ooooh phillip (beebo) you outshine the morning sun.my son.when you smile,,i fall apart.and i thought i was so smart.I LOVE MY SON

ooooh phillip (beebo) you outshine the morning sun.my son.when you smile,,i fall apart.and i thought i was so smart.I LOVE MY SON

I fucking LOVE Ryan’s backing vocals on time to dance live in Denver, omfg this whole album is the best thing to ever happen to me
Static infection feels a whole lot like a vasovagal reaction. Don’t ask me how I know this❤️
Now look I’m still a major fan of Beebo (aka Me-bo) going on to possess the Blabs post Static-infection. I don’t think that contradicts the Todd Twin-Blab connection. Trevor is still Silly Mr. Fox and Brandon haunts the airwaves—for my own peace of mind I prefer that each character have like, just one vessel to haunt (Beebs being the exception solely because the Blabs act like a two-way radio). Maybe they could be a relative of the Todds with some personal stake in recovering the show…
One day I’ll tell my spouse I love them more than anything but I’ll be lying

I love his red frames the most
~willowf/beebo - Wave Simulator written in pure C with SDL2 - sourcehut git
I posted this to Reddit not to long ago (and I may have posted something in like the Bandom or p!atd communities), but I still haven’t found anything and the ppl on Reddit were no help either so ima repost here on main.
Does anyone have the video of Brendon Urie Saying New Perspectives was about a “N*ked Dude”??
Back in 2008-2009 there was an interview with both Spencer Smith and Brendon Urie of Panic! At the Disco (post split with Ryan Ross and Jon Walker) where Brendon says that New Perspective was about a “n*ked dude”. It’s referenced in many tumbler posts, but I can’t seem to find the actual video. The one source I found with a link was a LiveJurnol post from 2010 —> The link is located around the end of the post underneath the section labeled 2009 Unfortunately, the link is completely dead. It won’t even let me copy the link to try and shove it in the Wayback Machine. I put the whole post into the Wayback Machine and got this But, this only restored the photos in the article and the videos are all gone.
It is quoted in this tumblr post here with does provide a link, though I’m pretty sure this was of the show, not of the quote. Plus, it’s also dead and there was no hope when I stuck it in the Wayback machine.
This tumblr post mentions it near the end of the paragraph with no source cited. There’s also this tumblr post which it’s mentioned at the very end with, guess what, no source.
There are a good chunk of posts like this. I can’t seem to find any with links to this alleged interview. I asked chat GPT to find me the link or quote source, but it gave me a handful of interviews: a rolling stone article and Brandon StarZ interview. Both of which never mention this. If anyone could help me uncover this interview I’d greatly appreciate.
I’m doing a research project on Panic, that’s why I’ve been searching for it, in case you’re curious lol.
(All the red at hyper links :3)

https://archiveofourown.org/works/78107136
wgat if i wrote something for beebo … haha.. unless ??
this is a small thing post ending 9 or 10, and essentially is me having fun writing about a weird house for a bit. (pretty heavy spoilers for detective beebo, which is a wonderful free game you can play here!)
OHMY GOD EVEEYRONE WAKE UP WKAE THE FUCJ UP AFYCSO 20TH DELUXE EDITiON IS OUT OH MY FOD OH MY FOD OH MY FUCKINGD GOD
Been working on some new features lately! The 1.3.0-alpha release introduced savefiles; you can now save your games and play them again later.
y'all it takes so much fucking mental gymnastics to design an architecture for a video game that isn’t just an incomprehensibly complex graph of shared mutable state. Let me provide you an example which will actually branch out into a bunch of examples. But first, here’s a demo clip showcasing the new UI features released in Beebo v1.3.3-alpha: a geometric grid overlay, and better cursors for placing waves and walls (so you spend less time staring at the cursor position while delicately nudging the mouse).
I’m not a bad programmer, y'all. I feel pretty confident saying my skill in C is actually pretty good. Beebo is a medium-small C program (14 files, roughly 2000 lines of code) which uses very little RAM, runs at max FPS even on a small & cute laptop, does something unique & interesting, and has yielded very few crash reports from my users. Dear reader, under the cut I am about to explain to you what even a pretty good C programmer ends up doing when she builds a program that does something that is inherently very complex in a very irreducible way.
[[MORE]]So for my example I will start with the pause button. My handrolled UI toolkit has two ways to represent a toggle button now: regular buttons and callback buttons. A regular button reads a bool* to find out whether it should be rendered in the “on” or “off” state. The pause button is a regular button, but it’s different from the other buttons because Beebo pauses itself at startup if it’s loading a savefile. So in the main_loop() function, Beebo requires a pointer to a Bbo_Savefile struct instance, and it checks to see if this pointer is null. If the pointer is not null, Beebo will run some simple validation checks to make sure that the file isn’t corrupted or unsupported. If that succeeds, it copies the data from the savefile directly into the buffers which hold information about wall cells and the wavefield – by which i mean, the numbers that the actual wave simulation engine uses for partial differential calculus. And then, Beebo will directly pass the result of the savefile null check into the setup_ui() function, like this:

