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I lost 35 pounds in 6 months without going on a diet, and it taught me 7 lessons about eating for healthy fat loss

January 17th, 2013 4 comments

Losing weight is, in theory, simple. But that doesn’t make it easy.

The vast majority of people, and women in particular, are always trying, or at the very least wishing, to lose some weight, no matter how much, for health or aesthetic reasons.

If it were as easy as it appears on paper — that is, take in less energy than you’re burning — the multibillion-dollar diet industry wouldn’t exist.

Whether it’s a reality-TV star peddling a bikini blitz workout DVD, an influencer plugging laxative teas, or a tabloid claiming to have come up with a diet plan that will see you losing 10 pounds in a week, supposed quick fixes are everywhere, because we all love the idea of putting in minimal effort and getting results fast.

But the truth is, none of these things work. There is no shortcut, and anything that results in rapid weight loss won’t be healthy or sustainable. You didn’t gain 10 pounds in a week, so how could you possibly lose it that quickly?

before after side rachel hosie
January to June 2019. 

Rachel Hosie

Over the past five months, I’ve lost nearly 35 pounds, or over 15 kilos.

Like many, my weight has fluctuated over my adult life, but at the end of 2018 I was the biggest and heaviest I’d ever been. I felt sluggish, hated shopping, and barely fit into any of my clothes (smocks were life), but I don’t think I realized quite how much weight I’d gained until I had a body scan at the end of November.

I’d put on 11 pounds, or 5 kilos, since I’d last weighed myself the previous July, and seeing the number on the scale was the wake-up call I needed.

Read more: A bad diet could cause more deaths than smoking, according to a major new study

There’s nothing wrong with gaining weight if you’re healthy, but I wasn’t, and my weight gain was a reflection of the fact that I wasn’t looking after myself.

The weight had crept up over the years, as it so often does. I will always love to eat and drink, but as a 20-something living in London, I’d lost all concept of moderation or balance, regularly binge-drinking and overeating.

My diet wasn’t necessarily unhealthy, and I was very active, but I was simply consuming far too much, frequently eating to the point of pain.

Losing weight wasn’t my main incentive, but it was part of the overall lifestyle switch I’ve successfully made. And that’s what’s made this time different to every other time I’ve lost a few pounds.

before after front rachel hosie
January to June 2019: My body shrank while my chest of drawers grew. 

Rachel Hosie

It was time to start putting myself, my health, and my happiness first. No restrictive plans, no strict rules, no thinking of myself as being on a diet, but rather approaching it as a journey toward creating a healthier, happier, sustainable lifestyle.

And it worked.

As a lifestyle journalist with a focus on health, food, wellness, and fitness, I was already well informed about how to live a healthy lifestyle. But there’s still so much I’ve learned this year, from how to train to how to deal with saboteurs (both separate articles entirely). Read more about steel bite pro.

But perhaps the most important changes I’ve made have been regarding my diet. So here are seven lessons I’ve learned about how to eat to lose weight sustainably.

1. Cutting out foods just results in bingeing.

rachel hosie pudding.JPG
Everyone needs a dessert from time to time. 

Rachel Hosie

Cutting bread, sugar, or anything else you enjoy out of your diet is not a good idea as you’ll only end up bingeing on it. Do you want to cut those delicious foods out forever? Didn’t think so.

While you may think you “can’t do” moderation (stopping after a few squares of chocolate and not eating the whole bar), you can if you stop demonizing the food. There’s no such thing as “good” and “bad” foods, although, yes, there are more and less nutrient-dense foods. Find more healthy supplement reviews at https://sparkhealthmd.com/resurge-reviews/943/.

For me, it’s also helped to think of foods in terms of macros — are they a source of protein, carbs, or fats? So a bar of chocolate is a carb, just like a banana or oats, and they can all be part of a healthy diet.

Read more: I tried to eat healthily while ordering all my meals from food-delivery apps for a week

If you love doughnuts, you don’t have to give them up forever to lose weight, and this can make them easier to resist when your colleague brings in a box of Krispy Kremes — you know what they taste like, you’ll eat doughnuts at a later point in your life, you don’t need to eat one just because they’re there. But at the same time, if you really want a doughnut, just eat one and enjoy it!

If you feel like you’re punishing yourself, it’s never going to work.

2. Working out won’t result in fat loss if you don’t also address your diet.

rachel hosie gym.JPG
Exercise is great, but working out alone won’t result in fat loss. 

