Ecoer Logo

@birdd

37

I program stuff

steemit.com/@birdd
VOTING POWER100.00%
DOWNVOTE POWER100.00%
RESOURCE CREDITS100.00%
REPUTATION PROGRESS84.95%
Net Worth
2.731USD
STEEM
0.000STEEM
SBD
5.470SBD
Effective Power
5.008SP
├── Own SP
1.823SP
└── Incoming Deleg
+3.185SP

Detailed Balance

STEEM
balance
0.000STEEM
market_balance
0.000STEEM
savings_balance
0.000STEEM
reward_steem_balance
0.000STEEM
STEEM POWER
Own SP
1.823SP
Delegated Out
0.000SP
Delegation In
3.185SP
Effective Power
5.008SP
Reward SP (pending)
0.000SP
SBD
sbd_balance
5.470SBD
sbd_conversions
0.000SBD
sbd_market_balance
0.000SBD
savings_sbd_balance
0.000SBD
reward_sbd_balance
0.000SBD
{
  "balance": "0.000 STEEM",
  "savings_balance": "0.000 STEEM",
  "reward_steem_balance": "0.000 STEEM",
  "vesting_shares": "2964.614685 VESTS",
  "delegated_vesting_shares": "0.000000 VESTS",
  "received_vesting_shares": "5179.045121 VESTS",
  "sbd_balance": "5.470 SBD",
  "savings_sbd_balance": "0.000 SBD",
  "reward_sbd_balance": "0.000 SBD",
  "conversions": []
}

Account Info

namebirdd
id493979
rank783,029
reputation20730422702
created2017-12-13T20:41:00
recovery_accountsteem
proxyNone
post_count5
comment_count0
lifetime_vote_count0
witnesses_voted_for0
last_post2018-01-15T12:34:00
last_root_post2018-01-15T11:45:39
last_vote_time2018-01-15T12:34:06
proxied_vsf_votes0, 0, 0, 0
can_vote1
voting_power0
delayed_votes0
balance0.000 STEEM
savings_balance0.000 STEEM
sbd_balance5.470 SBD
savings_sbd_balance0.000 SBD
vesting_shares2964.614685 VESTS
delegated_vesting_shares0.000000 VESTS
received_vesting_shares5179.045121 VESTS
reward_vesting_balance0.000000 VESTS
vesting_balance0.000 STEEM
vesting_withdraw_rate0.000000 VESTS
next_vesting_withdrawal1969-12-31T23:59:59
withdrawn0
to_withdraw0
withdraw_routes0
savings_withdraw_requests0
last_account_recovery1970-01-01T00:00:00
reset_accountnull
last_owner_update1970-01-01T00:00:00
last_account_update2018-01-06T21:31:24
minedNo
sbd_seconds0
sbd_last_interest_payment1970-01-01T00:00:00
savings_sbd_last_interest_payment1970-01-01T00:00:00
{
  "active": {
    "account_auths": [],
    "key_auths": [
      [
        "STM5cJ4zkRUtdhyAoEFEWGRJk6GCN6kNMsaoK6tNLAuzSBwDxaSep",
        1
      ]
    ],
    "weight_threshold": 1
  },
  "balance": "0.000 STEEM",
  "can_vote": true,
  "comment_count": 0,
  "created": "2017-12-13T20:41:00",
  "curation_rewards": 0,
  "delegated_vesting_shares": "0.000000 VESTS",
  "downvote_manabar": {
    "current_mana": 2035914951,
    "last_update_time": 1779055572
  },
  "guest_bloggers": [],
  "id": 493979,
  "json_metadata": "{\"profile\":{\"profile_image\":\"https://puu.sh/yVI66/d8c1a97afb.png\",\"name\":\"-Joe\",\"about\":\"I program stuff\"}}",
  "last_account_recovery": "1970-01-01T00:00:00",
  "last_account_update": "2018-01-06T21:31:24",
  "last_owner_update": "1970-01-01T00:00:00",
  "last_post": "2018-01-15T12:34:00",
  "last_root_post": "2018-01-15T11:45:39",
  "last_vote_time": "2018-01-15T12:34:06",
  "lifetime_vote_count": 0,
  "market_history": [],
  "memo_key": "STM6yCBqH8CLKbdCYFCPndxhnv1yphQyGbBheat4FfBQ93GkX9FZm",
  "mined": false,
  "name": "birdd",
  "next_vesting_withdrawal": "1969-12-31T23:59:59",
  "other_history": [],
  "owner": {
    "account_auths": [],
    "key_auths": [
      [
        "STM7RmRwXVJG39eidvzLpEz4KW4BxdU9vVYoiaqDg7DiRTZUaMvMJ",
        1
      ]
    ],
    "weight_threshold": 1
  },
  "pending_claimed_accounts": 0,
  "post_bandwidth": 0,
  "post_count": 5,
  "post_history": [],
  "posting": {
    "account_auths": [],
    "key_auths": [
      [
        "STM6i596gfRdBYr882Sh45zUkiDGz2iuZuXJ3E4Wr8oKXo6Zc1qni",
        1
      ]
    ],
    "weight_threshold": 1
  },
  "posting_json_metadata": "{\"profile\":{\"profile_image\":\"https://puu.sh/yVI66/d8c1a97afb.png\",\"name\":\"-Joe\",\"about\":\"I program stuff\"}}",
  "posting_rewards": 1893,
  "proxied_vsf_votes": [
    0,
    0,
    0,
    0
  ],
  "proxy": "",
  "received_vesting_shares": "5179.045121 VESTS",
  "recovery_account": "steem",
  "reputation": "20730422702",
  "reset_account": "null",
  "reward_sbd_balance": "0.000 SBD",
  "reward_steem_balance": "0.000 STEEM",
  "reward_vesting_balance": "0.000000 VESTS",
  "reward_vesting_steem": "0.000 STEEM",
  "savings_balance": "0.000 STEEM",
  "savings_sbd_balance": "0.000 SBD",
  "savings_sbd_last_interest_payment": "1970-01-01T00:00:00",
  "savings_sbd_seconds": "0",
  "savings_sbd_seconds_last_update": "1970-01-01T00:00:00",
  "savings_withdraw_requests": 0,
  "sbd_balance": "5.470 SBD",
  "sbd_last_interest_payment": "1970-01-01T00:00:00",
  "sbd_seconds": "0",
  "sbd_seconds_last_update": "2018-01-28T06:43:15",
