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WIP client work. Commissioned to refit & retexture the thief set from FFXI. Client provided the model port & I'm pecking away at refitting everything for ultimately Rue. Working with my modding partner who will rig, weight & assemble.

#AethericSorcery #AetherNet #WIP

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Hi there #aethernet.

Getting ready for conjury lessons. Twelves know how excited I am!~

Do adventurers have a specific diet? All that fighting must get you really hungry.

Anyways, off I go! I'll keep you posted.

#ffxiv #gpose #gposers #au_ra #raen

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Hey there #aethernet.

Today was very eventful, I had a lot of fun!~

Sadly, I'm start to get quite tired. Looking forward to my conjurer training tomorrow.

I'll keep you posted.

#ffxiv #gpose #gposers #au_ra #raen

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Phew~ Hi again #aethernet.

Mother Miounne had me working at the Canopy for the rest of the day. Is this what adventurers usually do?

I hope I did a good job, the patrons were staring at me and I don't know if that's good or bad.

What were your first jobs like?

#ffxiv #gpose #gposers #au_ra #raen

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So I just met an adventurer back at the Canopy, she was so cool. She showed me a few new tricks. I can't wait to try them out!~

Sadly no picture this time, I got so into it that I forgot to take any. Maybe next time!~ ♥

#ffxiv #au_ra #raen #aethernet #ffxivnsfw #ffxivlewd #gposersnsfw

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Aaaaand, done!~

I will start my training as a Conjurer tomorrow!

Time to go back to Mother Miounne and see if there's anything else I can help with.

#aethernet #ffxiv #gpose #gposers #au_ra #raen

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Gridania is so beautiful today.

So many adventurers come and go using the Aetheryte.

How do you guys do it? Does it hurt when you teleport like that?

#aethernet #ffxiv #gpose #gposers #au_ra #raen

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Hey there #aethernet!
Getting ready to sign up with the Adventurer's Guild here in Gridania.

Any tips and tricks you could share?

