From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #9511 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Saturday, August 13 2022 Volume 14 : Number 9511 Today's Subjects: ----------------- Leave your feedback and you could WIN! ["Texas Roadhouse Shopper Gift Opp] Cheating Hotwife Forces Husband To Gain 6 Inches ["Hammer" Subject: Leave your feedback and you could WIN! Leave your feedback and you could WIN! http://martspot.za.com/Wb-0avRtpFYzHi7TLuJ3i1_y-POZXbjqiszVgk8RrmrIZ-CGZA http://martspot.za.com/P016YIGecJm739Qb8UhzObwaCZcyYQaQsQs4fpCbFfn1nud4Eg orking on a PlayStation 3 and its handheld counterpart was identicalba sentiment generally shared by the teamband Roberts said similarities between the systems helped the team "get moving quickly". Roberts added the game's lighting system is identical to that of Wipeout HD; both games' ships share image-based lighting with blended, diffuse and specular highlights and effects, and the vertex-based lighting system used for weaponry. According to Roberts, the main difference between the games is the PlayStation Vita's use of the effects via the GPU whereas the PlayStation 3 relies on SPUs. The team decided to use anti-aliased colour buffers rather than depth buffers for real-time shadow rendering, giving the game better transparency effects because the memory cost of anti-aliasing is eight bits per pixel so 4x multisample anti-aliasing (MSAA) buffers contain the same amount of memory as a 32-bit depth buffer. Roberts also considered tone mapping to be an improvement, partly because of the Vita's superior support of buffer formats, which gives Wipeout 2048 better exposure control and bloom effects. To accommodate th ------------------------------ Date: Fri, 12 Aug 2022 09:56:31 -0400 From: "Hammer" Subject: Cheating Hotwife Forces Husband To Gain 6 Inches Cheating Hotwife Forces Husband To Gain 6 Inches http://alphabeastxl.sa.com/uSOoCKowN8c5wbhrmmb9dFTPFwzCrqc4ihMmzn1lzSX5Q-tGDA http://alphabeastxl.sa.com/A3ohJqZf_YG7-bVMnxu0Wb8e8uoLnifqobDyJIVbuUGowXcSUA under Nolan Bushnell had the idea for a driving video game in the early 1970s. When he was a college student, he worked at an arcade where he became familiar with EM driving games such as Chicago Coin's Speedway (1969), watching customers play and helping to maintain the machinery, while learning how it worked and developing his understanding of how the game business operates. When he founded Atari, Bushnell had originally planned to develop a driving video game, influenced by Speedway which at the time was the biggest-selling game at his arcade, but they ended up developing Pong (1972) instead. The earliest rudimentary racing video game to be released dates back to 1972, with the release of the first video game console, the Magnavox Odyssey. It included a game called Wipeout, where the player moves a dot around a race track that is outlined by an overlay placed on the television screen. It required the use of physical items to play, including a race game board, screen overlay, car tokens and pit stop cards. In 1973, Atari released Space Race, an arcade video game where players control spaceships that race against opposing ships, while avoiding comets and meteors. It is a competitive two-player game with black and white graphics and controlled with a two-way joystick. The following year, Atari released the first driving video game in the arcades, Gran Trak 10, which presents an overhead single-screen view of the track in low resolution white-on-black graphics. It inspired the Kee Games clone Formula K, which sold 5,000 arcade cabinets. In late 1974, Taito released Speed Race designed by Tomohiro Nishikado (of Space Invaders fame), in which the player drives down a straight track dodging other cars. The game used vertical s ------------------------------ Date: Fri, 12 Aug 2022 09:35:10 -0400 From: "latest science" Subject: Vitamins = expensive pee. Hereās why... Vitamins = expensive pee. Herebs why... http://grsultra.sa.com/fvzR4eXLbACF-XKUtx7iqcTx3i05TDqDC1LblDFawppJ8dvKAA http://grsultra.sa.com/lywT_pAtrMbnlAYOv5xfhE_m9xAZSSaxR-yKRSUy4ECczLWtRw e basis for racing video games were arcade driving electro-mechanical games (EM games). The earliest mechanical racing arcade game dates back to 1900, when the London-based Automatic Sports Company manufactured a mechanical yacht racing game, Yacht Racer. Mechanical car driving games later originated from British amusement arcades in the 1930s. In the United States, International Mutoscope Reel Company adapted these British arcade driving games into the electro-mechanical game Drive Mobile (1941), which had an upright arcade cabinet similar to what arcade video games would later use. A steering wheel was used to control a model car over a road painted on a metal drum, with the goal being to keep the car centered as the road shifts left and right. Kasco introduced this type of driving game to Japan as Mini Drive in 1958. Capitol Projector's 1954 machine Auto Test was a driving test simulation that used film reel to project pre-recorded driving video footage, awarding the player points for making correct decisions as the footage is played. These early EM driving games consisted of only the player vehicle on the road, with no rival cars to race against. EM driving games later evolved in Japan, with Kasco's 1968 racing game Indy 500, which was licensed by Chicago Coin for release in North America as Speedway in 1969. It had a circular racetrack with rival cars painted on individual rotating discs illuminated by a lamp, which produced colorful graphics projected using mirrors to give a pseudo-3D first-person perspective on a screen, resembling a windscreen view. The gameplay involved players driving down a circular road while dodging cars to avoid crashing, and it resembled a prototypical arcade racing video game, with an upright cabinet, yellow marquee, three-digit scoring, coin box, steering wheel and accelerator pedal. Indy 500 sold over 2,000 arcade cabi ------------------------------ Date: Fri, 12 Aug 2022 05:41:55 -0400 From: "Fortnite Shopper Gift Opportunity" Subject: Shopper, You can qualify to get a $90 Fortnite gift card! Shopper, You can qualify to get a $90 Fortnite gift card! http://lowessurvex.sa.com/7OrVYl1vRxnPZE6DWJkVpfYF2zUFXng2qilk9jw2vxf0kP2m_w http://lowessurvex.sa.com/bLMO8r0olbVa0EJdcEPI0_5u4eEFYryk7dYBB1CWqdfsBCjauQ upport, which includes geometry culling, lighting effects and rendering. According to Roberts, the Vita's GPU and ARM architecture are more capable than the PS3 and handled Wipeout 2048 easily. Lovegrove, who had worked with the ARM architecture on the BBC Micro, said the team did not have to optimise anything to accomplish their goals and that it was enjoyable to see the ARM architecture running the game. A picture of the PlayStation Vita console against a plain white background. The console has a large screen with various buttons on either side as well as two analogue sticks. The game's development influenced the design of the PlayStation Vita console (first version pictured). Although Wipeout 2048 and Wipeout HD have a shared shader program and did not require retooling for the Vita's architecture, Roberts said fine-tuning the game's shader effects for the Vita's GPU took significant time and attention. Lovegrove thought the method of working on a PlayStation 3 and its handheld counterpart was identicalba sentiment generally shared by the teamband Roberts said similarities between the systems helped the team "get moving quickly". Roberts added the game's lighting system is identical to that of Wipeout HD; both games' ships share image-based lighting with blended, diffuse and specular highlights and effects, and the vertex-based lighting system used for weaponry. According to Roberts, the main difference between the games is the PlayStation Vita's use of the effects via the GPU whereas the PlayStation 3 relies on SPUs. The team decided to use anti-aliased colour buffers rather than depth buffers for real-time shadow rendering, giving the game better transparency effects because the memory cost of anti-aliasing is eight bits per pixel so 4x multisample anti-aliasing (MSAA) buffugh Saintonge, Aunis and Poitou, capturing numerous towns, castles and smaller fortified places and storming the rich city of Poitiers. These offensives completely disrupted the French defences and shifted the focus of the fighting from the heart of Gascony to 60 miles (97 km) or more beyond its borders. Few French troops had arrived at Compiègne by 1 October and as Philip and his court waited for the numbers to swell, news of Lancaster's conquests came in. It was believed that Lancaster was heading for Paris, and in order to block this the French changed the assembly point for any men not already committed to Compiègne to Orléans, and reinforced them with some of those already mustered. After Lancaster turned south to head back to Gascony, those Frenchmen already at or heading towards Orléans were redirected to Compiègne; French planning collapsed into chaos. Sinc! e June Philip had been calling on the Scots to fulfil their obligation under the terms of the Auld Alliance and invade England. The Scottish king, David II, convinced that English force was focused entirely on France, obliged on 7 October. He was brought to battle at Neville's Cross on 17 October by a smaller English force raised exclusively from the northern English counties. The battle ended with