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1000 results for “3d_eric”
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Breakout videogame in geometrynodes.
My entry for the "Dream Depot" day 13 and 14 assignment of nodevember 2022. Videogames are somehow a dream depot for me.
It can play automated or by moving a controller object.
It only works because of the buffer glitch in the current version of geometrynodes. Maybe we get real loops in the future so we can actually do simulations and small programms.
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Breakout videogame in geometrynodes.
My entry for the "Dream Depot" day 13 and 14 assignment of nodevember 2022. Videogames are somehow a dream depot for me.
It can play automated or by moving a controller object.
It only works because of the buffer glitch in the current version of geometrynodes. Maybe we get real loops in the future so we can actually do simulations and small programms.
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Falling Bombs.
My entry for the "Brutal Machinery" day 11 and 12 assignment of nodevember 2022.
Length, thickness and the shape of the wings and can be adjusted.
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Falling Bombs.
My entry for the "Brutal Machinery" day 11 and 12 assignment of nodevember 2022.
Length, thickness and the shape of the wings and can be adjusted.
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Cryopods, human seeds on their way to another planet. Its some kind of a garden.
My entry for the "Futuristic Garden" day 7 and 8 assignment of nodevember 2022.
Reused human meshes that i found on my disk.
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Cryopods, human seeds on their way to another planet. Its some kind of a garden.
My entry for the "Futuristic Garden" day 7 and 8 assignment of nodevember 2022.
Reused human meshes that i found on my disk.
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Procedural Jellyfish.
My entry for the "Oceanic Wonder" day 5 and 6 assignment of nodevember 2022.
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Procedural Jellyfish.
My entry for the "Oceanic Wonder" day 5 and 6 assignment of nodevember 2022.
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Creepy tunnel.
My entry for the "Psychedelic Alley" day 3 and 4 assignment of nodevember 2022.
No lights, no camera animation.
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Creepy tunnel.
My entry for the "Psychedelic Alley" day 3 and 4 assignment of nodevember 2022.
No lights, no camera animation.
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Procedural Keycaps in space, with a space key in the center.
My entry for the "Space Junkyard" day 1 and 2 assignment of nodevember 2022. I´m not so happy with the eevee rendering, but i tried to do it in around 2 hours.
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Procedural Keycaps in space, with a space key in the center.
My entry for the "Space Junkyard" day 1 and 2 assignment of nodevember 2022. I´m not so happy with the eevee rendering, but i tried to do it in around 2 hours.
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Wochenrückblick, Ausgabe 135 (2026-13)
Themen:
🚪 Schiebetür endlich repariert
🚄 Fix für Bahnfahrten: Euro-zu-Schuko-Adapter aus dem 3D-Drucker
🗺️ Neues Höhenprofil für Bikerouter.de
💾 War mir nicht klar: da draußen sind noch viele Windows 7- und ähnlich alte OS X-Systeme unterwegs
🗺️ Gravel-Overlay auf dem neuesten Stand
🚵♂️ Neuer Lenker für mein Gravelbike
📰 Nachrichtentisch: No-Bullshit-Übersicht deutschsprachiger Nachrichtenquellen
🔊 In dieser Woche gehört: Stevie-D, Max Muth, Eric Prydz, Moto Moto
#Wochenrückblick #Schiebetür #Haus #Reparatur #Bikerouter #Windows #macOS #GravelOverlay #Gravel #Lenker #Nachrichtentisch #Nachrichten #News #Techno
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https://www.ftm.nl/artikelen/incasso-cowboys?utm_campaign=Eric-Smit&utm_source=article&utm_medium=link&share=a7PIJ3yw8nywB3EciSKBnPTet1TXYV1295rnUHXt8bj6IDFL0R6h4qB%2BNw%3D%3D
Follow the Money onthulde in 2019 dat het Invorderingsbedrijf – ook opererend als Incassocenter – zijn klanten uitknijpt door de kosten voor gerechtelijke incassoprocedures fors op te drijven. De afgelopen jaren kwam het bedrijf niet tot inkeer.De heren klaagden ons destijds aan bij de RvdJ en kregen een veeg uit de pan. Hoe hardleers de incassocowboys van #IVB zijn: ze spanden onlangs een kort geding aan en weer krijgen ze ervan langs. Alle vorderingen afgewezen.