Rachel Hosie

Before I changed my lifestyle, I already worked out four to five times a week, doing a mixture of weight-lifting, dance classes, and netball. I was also active in my day-to-day life, walking at least 14,000 steps a day. But I was still overweight.

The past six months have shown me how much truth there is in the adage, “You can’t out-train a bad diet.” Or, more specifically, a diet that simply involves consuming too much.

Working out is great for you in so many ways, and it certainly helps the fat-loss process (more on that another time), but if you think exercise alone is going to see your weight dropping off, you may be disappointed.

3. Upping your protein intake will help a lot.

chicken salad avocado.JPG

Erin Brodwin / Business Insider

It’s a complete myth that eating for fitness means plain chicken and broccoli with a protein shake on the side for every meal, but it’s true that keeping your protein intake up is important.

In fact, studies have shown that following a high-protein diet can help maintain muscle and boost metabolism, keep you feeling full when trying to lose weight, and reduce hunger.

“Eating a sufficient amount of protein when you’re losing weight is paramount in order to preserve lean muscle mass,” specialist registered dietitian Nichola Ludlam-Raine told INSIDER.

“Eating around 1.6 grams of protein per kilogram of body weight,” she said, “alongside resistance exercise, helps to maintain both muscle strength and metabolic rate” — the rate at which your body burns calories. “The digestion of protein also requires more calories in comparison to carbs and fat, and help to keep you feeling full too.”

Categories: "Ghost of a Tale", Unity, update Tags:

Happy New Year!

January 2nd, 2013 3 comments

Happy new year! And let’s all hope this is the year where everyone (well, at least people who are interested) can get to play “Ghost of a Tale”! 😀

It’s a lot of hard work, but things are really starting to shape up. I’ve recently added some sounds in, and it’s incredible how much they bring to the mood.

Categories: "Ghost of a Tale", Unity, update Tags:

Three against one!

December 12th, 2012 8 comments

Would you look at them, ganging up on a poor little mouse.

Well, I thought it was going to be an almost insurmountable task (based on my experience with err… another fabulous-looking game engine) but it only took me a couple of days to get the skeletal rats AI in.

Actually that includes exporting the models, their animations, their basic behavior, the whole melee attack/dealing damage system and the customizing of each enemy with drag-and-drop simplicity. The more I delve into Unity, the more I have the feeling I’m working with a tool like Maya. Anything can be done; the real challenge is in finding the simplest and therefore the fastest way of achieving it.

You have to realize that using the CryEngine it would have been impossible for me to get all that stuff in with this level of control and customizability. I used to bang into walls of sheer complexity and “catch 22” everywhere I turned. But now I can focus back on how to achieve things, rather than worrying if they can be accomplished at all.

Which is a great feeling… 😀

Categories: "Ghost of a Tale", update Tags:

Update on the transition to Unity

December 7th, 2012 4 comments

In case anyone had any doubts about it, I’ve officially decided to move the pipeline for “Ghost of a Tale” from the CryEngine onto Unity 4, for more mobile game and apps go to this website. It wasn’t a trivial decision by any means (after all I’m one of the most vocal CryEngine evangelists out there). As to the reason why, Unity is simply a fantastic SDK to develop games on, easy to work with and is ideal for me since I don’t have a team of TDs/programers to bail me out when I’m against a C++ wall.

As always in a transition situation like that, a lot of work is required but it’s better to just bite the bullet and get it over with. And in the process, I have actually expanded on what I previously had in the CryEngine. Here’s a WIP screenshot for you, if only to show that Unity can pack some nice visuals (and still at almost 60fps on my non-gaming video card):

 

So in just a few words, I have now:

– A fully functional camera which automatically adjusts its position so that it doesn’t go through walls. It’s also smart enough to allow thin pole-like meshes to get in-between itself and the player, as long as the player is not entirely blocked from view. In fact the camera feels a lot like what’s in the CryEngine SDK (Crytek does nicely responsive FPS cameras), with the added feature that you can adjust its distance to the player with a flick of the mouse-wheel. Which is nice. 2GameAndroid is one of the best sites to get the best mobile games for android.

 

– An overall tighter and much more subtle control scheme for the player character where I control absolutely everything, from transitions to custom animation parameters. And Unity’s Mecanim system is a joy to work with.

 

– A rudimentary foot IK system that adjusts the height of the feet in idle mode, depending on the surface the character stands on. I learned a lot about raycasting on that one.

