I mean, the similarities kind of begin and end with a character that can climb, use a sword, and ride a horse. SotC isn't even open-world.
KRAW
Thank you for the clarification. Very cool project!
I'm not really an OS guy, so forgive me if this question has an obvious answer. When a thread migrates, it keeps its stack and register, thus any data contained within this can be used in the destination process (correct me if I'm wrong). Thus sending a message could be as simple as migrating a thread and having that thread copy data from its registers or stack memory to the current process's memory space. However, how does the thread find process-specific addresses and handles (e.g. a mutex)? For example, I'm picturing a scenario where you are implementing an MPI library and want to use thread migration to send (small) messages from one local process to another. The thread orchestrating the send simply loads the data from memory and migrates, but how will it know where to store the data to? Would there need to be a data structure stored in a fix offset in memory that contains the destination address of the receiving process?
~~come up with~~ regurgitate the best one-liner
You give two weeks so you leave on good terms, not because you have to. Have you never needed a referral for a job?
They're not. Even though I really enjoyed living in the Bay Area, I'm not blind to how dystopian it can feel. Just hang in the Tenderloin. Or if you really want something eye-opening, shoot on over to Oakland. The area is still great, but it's a poor value when you consider it has the mkst expensive CoL in the country. I'd love to see the area get itself a little more together.
Edit: though the other commenter is right. Castro street has nothing to do with the TL
I think you have it backwards. Coding games is complicated, and that's why AI can't be used to code them effectively.
I've been playing Sekiro lately. While it's not generally on the top of "immersive games" lists, I find it immersive because of how cool the gameplay makes you feel. When you are just completely focused on timing each parry and reading the attacks of your enemy, it makes me feel like I'm actually in the game doing these feats. Combine that with the fact there are few cutscenes and little dialogue, and I'd say it feels pretty immersive.
It's also the basis for a popular hardwaregeneration language, chisel. No clue why they chose it
You might need to add sudo, OP
I suppose it depends on your definition of open world, but areas are basically only connected through the hub world, i.e. the castle area. There is virtually nothing to do in the world other than fight the colossi. It's a great game, and certainly influential in its own right. However for better or for worse, I don't really think it fits the mold of a modern open world game, and that's specifically what BotW reimagined.