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Первый легендарный мобильный GPU: каким был PowerVR MBX Lite? Пишем игру-демку про «жигули» с нуля
Пожалуй, многие из вас помнят, какими были мобильные игры до и после выхода первого iPhone . В начале 2000-х годов, ещё до появления яблочного смартфона, игры для телефонов в основном были весьма интересными, но тем не менее, достаточно простенькими с точки зрения графики и реализации в целом. После запуска AppStore в 2008 году, на iPhone начали выходить самые разные красочные, невиданные раннее по уровню детализации и проработке 2D и 3D игры. Но появление таких игр — отнюдь не заслуга Apple, а относительной малоизвестной компании PowerVR (подразделение Imagination Tech), которая смогла разработать на базе видеочипа Dreamcast и внедрить один из первых действительно массовых мобильных 3D-ускорителей, имя которому — PowerVR MBX ! Сейчас мы с вами привыкли, что почти любой дешевый смартфон может отрисовывать графику уровня PS3 в 1080p, а то и выше, но когда-то даже уровень PS2 был роскошью… Сегодня мы с вами: узнаем предысторию появления аппаратно-ускоренной 3D-графики на телефонах, рассмотрим такую фирменную фишку PowerVR, как тайловый рендеринг, а в практической части статьи нам поможет легендарный КПК Dell Axim X51v с MBX на борту, под который мы напишем 3D-игру «про жигули» с нуля! Интересно? Тогда добро пожаловать под кат!
https://habr.com/ru/companies/timeweb/articles/799213/
#timeweb_статьи #bodyawm_ништячки #PowerVR_MBX_Lite #AppStore #2D #3D #iPhone #игры #MBX #Nokia #Java #Symbian #J2ME #WAP #Sony_Ericsson #КПК #ненормальное_программирование #программирование_3D #3D_графика #Direct3D #D3D
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Первый легендарный мобильный GPU: каким был PowerVR MBX Lite? Пишем игру-демку про «жигули» с нуля
Пожалуй, многие из вас помнят, какими были мобильные игры до и после выхода первого iPhone . В начале 2000-х годов, ещё до появления яблочного смартфона, игры для телефонов в основном были весьма интересными, но тем не менее, достаточно простенькими с точки зрения графики и реализации в целом. После запуска AppStore в 2008 году, на iPhone начали выходить самые разные красочные, невиданные раннее по уровню детализации и проработке 2D и 3D игры. Но появление таких игр — отнюдь не заслуга Apple, а относительной малоизвестной компании PowerVR (подразделение Imagination Tech), которая смогла разработать на базе видеочипа Dreamcast и внедрить один из первых действительно массовых мобильных 3D-ускорителей, имя которому — PowerVR MBX ! Сейчас мы с вами привыкли, что почти любой дешевый смартфон может отрисовывать графику уровня PS3 в 1080p, а то и выше, но когда-то даже уровень PS2 был роскошью… Сегодня мы с вами: узнаем предысторию появления аппаратно-ускоренной 3D-графики на телефонах, рассмотрим такую фирменную фишку PowerVR, как тайловый рендеринг, а в практической части статьи нам поможет легендарный КПК Dell Axim X51v с MBX на борту, под который мы напишем 3D-игру «про жигули» с нуля! Интересно? Тогда добро пожаловать под кат!
https://habr.com/ru/companies/timeweb/articles/799213/
#timeweb_статьи #bodyawm_ништячки #PowerVR_MBX_Lite #AppStore #2D #3D #iPhone #игры #MBX #Nokia #Java #Symbian #J2ME #WAP #Sony_Ericsson #КПК #ненормальное_программирование #программирование_3D #3D_графика #Direct3D #D3D
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‘All hat and no cattle’: Dallas City Council pushes back on mayor
"The mayor is often flanked by at least two security officials. Public records from April last year show the police department estimated the mayor’s detail would have an annual cost of $1.7 million. Yearly overtime costs for the detail averaged $204,400 from 2021 to 2025."