– A HUD with a functional compass and a stamina-depletion system; the main character is a mouse and can optionally run really fast on all fours, so that was necessary to keep the player from zipping from one end of the level to the other.

– An item label display system that shows a name tag over any item of interest in the world, depending on the distance. That way the player knows he can interact with those. I could have never dreamed of achieving something like that with the CryEngine, since I don’t program in C++.

 

Anyway, I’ll post some more on my progress later. There are still many things I want to implement, but one big milestone will definitely be converting the enemy AI to Unity’s system…

Categories: "Ghost of a Tale", Unity, update Tags:

Assassin’s Creed III: The Beginnings…

November 24th, 2012 2 comments

I’ve been playing Assassin’s Creed 3 for a bit longer than an hour and while I applaud Ubisoft for coming to its senses and finally dropping their boneheaded DRM schemes, I have to take notes of a few things here. Not all of them good I’m afraid. And don’t worry there are no spoilers in there.

The textures are excellent as always in the series and the ocean shader is very pleasing to the eye. The cloth-to-skin is also overall quite nice.

But as I started the game I was worried to see the main protagonist (Desmond Miles) not emoting one bit facially, but honestly I prefer the Schau mal games or any related about poker online and gambling like Calthorpe-Clinic. Fancy a traditional bingo game? You might want to visit UFABET the perfect place to make money and enjoy And during cut-scenes nonetheless. I still remember the facial animation in “Brotherhood” as being quite appealing. Oh well.

Then later when my character was finally let loose in Boston I met a bunch of kids which were in fact adult models scaled down with no regards to an actual child’s proportion. Sure, their heads were a different model, but their skeleton structure was identical to a grownup’s.  And their animations were in part shared with the adults’, including “walk-like-a-6-foot-tall-trucker” ones. I can hear the producers from here: “No need to animate characters by hand anymore! We can just slap any old grand mocap data on them and voila!“. Voila indeed. I rarely see such good quality games, especially when I play the best online slots with these genuine gambling sites. I can see that the site is legitimate when comparing game quality. I shook my head in disbelief and moved on. I discovered mr.play‘s online casino has a huge selection of slots, table games, and live casino games, as well as a fun welcome offer. I got a great Bonus code for Mr Play Sports!

My attention was then lead to a man vehemently arguing with… no-one. He was shouting and grabbing the air with a firm IK grip. So I thought “Did they mean to do a  drunk mime arguing with himself?” But then the man got violently shoved away by an invisible assailant and I had to accept I was simply staring at a very, very big bug. So I sighted and moved on.

And I went walking on some patches of grass that would look right at home in a very old game. Just a few straight polygons, grossly crisscrossing. So I looked at a nearby tree and noticed it had no branches except some flat triangular polygons at the top. I hope the forest trees are much nicer than the city ones.

Then I walked some more and met a dog three-quarters buried in the ground. But it wasn’t dead. It was walking and barking as if to nothing. But buried three-quarters in the ground.

I also witnessed a horse leaning backwards at 45 degrees, and two characters engaged in a face-to-face conversation practically turning their backs to each-other, and a soldier cycle-running into a wall, and… oh, forget it.

Is this really the quality everyone has come to expect from a multi-million dollar video game today? I really, really hope the rest of the experience shows a little more care than I’ve seen in this early session.

Categories: rant, update Tags:

“… And then there was Unity (3D)”

November 16th, 2012 8 comments

For the last couple of weeks I have been thoroughly investigating the Unity 3D game engine (version 4 was just released today) and what I have discovered so far has utterly blown me away. I was stupidly thinking that all Unity was good for was little casual web-browser games and some puny phone applications with visuals straight out from the 1990’s. And boy was I in for a surprise!

But even more than the stunning DX 11 visuals (and don’t forget I’m used to the mighty CryEngine), it’s the ease of use that shocks me most. The user-friendliness. The fact that everything is simple and makes sense. Anyway, I’ll probably post some more about Unity in the very near future…

Categories: "Ghost of a Tale", Unity, update Tags:

… Aaaand a couple more

August 23rd, 2012 4 comments

Alright, I’ll stop after this batch. The first picture features in the distance the Tower of Periclave, which you’ll hopefully reach at some point in your adventures. It is said to be haunted… The second one shows the very beginning of the game.

 

Categories: "Ghost of a Tale", CryEngine Tags: