Dithering shifts the pointing of the scope slightly each frame to randomize the position of the stars (which is what we register (align) each sub frame on), so that once all the frames are registered, the patterns then become randomized.įor dithering to be truly effective in randomizing the patterns, the SIZE or SCALE of each dither should be relative to the patterns. Most pixels don't deviate enough in terms of this pattern to be rejected by pixel rejection algorithms, but do deviate enough to potentially cause things like walking noise (raining noise, properly termed correlated noise). There is always a pattern, of some kind, and every pixel in the sensor participates. While dithering has many benefits in general, the key reason we dither is to avoid correlation of the FPN (fixed pattern noise) when we register and stack our subs. Perhaps unsettling at first, but ultimately freeing after PCs grasp that the limits of who they can be are as endless as all the worlds of The Strange.Dithers should be relative to the size if the PATTERNS that need to be randomized. When PCs translate, they physically change to fit the context of the recursion, potentially taking on completely new and wondrous abilities. In Eschatology Code, PCs experienced what it was like, for the very first time, to translate from the real world into a “recursion” (one of the limited dimensions seeded by a particular story, movie, popular game, or myth). One of the first standalone adventures was Eschatology Code, which debuted at Gen Con 2014. All sorts of adventures were possible, and we loved bringing them to life on the printed (and digital) page. Fiction that tries to bleed back into reality in dangerous ways, not content to lie quiescent in their own limited dimensions. In The Strange, PCs discover that other realities lie below the real world, many seeded by popular fiction. That line features not only the RPG corebook, but also more than two-dozen supporting products, including several adventures. Which is how I joined MCG and how the company launched The Strange game line. “How about,” Monte said, “we write that game now?” By Matt Stawicki I agreed, but something maybe I’d think about after the novel was finished. He liked it so much that he suggested that maybe there was a game property in there somewhere. Because what answers that ping, by and large, are world-destroying planetovores.Īround this time, I told my friend Monte about my idea. In the billions of years since, the remnant dark energy network-a vast expanse I dubbed “the Strange”-endangered any newly arising civilization that grew sophisticated enough to ping it. They failed, destroying themselves in the process. Those long-forgotten beings tried their hand at cosmic engineering. What exactly is dark energy, the culprit behind that acceleration? I proposed dark energy was an artifact of long-dead aliens who arose soon after the first suns formed in the early universe. So, I began telling a tale of how the accelerating expansion of the universe itself was to blame. Why in this vast universe filled with billions of other galaxies is there no evidence for any other intelligent alien life? Lots of science fiction writers treated the topic. Some time ago I decided to write a science fiction novel that treated Fermi’s Paradox. Cover art for The Strange, by Matt Stawicki.
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