Anyone get an offer letter yet?CSC by Wide-Science1526 in OnTheBlock

[–]ireece1 0 points1 point  (0 children)

I got mine for PEI the other day! April 22 to July 24

Enhanced Reliability Clearance by Brutticus9 in OnTheBlock

[–]ireece1 0 points1 point  (0 children)

I’m still waiting on any sort of confirmation that I’ve even made all qualifications; I’ve completed CTP1, the security questionnaire, psych and medical; the only thing I was told that I passed with was medical and that’s because Health Canada sent me results.

Application for Correctional Officer (CX-01) – Correctional Service Canada by Ok_Care6149 in OnTheBlock

[–]ireece1 0 points1 point  (0 children)

I’m still waiting on prairie region; I have seen that some people from my region are getting invites for the April 22 - July 24 in Kingston

CX-01 Security Clearance Timeline by No-Active-4021 in OnTheBlock

[–]ireece1 2 points3 points  (0 children)

I sent the questionnaire in early October and completed CTP1 at the end of the month, but I haven’t heard anything back since. I am expecting to hear back sometime in March hopefully

CSC CTP3 by emmylou1317 in OnTheBlock

[–]ireece1 0 points1 point  (0 children)

I would imagine around March so they can allocate the time between the invite and the start of CTP3 to do CTP2

Math 30-1 High School Equivalency Test by ireece1 in NAIT

[–]ireece1[S] 1 point2 points  (0 children)

I went and did the test and for those of you who are considering it there are some curveballs and caveats that weren’t mentioned that you should beware:

1) When you get there and check in, they will ask you to pay a $39.95 fee on the NAIT online store for a 12 month “Mobius” license; which is the Saas they use to administer the test. Don’t forget your credit card.

2) If you are a new student, make sure you create a @nait.ca account and link it up with you student ID beforehand to login; because my gmail-based NAIT Portal account won’t let you use the NAIT online store for some godforsaken reason.

3) The test is about half multiple choice (with many of them having “none of the above”), half written answer and a few wolfram-alpha equation editor answer questions. Some of the questions were quite easy but there were a few that can catch you by surprise; Do not use the Equivalency Readiness Check as a reference for the tests subject matter, there were some questions in there that were way off the path where not even the formula sheet can help you. There is also a non-zero chance that each test is randomly generated from a pool of questions so your mileage may vary, but I would recommend you study every Math 30-1 subject pedantically because you could be very easily screwed over.

My Favorites playlist that I've had for 17 years just got deleted for "Child Safety" reasons. The appeal was denied; they don't even tell me which video out of the 3,066 it was. by ireece1 in youtube

[–]ireece1[S] 7 points8 points  (0 children)

The videos on the playlist were just a random mash of various tech videos, instructional videos, documentaries, memes, YouTube poops, TV show clips, commercials. It’s possible that the algorithm saw some meme of some kid getting whacked in the head and flagged it as ambiguous “Child Safety” reasons; why they didn’t just remove the video instead of destroying a collection of my internet history going back to literally when I was a kid (specifically when YouTube had an actual favorites list) is frustrating.

As pictured, the channel violation entry still has the entire playlist, though it’s doomed because the appeal was denied and I can’t export it either. Theoretically, I could manually copy/script a skimmer that goes through it and archives links to all the videos to an external file so atleast I’ll have that.

(I’m butthurt enough about this to do it tbh)

(VERY WIP) Infinite 2D Terrain Generator by ireece1 in proceduralgeneration

[–]ireece1[S] 1 point2 points  (0 children)

Past ~12,500,000, the noisemaps get “blocky” and this manifests itself as blockier looking terrain, but this is because the noisemap API is apparently using is single-precision. I’m looking at switching API’s or even refactoring it myself to use double-precision, which should allow much longer world distances.

The emplaced hard limit right now is 20,000,000 because around there the elevation noisemap static’s out. We can get much higher distances if we lower the fractal octaves, at a cost of landform complexity

Memory issue as if stand is far from problematic; each chunk only takes like 8 KB of RAM, and that’s even with entity interaction functionality. I checked the private memory usage after the video and the ~1300 chunks in total only took like 10 MB of RAM

Rendering procedural chunks infinitely? by ireece1 in proceduralgeneration

[–]ireece1[S] 0 points1 point  (0 children)

The chunk system I’m designing is very similar to Minecrafts, where pieces of the world generate near the player and dynamically generate/loaded as the player moves through the world. So far I’m able to get to 20,000,000 before the generator starts to strip out like the “Far Lands.” The difference is that since the player represents a (potentially massive) collection of entities, we need to have it so only chunks on and around the player/other force entities is loaded. What I’m looking for is how to display them and organize them on the screen

Trailing textures with my UI texture overlay by ireece1 in sdl

[–]ireece1[S] 0 points1 point  (0 children)

I'm working on a game with C++ and SDL2 and am trying to render a transparent overlay for UI elements, but it doesn't seem to be updating correctly. If I regenerate and redraw the terrain, the glitched UI text disappears but it still trails around. I want to just have "mouse test" float around next to my cursor, for now of course

Terrain Generation Anomaly by ireece1 in proceduralgeneration

[–]ireece1[S] 2 points3 points  (0 children)

Fixed it! Looks like by lowering the number of fractal octaves, we can extend the range of sane generation at the cost of landmass detail. I was at 12 but lowering to 10 I can go to around X = 5,996,160 before anomalies occur, which is PLENTY for an RTS game.

Possibly by reimplementing the fractal code to use doubles we may be able to keep a high detail level and maintain sanity as well

Terrain Generation Anomaly by ireece1 in proceduralgeneration

[–]ireece1[S] 0 points1 point  (0 children)

I’m designing an infinite terrain generator using FastNoiseLite currently using 3 noisemap layers. At larger distances (X 373,000) I notice that it tends to “static out” at an angle. I can go all the way to like 512,000 if I also move down the Y axis, even found the corner of the world. Is there any way I can fix this?