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The ChubbChubbs! (2002) [6 min] by Eric Armstrong | #USA
https://www.youtube.com/watch?v=nmhgi665Oek
#3D #3DAnimation #AnimatedShort #AnimatedShortOfTheDay #Animation #OscarWinner #ScienceFiction #Aliens #Imageworks #SonyPicturesImageworks #Funny
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Typisch de Nederlandse landbouw... 't ministerie denkt dat t allemaal wel kan. Dat dachten ze bij het pulsvissen en andere regelingen ook al. Wanneer wordt die 'weeffout' binnen het ministerie gecorrigeerd?
Waterschappen gaven boeren sloten cadeau zonder te checken of dat onrechtmatige staatssteun is - @FTM_nl
https://www.ftm.nl/artikelen/waterschappen-staatssteunregels-boeren-sloten?utm_campaign=Eric-Smit&utm_source=article&utm_medium=link&share=Nk1rY2LrV4Py%2Biu%2FxIx1qnIUBuN1iE6tqaU32VG0A1ToOBcbEm9QX1NBRg%3D%3D
#Politiek #Landbouw #Waterschappen
(via @EricChrSmit ) -
For a while I’ve wondered if it was possible to find something that could be used to learn about the basics of analog synthesis. This is the first part of a series of posts looking at the possibilities.
- Part 1 – This introduction and high-level design principles.
- Part 2 – Detailed design of an ESP32 based PCB.
- Part 3 – Software design.
- Part 4 – Mechanical assembly and final use – todo.
Warning! I strongly recommend using old or second hand equipment for your experiments. I am not responsible for any damage to expensive instruments! Please note that I am not an electronics person – I’m only dabbling.
Introduction
There are several educational synths on the market – just searching for “educational synthesizer” brings up many such hits, such as the Tangible Waves Synth Explorers or Erica Synth’s Bullfrog. And whilst these aren’t ridiculously priced when you consider the build quality and functionality, they are not really the kind of thing I had in mind.
Another great looking one is the mki x es.EDU DIY synth kit which is a collaboration between Mortiz Klein and Erica Synths. This is particularly interesting because it comes with very comprehensive teaching guides for each module to be built, walking through the electronics principles and design process behind each module, which is great if you want to learn about synthesis at the same time as learning about electronics.
There are also some interesting takes on the “synthesis as lego block” idea – Korg’s Little Bits springs to mind here, but I don’t think they are available anymore. But many devices in this category start to look a little like a toy even if quite fully featured (e.g. Blipblox) if not careful.
There are some interesting “all in one modular in a box” type devices too – I quite like the look of the Korg Volca modular for this. Others that might fit here too might be some of the Bastl Instruments devices (such as the Kastle), or any one of a number of semi-modular devices, but the prices are going up (these are quality instruments in their own right) and so is their complexity in moving away from the “basics”.
There are also some excellent looking online tools too (Ableton’s “Learning Synths” is excellent), but I wanted something tangible and tactile. Something more akin to the old spring-based electronics kits you used to be able to buy.
The closest thing I’ve found is perhaps MiniMo – the “mini modular synth” project, and whilst I like the idea of a single hardware platform that can be reconfigured via software into different modules, it does make for a rather clumsy user interface.
Another angle is the “DIY solder kit” synth like the Atari Punk Console or similar, but they are more for learning to solder not learning about synths.
So this has got me wondering what it would take to produce something that could support the absolute basics of an analog synth in a cheap (so 100x100mm) PCB with through-hole components that would be suitable to linking up to a solderless breadboard for further experiments.
