Svi stanovi se nalaze na teritoriji grada Beograda i širem gradskom području.

Stanove svih struktura izdajemo u tri laka poteza:

1. JAVITE SE

2. POGLEDATE

3. USELJAVATE SE

Naplata provizije je tek po realizaciji!

U oglasima koji slede samo je manji deo ponude, ukoliko želite više informacija pozovite naše brojeve telefona.

066/209-284 062/694-300

петак, 20. март 2020.

Italian Wars Campaigning


An interesting question came up on the Twitters whilst I was chatting about my review of the Furioso rule set, what about a Campaign System ? You know each player is a Condottiero building his forces and manoeuvring for position, fortune and fame in late 15th Century Italy, that sort of thing.

Well sit back, I think I have found it.


I present Dell'arte Del La Guerra from a Company who are new too me Real Time Wargames. I found them during a random search on the Googles, I couldn't find much information or reviews about them on the tinterwebnet so I took a punt.

The book has a Campaign System for up to 6 players to take the role of a Condottiero in the late 15th Century in the years leading up to the French Invasion in 1495 (or invitation depending on your viewpoint), everything I mentioned in my opening paragraph.


They are avaliable as a PDF for around £10 from Wargames Vault (you would need to print and mount the game cards this way) or direct from the company as a printed version complete with gaming aids for £20 (link below)

https://www.realtimewargames.com/product-page/dell-arte-della-guerra

I bought the printed version and if it's your thing I would go for that version as will become plain during the review.

The Contents

First thing to say is that the book also has some tabletop rules within them, this review does not cover that part of the publication, I am happy with Furioso at the moment. 1st off a video covering the physical content of the book.


For those who don't do the Utube here are some stills of content. The use of the cards becomes clearer when watched in conjunction with the game play video.


Above are the game mats included in the printed version, we have,

  1. A fast play sheet for the tabletop rules
  2. A chart for recording current financial details of the players and the City States involved.
  3. A campaign chart for army movement.
  4. A Chart for recording passage of time during the Campaign 

A set of Unit Cards for each of the Condottiero, defining two units from that army, they are printed on decent card and are good quality. Each of the 6 players have 10 cards each.


Next up are three sets of cards, one each for the two schools of warfare in the game. These are specifically for the tabletop rules and are used to influence game play, however I don't think they would be too difficult to adapt to whatever rule set you use.

The third deck are objective cards, these are drawn at random each game year and provide a focus for the campaign.


Above is a picture of the remaining cards in the set, there a unit cards for the City States (50 cards) plus a number of cards representing the French Invaders.

The rest of the cards are for use on the Campaign Charts shown above, things like markers for money on the finance chart, army position markers, debt markers for money owed etc

In fact everything you need, bar a few dice and a deck of playing cards. There are hundreds of cards here and for me, well worth the extra 10 quid.

Campaign Game Play

The next section covers an example of the set up and workings of the Campaign, I have done this solely on the Utubes as it's much easier to present that way.





Hopefully that will have given you an idea of the rule set and how they might work for you. Don't forget they include a tabletop rule set as well.

The movement map for the armies is very straight forward and some may miss a more traditional map based system but it's a nice simple way of working out Army Movement and we will definitely be giving it a go. 

I'm off to raise (ok paint) some more troops for his Holiness, "Viva il Papa"

The Ultimate Megadungeon


I feel like I fought long and hard for this review...

Battled my inner demons, smoked a peace-pipe with that old serpent until we were both baked into a fever-dream cake with black rainbow frosting, risked my stack by going all-in against a lavender mo-hawked skeever who I knew was bluffing, and so forth!

Endzeitgeist's Cha'alt review!

I knew it wouldn't be easy, that he'd make me pay dearly for every bit of laziness or self-indulgence, every decision carefully considered and weighed as if standing before an exotic gold idol with a pouch full of sand, every creative choice mercilessly judged.

And yet, I came out unscathed... relatively speaking.  I just re-read the damn thing and I'm exhausted.  I don't have the time, energy, or even the inclination to refute his claims, except to say that I really wanted an all-caps GONZO fun-house megadungeon.  If blasters and sleep spells were commonplace, then really weird stuff would have to be way over-the-top.

Also, for a 90 minute online game or 3-hour face-to-face one-shot of D&D, Crimson Dragon Slayer D20 is just about perfect.  It also plays better than it reads.  ;)

Those brave enough to see for themselves are welcome to play in one of my Roll20 games or on January 11th in Madison, WI.

