some really amazing parts
Hope that’s not what the military outside of Taiwan is thinking
Have a lot more training and appreciation for contrast now, might be able to pick up more this time around
It can be a gym, not sure everyone will view it as such
Better to learn on screen “Diego” “Alfied”
Sandy Tropical Looking Streets with Bright Sunny Days and hot buildings with Gold on the top
What’s the issue?
“You must clutch them both nice and tight” “Yes that’s why I left”
“After everything I have given the people, they are still not satisfied”
“I am El President” of this vlog
“And I know you will use great restraint, in exercising your great power” “make sure he understand there will be consequences if he can’t control his own people” “inspiring the hearts of your people” “for when my time has come” “arthus”
Skeletons ” are planning on attacking the wedding” “Arthus”
“My child I watched as pride as you grew into a weapon of righteousness, remember our line has always ruled”
“Victory has defeated you” – Bane
Yes she has
What happened to her super powers?
Fire codes?
Blow torches on open trains non advisable
Is Speed the one where they push the guys head up to top?
Fire exit sign takes out the guy? Can appreciate that
Marvel got my attention, what would you like to show me?
I do appreciate her use of the finer red crystals Rubies and Dion
Those are some hot infinitely complex matrix like worms
Problem with Avengers? Not enough investment in Gambit
Hedge their bet a little better with more safety valves like investing in Duncanville, Texas tech, might have saved a few devastating construction bills
Sure they like to save the day while wrecking up the place, but what about the Architects? What about the Architects
“The prosecution does not have a monopoly on victims” – Ted X Kathleen Heath
“But what about the Architects? What about the Architects” – Ted X Kathleen Heath with a few creative edits by El Presidente of this Vlog

Because she needed better PR after

H Kitten is AD? she is just licking her wounds
Not on my vlog
H Kitten is BC
3.0.01 Version of The Open Source Game Engine I am working on
Would be Free if I could upload the file
This game engine is being developed in 2021
Open sourced in hope that others will provide more peace, love, and grace to the world
Updates 12-11-2021 7:15 PM Central Standard Time, while listening to Timothy 1 Bible Alexander Scourby YouTube video on MSI 65 Thin 10UE
---------------
Moved directories into glfwModule, hopefully this might make it easier
for others that might want to connect it to the binary versions of the libraries.
Not an expert on CMake, can see how it could cause some problems
Not very flexible, not always a bad thing having a more proper representation
We'll call this version 3.0.01
Features -
1. compiles on Clion, used the Wave Example, removed other examples
2. updated to be able to use C++ and C++ classes like iostream
3. Honestly speaking should be easier to do this in 2021
4. Specially given I was able to compile in 2004
5. When people take the No.2 pencil such as OpenGL and the ability to paint from Student
Kind of a terrible thing to do to people working with C++
6. Please do not deoptimize others going forward
7. These systems are meant to be a blessing, kind of understandable with the system executing people
why people might want to throw the system under the bus, and that can be used as an excuse for greed
and to prevent others from building their systems
To those that say taking a number 2 is justified by that
To those that say taking my ability to use systems effectively
I say this from the bottom of my heart, people that fuck over math teachers
Fuck off, and don't fuck over the code bases
Thank you in advance
Jason Lee Davis
---------------
I post this here, hopefully will be available to others soon
A rare case update log on one 12.11.2021 will it be appreciated in the future?
A decent book for Fire for the Rocket of Nasa like elements, Timothy 1 on Loop
Drink a little wine, don’t judge others, don’t be a brawler, love your neighbor, don’t worry so much about money
“Grace be with thee, amen”
Please apply that algorithm to DC
console.cpp
//
// Created by jason on 12/11/2021.
//
#include "console.h"
#include "GameEngine.h"
#include <iostream>
using namespace std;
//========================================================================
// main
//========================================================================
int main(int argc, char* argv[])
{
cout << "test" << endl;
GameEngine gameEngine;
gameEngine.paintMain();
}
console.h
//
// Created by jason on 12/11/2021.
//
#ifndef GLFW_CONSOLE_H
#define GLFW_CONSOLE_H
#include <iostream>
class console{
};
#endif //GLFW_CONSOLE_H
GameEngine.h
//
// Created by jason on 12/11/2021.
