this post was submitted on 15 Mar 2026
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... and that's how a slime girl is 'born'.
you just insulted my entire race!
... but also, yes
Dub ist eine ... schleimfrau?
Ein ... ... glibberwesen?
... And that's the extent of my German.
I will now return to 'Gorlami'.
sometimes i feel like it, but not currently actually.
Hah!
Are... was I even close to how you'd say 'slime girl' in... what my ancestors call 'Pennsylvania Dutch'?
('Deutsch', eh too hard to spell, lets go with 'Dutch', to mean German. ... yeah.)
Slime-woman?
Goop-person/being?
you were surprisingly accurate even
It's "Du bist" though - you are
Ah, whoops!
An actual rookie mistake, hahaha!
no, a rookie mistake would be to move diagonally when you can only move straight
Hrm.
I think I'll try spinning, thats a good trick!
fun fact: when a rook spins, it's still in the same configuration afterwards, no matter what angle it spins by. This is because rooks fulfill the S(2π) supersymmetry and when you rotate them, it's still the same state. This is why rooks don't lose any energy when they spin around! In fact many say they have their round shape due to being molded while spinning, similar to a potter's wheel. Anyways that gains them their special power which is they can store large amounts of magnetic energy in the field due to circular currents flowing inside them without actually experiencing any resistance. They can then use that magnetic field to power something similar to a magnetic coil gun similar to how a medieval fortress might have shot arrows down from the tower, which gives them their long range and makes them so scary.
And yet I actually follow what you are saying, silly it may be, it is... theoretically, technically sound.
So for spinning rooks, (especially when accelerated to rotational velocities experienced in a coil gun), to avoid the gimbal lock problem, you can use quaternions to represent their actual orientation, which... more or less, is complexifying their 3D orientation vector into being a 4D object, manipulating it in 4 space, and then solving or reducing the 4D object back to its 3D shadow/original self, to know its 3 space orientation.
This is particularly helpful when playing any kind of chess that involves more than 2 dimensions, as well as keeping track of long distance ballistic deviation due to projectile wobble, and/or a ballistic trajectory through different ambient pressure/resistance/drag-inducing gradients.