VS

p.s. Yep, still pimping the Cha'alt: Fuchsia Malaise kickstarter - only 5 days left to go!

четвртак, 19. март 2020.

уторак, 17. март 2020.

Suikoden (PSX)

Suikoden playstation title screen pal europe
Developer:Konami|Release Date:1997 (1995 in Japan)|Systems:PlayStation, Saturn, Windows

This week on Super Adventures, I'm finally getting around to Suikoden, a game that's been sitting on my shelf for ages. I borrowed it from a friend a while ago and he moved away before I could give it back, so it's just been lying there ever since, unplayed. Until today!

I knew the game was an JRPG when I borrowed it (one of the earliest RPGs on the PlayStation in fact), but I had no idea what the title was about. Typically Japanese games will get an English title when they're released in the West (except for games like Final Fantasy and Dragon Quest which had an English title from the start), but for some reason this has remained Suikoden.

Turns out that it's loosely based on a novel of the same name. Well, that's the name it has in Japan anyway. It's actually a Chinese novel called Shui Hu Zhuan, one of the four great classic novels of Chinese literature (along with Romance of the Three Kingdoms, Journey to the West and Dream of the Red Chamber), and in English the title translates to... Water Margin. Probably for the best they left it as Suikoden.

Read on »

понедељак, 16. март 2020.

Generation Zero Game Trailer

Generation Zero Game Trailer



PlatformMicrosoft Windows

петак, 6. март 2020.

Hiring: Project-based Programmer



Title: Gameplay Programmer
Type: Full-time, project-based (1 year)
Last day to apply: 8th of July 2018


Frictional Games is famous for its immersive, atmospheric first-person games; games created by a small team working closely together. For our next game, we need to expand that team! We need a gameplay coder who can support the rest of us, taking on responsibility for game-wide systems such as inventory, AI, first-person body, and other features that the player's experience will depend on. Join us, and help us transport our players to strange and terrifying new realms.

The position is full-time, and project-based for the period of 1 year. After that period there may be a possibility for the position to become permanent.

What will you work on?
Here are some of the specific gameplay systems you will find yourself working on:
  • Inventory management
  • AI behavior
  • Physics interactions
  • User interface
  • Game-specific systems (think Sanity system in Amnesia: The Dark Descent)
  • Inverse kinematics
It is a big plus if you have already worked on most of these before. While we value experience, it is more important that you are willing and able to dig into challenges and learn new things. We are interested in playing to your strengths, so the things listed will not be the only ones you will be working on.

What are we looking for?
The person we're looking for should have a solid understanding of different gameplay systems. You need to be able to see the big picture and have a firm grasp on how information flows between modules, and how complex behaviour can be reduced into simple rule sets.

We use our own engines, so you need to be able to adapt to the existing system and code base. We also value the end user experience, so we hope you can step into the players' shoes instead of only focusing on the nitty gritty technical stuff.

You have to be a European resident to apply!

Here are our other essential requirements:
  • You have worked on a game that uses 3D environments.
  • Well-versed in C++, C#, Java or similar.
  • Strong linear algebra skills.
  • Major role in completing at least one game.
  • Strong self-drive and ability to organise your own work.
  • A critical approach to your work, ability to reflect.
  • Confidence in implementing your own designs.
  • Fluency in English.
  • Team communication skills.
  • Knowledge of game design.
  • A Windows PC that runs recent games (such as SOMA) that you can use for work (unless you live in Malmö and will work from the office).
  • A fast and stable internet connection.
For this position you can work from home. We have a central hub in Malmö, Sweden, which you can use if you wish.

What we offer:
  • Flexible working hours, a no-crunch approach.
  • Opportunities to influence your work flow.
  • Variety in your work tasks, and ability to influence your work load.
  • Participation in Show & Tell of games, having a say in all aspects of the game making.
  • An office in central Malmö you can use.
  • An inclusive work environment.
  • A possibility to become a permanent employee.

Apply? Yes!
Did the tasks above sound like your cup of tea (or other beverage)? Are you the person we're looking for? Then we would love you hear from you! The last day to send the application is 8th of July 2018 - but the sooner the better.

Please send us your:
  • Cover letter
    • Tell us why we should hire YOU!
  • CV
  • Portfolio
    • PDF or links to your works
Please note that we require all the attachments to consider you.

Send your application to apply@frictionalgames.com!

Privacy Policy
By sending us your application, you give us permission to store your personal information and attachments.

We store all applications in a secure system. The applications are stored for two years, after which they are deleted. If you want your your information removed earlier, please contact us through our Contact form. Read more in our Privacy Policy.