That last parameter to setup_ui() exists solely to make sure that the pause button renders correctly if the game starts in the paused state… and this is achieved by using pointer arithmetic to locate the pause button within the array of UI elements just after it is created, so that a bool named “button_previous_frame_state”, which is a member of an anonymous struct member of an anonymous union member of the Bbo_Ui_Element struct type, can be changed to “false”.

And if my UI setup code wasn’t doing all this heinous bullshit to work around the API that I designed for a UI toolkit that I wrote specifically for this game, then the letter ‘P’ would appear to be missing from the pause button when the game starts in the paused state, leaving only a white square.
So, for one singular pause button, the main_loop() has to coordinate dynamic, mutable, user-interactive shared state between:
That’s four components of the game and one component of the operating system, altogether five different systems that do five completely different things: 1) make the game’s settings visible to the user, 2) serializing/deserializing saved game states, 3) storing files on disk, 4) doing fucking calculus on 845kb of data at 60fps, and 5) the myriad functionality (event handling, basic 2d rendering, VSync, etc.) that the third-party library SDL2 provides. Beebo’s main_loop() function is a sexual deviant pervert who has her hand up the skirts of all five of these systems and she’s making them leak shared mutable state allllllll over her like she’s a princess with a harem of chamber maids, all so that she can handle the special case of the one and only button that sometimes needs to be initialized to the “on” state, instead of the default “off” state, at startup.
No other regular buttons have to directly interact with savefiles, nor do any of them have to pervert my UI framework’s API in order to work properly. Nonetheless, all of them have to respond to user input, and all of them interact with the simulation engine, the rendering code, or both. Also, the grid overlay’s rendering code is defined separately from the rest of the UI and wavefield rendering code. It is implemented in two inline static void functions, inside main_loop.c, which directly call SDL rendering functions to draw squares on the grid to highlight axes of symmetry and points of geometric interest.
Also, did I mention that v1.3.4 implements a new type of button called a “callback button”? Instead of getting the button’s state from a bool*, this button has a member named callback which is a pointer to a function that takes a this_element pointer and a void*. The callback is supposed to set the button’s state to whatever it’s supposed to be, and the fact that the callback function’s second parameter is a void* means that the callback function itself can do literally anything. Because a void* can point to anything and be cast to any other pointer type. There are no limits on what shared state can be mutated by a callback button. How can there be? It would take so much extra work to impose such limits on myself, and I would inevitably end up needing to circumvent them anyway.
This is just how a C programmer sees the nature of programming. The real world is made out of shared mutable state. So is the computer. To deny this reality is Platonist abstract nonsense. The C programmer does not care for cumbersome abstractions that obscure from view the actual computations that must take place for a program to do anything.
Rust is still probably going to overtake C as the dominant language in a lot of domains where C has traditionally been used, though.
i need to get off pinterest brendon urie is too funny i cant be giggling like this at 11 pm






he’s so silly i love him
Had a couple concurrent character revelations for Starstruck! All this is still subject to change, and it contradicts some of the things I’ve laid out for them before—I just want to get this down somewhere:
Let me know if you have any questions about these guys!! There’s more new(?) characters that I’m still figuring out, like Gretchen Amaya, Jacob Bloodworth, and the Missing Kids, but I can’t wait for you to learn more about them!!! In the meantime, stay tuned for the next installment of She Wrinkles the Stars!