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#pgc — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #pgc, aggregated by home.social.

  1. I guess Elon's gonna take all those unsold trucks and turn them into mobile storage units, hopefully away from actual grid assets so they don't burn them down! #PGC #V2G

    PG&E Corporation - PG&E and #Tesla Turn #Cybertruck into a Grid Asset, Advancing the Future of Electric Power in California investor.pgecorp.com/news-even

  2. I guess Elon's gonna take all those unsold trucks and turn them into mobile storage units, hopefully away from actual grid assets so they don't burn them down! #PGC #V2G

    PG&E Corporation - PG&E and #Tesla Turn #Cybertruck into a Grid Asset, Advancing the Future of Electric Power in California investor.pgecorp.com/news-even

  3. I guess Elon's gonna take all those unsold trucks and turn them into mobile storage units, hopefully away from actual grid assets so they don't burn them down! #PGC #V2G

    PG&E Corporation - PG&E and #Tesla Turn #Cybertruck into a Grid Asset, Advancing the Future of Electric Power in California investor.pgecorp.com/news-even

  4. I guess Elon's gonna take all those unsold trucks and turn them into mobile storage units, hopefully away from actual grid assets so they don't burn them down! #PGC #V2G

    PG&E Corporation - PG&E and #Tesla Turn #Cybertruck into a Grid Asset, Advancing the Future of Electric Power in California investor.pgecorp.com/news-even

  5. I guess Elon's gonna take all those unsold trucks and turn them into mobile storage units, hopefully away from actual grid assets so they don't burn them down! #PGC #V2G

    PG&E Corporation - PG&E and #Tesla Turn #Cybertruck into a Grid Asset, Advancing the Future of Electric Power in California investor.pgecorp.com/news-even

  6. 📊 El Plan General Contable es la base de toda contabilidad empresarial en España. Conoce su estructura, los 9 grupos de cuentas y cómo aplicarlo correctamente. ¡Información clara y práctica! 📚

    Lee más 👉 contabilidadfinanzas.com/conta

    Imagen creada con IA
    #PlanGeneralContable #Contabilidad #ContabilidadFinanciera #PGC #EmpresasEspaña #GestiónContable

  7. 📊 Sin el Plan General Contable, cada empresa hablaría un idioma financiero diferente. Este documento unifica la forma de registrar operaciones y garantiza que todos entendamos los mismos números.

    #PlanGeneralContable #Contabilidad #ContabilidadFinanciera #PGC #EmpresasEspaña #GestiónContable

  8. 📊 Una provisión por despido no es un gasto confirmado, es una estimación de una obligación probable. Reconocerla a tiempo refleja prudencia contable y muestra la realidad financiera de la empresa.

    #ProvisiónPorDespido #ContabilidadEmpresarial #IndemnizaciónLaboral #RemuneracionesContables #PGC

  9. 💡 Revisa tu provisión por desmantelamiento cada año. Los cambios en estimaciones o tasas de descuento impactan el activo asociado y los resultados financieros.

    #ProvisiónDesmantelamiento #ContabilidadAmbiental #NIC37 #Restauración #PGC

  10. #Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

    OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

    If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

  11. #Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

    OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

    If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

  12. #Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

    OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

    If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

  13. #Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

    OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

    If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

  14. #Godot #PGC #Subdivision #CatmullClark #GameDev #ProceduralContent #CSharp #LotsOfScaryLinq

    OK, finally got away from cubes... of course, you can't see exactly what shape this is, because I didn't add any normal calculations yet, but "roughly spherical" broadly sums it up...

    If I get time tomorrow I'll add the normals, and then look into adding the calculation refinement that lets us tag verts/edges as "sharp"... Combos of sharp and smooth edges let us create all sorts of shapes, like if you leave the top and bottom edges sharp, but the side ones smooth you get a roughly cylindrical shape... Or you can do a block with a hole in it if you do the same thing to the edges around a square hole...

  15. #YAFGC #PGC #ProceedurallyGeneratedContent #Godot

    Another featureless grey cube, but this one is 2x2x2, and was built from 8 unit-cubes. The redundant internal geometry has been automatically cleaned up...

    Next stop, subdivision...

  16. #YAFGC #PGC #ProceedurallyGeneratedContent #Godot

    Another featureless grey cube, but this one is 2x2x2, and was built from 8 unit-cubes. The redundant internal geometry has been automatically cleaned up...

    Next stop, subdivision...