Up Against The Wall - 1944 Scenario AAR



The problem with having a lot of figure collections is not being able to use them very often, I try and get round most of the stuff I have at least once a year but my 6mm WW2 has been away too long (April 2016) so it was about time we continued our journey from D-Day to the Assault on the Rhine.

Scale 6mm, Rules Homebrew based on Korp Commander by Bruce Tea Taylor, figure scale approx 1:4.

Based on a scenario from the book White Star Rising, scenarios for Spearhead published in 1997.

A King Tiger waits for its prey on the edge of the village
Historical Background

12th Sept 1944 near Aachen Germany - it's been just three months since the landings and after a slow start it's been a wild ride to get to here but things have been slowing down. Montgomery in Holland and Patton against the Vosges Mountains.

Here in 1st Army sector the going is easier, the plan to punch through the lightly held Siegfried Line and maybe even reach the Rhine, after all the Germans haven't got anything left..... have they ?


The table is 8ft x 6ft and is shown above, you should be able to see all the main features.

Germans set up hidden anywhere to the left (as viewed) of the line of hill, field, hill, field hill on the far right (apologies for adding humour) of the table. Germans set up on numbered counters with 1 blank counter for each real one.

Americans enter the table anywhere along the right table edge.

The Westwall runs along the left hand side of the table.

The game is decided by a points count up after 15 turns.


American Forces

The game will be decided on points you will receive 5pts per town sector held at the end of the game. 2pts for each AFV destroyed and 5pts for any enemy Battalion routed.

Initial Wave consists of 2 Tank Battalions (Morale 5) each with,

BHQ 2 x M4A3E8 Str 5, Recce Company Inf in Jeep Str 3
Gun Co M8HMC Str 3 and a Mortar Company M21 Sgt 3
2 x Tank Companies with 3 x M4A3 Str 5
1 x Tank Companies with 3 x M4A3E8 Str 5
1 x Tank Companies with 3 x M24 Str 5 (Second Battalion has M5s)
Attached 1 Tank Destroyer Company with 3 x M36 Str 4


2 x Armoured Infantry Battalions Morale 5

BHQ in M3 Str5, Recce Company Inf in Jeep Str 3, MMG Coy 3 x MMG in M3
Gun Coy M7 Priest Str 3, Mortar Coy M21 Sgt 3, AT Coy 2 x 57mm AT & Tow Str 5
3 x Inf Companies each with 3 x Inf mounted in M3 Str 6

On table Art 3 Batteries of M7 Priest Str 6

Off table Art, 1 Battery of 8" How Str 6 and 3 Batteries of 105mm How Str 6


Reinforcements

Any remaining assets from a standard US Armoured Division at the time so 1 Tank Battalion, 1 Armoured Infantry Battalion, Recce Battalion, Engineer Battalion, Artillery Battalion (2 Companies left) at a rate of 2 Companies per turn anywhere on the US baseline. Once a Battalion is committed all of its companies must be activated before another Battalion can be selected.

Air Power



Each player rolls 1d20 and any score over 15 will bring a supporting flight of aircraft. Roll a second dice on any success with a 50% chance of receiving a flight of rocket armed Typhoons if not a flight of CAP arrives over the table, they will remain over the table for 6 turns and may perform 1 gun attack on a ground target as they leave.

German Forces



The German player scores 2 points for each enemy Rifle Platoon Killed, 1 point for each Tank Platoon Killed, 10 points for each enemy Battalion routed.

81st Korps Tank Reserve Morale 8
1 Company of 3 x Tiger II tanks Str 4
1 Company of 3 x Jagdpanther Str 4
2 Companies of 3 x Jagdpanzer IV/70 Str 4


48th Volksgrenadier Regt Morale 5

RHQ Str 5 in Horsch Car, Recce Company Inf on Bicycle Sgt 3
Gun Coy 120mm Mortar Sgt 8, Engineer Platoon 3 x Engineer in Sdkfz 10

2 Battalions each with
BHQ Str 4, 81mm Mortar Str 4 and 75mm Infantry Gun Str 6
3 Companies each with 2 x V Gren Str 7

Set up as described above, there is no off table artillery, all German players will receive 1 roll of a d20 per turn with the Luftwaffe turning up on a 20. Roll for type as American.


How did we get on 

This is quite an interesting game with the Germans having all the Gucci toys but the Americans having all the resources. The Germans set their main line of defence down the centre of the table from the large wood in the foreground of the set up shot across the villages using the Armoured resources to form killing grounds in front of the terrain whilst the Infantry waited in Ambush in the cover.