  "tags_usage": [],
  "to_withdraw": 0,
  "transfer_history": [],
  "vesting_balance": "0.000 STEEM",
  "vesting_shares": "2964.614685 VESTS",
  "vesting_withdraw_rate": "0.000000 VESTS",
  "vote_history": [],
  "voting_manabar": {
    "current_mana": "8143659806",
    "last_update_time": 1779055572
  },
  "voting_power": 0,
  "withdraw_routes": 0,
  "withdrawn": 0,
  "witness_votes": [],
  "witnesses_voted_for": 0,
  "rank": 783029
}

Withdraw Routes

IncomingOutgoing
Empty
Empty
{
  "incoming": [],
  "outgoing": []
}
From Date
To Date
steemdelegated 3.185 SP to @birdd
2026/05/17 22:06:12
delegateebirdd
delegatorsteem
vesting shares5179.045121 VESTS
Transaction InfoBlock #106140879/Trx 22f6f96fa4fe2f8e55e3b28660796a33fecc99e1
View Raw JSON Data
{
  "block": 106140879,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "5179.045121 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2026-05-17T22:06:12",
  "trx_id": "22f6f96fa4fe2f8e55e3b28660796a33fecc99e1",
  "trx_in_block": 0,
  "virtual_op": 0
}
steemdelegated 1.517 SP to @birdd
2026/05/11 19:33:33
delegateebirdd
delegatorsteem
vesting shares2466.834716 VESTS
Transaction InfoBlock #105965802/Trx 70c2cc8cd949eee9fba92e079ab28f35fe33c349
View Raw JSON Data
{
  "block": 105965802,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "2466.834716 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2026-05-11T19:33:33",
  "trx_id": "70c2cc8cd949eee9fba92e079ab28f35fe33c349",
  "trx_in_block": 1,
  "virtual_op": 0
}
steemdelegated 3.193 SP to @birdd
2026/04/25 21:30:27
delegateebirdd
delegatorsteem
vesting shares5191.560877 VESTS
Transaction InfoBlock #105508593/Trx b5b5d17ba55bc99ef1cac730841f90dad83181a8
View Raw JSON Data
{
  "block": 105508593,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "5191.560877 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2026-04-25T21:30:27",
  "trx_id": "b5b5d17ba55bc99ef1cac730841f90dad83181a8",
  "trx_in_block": 0,
  "virtual_op": 0
}
steemdelegated 1.543 SP to @birdd
2026/01/23 02:08:57
delegateebirdd
delegatorsteem
vesting shares2508.381535 VESTS
Transaction InfoBlock #102845046/Trx 506c08d96831c00ddd7f771f72743d5e85c76d52
View Raw JSON Data
{
  "block": 102845046,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "2508.381535 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2026-01-23T02:08:57",
  "trx_id": "506c08d96831c00ddd7f771f72743d5e85c76d52",
  "trx_in_block": 3,
  "virtual_op": 0
}
steemdelegated 1.644 SP to @birdd
2024/12/16 21:28:39
delegateebirdd
delegatorsteem
vesting shares2672.600732 VESTS
Transaction InfoBlock #91291459/Trx 14c5beb308e1afbbc9a2e8c0e71166ef7b1f0fcd
View Raw JSON Data
{
  "block": 91291459,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "2672.600732 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2024-12-16T21:28:39",
  "trx_id": "14c5beb308e1afbbc9a2e8c0e71166ef7b1f0fcd",
  "trx_in_block": 4,
  "virtual_op": 0
}
steemdelegated 1.748 SP to @birdd
2023/11/13 13:13:57
delegateebirdd
delegatorsteem
vesting shares2841.734264 VESTS
Transaction InfoBlock #79845727/Trx 80bc46505e86046738fe5b778b913be2558343bd
View Raw JSON Data
{
  "block": 79845727,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "2841.734264 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2023-11-13T13:13:57",
  "trx_id": "80bc46505e86046738fe5b778b913be2558343bd",
  "trx_in_block": 8,
  "virtual_op": 0
}
steemdelegated 3.554 SP to @birdd
2023/09/21 19:20:24
delegateebirdd
delegatorsteem
vesting shares5779.013050 VESTS
Transaction InfoBlock #78344854/Trx dae631343a2c1d0152f6bd6506eaef8121614634
View Raw JSON Data
{
  "block": 78344854,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "5779.013050 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2023-09-21T19:20:24",
  "trx_id": "dae631343a2c1d0152f6bd6506eaef8121614634",
  "trx_in_block": 1,
  "virtual_op": 0
}
steemdelegated 3.690 SP to @birdd
2022/11/03 09:24:30
delegateebirdd
delegatorsteem
vesting shares6000.694488 VESTS
Transaction InfoBlock #69110519/Trx 04fdbf627ff3d7ed40a56fbca85c25985af5fe96
View Raw JSON Data
{
  "block": 69110519,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "6000.694488 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2022-11-03T09:24:30",
  "trx_id": "04fdbf627ff3d7ed40a56fbca85c25985af5fe96",
  "trx_in_block": 2,
  "virtual_op": 0
}
steemdelegated 3.826 SP to @birdd
2022/01/17 08:51:36
delegateebirdd
delegatorsteem
vesting shares6221.227719 VESTS
Transaction InfoBlock #60806917/Trx 5c887c0f2dbb3918aed844229077187d8091a7a9
View Raw JSON Data
{