//
#ifndef GLFW_GAMEENGINE_H
#define GLFW_GAMEENGINE_H
#if defined(_MSC_VER)
// Make MS math.h define M_PI
#define _USE_MATH_DEFINES
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "../glfwModule/deps/glad/gl.h"
#define GLFW_INCLUDE_NONE
#include "../glfwModule/GLFW/glfw3.h"
#include "../glfwModule/deps/linmath.h"
// Maximum delta T to allow for differential calculations
#define MAX_DELTA_T 0.01
// Animation speed (10.0 looks good)
#define ANIMATION_SPEED 10.0
#define GRIDW 50
#define GRIDH 50
#define VERTEXNUM (GRIDW*GRIDH)
#define QUADW (GRIDW - 1)
#define QUADH (GRIDH - 1)
#define QUADNUM (QUADW*QUADH)
struct Vertex
{
GLfloat x, y, z;
GLfloat r, g, b;
};
class GameEngine {
public:
//========================================================================
// Initialize grid geometry
//========================================================================
void init_vertices(void);
//========================================================================
// Draw scene
//========================================================================
static void draw_scene(GLFWwindow* window);
//========================================================================
// Initialize Miscellaneous OpenGL state
//========================================================================
static void init_opengl(void);
//========================================================================
// Modify the height of each vertex according to the pressure
//========================================================================
void adjust_grid(void);
void calc_grid(void);
//========================================================================
// Print errors
//========================================================================
static void error_callback(int error, const char* description)
{
fprintf(stderr, "Error: %s\n", description);
}
//========================================================================
// Callback function for mouse button events
//========================================================================
static void mouse_button_callback(GLFWwindow* window, int button, int action, int mods);
//========================================================================
// Callback function for framebuffer resize events
//========================================================================
static void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mainCallback();
void mainLoop();
void paintMain();
private:
GLFWwindow* window;
double t, dt_total, t_old;
int width, height;
};
#endif //GLFW_GAMEENGINE_H
GameEngine.cpp
//
// Created by jason on 12/11/2021.
//
#include "GameEngine.h"
GLfloat alpha = 210.f;
GLfloat beta = -70.f;
GLfloat zoom = 2.f;
double cursorX;
double cursorY;
double dt;
double p[GRIDW][GRIDH];
double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH];
double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH];
GLuint quad[4 * QUADNUM];
struct Vertex vertex[VERTEXNUM];
//========================================================================
// Calculate wave propagation
//========================================================================
void GameEngine::calc_grid(void)
{
int x, y, x2, y2;
double time_step = dt * ANIMATION_SPEED;
// Compute accelerations
for (x = 0; x < GRIDW; x++)
{
x2 = (x + 1) % GRIDW;
for(y = 0; y < GRIDH; y++)
ax[x][y] = p[x][y] - p[x2][y];
}
for (y = 0; y < GRIDH; y++)
{
y2 = (y + 1) % GRIDH;
for(x = 0; x < GRIDW; x++)
ay[x][y] = p[x][y] - p[x][y2];
}
// Compute speeds
for (x = 0; x < GRIDW; x++)
{
for (y = 0; y < GRIDH; y++)
{
vx[x][y] = vx[x][y] + ax[x][y] * time_step;
vy[x][y] = vy[x][y] + ay[x][y] * time_step;
}
}
// Compute pressure
for (x = 1; x < GRIDW; x++)
{
x2 = x - 1;
for (y = 1; y < GRIDH; y++)
{
y2 = y - 1;
p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step;
}
}
}
void GameEngine::adjust_grid(void)
{
int pos;
int x, y;
for (y = 0; y < GRIDH; y++)
{
for (x = 0; x < GRIDW; x++)
{
pos = y * GRIDW + x;
vertex[pos].z = (float) (p[x][y] * (1.0 / 50.0));
}
}
}
void GameEngine::init_opengl(void)