This is the start of my “thinking out loud” in this space seeing as this is one of those wheels I’ve yet to have a go at reinventing.
Basic Idea and High-level Requirements
Fundamentally I’d like to have something that allows the tactile experience of plugging in cables and twiddling knobs for learning about signals and sounds in a very “immediate feedback” kind of way.
It also has to be cheap and relatively easy to get hold of and DIY build. This is more important than quality of output I feel. It also means it won’t be an issue if something gets fried whilst experimenting – just build a new one.
Ideally there would be enough self-contained functionality that it won’t need to be plugged into anything else. Which might mean it could have simplified protection on external electronic connections – which, let’s face it, would otherwise be pretty critical if used for educational purposes and meant to be connected to other equipment!
To me this all implies some kind of pseudo-analog synth – the user interface presents like a simple, standard analog synth, but the internals don’t have to be analog at all. And considering how much I know of electronics myself, a microcontroller with some basic circuitry is the obvious choice for the insides…
Whilst not meant to be connected to anything else, it would be useful to be able to measure the individual signals with a scope, so this means “proper” wired links between modules – it can’t be a “logical” connection – it has to be a real one ideally with real measurable voltages.
Design Requirements
So, chewing over the above, this is leading me to ponder some kind of microcontroller-based system with real physical jumper wires – so something like the MiniMo is a good model, but ideally it could be USB powered – I don’t want to be stuck with just batteries, although a single 9V might be useful option to have.
I’d want it to look more modular synth-like than the MiniMo, but having said that I think it would be fine to have all that within a single panel if its fits. I’m now wondering how much I could get into a 100x100mm sized front panel which means the panels could be made cheaply by PCB manufacturers as well as the PCB itself. The main limitation I think, will be size of potentiometers. Assuming I’m using Dupont-style jumper wires to join the bits together, then I won’t need much space for jacks.
It would be great to squeeze everything on a single 100×100 PCB too rather than have the hardware “user interface” on a stacked board, as you often see in modular designs. Working on the basis that this could go in a box (wood, 3d printed, laser cut, etc) then external connectors – power, MIDI IN (maybe), audio output, don’t have to be part of the front panel.
Ideally I’d like enough space to support the following as a minimum:
- Dual voltage-controlled oscillators to allow for basic FM synthesis or modulation.
- Ideally the oscillators would produce several waveforms.
- Low-frequency oscillator, again possibly with a couple of waveforms.
- An envelope generator – ideally ADSR if there is room for that many pots!
- Single voltage-controlled amplifier.
- Some kind of filter. Possibly voltage controlled too, but manually controlled at least.
It would be good if each module supported either pot or CV control.
Things I’m not planning to support:
- Polyphony!
- Keyboard.
- Noise and effects.
- Complex mixing.
- Default internal patching – if there are no wires, there will be no sound!
I’m thinking it would be a basic, single-voice chain, triggered externally (CV/gate or MIDI or both) and a single mono audio output. Being able to drive it over USB MIDI would be a bonus but not essential I think.
At some point it might be nice to be able to produce a second module to expand the capabilities – e.g. alternative modulation possibilities, additional channels, effects, noise generator, filters, mixer, etc.
Basic Design Principles
As already mentioned, given my lack of expertise in proper electronics, the easiest way forward for me is to use a microcontroller with some support analog circuitry, so here is my list of design principles so far:
- Microcontroller based.
- All jumper inter-module links are at the microcontroller’s basic logic level – so that would limit it to 5V or 3V.
- All jumper inter-module links would be real 0 to VCC signals. This means the microcontroller would need good analog input and output facilities.
- System could be USB powered, but an external 9V (battery or DC) should be an option.
- External connections include: serial MIDI (optional), USB MIDI (possibly), audio line output, speaker (possibly).
- There will be some higher quality (i.e. requiring higher sampling rates) analog signals for audio, and lower quality (i.e. lower sampling rates) signals for control lines. There will be some digital gate or trigger signals required too, working at the MCU logic level.
