Between 19, the frontline of the Soča Front ran across the Julian Alps, the Soča Valley, and the Karst Plateau to the Adriatic Sea. I will try to show how the soldiers experienced the weeks of preparation for the battle what was their “D-Day” like, as the weather in the mountains was cold, foggy, and snowy on the day of the attack and how they experienced the success of this battle in the upcoming days and weeks - was it a genuine boost of moral for the troops or just a heat of the moment that faded away with a hangover.ĭuring the Great War, the territory of western Slovenia was the scene of almost two and a half years of heavy fighting between Kingdom of Italy and Austro-Hungarian Empire. Through the diaries, memoirs, letters, official reports and other sources I would like to present the experience of the Great War - which is still quite unresearched field - as it was seen through the eyes of the attackers, who had to fight in the hard conditions of the mountains. In my paper I will focus on the region of Bovec, where a part of the Austro-Hungarian-German units - in particular “Gruppe Krauß” - were attacking towards the Italian front line. On 24 October 1917 an attack was launched towards the Italian units in the area of towns Tolmin (Tolmein) and Bovec (Flitsch), that turned out to be a success, in Slovenian historiography known as “the miracle at Caporetto”. In cooperation with the German army a battle was planed, to push the Italian units back to the Italian hinterland. Isonzo battle Austro-Hungarian army knew, that this was the last attack they could withstand. During the period from 1915 to 1917 Italian army tried eleven times to break through the opponents front line with just some minor successes. The Great War brought major changes along the valley of Isonzo river, as the Italian announcement of war meant new problems for the Austro-Hungarian army.
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The belt malfunction sends The Joker's intangible spirit to Mega-City One, leaving his now all-gray, semi-lifeless body in Gotham. The Joker has just gotten his hands on the Dimension Jump Belt from 1991's Judgement on Gotham crossover, and he uses it to escape from Batman.īut something goes wrong. Fabry's red-eyed Batman has tracked down The Joker, who is outfitted in a green suit and matching fedora, both covered in a pattern of red lips (not his best suit, honestly). Like two-thirds of the previous outtings, this one was fully painted, featuring art by Glenn Fabry, Jim Murray and Jason Brashill, and the narrative included scenes in both Gotham City and Mega-City One, and villains and characters from both Batman and Dredd's regular milieus.ĭie Laughing opens with a five-page sequence set in Gotham. While the first three Batman/Dredd books that John Wagner and Alan Grant wrote were single-issue affairs, Die Laughing ran for 90 pages spread across two issues. 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Most kids in 2022 would look at this and see how primitive it all looks, but in 1997 it looked like I’d pulled off some Carmack-level sorcery and jumped ahead a couple of graphics generations. That pool of light on the ground is a custom texture with a hand-drawn shadow. But real-time lighting and shadows were not feasible on the consumer hardware of 1997, so I had to fake the light. You just make a lamp and stick a light source under it. I talked about some of the Metatropolis rendering tricks back in 2009 during my procgen city project.Īt 1:44, you can see a streetlamp on a corner. I realize the Metaverse is a bit cringe and out-of-touch today, but I made Metatropolis in 1997 when this stuff was still sort of hip and forward-looking. In my defense, the book was a lot more relevant in 1997 than it is today. Like Facebook’s Metaverse, I named the place after the virtual world in Neal Stephenson‘s book Snow Crash. At the 1:20 mark, the author jumps to Metatropolis. I made some of the stuff you’ll see in this video. Then in 2001 I was moved to the programming staff and I began working on the software itself. In the 90s I did a little of everything: I made 3d models, created texture maps, built environments, provided tech support, and authored tools. I was pretty checked out by the time it was over, much more concerned with this website and the work I was doing at the Escapist. So my job sort of fizzled out rather than ending abruptly. For the last 6 months I was working part-time on again / off again. This software was my life for about 16 years, from 1994 to ~2011-ish. Recently someone sent me a link to this video, where the author takes us on a tour through my old stomping grounds: Active Worlds: The 27-Year-Old Virtual World You Haven’t Heard Of Wonder what it's like to have such a mergical experience? Stop questioning yourself and jump right into this fantastic merge game full of merge tales. 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The internal search almost never gives the desired results. The internal App Library is worthless and groups apps together that don’t make sense. Flashlight and camera buttons are in a bad location and constantly turning on. Face ID and double tapping the side button to make a purchase is twice as stupid. To delete an app you have to tap three different times! Face ID is stupid about half the time so you’ll have to punch in your passcode. Constant bugs, requires way too much screen touching to get anything done. I simply don't understand how Apple can allow such a disappointing finale to an otherwise outstanding symphony.īought the iPhone 13…worse iPhone in years. Their negligence threatens to sour the entire experience. People who appear not to value customer experience or worry about tarnishing the brand's reputation. It baffles me that Apple would delegate this crucial step to individuals who seem indifferent to the hard work and dedication poured into the process by everyone else. How can a company like Apple entrust the final stage of this intricate process to delivery personnel who lack the same care and commitment? To someone who erroneously delivers your brand-new laptop to a different part of the city, and then charges you $40 to rectify their mistake? However, there's something that deeply confounds me. It's truly astounding how they convert raw silicon and aluminum into something as refined as a MacBook. The individuals extracting silicon, the engineers designing hardware, the designers crafting my user experience, and the developers creating the extraordinary operating system - they all do an incredible job. I love their hardware, I love their software, and respect the people who make it all come together. I must say, I have a profound admiration for Apple and its accomplishments. |
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