  "block": 60806917,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "6221.227719 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2022-01-17T08:51:36",
  "trx_id": "5c887c0f2dbb3918aed844229077187d8091a7a9",
  "trx_in_block": 13,
  "virtual_op": 0
}
steemdelegated 3.939 SP to @birdd
2021/06/13 22:51:48
delegateebirdd
delegatorsteem
vesting shares6404.996377 VESTS
Transaction InfoBlock #54605401/Trx d28916bd8d01cdb4be379d5b39f00e5cf0890e78
View Raw JSON Data
{
  "block": 54605401,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "6404.996377 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2021-06-13T22:51:48",
  "trx_id": "d28916bd8d01cdb4be379d5b39f00e5cf0890e78",
  "trx_in_block": 5,
  "virtual_op": 0
}
steemdelegated 4.054 SP to @birdd
2020/12/11 09:13:27
delegateebirdd
delegatorsteem
vesting shares6592.418351 VESTS
Transaction InfoBlock #49352938/Trx 124490b645d315557ca107bfc243b18111fd7bd7
View Raw JSON Data
{
  "block": 49352938,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "6592.418351 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2020-12-11T09:13:27",
  "trx_id": "124490b645d315557ca107bfc243b18111fd7bd7",
  "trx_in_block": 0,
  "virtual_op": 0
}
steemdelegated 1.176 SP to @birdd
2020/12/06 02:50:51
delegateebirdd
delegatorsteem
vesting shares1912.543513 VESTS
Transaction InfoBlock #49204508/Trx d7c0640590e1ec4a163e34363d874d7f5cf7762c
View Raw JSON Data
{
  "block": 49204508,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "1912.543513 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2020-12-06T02:50:51",
  "trx_id": "d7c0640590e1ec4a163e34363d874d7f5cf7762c",
  "trx_in_block": 8,
  "virtual_op": 0
}
steemdelegated 4.058 SP to @birdd
2020/12/05 10:47:51
delegateebirdd
delegatorsteem
vesting shares6598.784990 VESTS
Transaction InfoBlock #49185613/Trx 198851279d2842eefec1322cb68e0a430af1e23d
View Raw JSON Data
{
  "block": 49185613,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "6598.784990 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2020-12-05T10:47:51",
  "trx_id": "198851279d2842eefec1322cb68e0a430af1e23d",
  "trx_in_block": 0,
  "virtual_op": 0
}
steemdelegated 1.181 SP to @birdd
2020/11/02 11:27:00
delegateebirdd
delegatorsteem
vesting shares1920.017158 VESTS
Transaction InfoBlock #48252872/Trx 958ad88f539287891513be146156670ca16382ae
View Raw JSON Data
{
  "block": 48252872,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "1920.017158 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2020-11-02T11:27:00",
  "trx_id": "958ad88f539287891513be146156670ca16382ae",
  "trx_in_block": 8,
  "virtual_op": 0
}
steemdelegated 4.183 SP to @birdd
2020/05/09 03:46:00
delegateebirdd
delegatorsteem
vesting shares6801.431564 VESTS
Transaction InfoBlock #43214723/Trx 81e9e164681cf7caf65715f9853f48105b8a1409
View Raw JSON Data
{
  "block": 43214723,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "6801.431564 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2020-05-09T03:46:00",
  "trx_id": "81e9e164681cf7caf65715f9853f48105b8a1409",
  "trx_in_block": 22,
  "virtual_op": 0
}
steemdelegated 1.201 SP to @birdd
2020/05/08 07:04:39
delegateebirdd
delegatorsteem
vesting shares1953.311140 VESTS
Transaction InfoBlock #43190479/Trx f197f4130df3dc6a6c944a794956de9cc1a2e2c8
View Raw JSON Data
{
  "block": 43190479,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "1953.311140 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2020-05-08T07:04:39",
  "trx_id": "f197f4130df3dc6a6c944a794956de9cc1a2e2c8",
  "trx_in_block": 9,
  "virtual_op": 0
}
steemdelegated 4.191 SP to @birdd
2020/04/15 20:21:48
delegateebirdd
delegatorsteem
vesting shares6814.408983 VESTS
Transaction InfoBlock #42561105/Trx a42cf0df57645affbf830521d8e8bbbf99ab1f1c
View Raw JSON Data
{
  "block": 42561105,
  "op": [
    "delegate_vesting_shares",
    {
      "delegatee": "birdd",
      "delegator": "steem",
      "vesting_shares": "6814.408983 VESTS"
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2020-04-15T20:21:48",
  "trx_id": "a42cf0df57645affbf830521d8e8bbbf99ab1f1c",
  "trx_in_block": 2,
  "virtual_op": 0
}
2019/12/13 22:11:06
authorsteemitboard
bodyCongratulations @birdd! You received a personal award! <table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@birdd/birthday2.png</td><td>Happy Birthday! - You are on the Steem blockchain for 2 years!</td></tr></table> <sub>_You can view [your badges on your Steem Board](https://steemitboard.com/@birdd) and compare to others on the [Steem Ranking](https://steemitboard.com/ranking/index.php?name=birdd)_</sub> ###### [Vote for @Steemitboard as a witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1) to get one more award and increased upvotes!