{
// Use Gouraud (smooth) shading
glShadeModel(GL_SMOOTH);
// Switch on the z-buffer
glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), vertex);
glColorPointer(3, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); // Pointer to the first color
glPointSize(2.0);
// Background color is black
glClearColor(0, 0, 0, 0);
}
void GameEngine::draw_scene(GLFWwindow* window)
{
// Clear the color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// We don't want to modify the projection matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Move back
glTranslatef(0.0, 0.0, -zoom);
// Rotate the view
glRotatef(beta, 1.0, 0.0, 0.0);
glRotatef(alpha, 0.0, 0.0, 1.0);
glDrawElements(GL_QUADS, 4 * QUADNUM, GL_UNSIGNED_INT, quad);
glfwSwapBuffers(window);
}
void init_grid(void)
{
int x, y;
double dx, dy, d;
for (y = 0; y < GRIDH; y++)
{
for (x = 0; x < GRIDW; x++)
{
dx = (double) (x - GRIDW / 2);
dy = (double) (y - GRIDH / 2);
d = sqrt(dx * dx + dy * dy);
if (d < 0.1 * (double) (GRIDW / 2))
{
d = d * 10.0;
p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0;
}
else
p[x][y] = 0.0;
vx[x][y] = 0.0;
vy[x][y] = 0.0;
}
}
}
void GameEngine::init_vertices(void)
{
int x, y, p;
// Place the vertices in a grid
for (y = 0; y < GRIDH; y++)
{
for (x = 0; x < GRIDW; x++)
{
p = y * GRIDW + x;
vertex[p].x = (GLfloat) (x - GRIDW / 2) / (GLfloat) (GRIDW / 2);
vertex[p].y = (GLfloat) (y - GRIDH / 2) / (GLfloat) (GRIDH / 2);
vertex[p].z = 0;
if ((x % 4 < 2) ^ (y % 4 < 2))
vertex[p].r = 0.0;
else
vertex[p].r = 1.0;
vertex[p].g = (GLfloat) y / (GLfloat) GRIDH;
vertex[p].b = 1.f - ((GLfloat) x / (GLfloat) GRIDW + (GLfloat) y / (GLfloat) GRIDH) / 2.f;
}
}
for (y = 0; y < QUADH; y++)
{
for (x = 0; x < QUADW; x++)
{
p = 4 * (y * QUADW + x);
quad[p + 0] = y * GRIDW + x; // Some point
quad[p + 1] = y * GRIDW + x + 1; // Neighbor at the right side
quad[p + 2] = (y + 1) * GRIDW + x + 1; // Upper right neighbor
quad[p + 3] = (y + 1) * GRIDW + x; // Upper neighbor
}
}
}
void GameEngine::framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
float ratio = 1.f;
mat4x4 projection;
if (height > 0)
ratio = (float) width / (float) height;
// Setup viewport
glViewport(0, 0, width, height);
// Change to the projection matrix and set our viewing volume
glMatrixMode(GL_PROJECTION);
mat4x4_perspective(projection,
60.f * (float) M_PI / 180.f,
ratio,
1.f, 1024.f);
glLoadMatrixf((const GLfloat*) projection);
}
void GameEngine::mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button != GLFW_MOUSE_BUTTON_LEFT)
return;
if (action == GLFW_PRESS)
{
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwGetCursorPos(window, &cursorX, &cursorY);
}
else
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (action != GLFW_PRESS)
return;
switch (key)
{
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GLFW_TRUE);
break;
case GLFW_KEY_SPACE:
init_grid();
break;
case GLFW_KEY_LEFT:
alpha += 5;
break;
case GLFW_KEY_RIGHT:
alpha -= 5;
break;
case GLFW_KEY_UP:
beta -= 5;
break;
case GLFW_KEY_DOWN:
beta += 5;
break;
case GLFW_KEY_PAGE_UP:
zoom -= 0.25f;
if (zoom < 0.f)
zoom = 0.f;
break;
case GLFW_KEY_PAGE_DOWN:
zoom += 0.25f;
break;
default:
break;
}
}
void cursor_position_callback(GLFWwindow* window, double x, double y)
{
if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
{
alpha += (GLfloat) (x - cursorX) / 10.f;
beta += (GLfloat) (y - cursorY) / 10.f;
cursorX = x;
cursorY = y;
}
}
//========================================================================
// Callback function for scroll events
//========================================================================
void scroll_callback(GLFWwindow* window, double x, double y)
{
zoom += (float) y / 4.f;
if (zoom < 0)
zoom = 0;
}
void GameEngine::mainLoop() {
while (!glfwWindowShouldClose(window))
{
this->mainCallback();
t = glfwGetTime();
dt_total = t - t_old;
t_old = t;
// Safety - iterate if dt_total is too large
while (dt_total > 0.f)
{
// Select iteration time step
dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
dt_total -= dt;
// Calculate wave propagation