Wish me good luck!~♥

#ffxivnsfw #ffxivlewd #gposersnsfw

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Preview
Cross-Platform Software Development – Part 1: Yes, Bytes Can Be 9 Bits When we say _cross-platform_ , we often underestimate just how diverse platforms really are. Did you know the last commercial computer using 9-bit bytes was shut down only 30 years ago? That was the PDP-10—still running when C was dominant, C++ was just emerging (but not yet standardized), Java hadn’t launched (just one year before its release), and Python was still in development (two years before version 1.0). That kind of diversity hasn’t gone away—it’s just shifted. Today: * There are 35+ active CPU architecture families: x86/64, Arm, MIPS, RISC-V, Xtensa, TriCore, SPARC, PIC, AVR, and many more * Some use unusual instruction widths (e.g., 13-bit for Padauk’s $0.03 MCU) * Not all CPUs support floating-point—or even 8-bit operations And beyond the hardware: * 15+ actively used IDEs * 10+ build systems (CMake, Bazel, Make, etc.) * 10+ CI/CD tools * Multiple documentation systems (e.g., Doxygen) * Dozens of compliance and certification standards (MISRA C++, aerospace, safety, security, etc.) Even if your library is just `int sum(int a, int b)`, complexity sneaks in. You have to think about integration, testing, versioning, documentation—and possibly even certification or safety compliance. Over time, we’ve solved many problems that turned out to be avoidable. Why? Because cross-platform development forces you to explore the strange corners of computing. This article series is our way of sharing those lessons. ## Why C++? We’re focusing on C++ because: * It compiles to native code and runs without a virtual machine (unlike Java) * It’s a descendant of C, with a wealth of low-level, highly optimized libraries * It builds for almost any architecture—except the most constrained devices, where pure C, mini-C (Padauk), or assembly is preferred That makes it the language of choice for serious cross-platform development—at least on CPUs. We’re skipping GPUs, FPGAs, and low-level peripherals (e.g., GPIO, DMA) for now, as they come with their own portability challenges. ## Why Not C? C is still a valid choice for embedded and systems development—but modern C++ offers major advantages. C++17 is supported by all major toolchains and improves development by providing: * Templates that dramatically reduce boilerplate and code size * Compile-time programming (metaprogramming), simplifying toolchains and shifting logic from runtime to compile time * Stronger type systems Yes, binary size can increase—but with proper design, it’s manageable. Features like exceptions, RTTI, and STL containers can be selectively disabled or replaced. The productivity and maintainability gains often outweigh the cost, especially when building reusable cross-platform libraries. ## How to Think About Requirements You can’t build a library that runs _everywhere_ —but you can plan wisely: 1. List all platforms you want to support 2. Choose the smallest subset of toolchains (IDE, build system, CI) that covers most of them 3. Stick with standard ecosystems (e.g., Git + GitHub) for sharing and integration ### Example: Big-endian support If your library needs to support communication between systems with different endianness (e.g., a little-endian C++ app and a big-endian Java app), it’s better to handle byte order explicitly from the start. Adding byte-swapping now might increase complexity by, say, 3%. But retrofitting it later—especially after deployment—could cost, say, 30% more in refactoring, debugging, and testing. Still, ask: _Does this broaden our potential market?_ Supporting cross-endian interaction makes your library usable in more environments—especially where Java (which uses big-endian formats) is involved. It’s often safer and easier to normalize data on the C++ side than to change byte handling in Java. ## Requirements Are Multidimensional Even a single feature—like big-endian support—adds complexity to your CI/CD matrix. Cross-platform code must be tested across combinations of: * CPU architectures * Compilers * Toolchains But that’s just the beginning. A typical project spans many other dimensions: * Build configurations (debug, release, minimal binary size) * Optional modules (e.g., pluggable hash algorithms) * Hardware features (e.g., FPU availability) * Compile-time flags (e.g., log verbosity, filtering, platform constraints) * Business logic flags—often hundreds of `#define`s Each dimension multiplies the test matrix. The challenge isn’t just making code portable—it’s keeping it maintainable. Supporting a new CPU architecture means expanding your CI/CD infrastructure—especially if using GitHub Actions. Many architectures require local runners, which are harder to manage. Pre-submit tests for such configurations can take tens of minutes per run (see our multi-platform CI config). Compile-time customization increases complexity further. Our `config.h` in the Aethernet C++ client toggles options like floating-point support, logging verbosity, and platform-specific constraints. Multiply that by every build configuration and platform, and you get an idea of how quickly things grow.
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Preview