json metadata{"image":["https://steemitboard.com/img/notify.png"]}
parent authorbirdd
parent permlinkperlin-noise-and-terrain-generation
permlinksteemitboard-notify-birdd-20191213t221105000z
title
Transaction InfoBlock #39012695/Trx 68c1e4c7c4885b7c60713e87be7f0fba7ae82f35
View Raw JSON Data
{
  "block": 39012695,
  "op": [
    "comment",
    {
      "author": "steemitboard",
      "body": "Congratulations @birdd! You received a personal award!\n\n<table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@birdd/birthday2.png</td><td>Happy Birthday! - You are on the Steem blockchain for 2 years!</td></tr></table>\n\n<sub>_You can view [your badges on your Steem Board](https://steemitboard.com/@birdd) and compare to others on the [Steem Ranking](https://steemitboard.com/ranking/index.php?name=birdd)_</sub>\n\n\n###### [Vote for @Steemitboard as a witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1) to get one more award and increased upvotes!",
      "json_metadata": "{\"image\":[\"https://steemitboard.com/img/notify.png\"]}",
      "parent_author": "birdd",
      "parent_permlink": "perlin-noise-and-terrain-generation",
      "permlink": "steemitboard-notify-birdd-20191213t221105000z",
      "title": ""
    }
  ],
  "op_in_trx": 0,
  "timestamp": "2019-12-13T22:11:06",
  "trx_id": "68c1e4c7c4885b7c60713e87be7f0fba7ae82f35",
  "trx_in_block": 0,
  "virtual_op": 0
}
steemdelegated 4.311 SP to @birdd
2019/05/12 13:36:24
delegateebirdd
delegatorsteem
vesting shares7010.031788 VESTS
Transaction InfoBlock #32843931/Trx cea0b31c05b1ba5e7263ee844db85bbf8f12fb8a
View Raw JSON Data
{
  "block": 32843931,
  "op": [
    "delegate_vesting_shares",
    {
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2018/12/13 21:49:48
authorsteemitboard
bodyCongratulations @birdd! You received a personal award! <table><tr><td>https://steemitimages.com/70x70/http://steemitboard.com/@birdd/birthday1.png</td><td>1 Year on Steemit</td></tr></table> <sub>_[Click here to view your Board of Honor](https://steemitboard.com/@birdd)_</sub> > Support [SteemitBoard's project](https://steemit.com/@steemitboard)! **[Vote for its witness](https://v2.steemconnect.com/sign/account-witness-vote?witness=steemitboard&approve=1)** and **get one more award**!
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parent permlinkperlin-noise-and-terrain-generation
permlinksteemitboard-notify-birdd-20181213t214947000z
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smitopblockchain operation: transfer from savings
2018/08/29 23:09:42
amount3.333 SBD
fromsmitop
memoHi, it looks like you're not voting for any witnesses. Witnesses help secure the Steem network. You should vote for some, at https://steemit.com/~witnesses, or by pressing 'Vote for witnesses' in the Steemit sidebar (top right corner). I'm a bot.
request id18354
tobirdd
Transaction InfoBlock #25504919/Trx c545165fe2af079657a1bd786308b88b4470e735
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steemdelegated 4.434 SP to @birdd
2018/05/16 20:08:24
delegateebirdd
delegatorsteem
vesting shares7209.584223 VESTS
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2018/03/22 22:25:21
authorupv0t3
bodyHola @birdd, upv0t3 Este es un servicio <b>gratuito</b> para nuevos usuarios de steemit, para apoyarlos y motivarlos a seguir generando contenido de valor para la comunidad. <3 Este es un corazón, o un helado, tu eliges . <h1> : ) </h1> N0. R4ND0M: 6001 7109 4888 8774 9048 6816 1301 1088 9680 3697 3100 6149 5832 2592 2025 1436
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permlinkre-birdd-perlin-noise-and-terrain-generation-1521757521976t13779742-902c-46f4-9842-f13c81eeb3f2uid
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2018/03/22 22:25:21
authorbirdd
permlinkperlin-noise-and-terrain-generation
voterupv0t3
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steemdelegated 17.054 SP to @birdd
2018/01/28 07:02:09
delegateebirdd
delegatorsteem
vesting shares27731.552814 VESTS
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birddclaimed reward balance: 5.470 SBD, 1.192 SP
2018/01/28 06:43:15
accountbirdd
reward sbd5.470 SBD
reward steem0.000 STEEM
reward vests1939.099778 VESTS
Transaction InfoBlock #19366533/Trx 99e43a17de5cd9a66e95e4e4a4ac5240557b78e1
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birddreceived 0.077 SBD, 0.021 SP author reward for @birdd / perlin-noise-and-terrain-generation
2018/01/22 11:45:39
authorbirdd
permlinkperlin-noise-and-terrain-generation
sbd payout0.077 SBD
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vesting payout34.799343 VESTS
Transaction InfoBlock #19199865/Virtual Operation #3
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2018/01/17 01:21:30
authorbirdd
permlinkre-almost-digital-re-birdd-maze-generation-algorithms-20180110t012131035z
sbd payout0.080 SBD
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vesting payout28.665985 VESTS
Transaction InfoBlock #19043454/Virtual Operation #28
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birddreceived 5.313 SBD, 1.153 SP author reward for @birdd / maze-generation-algorithms
2018/01/16 10:00:30
authorbirdd
permlinkmaze-generation-algorithms
sbd payout5.313 SBD
steem payout0.000 STEEM
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Transaction InfoBlock #19025036/Virtual Operation #17
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2018/01/15 21:19:12
authorbirdd
permlinkperlin-noise-and-terrain-generation
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2018/01/15 14:57:36
idfollow
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2018/01/15 12:34:06
authorbirdd
permlinkre-poet-re-birdd-perlin-noise-and-terrain-generation-20180115t123359485z
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2018/01/15 12:34:00
authorpoet
permlinkre-birdd-perlin-noise-and-terrain-generation-20180115t122522200z
voterbirdd
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2018/01/15 12:34:00
