AeonFelis

joined 2 years ago
[–] AeonFelis@lemmy.world 3 points 11 hours ago (1 children)

Do not let cows be predators. That's how you get the mad cow disease. Which means that these bells are medicinal.

[–] AeonFelis@lemmy.world 3 points 13 hours ago* (last edited 13 hours ago) (2 children)

AI discovers new and innovating approaches that feeble human minds could never come up with.

[–] AeonFelis@lemmy.world 3 points 13 hours ago

But that's the best part! You drag the idiot along to the extreme end of the line of thought you are sarcasting. Hopefully they'd walk way past the end of the cliff by the time they look down prompting gravity to do its thing.

[–] AeonFelis@lemmy.world 3 points 13 hours ago (3 children)

I refuse the add the /s. Each time someone doesn't get it I crank the sarcasm up a notch, trying to make it more painfully obvious. Those who still won't get it shall serve as comedy fodder for the rest of us who do.

[–] AeonFelis@lemmy.world 1 points 18 hours ago

Thinking they can get away with it was involved.

[–] AeonFelis@lemmy.world 2 points 1 day ago

It's easy:

  1. Find a girl.
  2. Find another girl.
  3. Cheat on the first girl with the second girl.

"But Aeon", you say. "that wouldn't count as cheating because I never was with that first girl!"

Well, you are not going to get with that other girl, so it should all balance out or something.

[–] AeonFelis@lemmy.world 16 points 1 day ago (5 children)

Hypothesis - rich people's food tastes good when made from top quality ingredients by top quality chefs using top quality equipment. Of course, virtually any kind of food will taste better under these conditions - but for rich people's food these are mandatory conditions for it to be palatable.

This improves its wealth signaling qualities. If you serve pizza to your guests of course it'd taste good - no surprise there. It's pizza. But if you serve caviar and it tastes good - it means you have the means to procure high quality caviar.

According to this hypothesis, when the lower (or even middle) classes get the chance to try these foods, it's usually the cheaper kind. Because who would waste good caviar on you? And because taste degrades so steeply with price, we think the type of food itself tastes bad - simply because we are not tasting the same grade the rich eat.

Poor people's food, of course, is the exact opposite. It's design to taste good even with cheaper ingredients, common equipment, and lower cooking skills (I'm not saying poor people are bad cooks - but you can't compare one's expertise with one chore among many to the top experts that money can buy)

[–] AeonFelis@lemmy.world 35 points 1 day ago (2 children)

However, the witness only identified Parra based on superficial features, including “the jacket and the beard” and “the skin color,” the police report said, according to the Times of San Diego.

[–] AeonFelis@lemmy.world 2 points 1 day ago

Isn't that what got them in prison to begin with?

[–] AeonFelis@lemmy.world 5 points 3 days ago

Caving in to pressure does not make one a bad person.

[–] AeonFelis@lemmy.world 4 points 4 days ago (1 children)

My hypothesis is that the tax system does not explicitly favor the rich - it favors those who can navigate its complexities. Which is the rich. Not because they are smarter - because they can hire accountants and tax consultant.

 

Encountering one of these embedded tweets in a blog post, my hand instinctively moved to click the X and close it. That took me to the website.

Could this be a clever ruse to generate more visits? Is Elon Musk actually more cunning than we give him credit?

 

I have this idea for a certain game development tool, but before I start another side project I want to check if something similar already exists.

An important part of game development is fine-tuning numeric values. You have some numbers that govern things like character motion, weapon impact, enemy AI, or any other game mechanic. For most of these there is no "correct" value that can be calculated (or even verified!) with some algorithm - you have to manually try different values and converge to something that "feels right".

The most naive way to fine-tune these numbers is to have them as hard-coded values, tweak them in code, and re-run the game every time you change them. This, of course, is a tedious process - especially if you have to go through long build times, game loading, and/or gameplay to reach a state where you can test these values (that last hurdle can often be skipped by programming in a special entry point, but that too can get tedious)

A better way would be to write these numbers in configuration file(s) which the game can hot-reload - at least while in development mode. That way you can just edit the file and save it, and the game will reload the new values. This is a huge improvement because it skips the building/loading/preparing which can drastically shorten the cycles - but it's still not perfect because you have to constantly switch between the game and the configuration file.

Sometimes you can use the game engine editor to tweak these while the game is running, or create your own UI. This makes the context switches hurt less, and also lets you use sliders instead of editing textual numbers, but it's still not perfect - you still have to switch back and forth between the game controls and the tweaking interface.

Which brings us to my idea.

What I envision is a local fine-tuning server. The server will either update configuration files which the game will hot-reload, or the game could connect to it via WebSocket (or some other IPC. But I like WebSocket) so that the server could push the new values to it as they get updated.

After the server deduces the structure of the configuration (or read it from a schema - but providing a schema may usually be a overkill) you could use its webapp UI to configure how the values would be tweaked. We usually want sliders, so you'll need to provide a range - even if the exact value is hard to determine, it's usually fairly easy to come up with a rough range that the value must be in (how high can a human jump? More than 5cm, less than 5m). You will also decide for each slider if it's linear or logarithmic.

The server, of course, will save all that configuration so that you won't have t reconfigure it the next time you want to tweak values (unless there are new values, in which case you'll only have to configure the sliders for them)

Since this would be a server, the tweaking of the values could be done from another device - preferably something with a touchscreen, like a smartphone or a tablet, because tweaking many sliders is easier with a touchscreen. So you have the game running on your PC/console, gamepad in hand (or keyboard+mouse, if that's your thing), and as you play you tweak the sliders on the touchscreen until you get them just right.

Does anyone know if a similar tool already exists?

 

Narrative scripting languages like Yarn Spinner or Inkle were originally meant for writing dialogue, but I think they can also be used for scripting the world progression even when no dialogue or even narration is involved.

Example for something silent that can be scripted with a narrative scripting language:

  1. When the player pulls a lever...
  2. Move the camera to show a certain gate
  3. Open the gate
  4. Move the camera to show something interesting behind the gate
  5. Return the camera to the player

Even though no text nor voice are involved here, I think a narrative language will still fit better than a traditional scripting language because:

  • Narrative languages describe everything in steps. Scripting languages will need to work a bit harder to generate steps the actual game engine can use.
  • Narrative languages have visual editor that can help showing the flow of the level as nodes.
  • The interface between a narrative language and the game engine tends to be seems to tend to be higher level (and less powerful) than the one with a traditional scripting language.

On the other hand, flow control seems a bit more crude and ugly with narrative scripting languages than with traditional scripting languages. It should probably still be fine for simple things (e.g. - player activates a keyhole. Do they have the key?), but I wonder if a game can reach a point where it becomes too complex for a narrative language (I'm still talking about simple world progression, not full blown modding)

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