The MiniMo uses an ATtiny85 for each module, so I have wondered about taking a similar approach – a single, small microcontroller per module. But there are so many other more powerful possibilities that I think a single microcontroller acting as a range of independent modules would be more useful and cost effective.
Taking a cue from my Selecting Microcontrollers for Music page it is worth noting any boards that support a DAC or I2S, both very useful for audio applications. The number of ADCs is relevant too.
Other hardware options might consider the use of:
- Analog multiplexers, such as the MCP3008, CD4051, CD4067, etc.
- SPI DACs such as the MCP48[012][12] range (8,10,12-bit DAC; single or dual format).
- Digital potentiometers, such as the X9Cxxx or MCP41x2.
Following on from my series of ESP32 experiments, I’ve been really impressed with the capabilities of the original ESP32 module, so I’ve decided to use that as the basis for my board. I’m going with the original as I think the option for two DACs onboard could be really useful.
I did consider a Raspberry Pi Pico, but decided the lack of ADCs and DACs meant I was already “running uphill” just to get started. It is dual core, but so is the ESP32 and multi-tasking appears directly available from the Arduino IDE. The ESP32 also has a floating point unit which might come in handy too. Another alternative might be a more modern Arduino, but I’m going with the ESP32 for now.
I’m not after a software-defined synthesizer – all the routing and signal processing will effectively be done via hardware patching – so any actual modules of code are likely to be pretty straight forward. For this reason, I’m not planning on using any of the audio frameworks I’ve mentioned before beyond basic library support. I’m just aiming for some basic direct digital synthesis on the ESP32.
Closing Thoughts
That is the essential concept sketched out. In the follow-up parts of the series of posts, I’ll get into the detail of what I’ve actually done.
Watch this space.
Kevin
https://diyelectromusic.wordpress.com/2024/05/07/educational-diy-synth-thing/
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Rotation-Invariant Random Features Provide a Strong Baseline for Machine Learning on 3D Point Clouds
Owen Melia, Eric M Jonas, Rebecca Willett
Action editor: Kui Jia.
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El «Experimento Oculto» de Pokémon GO – 30.000 millones de fotos de jugadores ahora entrenan a robots de reparto
Lo que millones de personas consideraban un simple juego de realidad aumentada era, en realidad, una de las mayores operaciones de recolección de datos visuales de la historia. Informes de MIT Technology Review y han revelado que Niantic Spatial (una spin-off de la creadora de Pokémon GO) está utilizando más de 30.000 millones de imágenes capturadas por los jugadores para entrenar a una nueva generación de robots autónomos que ya recorren nuestras ciudades (Fuente Kotaku).
Este «modelo de mundo» impulsado por IA permite que los robots de la startup Coco Robotics naveguen con una precisión de centímetros, incluso en lugares donde el GPS falla debido a los grandes edificios.
https://twitter.com/ErickSky/status/2033215712978731193?
De capturar un Pikachu a mapear el mundo
Desde el lanzamiento del juego en 2016, Niantic incentivó a los usuarios a escanear «Poképaradas» y «Gimnasios» a cambio de recompensas. Lo que los jugadores estaban haciendo en realidad era:
- Mapeo Multidimensional: Al fotografiar un mismo monumento desde cientos de ángulos, horas y condiciones climáticas distintas, los jugadores crearon un mapa visual 3D ultrapreciso.
- Entrenamiento de «Varios Ojos»: La IA utiliza este archivo masivo para que un robot pueda reconocer dónde está simplemente «mirando» una estatua o una fachada, sin depender de satélites.
- Eficiencia en el «Borde»: Gracias a los jugadores, la IA ya conoce los obstáculos comunes en las aceras, permitiendo que los robots de reparto esquiven mobiliario urbano con una agilidad sin precedentes.
La polémica del consentimiento: ¿Jugadores o trabajadores no pagados?