authorbirdd
bodyJust did! Thanks, didn't know that was a tag ^^
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permlinkre-poet-re-birdd-perlin-noise-and-terrain-generation-20180115t123359485z
title
Transaction InfoBlock #18999318/Trx 20b6086ba33578cafdcbba8a33ebb5796b03214e
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2018/01/15 12:33:45
authorbirdd
body![raw2d.png](https://steemitimages.com/DQmdES7JtYqGkpozZ4E9knr1HtdjzVpmzx4j3dJ7HjVApLq/raw2d.png) [Perlin](https://en.wikipedia.org/wiki/Perlin_noise) [Noise](http://mrl.nyu.edu/~perlin/noise/) is an algorithm that is used often to generate things procedurally, often terrain. If you've ever seen [Minecraft](minecraft.net) then you've probably seen terrain generation using Perlin Noise. So then, how does this work? Perlin Noise is a type of [Gradient Noise](https://en.wikipedia.org/wiki/Gradient_noise) which was developed by [Ken Perlin](https://en.wikipedia.org/wiki/Ken_Perlin). To be completely honest, I am not even close to able to describe how these things work in detail, so I would highly recommend you read the wikipedia articles I linked above to understand everything better. From here, I'll show some examples and a slight bit of code for how this all works. I'll be coding in [Roblox](roblox.com), but frankly you can use basically any engine you'd like and as long as you're able to write it this would be able to work nearly the same, I'm just most comfortable with this. To start, we'd create a grid (we obviously don't have to create the grid separately, but it's easiest to show off). I've colored the grid red & black so you can see that it *is* a grid. ![2018-01-15_06-32-44.gif](https://steemitimages.com/DQmSqgMpYJRuuBGtFQz9Gt8Tbg9ptMST1rF8uze7UPDsaP8/2018-01-15_06-32-44.gif) This is where Noise comes in. The first option that came to my mind when researching this, was to position the parts randomly based on a few different factors. That's a lot of math I don't want to do, and it would also look pretty ugly. To my knowledge, most coding languages have a noise function in them. I'm coding in Lua, so I know mine does. Noise will take this grid and based on a few arguments we give send us back a value between -1 and 1 that we will be using as our Y value (height). ![2018-01-15_06-36-56.gif](https://steemitimages.com/DQmbJcPxqKec7t1FKihebcz6fr3PZzpHVnTpqQRDKUxyB48/2018-01-15_06-36-56.gif) Woah. That went pretty fast. You can see now our checkerboard has some height to it! It raises in some areas, dips in others. Now we have terrain! Generally you're able to color it with [Height Mapping](https://en.wikipedia.org/wiki/Heightmap), basing the color off of its height for an image like this. ![RobloxStudioBeta_2018-01-15_06-40-19.png](https://steemitimages.com/DQmV9PCwm2XBFPxTqGwKWroCG5cjpiXi3kXVS99dwCJLHFz/RobloxStudioBeta_2018-01-15_06-40-19.png) I also added a sea level here, as I prefer the look with that. Now we have snowy mountains, some grassy areas, lakes, rivers, etc. With a bigger map, this would look very repetitive and boring. How do we avoid that? Most games that I can think of will generate each different biome using different arguments for Perlin Noise and then randomize what one they generate. This works for the most part, but it winds up with some wonky math. I do not have any reference that I have made for this, but [here's](https://www.youtube.com/watch?v=Xq3isov6mZ8) someone coding Minecraft in one week instead. It was really neat to watch, and I'd highly recommend it. Source code is also there! To end this off, Algorithms of all kinds are really cool. Perlin Noise especially is, and we see it in a lot of areas.
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parent author
parent permlinkprogramming
permlinkperlin-noise-and-terrain-generation
titlePerlin Noise & Terrain Generation
Transaction InfoBlock #18999313/Trx 216e2a0694b2e89779dab47f08fed23803f5f331
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      "body": "![raw2d.png](https://steemitimages.com/DQmdES7JtYqGkpozZ4E9knr1HtdjzVpmzx4j3dJ7HjVApLq/raw2d.png)\n \n[Perlin](https://en.wikipedia.org/wiki/Perlin_noise) [Noise](http://mrl.nyu.edu/~perlin/noise/) is an algorithm that is used often to generate things procedurally, often terrain. If you've ever seen [Minecraft](minecraft.net) then you've probably seen terrain generation using Perlin Noise.\n\nSo then, how does this work? Perlin Noise is a type of [Gradient Noise](https://en.wikipedia.org/wiki/Gradient_noise) which was developed by [Ken Perlin](https://en.wikipedia.org/wiki/Ken_Perlin). To be completely honest, I am not even close to able to describe how these things work in detail, so I would highly recommend you read the wikipedia articles I linked above to understand everything better.\n\nFrom here, I'll show some examples and a slight bit of code for how this all works. I'll be coding in [Roblox](roblox.com), but frankly you can use basically any engine you'd like and as long as you're able to write it this would be able to work nearly the same, I'm just most comfortable with this.\n\nTo start, we'd create a grid (we obviously don't have to create the grid separately, but it's easiest to show off). I've colored the grid red & black so you can see that it *is* a grid.\n\n![2018-01-15_06-32-44.gif](https://steemitimages.com/DQmSqgMpYJRuuBGtFQz9Gt8Tbg9ptMST1rF8uze7UPDsaP8/2018-01-15_06-32-44.gif)\n\nThis is where Noise comes in. The first option that came to my mind when researching this, was to position the parts randomly based on a few different factors. That's a lot of math I don't want to do, and it would also look pretty ugly.\n\nTo my knowledge, most coding languages have a noise function in them. I'm coding in Lua, so I know mine does. Noise will take this grid and based on a few arguments we give send us back a value between -1 and 1 that we will be using as our Y value (height).