calc_grid();
}
// Compute height of each vertex
adjust_grid();
// Draw wave grid to OpenGL display
draw_scene(window);
glfwPollEvents();
}
}
void GameEngine::paintMain() {
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(EXIT_FAILURE);
window = glfwCreateWindow(640, 480, "Game Engine", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(EXIT_FAILURE);
}
glfwSetKeyCallback(window, key_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetCursorPosCallback(window, cursor_position_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwMakeContextCurrent(window);
gladLoadGL(glfwGetProcAddress);
glfwSwapInterval(1);
glfwGetFramebufferSize(window, &width, &height);
framebuffer_size_callback(window, width, height);
// Initialize OpenGL
init_opengl();
// Initialize simulation
init_vertices();
init_grid();
adjust_grid();
// Initialize timer
t_old = glfwGetTime() - 0.01;
this->mainLoop();
glfwTerminate();
exit(EXIT_SUCCESS);
}
#include <iostream>
using namespace std;
int frameCount = 0;
void GameEngine::mainCallback() {
frameCount+=1;
// cout << "Frame " << frameCount;
if (frameCount%10 == 0) {
// cout << endl;
}
}
CMakeLists.txt for console directory
cmake_minimum_required(VERSION 3.20)
project(systemOptimization)
set(CMAKE_CXX_STANDARD 14)
link_libraries(glfw)
include_directories("${GLFW_SOURCE_DIR}/glfwModules/deps")
if (MATH_LIBRARY)
link_libraries("${MATH_LIBRARY}")
endif()
# Workaround for the MS CRT deprecating parts of the standard library
if (MSVC OR CMAKE_C_SIMULATE_ID STREQUAL "MSVC")
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
endif()
if (WIN32)
set(ICON glfw.rc)
elseif (APPLE)
set(ICON glfw.icns)
endif()
set(GLAD_GL "${GLFW_SOURCE_DIR}/glfwModule/deps/glad/gl.h"
"${GLFW_SOURCE_DIR}/glfwModule/deps/glad_gl.c" ../console/console.cpp ../console/console.h GameEngine.cpp GameEngine.h)
set(GETOPT "${GLFW_SOURCE_DIR}/glfwModule/deps/getopt.h"
"${GLFW_SOURCE_DIR}/glfwModule/deps/getopt.c")
set(TINYCTHREAD "${GLFW_SOURCE_DIR}/glfwModule/deps/tinycthread.h"
"${GLFW_SOURCE_DIR}/glfwModule/deps/tinycthread.c")
add_executable(console WIN32 MACOSX_BUNDLE console.cpp console.h ${ICON} ${GLAD_GL})
set(GUI_ONLY_BINARIES console)
set_target_properties(${GUI_ONLY_BINARIES} ${CONSOLE_BINARIES} PROPERTIES
FOLDER "Console")
if (GLFW_USE_OSMESA)
target_compile_definitions(offscreen PRIVATE USE_NATIVE_OSMESA)
endif()
if (MSVC)
# Tell MSVC to use main instead of WinMain
set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES
LINK_FLAGS "/ENTRY:mainCRTStartup")
elseif (CMAKE_C_SIMULATE_ID STREQUAL "MSVC")
# Tell Clang using MS CRT to use main instead of WinMain
set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES
LINK_FLAGS "-Wl,/entry:mainCRTStartup")
endif()
if (APPLE)
set_target_properties(gameEngine PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "GameEngine")
set_source_files_properties(glfw.icns PROPERTIES
MACOSX_PACKAGE_LOCATION "Resources")
set_target_properties(${GUI_ONLY_BINARIES} PROPERTIES
MACOSX_BUNDLE_SHORT_VERSION_STRING ${GLFW_VERSION}
MACOSX_BUNDLE_LONG_VERSION_STRING ${GLFW_VERSION}
MACOSX_BUNDLE_ICON_FILE glfw.icns
MACOSX_BUNDLE_INFO_PLIST "${GLFW_SOURCE_DIR}/CMake/MacOSXBundleInfo.plist.in")
endif()
Hopefully this helps some people out there, providing the files might have been simpler, if DC hadn’t allowed my support to be turned off, you would have access to the codebase sooner
My name is Jason, other’s named Tim
Having a name and contrast algorithms around those names can likely factor into how someone is treated
Be your name Jason or Tim, neither of us should be riding in on the white horse, nor be forced to do so
Having a book that talks about no money associated with your contrast algorithm? Kind of messed up
Having a butcher knife wielding hockey murderer associated with your contrast algorithm? Kind of messed up
Decent start for Weather Chess
Turbulent flow, and a Canvas for a board
“Fight the good fight of Faith” – Timothy 1
“Because ” “deeply deeply human ” “is the only hope for this world” – D3 + Ted X KH + D3
Jupiter as Shiny Blue Marbles sister?