Tigers spotted
The American Players, uncertain of the location began their attack with two main lines of attack. One against the hill nearest the camera on the set up shot, commanded by myself. My plan was to push forward in the centre with my tanks whilst rushing my APC borne Infantry round the wood to flank the hill, leaving my M36 Tank Destroyers on the hill behind on Overwatch. Let's call this the Left Column.

Left Column Advance
The second column pushed forward around the hill and woods in the centre of the American lines, the Infantry heading for the wood, the Tanks for the two section village. I will call this the Right Column.


Both columns came under heavy fire as soon as they broke cover, the Left by a Company of Tiger II, the Left by some Jagdpanthers on a hill and the JpzIV in the village.

Casualties were as expected quite heavy, especially on the right where the Americans were caught in the open as shown in the above. However the main German Armour had been located, it just needed the Air Force to turn up.

German AA waiting .........and waiting 
The problem was it didn't turn up enough and when it did it was CAP and not Ground Attack ! But that's the dice for you. The Luftwaffe wisely didn't turn up at all, it wouldn't have got anywhere anyway as there was around 20 Spitfires over the table waiting for something to chew up.


The American Infantry on the left got into the woods in strength driving out the Volks Grenadiers who had been holding out in there, this allowed them to start turning the flank of the Tigers. On the other side of the table the Americans had brought on their ACAV battalion and scores of Jeeps Greyhounds and M5s started to pour down the right flank.


The game ended after a couple of our evening sessions and all that was left to do was add up the points.

German Losses

6 Tiger II, 6 Jagdpanzer IV, 3 x Recce, 3 x 75mm Infantry Guns and 9 Infantry

24 points to the Americans for 12 AFV kills.

American Losses

Right Flank
15th Tank Battalion 2 x Recce, 27 M4A3, 15 M4A3E8, 9 M24
613 Tank Destroyer Btn 9 x M36 Jackson
9th Armoured Infantry 3 x 57mm AT Guns and 3 Infantry
86th Armoured Cavalry 1 x M5 and 33 M8 and 2 Infantry

Left Flank
69th Tank Battalion 14 x M4A3, 16 M4A3E8
40th Armoured Infantry 2 x Recce and 12 Infantry

17 points to the Germans for 15 Tank Platoon losses and 1 Infantry loss.


A good scenario, the Germans get to shoot loads of stuff but the Americans have the upper edge in numbers. Next up in our WW2 6mm games will be a Market Garden game whilst on the table we have the next instalment of our Op Compass Campaign.

Physics Book Face Off: The Hidden Reality Vs. Parallel Worlds

It has been an awfully long time since my last Physics Book Face Off, and that's mostly because it seems that I read pop physics books very slowly. I haven't even gotten into the real physics books that I eventually plan to read on relativity, string theory, and the like, but that's okay because I'm still enjoying these gentle forays into the technical details of the universe. For this pair of physics books, I dug into the idea of multiple universes with The Hidden Reality: Parallel Universes and the Deep Laws of the Cosmos by Brian Greene and Parallel Worlds: A Journey Through Creation, Higher Dimensions, and the Future of the Cosmos by Michio Kaku. Physicists have a bunch of different ideas about the possibility of other universes lying outside our own, and both of these books, by authors I've read before, set out to explore those wide-ranging ideas.

The Hidden Reality front coverVS.Parallel Worlds front cover

The Hidden Reality

Having thoroughly enjoyed The Elegant Universe, I had high hopes for this book, and Brian Greene did not disappoint. His clear and thoughtful explanations of complex topics in physics again made for an enjoyable and thought-provoking read. However, it is important to be careful and pay attention when he's discussing string theory, because he's prone to exaggerating the conclusions that can be drawn from the theory as it stands, lacking in essential evidence.

Let's not let that small failing get in the way of learning about the possibilities that Greene covers in this book, where he goes through nine different possibilities for multiple universes, otherwise known as the multiverse. He starts out simply by describing how we know that the universe we live in is far larger than what we can see, even through our most powerful telescopes. Because there is more universe that lies beyond what we can observe, we can consider that part of the universe separate from ours, giving us a patchwork quilt of universes, each containing its own galaxies, stars, and solar systems.

Assuming the universe is infinite leads to the conclusion that all possible configurations of solar systems, planets, and molecules would exist throughout the expanse of the universe, so there would be multiple copies of you and me inhabiting far off planets just like Earth that we would never be able to see. That's pretty incredible to think about, but things get weirder.