La revelación ha encendido el debate sobre la ética de los datos en 2026. Aunque Niantic siempre incluyó cláusulas sobre la recolección de datos AR en sus términos de servicio, muchos usuarios sienten que fueron engañados:
- «Gamificación del Trabajo»: Críticos argumentan que Niantic convirtió una tarea de ingeniería costosa (mapear ciudades) en un juego divertido, ahorrándose miles de millones en salarios.
- Consentimiento Opaco: Aunque el escaneado era opcional, pocos jugadores imaginaban que sus fotos de un parque local terminarían siendo el «cerebro» de un robot repartidor de pizzas en otra ciudad.
- Privacidad Biométrica: Expertos advierten que en esos 30.000 millones de imágenes también se han capturado rostros y matrículas, planteando dudas sobre cómo se anonimizaron esos datos antes de venderlos a terceros como Coco Robotics.
El contexto: La era de la IA espacial
Esta noticia llega en una semana donde la soberanía de los datos está bajo fuego:
- Seguridad Nacional: Mientras Anthropic demanda al gobierno por riesgos en la cadena de suministro, Niantic demuestra que las empresas privadas ya poseen mapas más detallados que el propio Pentágono.
- El Negocio de los Datos: Tras la adquisición de Niantic por parte de Scopely en 2025, la división Niantic Spatial se ha convertido en el activo más valioso de la empresa, vendiendo su «Sistema de Posicionamiento Visual» (VPS) a industrias que van desde la logística hasta la vigilancia.
- Contraste con Meta: Mientras Meta retira el cifrado de Instagram, Niantic presume de una transparencia basada en la utilidad pública, afirmando que sus robots harán las ciudades más eficientes y sostenibles.
¿Qué significa para el jugador hoy?
Si todavía juegas a Pokémon GO en tu nuevo Galaxy S26 o estás esperando el iPhone plegable, cada vez que escaneas una parada estás alimentando este «Mapa Vivo». Para John Hanke, CEO de Niantic Spatial, «hacer que Pikachu corra de forma realista y que un robot se mueva con seguridad por la calle es, en esencia, el mismo problema matemático».
#arielmcorg #bigdata #ciberseguridad #CocoRobotics #infosertec #innovación #InteligenciaArtificial #niantic #pokemongo #PORTADA #Robótica #TechNews2026 #tecnología -
Сам написал, сам поиграл: как работали трёхмерные игры на кнопочных телефонах нулевых? Пишем 3D-шутер с нуля
Думаю, большинство моих читателей успела застать эру кнопочных телефонов с поддержкой Java-приложений. Помните ли вы, как мониторили разделы с загрузками на WAP-сайтах и ждали выхода новых игр, которые подойдут под ваш телефон и разрешение экрана? А какой восторг вызывали свежие 3D-игры, где графика с каждым релизом становилась всё лучше и была вполне на уровне PlayStation 1? V-Rally, Galaxy On Fire, Asphalt Urban GT, Deep3D, Sony Ericsson Tennis, Left 2 Die, Counter Terrorism 3D — думаю, хотя бы один из этих тайтлов вам знаком. Но задумывались ли вы, как работали эти игры «под капотом»? Каким образом разработчикам удавалось адаптировать полноценные 3D-шутеры и гонки под железо, где не было 3D-ускорителей (видеокарт), сопроцессора для чисел с плавающей точкой (FPU), а одноядерный процессор, работающий на частоте 100-200МГц, помимо игры обрабатывал ещё и звук, ввод, а также радиомодуль? Сегодня мы узнаем: как разрабатывали игры под J2ME, какие графические API существовали и на каких телефонах поддерживались, почему игры на Sony Ericsson шли лучше, чем на Nokia, а на «закуску» сами с нуля напишем 3D-бродилку в практической части! Интересно? Тогда добро пожаловать под кат!
https://habr.com/ru/companies/timeweb/articles/787548/
#timeweb_статьи #bodyawm_ништячки #3Dшутер #PlayStation_1 #WAP #Sony_Ericsson #Nokia #J2ME #игры #HEX #API #Duke_Nukem_3D #Java
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‘All hat and no cattle’: Dallas City Council pushes back on mayor
"The mayor is often flanked by at least two security officials. Public records from April last year show the police department estimated the mayor’s detail would have an annual cost of $1.7 million. Yearly overtime costs for the detail averaged $204,400 from 2021 to 2025."