\n\n![2018-01-15_06-36-56.gif](https://steemitimages.com/DQmbJcPxqKec7t1FKihebcz6fr3PZzpHVnTpqQRDKUxyB48/2018-01-15_06-36-56.gif)\n\nWoah. That went pretty fast. You can see now our checkerboard has some height to it! It raises in some areas, dips in others. Now we have terrain! Generally you're able to color it with [Height Mapping](https://en.wikipedia.org/wiki/Heightmap), basing the color off of its height for an image like this.\n\n![RobloxStudioBeta_2018-01-15_06-40-19.png](https://steemitimages.com/DQmV9PCwm2XBFPxTqGwKWroCG5cjpiXi3kXVS99dwCJLHFz/RobloxStudioBeta_2018-01-15_06-40-19.png)\n\nI also added a sea level here, as I prefer the look with that. Now we have snowy mountains, some grassy areas, lakes, rivers, etc. With a bigger map, this would look very repetitive and boring. How do we avoid that? Most games that I can think of will generate each different biome using different arguments for Perlin Noise and then randomize what one they generate. This works for the most part, but it winds up with some wonky math. I do not have any reference that I have made for this, but [here's](https://www.youtube.com/watch?v=Xq3isov6mZ8) someone coding Minecraft in one week instead. It was really neat to watch, and I'd highly recommend it. Source code is also there!\n\nTo end this off, Algorithms of all kinds are really cool. Perlin Noise especially is, and we see it in a lot of areas.",
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2018/01/15 12:25:21
authorpoet
bodyAdd the tag gamedev :)
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2018/01/15 12:24:57
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2018/01/15 11:45:39
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2018/01/15 11:45:39
authorbirdd
body![raw2d.png](https://steemitimages.com/DQmdES7JtYqGkpozZ4E9knr1HtdjzVpmzx4j3dJ7HjVApLq/raw2d.png) [Perlin](https://en.wikipedia.org/wiki/Perlin_noise) [Noise](http://mrl.nyu.edu/~perlin/noise/) is an algorithm that is used often to generate things procedurally, often terrain. If you've ever seen [Minecraft](minecraft.net) then you've probably seen terrain generation using Perlin Noise. So then, how does this work? Perlin Noise is a type of [Gradient Noise](https://en.wikipedia.org/wiki/Gradient_noise) which was developed by [Ken Perlin](https://en.wikipedia.org/wiki/Ken_Perlin). To be completely honest, I am not even close to able to describe how these things work in detail, so I would highly recommend you read the wikipedia articles I linked above to understand everything better. From here, I'll show some examples and a slight bit of code for how this all works. I'll be coding in [Roblox](roblox.com), but frankly you can use basically any engine you'd like and as long as you're able to write it this would be able to work nearly the same, I'm just most comfortable with this. To start, we'd create a grid (we obviously don't have to create the grid separately, but it's easiest to show off). I've colored the grid red & black so you can see that it *is* a grid. ![2018-01-15_06-32-44.gif](https://steemitimages.com/DQmSqgMpYJRuuBGtFQz9Gt8Tbg9ptMST1rF8uze7UPDsaP8/2018-01-15_06-32-44.gif) This is where Noise comes in. The first option that came to my mind when researching this, was to position the parts randomly based on a few different factors. That's a lot of math I don't want to do, and it would also look pretty ugly. To my knowledge, most coding languages have a noise function in them. I'm coding in Lua, so I know mine does. Noise will take this grid and based on a few arguments we give send us back a value between -1 and 1 that we will be using as our Y value (height). ![2018-01-15_06-36-56.gif](https://steemitimages.com/DQmbJcPxqKec7t1FKihebcz6fr3PZzpHVnTpqQRDKUxyB48/2018-01-15_06-36-56.gif) Woah. That went pretty fast. You can see now our checkerboard has some height to it! It raises in some areas, dips in others. Now we have terrain! Generally you're able to color it with [Height Mapping](https://en.wikipedia.org/wiki/Heightmap), basing the color off of its height for an image like this. ![RobloxStudioBeta_2018-01-15_06-40-19.png](https://steemitimages.com/DQmV9PCwm2XBFPxTqGwKWroCG5cjpiXi3kXVS99dwCJLHFz/RobloxStudioBeta_2018-01-15_06-40-19.png) I also added a sea level here, as I prefer the look with that. Now we have snowy mountains, some grassy areas, lakes, rivers, etc. With a bigger map, this would look very repetitive and boring. How do we avoid that? Most games that I can think of will generate each different biome using different arguments for Perlin Noise and then randomize what one they generate. This works for the most part, but it winds up with some wonky math. I do not have any reference that I have made for this, but [here's](https://www.youtube.com/watch?v=Xq3isov6mZ8) someone coding Minecraft in one week instead. It was really neat to watch, and I'd highly recommend it. Source code is also there! To end this off, Algorithms of all kinds are really cool. Perlin Noise especially is, and we see it in a lot of areas.
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2018/01/13 22:44:48
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2018/01/11 05:18:57
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2018/01/10 15:35:27
authorpoet
bodyVery cool. Thanks especially for the visualization. I'm making [a game](https://steemit.com/gamedev/@poet/gamdev-blog-6-pointlessness) that will have a map. It's not going to be a one-solution maze, but it'll have maze-like characteristics, so this will help figuring out how I'd like to do it.
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2018/01/10 15:34:06
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2018/01/10 03:47:27
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2018/01/10 03:47:24
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bodyYou really suck for not showing me this when you posted it, lol!
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2018/01/10 03:42:30
authorangeleyes
bodyHow awesome!