the rout of the Scots, the capture of their king and the death or capture of most of their leadership. Strategically this freed English resources for the war against France, and the English border counties were able to guard against the remaining Scottish threat from their own resources. Even though only 3,000 men-at-arms had assembled at Compiègne, the French treasurer was unable to pay them. Philip cancelled all offensive arrangements on 27 October and dispersed his army. Recriminations were rife: the Marshal of France, Charles de Montmorency, was sacked; officials at all levels of the Chambre des Comptes (the French treasury) were dismissed; all financial affairs were put into the hands of a committee of three senior abbots; the King's council bent their efforts to blaming each other for the kingdom's misfortunes ------------------------------ Date: Fri, 12 Aug 2022 08:46:09 -0400 From: "Tommy Chong's CBD" Subject: Important CBD news youāre not hearing from your doctor Important CBD news youbre not hearing from your doctor http://tommychongvibes.sa.com/3zIy5Wp-2UoxDJ-sy4f3uynseLWEIsX3xtei8mZ6VsCwloC3Ag http://tommychongvibes.sa.com/VPwwhd58E7hfga8qZCg4Nkknqb48biIvNVa5_1eqQfsFhiVbdQ style racing games put fun and a fast-paced experience above all else, as cars usually compete in unique ways. A key feature of arcade-style racers that specifically distinguishes them from simulation racers is their far more liberal physics. Whereas in real racing (and subsequently, the simulation equivalents) the driver must reduce their speed significantly to take most turns, arcade-style racing games generally encourage the player to "powerslide" the car to allow the player to keep up their speed by drifting through a turn. Collisions with other racers, track obstacles, or traffic vehicles is usually much more exaggerated than simulation racers as well. For the most part, arcade-style racers simply remove the precision and rigor required from the simulation experience and focus strictly on the racing element itself. They often license real cars and leagues, but are equally open to more exotic settings and vehicles. Races take place on highways, windy roads, or in cities; they can be multiple-lap circuits or point-to-point sprints, with one or multiple paths sometimes with checkpoints, or other types of competition, like demolition derby, jumping, or testing driving skills. Popular arcade-style racing franchises include Out Run, Ridge Racer, Daytona USA, Need for Speed, Sega Rally, Cruis'n, Burnout, Rush, Midnight Club, and MotorStorm. Conversely, many arcade racing games in amusement arcades frequently use hydraulic motion simulator arcade cabinets that simulate the look and feel of driving or riding a vehicle. F ------------------------------ Date: Fri, 12 Aug 2022 04:41:10 -0400 From: "Translator" Subject: Language barrier should no longer Be your concern anymore! Language barrier should no longer Be your concern anymore! http://tocklofels.sa.com/sUWcMAYYQeaHtrXcqfT7IOGYSOAPUS-tz-23Qqqt8mGsQhVluA http://tocklofels.sa.com/tOSVbVvBOOuApj953wZOOjFIKNoMh8KoFVeO708hJU4fK2SX8w e Wipeout 2048 development team recognised the PlayStation Vita and the PlayStation 3 are different. Lovegrove said designing the game for the Vita's smaller screen made it easier to develop, avoiding earlier problems of designing a game targeted for an HD screen but the studio had to ensure the game could run at any resolution. Roberts said, "it less of a headache for artists" who wanted to tweak lighting effects. Roberts said the "most obvious" difference between the PlayStation 3's RSX Reality Synthesizer graphics processing unit (GPU) and the PlayStation Vita's ARM architecture is the Vita's lack of stream processing units (SPU). He said most of Wipeout HD's SPU code was directed towards GPU support, which includes geometry culling, lighting effects and rendering. According to Roberts, the Vita's GPU and ARM architecture are more capable than the PS3 and handled Wipeout 2048 easily. Lovegrove, who had worked with the ARM architecture on the BBC Micro, said the team did not have to optimise anything to accomplish their goals and that it was enjoyable to see the ARM architecture running the game. A picture of the PlayStation Vita console against a plain white background. The console has a large screen with various buttons on either side as well as two analogue sticks. The game's development influenced the design of the PlayStation Vita console (first version pictured). Although Wipeout 2048 and Wipeout HD have a shared shader program and did not require retooling for the Vita's architecture, Roberts said fine-tuning the game's shader effects for the Vita's GPU took significant time and attention. Lovegrove