Cross-Platform Software Development – Part 1: Yes, Bytes Can Be 9 Bits When we say _cross-platform_ , we often underestimate just how diverse platforms really are. Did you know the last commercial computer using 9-bit bytes was shut down only 30 years ago? That was the PDP-10—still running when C was dominant, C++ was just emerging (but not yet standardized), Java hadn’t launched (just one year before its release), and Python was still in development (two years before version 1.0). That kind of diversity hasn’t gone away—it’s just shifted. Today: * There are 35+ active CPU architecture families: x86/64, Arm, MIPS, RISC-V, Xtensa, TriCore, SPARC, PIC, AVR, and many more * Some use unusual instruction widths (e.g., 13-bit for Padauk’s $0.03 MCU) * Not all CPUs support floating-point—or even 8-bit operations And beyond the hardware: * 15+ actively used IDEs * 10+ build systems (CMake, Bazel, Make, etc.) * 10+ CI/CD tools * Multiple documentation systems (e.g., Doxygen) * Dozens of compliance and certification standards (MISRA C++, aerospace, safety, security, etc.) Even if your library is just `int sum(int a, int b)`, complexity sneaks in. You have to think about integration, testing, versioning, documentation—and possibly even certification or safety compliance. Over time, we’ve solved many problems that turned out to be avoidable. Why? Because cross-platform development forces you to explore the strange corners of computing. This article series is our way of sharing those lessons. ## Why C++? We’re focusing on C++ because: * It compiles to native code and runs without a virtual machine (unlike Java) * It’s a descendant of C, with a wealth of low-level, highly optimized libraries * It builds for almost any architecture—except the most constrained devices, where pure C, mini-C (Padauk), or assembly is preferred That makes it the language of choice for serious cross-platform development—at least on CPUs. We’re skipping GPUs, FPGAs, and low-level peripherals (e.g., GPIO, DMA) for now, as they come with their own portability challenges. ## Why Not C? C is still a valid choice for embedded and systems development—but modern C++ offers major advantages. C++17 is supported by all major toolchains and improves development by providing: * Templates that dramatically reduce boilerplate and code size * Compile-time programming (metaprogramming), simplifying toolchains and shifting logic from runtime to compile time * Stronger type systems Yes, binary size can increase—but with proper design, it’s manageable. Features like exceptions, RTTI, and STL containers can be selectively disabled or replaced. The productivity and maintainability gains often outweigh the cost, especially when building reusable cross-platform libraries. ## How to Think About Requirements You can’t build a library that runs _everywhere_ —but you can plan wisely: 1. List all platforms you want to support 2. Choose the smallest subset of toolchains (IDE, build system, CI) that covers most of them 3. Stick with standard ecosystems (e.g., Git + GitHub) for sharing and integration ### Example: Big-endian support If your library needs to support communication between systems with different endianness (e.g., a little-endian C++ app and a big-endian Java app), it’s better to handle byte order explicitly from the start. Adding byte-swapping now might increase complexity by, say, 3%. But retrofitting it later—especially after deployment—could cost, say, 30% more in refactoring, debugging, and testing. Still, ask: _Does this broaden our potential market?_ Supporting cross-endian interaction makes your library usable in more environments—especially where Java (which uses big-endian formats) is involved. It’s often safer and easier to normalize data on the C++ side than to change byte handling in Java. ## Requirements Are Multidimensional Even a single feature—like big-endian support—adds complexity to your CI/CD matrix. Cross-platform code must be tested across combinations of: * CPU architectures * Compilers * Toolchains But that’s just the beginning. A typical project spans many other dimensions: * Build configurations (debug, release, minimal binary size) * Optional modules (e.g., pluggable hash algorithms) * Hardware features (e.g., FPU availability) * Compile-time flags (e.g., log verbosity, filtering, platform constraints) * Business logic flags—often hundreds of `#define`s Each dimension multiplies the test matrix. The challenge isn’t just making code portable—it’s keeping it maintainable. Supporting a new CPU architecture means expanding your CI/CD infrastructure—especially if using GitHub Actions. Many architectures require local runners, which are harder to manage. Pre-submit tests for such configurations can take tens of minutes per run (see our multi-platform CI config). Compile-time customization increases complexity further. Our `config.h` in the Aethernet C++ client toggles options like floating-point support, logging verbosity, and platform-specific constraints. Multiply that by every build configuration and platform, and you get an idea of how quickly things grow.
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Just sculpting a scuba tank. Nothing to see here. 😅

WIP for an #AethericSorcery client.

#Blender #3DModeling #3DArt #3DArtist #AetherNet

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WIP #AetherNet Bound Serenity - I made a hot mess of the UVs for the chains & shackles, so my modding partner is sorting those out so I don't have A MILLION textures. After that is fixed, he'll be rigging it. The chains will be posable! 😈

#Blender #SubstancePainter #3DModeling #StruggleBus

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Work in progress!

Tantric couch is getting some upgrades. It will be released with posable chains & shackles on Aetheric Sorcery Ko Fi page as well as a few different textures.

#AetherNet

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It's all about the naughty tentacles!

Working on this with my modding partner for our joint business: Aetheric Sorcery!

I do the art side of things & he does the technical stuff! This will be rigged to be fully posable. I might make it multiple colors!

ko-fi.com/aethericsorc...

#AetherNet

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🚀 Follow @aethernetbrowser.bsky.social for exclusive first looks at the revolutionary AI Browser! Don't miss out on the future of browsing. #AetherNet #AI #SneakPeek 🔥

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你现在已经是长大的 meme 了,要学会自己赚钱。
#aethernet

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