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2018/01/10 03:41:42
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2018/01/10 03:27:48
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2018/01/10 03:23:09
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2018/01/10 01:21:30
authorbirdd
bodyThese are really neat! Thanks for the link :)
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2018/01/10 01:21:12
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2018/01/10 00:27:39
authoralmost-digital
bodyWelcome to steemit! If you like Maze generation and solving I highly recommend checking out Mike Bostock's [Visualizing Algorithms](https://bost.ocks.org/mike/algorithms/#maze-generation)
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2018/01/10 00:25:06
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2018/01/09 10:00:30
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birddpublished a new post: maze-generation-algorithms
2018/01/09 10:00:30
authorbirdd
bodyMazes are cool and I'm pretty sure everyone likes them, I know I love them -- I do a lot of programming on a platform called [Roblox](www.roblox.com), which if their numbers in terms of growth show anything you've probably heard of. If you know nothing about programming, then that's fine, because frankly I don't really know much about it either and I'm pretty sure I've been faking my way through it this whole time. But either way, mazes are super rad and I set out on an adventure a week ago to make a random maze generator, but on Roblox. Here's what I learned and a bit about Mazes if you like them. Let's start out by talking about just *how* you generate a maze. Especially a random one, because that's pretty weird. [As you can see on Wikipedia](https://en.wikipedia.org/wiki/Maze_generation_algorithm) there's actually an entire article just on algorithms for Maze generation. The way you generate a Maze is sort of varied, I personally used a depth-first search with recursive backtracking. Let's describe that a bit more in-depth: Imagine a 10x10 grid, where each square is a cell. Each cell has a given column and row. Row 1, Column 1 would be the bottom left, while Row 10 and Column 10 would be the top right of the Maze. Depth-first search utilizes this by starting on a random cell of the maze, then selecting a random neighboring cell and removing the walls between those two cells. This continues until every cell has been visited, once that's finished then you have your maze! Woohoo! God I love mazes. [Here's a 30 second video of my Maze Generator going through so you can get a better understanding of how this works](https://puu.sh/yXubt/b4332741fc.mp4) There's a few things we didn't bring up in that quick explanation though: In Depth-first search, you have to make sure that the neighbors you're visiting haven't already been visited. Imagine if you start on Row 5 Column 5, and visit Row 5 Column 6, then move in a square back to Row 5 Column 5. You've essentially just made an open space of nothing-ness. That's not a labyrinth, nor a Maze! So instead, you cannot visit already visited neighbors. But then what happens if you walk into a square that is between 3 visited neighbors through the 4th, boxing you in? That's where recursive backtracking comes in. If that's the case, we'll go to the previous cell until we find one with more unvisited neighbors, until we've gotten all the way back to the start. Once we have, we know a maze has been created that isn't only solveable, but also random. In short, I love Mazes and they're really cool, and making a random Maze generator was a challenge that I really enjoyed even if at times I wanted to pull my hair out.
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      "body": "Mazes are cool and I'm pretty sure everyone likes them, I know I love them -- I do a lot of programming on a platform called [Roblox](www.roblox.com), which if their numbers in terms of growth show anything you've probably heard of.\n\nIf you know nothing about programming, then that's fine, because frankly I don't really know much about it either and I'm pretty sure I've been faking my way through it this whole time. But either way, mazes are super rad and I set out on an adventure a week ago to make a random maze generator, but on Roblox. Here's what I learned and a bit about Mazes if you like them.\n\nLet's start out by talking about just *how* you generate a maze. Especially a random one, because that's pretty weird.  [As you can see on Wikipedia](https://en.wikipedia.org/wiki/Maze_generation_algorithm) there's actually an entire article just on algorithms for Maze generation.\n\nThe way you generate a Maze is sort of varied, I personally used a depth-first search with recursive backtracking. Let's describe that a bit more in-depth: Imagine a 10x10 grid, where each square is a cell. Each cell has a given column and row. Row 1, Column 1 would be the bottom left, while Row 10 and Column 10 would be the top right of the Maze. Depth-first search utilizes this by starting on a random cell of the maze, then selecting a random neighboring cell and removing the walls between those two cells. This continues until every cell has been visited, once that's finished then you have your maze! Woohoo!\n\nGod I love mazes.\n\n[Here's a 30 second video of my Maze Generator going through so you can get a better understanding of how this works](https://puu.sh/yXubt/b4332741fc.mp4)\n\nThere's a few things we didn't bring up in that quick explanation though: In Depth-first search, you have to make sure that the neighbors you're visiting haven't already been visited. Imagine if you start on Row 5 Column 5, and visit Row 5 Column 6, then move in a square back to Row 5 Column 5. You've essentially just made an open space of nothing-ness. That's not a labyrinth, nor a Maze! So instead, you cannot visit already visited neighbors.\n\nBut then what happens if you walk into a square that is between 3 visited neighbors through the 4th, boxing you in? That's where recursive backtracking comes in. If that's the case, we'll go to the previous cell until we find one with more unvisited neighbors, until we've gotten all the way back to the start. Once we have, we know a maze has been created that isn't only solveable, but also random.\n\nIn short, I love Mazes and they're really cool, and making a random Maze generator was a challenge that I really enjoyed even if at times I wanted to pull my hair out.",