The inflationary universe is pretty well-accepted in the physics community today. The universe starts out with an inflationary period before the Big Bang where space is expanding at an incredible exponential rate. For some reason that scientists haven't worked out, yet, our region of space slowed down, the Big Bang occurred, and our universe developed. It follows that there are regions of space outside of our universe that are still in the inflationary state, and there are other universes separate from ours that have also fallen out of that state, giving us an inflationary multiverse.

At this point in the book, Greene introduces string theory along with some justifications and arguments in favor of it. Some of these arguments are surprisingly weak, such as:
As of today, then, the most promising positive experimental results would most likely not be able to definitively prove string theory right, while negative results would most likely not be able to prove string theory wrong.
This argument is essentially saying string theory is unprovable, at least with foreseeable and feasible technology. It's not a very convincing or satisfying argument, and it ends up putting on airs of complete speculation for the next three types of multiverses.

The first such multiverse is the brane multiverse, which speculates that our universe is contained on a brane—a 3-dimensional construct that exists within a higher dimension—and there are other branes containing other universes all around ours. The second string theory multiverse is a cyclical multiverse that occurs when brane universes collide, setting off another Big Bang and the creation of another universe. The last string theory multiverse combines the inflationary multiverse with brane universes, resulting in the idea that different universes within the multiverse landscape could have different string properties, and thus different numbers of dimensions or physical constants.

After the string theory multiverses, Greene delves into Quantum Mechanics and explores the Many Worlds hypothesis that follows from the statistical quantum nature of reality. The (very brief) argument goes as follows: since all particles have wave functions and their properties are not definitively known, all possible values of those wave functions are indeed possible and are a reality in some universe in existence. The combinatorial explosion involved in this multiverse is incredibly mind-boggling, but there it is.

Next, we come to one of my favorite multiverses, the holographic multiverse. Greene describes this multiverse especially well, starting with part of the introduction:
Arguably the strangest parallel world entrant, the holographic principle envisions that all we experience may be fully and equivalently described as the comings and goings that take place at a thin and remote locus. It says that if we could understand the laws that govern physics on that distant surface, and the way phenomena there link to experience here, we would grasp all there is to know about reality. A version of Plato's shadow world—a parallel but thoroughly unfamiliar encapsulation of everyday phenomena—would be reality.
Then he goes into the reasoning of how black holes' size is determined by the amount of information that can be contained on the surface area of the event horizon and is directly related to the mass within that surface. The arguments of other scientists are used to generalize this result:
Susskind and 't Hooft stressed that the lesson should be general: since the information required to describe physical phenomena within any given region of space can be fully encoded by data on a surface that surrounds the region, then there's reason to think that the surface is where the fundamental physical processes actually happen.
And Greene concludes:
If this line of reasoning is correct, then there are physical processes taking place on some distant surface that, much like a puppeteer pulls strings, are fully linked to the processes taking place in my fingers, arms, and brain as I type these words at my desk. Our experiences here, and that distant reality there, would form the most interlocked of parallel worlds.
I found the discussion of how information is encoded on the event horizon of black holes especially fascinating, and he also had plenty to say about how time and possibly even causality can be distorted around black holes. Every time I read something new about black holes, I realize more how little I understand these exceptionally strange objects. I also get the sense that nobody really understands them, and there are many more questions than answers about just what happens in and around black holes.

The final two multiverses were nearly as interesting. One being the simulated multiverse, with the idea being that our universe is actually a simulation, and there are innumerable other simulated universes going on as well. The arguments here are especially hand-wavy, of course. This one tries to rationalize the simulation by saying that simulations and artificial life within our universe would necessarily prove that we are also, in fact, part of a simulation:
One future day, a cosmic census that takes account of all sentient beings might find that the number of flesh-and-blood humans pales in comparison with those made of chips and bytes, or their future equivalents. And, Bostrom reasons, if the ratio of simulated humans to real humans were colossal, then brute statistics suggests that we are not in a real universe. The odds would overwhelmingly favor the conclusion that you and I and everyone else are living within a simulation, perhaps one created by future historians with a fascination for what life was like back on twenty-first-century earth.
I'm not really sure why that would follow, but it still gets the mind turning just reading about these ideas. The last multiverse is fittingly called the Ultimate Multiverse, and it encompasses all of the multiverses already discussed as well as any other that can ever be conceived. I thought the justification for these imagined universes being reality just because they could be thought up was a bit weak, but reading about the ideas for the different universes was mind-expanding, as was this entire book. Greene is a great scientific writer, with his descriptions and explanations being quite clear and understandable. I've found his works to be pleasantly approachable and always good for taking my mind out for a stroll through wondrous physics concepts. The Hidden Reality is no different, and I highly recommend it.