  17. #YAFGC #PGC #ProceedurallyGeneratedContent #Godot

    Another featureless grey cube, but this one is 2x2x2, and was built from 8 unit-cubes. The redundant internal geometry has been automatically cleaned up...

    Next stop, subdivision...

  18. #YAFGC #PGC #ProceedurallyGeneratedContent #Godot

    Another featureless grey cube, but this one is 2x2x2, and was built from 8 unit-cubes. The redundant internal geometry has been automatically cleaned up...

    Next stop, subdivision...

  19. #YAFGC #PGC #ProceedurallyGeneratedContent #Godot

    Another featureless grey cube, but this one is 2x2x2, and was built from 8 unit-cubes. The redundant internal geometry has been automatically cleaned up...

    Next stop, subdivision...

  20. #GameDev #Godot #PGC #ProceduralContentGeneration #ReallyEarlyDays #YesItsACube

    Don't laugh, but I have spent about a day just getting a cube displayed in Godot...

    ...but wait, this is no ordinary cube, it's built from a slightly "smart" data structure that knows all the faces, all the edges, all the verts, and how they are connected together.

    Why? Well the point is:

    i) if I have an algorithm building procedural levels and it is pasting a load (let's for the moment say cubes) together, it is easy to delete the hidden faces where they touch (and merge edges/verts and delete any orphaned ones), and...

    ii) this is the data I need to apply a subdivision surface algorithm, which will enable me to tag verts and edges to be smooth or sharp, giving me (near) spheres, cylinders, cylinders with right-angle bends and so on...

  21. #GameDev #Godot #PGC #ProceduralContentGeneration #ReallyEarlyDays #YesItsACube

    Don't laugh, but I have spent about a day just getting a cube displayed in Godot...

    ...but wait, this is no ordinary cube, it's built from a slightly "smart" data structure that knows all the faces, all the edges, all the verts, and how they are connected together.

    Why? Well the point is:

    i) if I have an algorithm building procedural levels and it is pasting a load (let's for the moment say cubes) together, it is easy to delete the hidden faces where they touch (and merge edges/verts and delete any orphaned ones), and...

    ii) this is the data I need to apply a subdivision surface algorithm, which will enable me to tag verts and edges to be smooth or sharp, giving me (near) spheres, cylinders, cylinders with right-angle bends and so on...

  22. #GameDev #Godot #PGC #ProceduralContentGeneration #ReallyEarlyDays #YesItsACube

    Don't laugh, but I have spent about a day just getting a cube displayed in Godot...

    ...but wait, this is no ordinary cube, it's built from a slightly "smart" data structure that knows all the faces, all the edges, all the verts, and how they are connected together.

    Why? Well the point is:

    i) if I have an algorithm building procedural levels and it is pasting a load (let's for the moment say cubes) together, it is easy to delete the hidden faces where they touch (and merge edges/verts and delete any orphaned ones), and...

    ii) this is the data I need to apply a subdivision surface algorithm, which will enable me to tag verts and edges to be smooth or sharp, giving me (near) spheres, cylinders, cylinders with right-angle bends and so on...

  23. #GameDev #Godot #PGC #ProceduralContentGeneration #ReallyEarlyDays #YesItsACube

    Don't laugh, but I have spent about a day just getting a cube displayed in Godot...

    ...but wait, this is no ordinary cube, it's built from a slightly "smart" data structure that knows all the faces, all the edges, all the verts, and how they are connected together.

    Why? Well the point is:

    i) if I have an algorithm building procedural levels and it is pasting a load (let's for the moment say cubes) together, it is easy to delete the hidden faces where they touch (and merge edges/verts and delete any orphaned ones), and...

    ii) this is the data I need to apply a subdivision surface algorithm, which will enable me to tag verts and edges to be smooth or sharp, giving me (near) spheres, cylinders, cylinders with right-angle bends and so on...

  24. #GameDev #Godot #PGC #ProceduralContentGeneration #ReallyEarlyDays #YesItsACube

    Don't laugh, but I have spent about a day just getting a cube displayed in Godot...

    ...but wait, this is no ordinary cube, it's built from a slightly "smart" data structure that knows all the faces, all the edges, all the verts, and how they are connected together.

    Why? Well the point is:

    i) if I have an algorithm building procedural levels and it is pasting a load (let's for the moment say cubes) together, it is easy to delete the hidden faces where they touch (and merge edges/verts and delete any orphaned ones), and...

    ii) this is the data I need to apply a subdivision surface algorithm, which will enable me to tag verts and edges to be smooth or sharp, giving me (near) spheres, cylinders, cylinders with right-angle bends and so on...