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‘All hat and no cattle’: Dallas City Council pushes back on mayor
"The mayor is often flanked by at least two security officials. Public records from April last year show the police department estimated the mayor’s detail would have an annual cost of $1.7 million. Yearly overtime costs for the detail averaged $204,400 from 2021 to 2025."
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‘All hat and no cattle’: Dallas City Council pushes back on mayor
"The mayor is often flanked by at least two security officials. Public records from April last year show the police department estimated the mayor’s detail would have an annual cost of $1.7 million. Yearly overtime costs for the detail averaged $204,400 from 2021 to 2025."
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‘All hat and no cattle’: Dallas City Council pushes back on mayor
"The mayor is often flanked by at least two security officials. Public records from April last year show the police department estimated the mayor’s detail would have an annual cost of $1.7 million. Yearly overtime costs for the detail averaged $204,400 from 2021 to 2025."
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https://www.ftm.nl/artikelen/incasso-cowboys?utm_campaign=Eric-Smit&utm_source=article&utm_medium=link&share=a7PIJ3yw8nywB3EciSKBnPTet1TXYV1295rnUHXt8bj6IDFL0R6h4qB%2BNw%3D%3D
Follow the Money onthulde in 2019 dat het Invorderingsbedrijf – ook opererend als Incassocenter – zijn klanten uitknijpt door de kosten voor gerechtelijke incassoprocedures fors op te drijven. De afgelopen jaren kwam het bedrijf niet tot inkeer.De heren klaagden ons destijds aan bij de RvdJ en kregen een veeg uit de pan. Hoe hardleers de incassocowboys van #IVB zijn: ze spanden onlangs een kort geding aan en weer krijgen ze ervan langs. Alle vorderingen afgewezen.
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https://www.ftm.nl/artikelen/incasso-cowboys?utm_campaign=Eric-Smit&utm_source=article&utm_medium=link&share=a7PIJ3yw8nywB3EciSKBnPTet1TXYV1295rnUHXt8bj6IDFL0R6h4qB%2BNw%3D%3D
Follow the Money onthulde in 2019 dat het Invorderingsbedrijf – ook opererend als Incassocenter – zijn klanten uitknijpt door de kosten voor gerechtelijke incassoprocedures fors op te drijven. De afgelopen jaren kwam het bedrijf niet tot inkeer.De heren klaagden ons destijds aan bij de RvdJ en kregen een veeg uit de pan. Hoe hardleers de incassocowboys van #IVB zijn: ze spanden onlangs een kort geding aan en weer krijgen ze ervan langs. Alle vorderingen afgewezen.
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https://www.ftm.nl/artikelen/incasso-cowboys?utm_campaign=Eric-Smit&utm_source=article&utm_medium=link&share=a7PIJ3yw8nywB3EciSKBnPTet1TXYV1295rnUHXt8bj6IDFL0R6h4qB%2BNw%3D%3D
Follow the Money onthulde in 2019 dat het Invorderingsbedrijf – ook opererend als Incassocenter – zijn klanten uitknijpt door de kosten voor gerechtelijke incassoprocedures fors op te drijven. De afgelopen jaren kwam het bedrijf niet tot inkeer.De heren klaagden ons destijds aan bij de RvdJ en kregen een veeg uit de pan. Hoe hardleers de incassocowboys van #IVB zijn: ze spanden onlangs een kort geding aan en weer krijgen ze ervan langs. Alle vorderingen afgewezen.