Parallel Worlds

As the subtitle suggests, this book is about a little more than just multiple universes, adding in entire sections on the early history of the universe as well as predictions of how the universe will develop in the future. Michio Kaku's writing is just as understandable and approachable as Greene's, and he covers a lot of ground in his discussions of the potential of the muliverse.

He starts out with a discussion of what we now know about how the universe came to be. The Big Bang wasn't actually the beginning, and was preceded by at least a small fraction of a second of an inflationary period where empty space expanded at a tremendous rate before matter was created in the Big Bang. Kaku sometimes gets a little loose with his language, for example describing the Big Bang as a "fiery explosion." It wasn't an explosion of any kind remotely like what we're used to, since it was the creation of matter and anti-matter at temperatures and energies so high that not even protons and neutrons could form, only fundamental particles.

Some of the theories are out of date as well, as we see in Kaku's assumption that the Big Bang happened at a singularity. As described in The Hidden Reality, it is now believed that empty space was rapidly expanding everywhere in an inflationary state, and a localized area that would become our universe dropped out of that inflationary state, triggering the Big Bang and the creation of the matter, radiation, and energy that makes up the universe today. It wasn't a singularity, but a much larger area of unknown extent that expanded at a much slower rate after the Big Bang, and likely continues well beyond the visible extent of the universe.

Kaku incorrectly puts the inflationary period after the Big Bang, but we can excuse the inaccuracy since it was discoveries occurring after this book was published that corrected that perspective. The discussion of inflation leads to the first type of parallel universe we encounter in the book: the inaccessible universe just outside the visible universe. Because the universe is still expanding, meaning every point in space is moving away from us, and points farther away are moving faster, there is a horizon where space and everything in it is moving away from us faster than the speed of light. We will never be able to reach galaxies that far away, so it is as if they exist in a different universe, albeit one with the same physics as our universe.

Another potential separate universe exists within black holes, since they are created from matter having collapsed into a singularity from extreme gravity. All that matter at the singularity could be a new universe, or because the gravity is so immense at the singularity that it tears spacetime, there could be another universe at the other end of the black hole. This alternate universe is also inaccessible, and the reasons why are fascinating:
Moreover, you would be crushed to death if you ever fell into one. And since one could never pass through the magic sphere (since time has stopped), no one could ever enter this parallel universe.
The crushed-to-death reason is obvious, but the fact that time stops as well was new to me. Because time slows down as gravity increases, from an outside observer's point of view, someone falling into a black hole would never actually reach it. However, from the victim's point of view, time for them would continue as normal and the time of the rest of the universe around them would speed up considerably. They would literally see the universe flash before their eyes as they were crushed by the black hole. Ouch.

Things get more wild and crazy from there. Kaku goes on to explore the Many Worlds hypothesis with every possible quantum mechanical variation resulting in another possible universe, invisible membrane universes that exist right alongside our that result from M-theory (Greene called them Brane universes), and discussions of how to escape the universe and travel faster than the speed of light. Some of the discussions are quite fantastical, but it's always easy to tell when he's deviated from accepted theory into speculation even if he doesn't say so directly.

Parallel Worlds ends up being a fun romp through some known physics and some wild science fiction. The stories, explanations, and discussions are always entertaining, even if they sometimes deviate from being entirely accurate. It's good to expand your horizons and let your thoughts run free every once in a while, and this was a great book for doing just that.


Both of these books covered a lot of the same ground, with most of the same multiverses represented, but described from different perspectives. This is a good thing! Getting multiple points of view on any concept allows us to compare and contrast, learn the nuances more deeply, and get a better understanding from differing explanations. The Hidden Reality included a few extra multiverses, like the Simulated Multiverse and the Ultimate Multiverse. Parallel Worlds took diversions into other areas like how we could theoretically escape our own universe and visit other ones. They were both quite entertaining reads, and definitely worth a look.

четвртак, 5. март 2020.

UCLan Games Design Christmas Party 2019!

Great Christmas Party! Great Company! Lots of fun. Happy Tutors :)

The photos speak for themselves:

Wishing all our lovely Games Design students a very Merry Christmas and a wonderful, happy and healthy New Year 2020!







































Have a great holiday and see you next year.