| Shiny Blue Marble | Shiny Beige Marble |
| https://en.wikipedia.org/wiki/Earth More Tort or More Duress? Not everyone likes standing on solid ground https://www.dictionary.com/browse/earth noun (often initial capital letter) the planet third in order from the sun, having an equatorial diameter of 7,926 miles (12,755 km) and a polar diameter of 7,900 miles (12,714 km), a mean distance from the sun of 92.9 million miles (149.6 million km), and a period of revolution of 365.26 days, and having one satellite. the inhabitants of this planet, especially the human inhabitants:The whole earth rejoiced. this planet as the habitation of humans, often in contrast to heaven and hell:to create a hell on earth. the surface of this planet:to fall to earth. the solid matter of this planet; dry land; ground. verb (used with object) Chiefly British Electronics. to ground. | https://en.wikipedia.org/wiki/Jupiter More Tort or More Duress? Not everyone likes standing on solid ground https://www.dictionary.com/browse/jupiter noun Also called Jove. the supreme deity of the ancient Romans: the god of the heavens and of weather.Compare Zeus. Astronomy. the planet fifth in order from the sun, having an equatorial diameter of 88,729 miles (142,796 km), a mean distance from the sun of 483.6 million miles (778.3 million km), a period of revolution of 11.86 years, and at least 14 moons. It is the largest planet in the solar system. Military. a medium-range U.S. ballistic missile of the 1950s, powered by a single liquid-fueled rocket engine. |
Having some trouble formatting the table, some extra work for WordPress
https://en.wikipedia.org/wiki/Cross_product
I don’t like my kitten that close to the flaming loop

Sweaters and Incendiary Feathers?

3/4 Time Signatures
It was a simpler time
No new Waltz for the Ballroom affair? Not sure that would be fair to the future
Men more prone to Tort or Women more prone to Tort?
Women more prone to Duress or Men more prone to Duress?
one two three one two three
Making some hot tea (originally planned for ice tea), going to listen to some wisdom from the queen of England, why? because I can
I am still “El Presidente” at least of this vlog
2 minutes of Wisdom from someone who has probably seen some of the most proper of affairs in the world
Could change your life
Not much of a cost requirement
Goes nice with some Hot Tea
“I have seen one coronation….” – Queen Elizabeth having trouble hearing the rest
“Not what I meant to do” – Queen Elizabeth
Father please bless and protect give joy love grace and inspiration to all the people in Britain, to the royal family, and all the people they represent In Christ’s name I ask this ^ DS ^ DS ^DS ^ DS
“We all need to get the balance right between action and reflection. With so many distractions, it is easy to forget to pause and take stock” – Queen Elizabeth
“Effective Pauses” kind of reminds me of the Ted X hostage negotiation
Balance, Bible talks a bit about that
Many illusions and illusive qualities on top of Shiny Blue Marble
Nice to have both a pause and a play button, things that we tend to take for granted on the outside
Also particularly imperative in regards to OpenGL, think there is a No. 2 Pencil in the students bin when actually there is a snake, kind of sad
Being on the outside has value
One quote of many, wise words in there
Likewise “Good memories are our second chance at happiness” – Queen Elizabeth
“Good memories are our second chance at happiness” – Queen Elizabeth Reiterated because I think that these words are important
When we look upon the past
We have a choice
Churn on the bad, compressing it into a diamond that never hits the light right
Or compressing it into a diamond that shines brightly
Either way, we are compressing, a large part of Shiny Blue Marbles turbulent flow to a single instance in time likely taken out of context
Life like a piece of coal?
At the end of time a beautiful diamond
After the painter is through with the paint brush?
I tend to think there a few diamonds on this planet, sometimes you have to look a bit hard to see them
Perfected before heaven, I think not
Room for improvement
Like Rubies or Sapphires better? Pretty hot crystals too
Know how to ask the right questions in the right way?
An emerald to me, not sure it is an emerald to everyone else


Will set that emerald to #9
Proximity, good delivery good delivery
A couple updates since the Mayflower kind of would like to keep them in a way that is a blessing for Shiny Blue Marble as opposed to the opposite