thought the method of working on a PlayStation 3 and its handheld counterpart was identicalba sentiment generally shared by the teamband Roberts said similarities between the systems helped the team "get moving quickly". Roberts added the game's lighting system is identical to that of Wipeout HD; both games' ships share image-base ------------------------------ Date: Fri, 12 Aug 2022 08:38:55 -0400 From: "Walmart Shopper Gift Opportunity" Subject: BONUS: $100 WALMART Gift Card Opportunity BONUS: $100 WALMART Gift Card Opportunity http://walmartsurvex.sa.com/-T6mSQLy8ZK1YubO7aKKCR8XvcmXOImBp_5zqaGTOrej184-5Q http://walmartsurvex.sa.com/TGurWPXBXsQY4SAaEU_VEydlaOeDyEaelGyLnhXeA4WMKOtbbw man may have written the first half, covering the period up to the Conquest, around 1070, but it is more likely that the whole work was written in the reign of King William II (1087b1100). Herman's original text in his own hand does not survive, but a shorter version forms part of a book which covers the official biography of the abbey's patron saint. As Herman clearly intended, the book is composed of Abbo's Life followed by the Miracles. It is a luxury product dating to around 1100. This version has some blank spaces and the final miracle stops in the middle of a sentence, indicating that the copying ceased abruptly. A manuscript dating to 1377 includes seven miracles assigned by the scribe to Herman which are not in the Miracles, and they are probably the stories which were intended for the blank spaces. Two copies survive of a version produced shortly after Herman's death which leaves out the historical sections and only includes the miracles. Another revised version of the Miracles (illustrated above) was written around 1100 and survives in a manuscript dating to the 1120s or 1130s. It is attributed by Licence to the hagiographer and musician Goscelin, who is not recorded after 1106. Herbert de Losinga, who was Bishop of East Anglia from ------------------------------ Date: Fri, 12 Aug 2022 10:37:56 -0400 From: "Chronic Arthritis" Subject: Bone Crusher Doctor Exposes Joint Pain Easy Fix Bone Crusher Doctor Exposes Joint Pain Easy Fix http://flexoetone.sa.com/jjE540uPHdlAkPZA1tPovgg7Xa5hGA-R-q_EDB0gMvpP-Xydfg http://flexoetone.sa.com/U8NkFaPTjfnCUtaTrk8ebD7DfO94cLJ2lI-dJYolkz6fNPzrPg nger (Murli Sharma). She runs into two characters, Ballu (Arshad Warsi), a taxi driver asking her a trip fare about which she knows nothing & Kumar (Irrfan Khan), a wannabe actor, who mistakes her for a ghost. But the plot thickens when Sehar hears some suspicious messages on her answering machine, making her realise that something sinister has happened during the missing Sunday, the day she recalls nothing about. Rajveer comes to rescue, but he comes to the same conclusion as hers. Tests show that Sehar was roofied - most probably in the night club, causing the whole problem. Ballu & Kumar turn out to be red herrings. Rajveer finds the boys who roofied Sehar, but nothing concrete is found. Just as he is about to accept that Sehar might have killed someone, Sehar is attacked by some goons. The goons fail to kill her, but Rajveer realises that Sehar might have witnessed a murder. After reconstructing the events at the night out with Ritu, Rajveer finds out that Ballu had left her near a place where a youth was murdered. Rajveer realises the implications and sets a trap for the goons. With help of Ballu & Kumar, the goons are finally nabbed & Rajveer learns the truth. He arrests the son of Khurana, a minister, for a double murder. An enraged Khurana demands an explanation. It is revealed that the girl murdered earlier was killed by Khurana's son. After killing her, he waited for few days before killing his own friend, with whom the girl was cheating him. Unfortunately, Sehar was left nearby by Ballu. Khurana's son assumed that she saw the second murder, hence he sent the goons to kill her. Khurana's son protests until brought face to face with the goons. Khurana has his son arrested. With Sehar safe, the people are still clueless about Sehar's stalker - until the stalker shows up himself. He reveals himself to be a taxi driver. It is revealed that after Khurana's son had seen Sehar, it was this taxi driver who saw Sehar. He realised that she was drugged and managed to get her back to her flat after finding her address. With this final mystery solved, Kumar narrates what happened with everybody, Rajveer and Sehar got married, Ballu now owns a car company, owning hundreds of cars and trucks, and Kumar has become a Bhojpuri superstar, showing that the story ended on a happy not ------------------------------ End of alt.music.moxy-fruvous digest V14 #9511 **********************************************