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I was aware that Tony had studied Classics and Philosophy at university so I was keen to learn how one thing had led to another in the development of his career. He explained that after completing his degree he had been intensively trained in Russian on the Joint Services School for Linguists programme and was also personally very interested in statistics as well as the emerging and exciting world of computers. This meant that after his National Service (which was essentially the JSSL) he took on a job 'demonstrating' a type of early computer, in particular globally, and especially in the Soviet Union. He described the place of these demonstrations as 'fairs' but I suppose we might now call them 'expos'. In a sense, this seemed like a very modest description of his job, when in fact - reading up on Tony's career - he was also involved in the development of code for these devices, but perhaps that's a historical quirk of the period: being a demonstrator of these machines meant really knowing them inside and out to the point of acting on the dev team (AND, one might deduce, being fluent in Russian!).

The key constraint: every tile is exactly 2 world units wide, and edge types must align perfectly at the hex boundaries. Getting UVs right means the texture atlas maps correctly across tile seams. A misaligned UV by even a few pixels creates a visible seam line that breaks the illusion.

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VectorDiff::Append { values: vector!['b', 'd', 'e'] }