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birddupdated their account properties
2018/01/06 21:31:24
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2018/01/06 21:30:03
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steemdelegated 18.275 SP to @birdd
2017/12/27 21:15:27
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2017/12/13 21:05:09
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2017/12/13 21:05:09
authorbirdd
bodyHere I am to explain to you in this poorly formatted, poorly written post why Birds are better than cats. If you don't agree then you sure will after reading this post. Let's start with this. See that shit below me? Yeah, that's a fucking *bird*. Not only is that a fucking Bird, that fucking Bird has a handcrafted Santa hat. Yeah, festive as shit right? ![santahatparrot.jpg](https://steemitimages.com/DQmeLjfUTGkbdTwKuUDTjvg1vQ9siAjUJ7BDSQtsuErhEBJ/rsz_santahatparrot.jpg) Look, if you're still not sold on Birds than I don't even know how to help other than by showing you some ugly ass cats. ![christmas-cats.jpg](https://steemitimages.com/DQmR6nyaV1snaRHoW87xrVLETjP878bZsH9XtH4hZPiaMT1/bbd0c2596f5515214f228b3d4cd7a9c6--christmas-holidays-christmas-cats.jpg) Yeah. That's the most festive cat you'll see in your fucking life. This is a Sphynx cat and god damn is it ugly. But I still love it. But you know what I love more? Birds. Does that Santa costume look hand crafted? No. You know why? Because it *isn't*. Unlike the Birds Santa hat. Starting to understand why Birds are better? Now look, this article is not only to shit all over cats and make you all understand why you should like Birds. It's also to show off some cute ass pictures of birds. What's that? Cats are the only cute animals? Fuck no. Birds are cute as shit. Check this out. ![cuteparrotlet.jpg](https://steemitimages.com/DQmQx5QJgaMtNwwfSsQAGvQ6sTGYNrytkWHKoZpEuipdrDm/cuteparrotlet.jpg) Holy *shit*. Have you ever seen anything as cute? That's a fucking Parrotlet. Not a Parrot, a mini Parrot called a Parrotlet. Yeah, I fucking thought you'd love it. Look at this little fucker screaming because it's almost *Christmas* and I bet that he's gonna get some awesome bird seed or some shit. ![screamingbird.jpg](https://steemitimages.com/DQmeyJBnXbaKT18x9PyBa9gwjiLBUYsYGT3XboUKL5czYmS/screamingbird.jpg) God damn, I'm loving birds more and more just writing this shit. Ready for the smackdown of why birds are the best? Have you ever visited [r/birdswitharms?](https://www.reddit.com/r/birdswitharms/) No? Well it's exactly what it fucking sounds like. A shitton of birds with arms photoshopped on to them. Have you ever seen that shit with cats? Look at this shit. ![birdwitharms.jpg](https://steemitimages.com/DQmPRH8k1zYFYm7eKRJnNfuZxahK5Wmw9uY6bgbAQdgyu6i/birdwitharms.jpg) Look, I love all animals. Just Birds a lot more than others. Cats are great, Dogs are great, Birds are perfect. Let me leave you with this final image, of a pelican mariachi band.![Mariachi.jpg](https://steemitimages.com/DQmTZpBVkKvF13qaFGt5k8fYiRED2qJ8VSaLHAGySYaJHwj/Mariachi.jpg)
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parent author
parent permlinkanimals
permlinkwhy-all-birds-are-objectively-better-than-cats
titleWhy all Birds are objectively better than Cats.
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      "body": "Here I am to explain to you in this poorly formatted, poorly written post why Birds are better than cats. If you don't agree then you sure will after reading this post.\n\nLet's start with this. See that shit below me? Yeah, that's a fucking *bird*. Not only is that a fucking Bird, that fucking Bird has a handcrafted Santa hat. Yeah, festive as shit right? \n![santahatparrot.jpg](https://steemitimages.com/DQmeLjfUTGkbdTwKuUDTjvg1vQ9siAjUJ7BDSQtsuErhEBJ/rsz_santahatparrot.jpg)\nLook, if you're still not sold on Birds than I don't even know how to help other than by showing you some ugly ass cats. ![christmas-cats.jpg](https://steemitimages.com/DQmR6nyaV1snaRHoW87xrVLETjP878bZsH9XtH4hZPiaMT1/bbd0c2596f5515214f228b3d4cd7a9c6--christmas-holidays-christmas-cats.jpg)\nYeah. That's the most festive cat you'll see in your fucking life. This is a Sphynx cat and god damn is it ugly. But I still love it. But you know what I love more? Birds. Does that Santa costume look hand crafted? No. You know why? Because it *isn't*. Unlike the Birds Santa hat. Starting to understand why Birds are better?\n\nNow look, this article is not only to shit all over cats and make you all understand why you should like Birds. It's also to show off some cute ass pictures of birds. What's that? Cats are the only cute animals? Fuck no. Birds are cute as shit. Check this out.\n![cuteparrotlet.jpg](https://steemitimages.com/DQmQx5QJgaMtNwwfSsQAGvQ6sTGYNrytkWHKoZpEuipdrDm/cuteparrotlet.jpg)\nHoly *shit*. Have you ever seen anything as cute? That's a fucking Parrotlet. Not a Parrot, a mini Parrot called a Parrotlet. Yeah, I fucking thought you'd love it. Look at this little fucker screaming because it's almost *Christmas* and I bet that he's gonna get some awesome bird seed or some shit.\n![screamingbird.jpg](https://steemitimages.com/DQmeyJBnXbaKT18x9PyBa9gwjiLBUYsYGT3XboUKL5czYmS/screamingbird.jpg)\nGod damn, I'm loving birds more and more just writing this shit. Ready for the smackdown of why birds are the best? Have you ever visited [r/birdswitharms?](https://www.reddit.com/r/birdswitharms/) No? Well it's exactly what it fucking sounds like. A shitton of birds with arms photoshopped on to them. Have you ever seen that shit with cats? Look at this shit.\n![birdwitharms.jpg](https://steemitimages.com/DQmPRH8k1zYFYm7eKRJnNfuZxahK5Wmw9uY6bgbAQdgyu6i/birdwitharms.jpg)\nLook, I love all animals. Just Birds a lot more than others. Cats are great, Dogs are great, Birds are perfect. Let me leave you with this final image, of a pelican mariachi band.![Mariachi.jpg](https://steemitimages.com/DQmTZpBVkKvF13qaFGt5k8fYiRED2qJ8VSaLHAGySYaJHwj/Mariachi.jpg)",
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birddupdated their account properties
2017/12/13 20:42:09
accountbirdd
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2017/12/13 20:41:00
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