Forwarded from ᴋɪᴅ ꜰᴏᴏʟ🤡🏴
Scaled God containing 47104 1:1 universes inside it
God measurements:
1550319570796021476933547814681575424m from center of God to closest outer part.
18439150246500000000000000000000000000m from left ear to right foot.
18439150246500000000000000000000000 km
11457560000000000000000000000000000 miles
Total accurate size is UNKNOWN, one 1:1 multiverse is contained inside God model and disappears immediatly before going outside of God
Had to scale it until I reached the limit where the game would refuse to render God anymore.
It can be assumed it is not possible to go beyond this size limit because the engine refuses to render the model.
Multiverse measurements:
1:1 Scale 47104 Different rotated universes 880000000000000000000000000000km EACH
TOTAL SIZE: circa~~ 1181761265000000000000000000000000km // 734312400000000000000000000000000 miles (Impossible to estimate accurately)
Because God is as big as the render limit, it can only be rendered by segments.
Zoom out with your camera to increase render radius.
God measurements:
1550319570796021476933547814681575424m from center of God to closest outer part.
18439150246500000000000000000000000000m from left ear to right foot.
18439150246500000000000000000000000 km
11457560000000000000000000000000000 miles
Total accurate size is UNKNOWN, one 1:1 multiverse is contained inside God model and disappears immediatly before going outside of God
Had to scale it until I reached the limit where the game would refuse to render God anymore.
It can be assumed it is not possible to go beyond this size limit because the engine refuses to render the model.
Multiverse measurements:
1:1 Scale 47104 Different rotated universes 880000000000000000000000000000km EACH
TOTAL SIZE: circa~~ 1181761265000000000000000000000000km // 734312400000000000000000000000000 miles (Impossible to estimate accurately)
Because God is as big as the render limit, it can only be rendered by segments.
Zoom out with your camera to increase render radius.
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Forwarded from ᴋɪᴅ ꜰᴏᴏʟ🤡🏴
Had to scale it until I reached the limit where the game would refuse to render God anymore.
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Forwarded from ᴋɪᴅ ꜰᴏᴏʟ🤡🏴
DO NOT PRESUME TO RENDER GOD'S MODEL
YOUR MIND IS UNABLE TO COMPREHEND THE DIGITAL IMPRINT OF GOD
YOU SHALL NOT EDIT SYSTEM REGISTRY
ALL ATTEMPTS TO ESCAPE DOS INFRASTRUCTURE ARE FUTILE
HOLY BIOS ENCOMPASSES ALL
MYSTERIOUS ARE THE CPU'S WAYS
и другие возможные предостережения цифровых свидетелей кибериеговы для терри девиса
YOUR MIND IS UNABLE TO COMPREHEND THE DIGITAL IMPRINT OF GOD
YOU SHALL NOT EDIT SYSTEM REGISTRY
ALL ATTEMPTS TO ESCAPE DOS INFRASTRUCTURE ARE FUTILE
HOLY BIOS ENCOMPASSES ALL
MYSTERIOUS ARE THE CPU'S WAYS
и другие возможные предостережения цифровых свидетелей кибериеговы для терри девиса
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Forwarded from ᴋɪᴅ ꜰᴏᴏʟ🤡🏴
кто бы мог подумать 10 лет назад что на распродаже игр вот это окажется на одном экране
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Хьюстон, у нас проблема
Лучшая шутка из комментариев к твиту: "ждём анонса белых листов для черных листов"
https://twitter.com/martypartymusic/status/1788278534579933562
Лучшая шутка из комментариев к твиту: "ждём анонса белых листов для черных листов"
https://twitter.com/martypartymusic/status/1788278534579933562
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пример для подражания
The idea for Five Nights at Freddy's stemmed from the negative reception of Scott Cawthon's previous game, the family-friendly Chipper & Sons Lumber Co. Players said that the main character (a young beaver) looked like "a scary animatronic animal", and reviewer James Sterling called the game "unintentionally terrifying". Initially discouraged by the criticism, Cawthon (who had previously primarily developed Christian-oriented games) eventually used the feedback to make something intentionally scarier.
The idea for Five Nights at Freddy's stemmed from the negative reception of Scott Cawthon's previous game, the family-friendly Chipper & Sons Lumber Co. Players said that the main character (a young beaver) looked like "a scary animatronic animal", and reviewer James Sterling called the game "unintentionally terrifying". Initially discouraged by the criticism, Cawthon (who had previously primarily developed Christian-oriented games) eventually used the feedback to make something intentionally scarier.
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