A little while ago I started work on home building a VR display. Partly to get to know how the hardware works and partly because there do not seem to be much VR displays that run out of the box on linux. I at least got the display/headset part working. Next is getting the positional readout of the headset. In itself this should not be too difficult (there are chips and libraries for that).
Have been trying out some bookbinding techniques and bought some dice while on holidays. The dice are ‘nostalgia’ dice by Chessex. So, I decided to make a little box for the dice; perhaps a present for someone. The techniques used for the box are based on the excellent tutorials by DAS Books. The paper on the cover has been made less fragile by covering it with paste and applying bees wax.
Last time I posted about the keyboard I had built. This was actually a precursor to building a cyber deck. Or at least a prototype for one. I am planning to use the machine I am currently building for note taking and keeping track of tasks (Taskwarrior is a really useful tool). In a sense it is an impractical and under powered laptop. However, I suspect that it is actually much more pleasant in social situations.
I recently finished my A⋅TE⋅B1 keyboard. Although I just wanted to build a working keyboard, it actually sounds and feels really nice. Below a picture of the finished board:
One of the reasons to choose for an ortholinear layout was that the keyboard had to fit on my 3d printer. That limited the width to 25cm. I also decided I wanted to be able to enter some other character that I sometimes use during coding or writing.
The visualisation consists of a number of 3D-printed ‘light boxes’ for each of the districts in the municipality of Rotterdam in The Netherlands. By inserting punch cards into the model, users are able to select different datasets for the visualisation. This was built as a prototype. The goal is invite users to look and play with statistical data.
Using a map of all districts in The Netherlands (CBS and Kadaster), the districts of Rotterdam were selected and each district was scaled and written to SVG-file.
Overview At the start of travel the players decide on the following:
The players decide where they want to go and which route they intend to follow. They determine a marching order and activities for each of the characters during travel. Possible activities are: looking out for dangers, navigating/tracking, foraging. They determine a speed at which they want to travel: normal, fast or slow. In principle these choices hold until they reach, their destination, the end of the day, or until they have an encounter.
In the previous post I summarised the rules relevant for wilderness travel in Dungeons and Dragons 5e. Although there are plenty of rules for wilderness travel there are also rules missing. I thought it would be interesting to also have a look at what the earliest editions of Dungeons and Dragons did with the subject. Old School Essentials is what is called a retro-clone. It basically summarises and cleans up the Basic/Expert rules of D&D from 1981.
For over a year now, I have been running a Yoon Suin campaign using Dungeons and Dragons 5e. Traveling into an unknown continent is an important part of that campaign. Therefore, I am currently interested in mechanics for running wilderness travel. As I am currently running a Dungeons and Dragons 5e game, I first wanted to see what the documentation of D&D 5e has on wilderness travel. To be honest, there is more information in the rules than I initially expected.
I work as a methodologist/data scientist/scientific programmer at
Statistics Netherlands. In my spare time I play table top role playing
games and I like to build stuff: electronics, dioramas, wood,
3d-printing, …