For a practical test, search for kbin.social
(and then ctrl+f for it also to get the direct results). Or, just look at a community: [email protected]
The only thing that appears missing is the avatars images. Though I assume the text content is doomed in the long-run when it comes to new instances, as I doubt re-federation (3rd-party federation) is a thing. Unless of course, someone manually crossposts said content.
I feel it’s more true for Nim-lang. No dealing with pointers (it’s possible, just not a normal thing like int*
*, Nim has newer memory management options like arc/orc). There’s also stuff like for i in 0 .. 9
(and ranges like that have more options/uses too)**
I mean I guess there is overlap (both languages have UFCS and interop). So it might come down to syntax or specific implementation. Though I imagine for those who like the braces style, there are other options to look at like Zig (or Rust, there is complexity but also popularity).
I know there is some difficulty when it comes to a language being niche (at least when lacking knowledge), and that’s certainly my experience with Nim.
* the asterisk is instead used for public+importable
** I guess D does have this as foreach (i; 0 .. 3)
, though not quite the same
Even in the deepest suburbs it’s not that hard to form community and connection with your neighbors.
I get that it’s less “fun” to go out and make friends if you don’t got a riverwalk and cafes, but the most important ingredient is still there, which is other people you just need to step up and make things happen.
There are so many angles to why isolated people don’t “just go out and talk to people”, though I will spare the rant as I live in an area likely much less densely populated than a suburb so I’m not sure how well my experience would map to what you’re saying.
Well, other than it’s a lot easier for some people than others due to many aspects (like the bit you mention about dogs will work better for someone who also has a dog) but those are already the sort of things that are the difference between someone with some sort of social life vs someone with none.
You use AI to code for you.
I alone use the wrong type of hammer to slowly and frustratedly get very basic tasks accomplished once every season if I’m lucky…
we are not the same.
All I can think here is
An elderly Walmart greeter: <holding a gun and shaking nervously>
“Go ahead hero, pull the trigger. You got killer in your eyes, son? …I don’t see it.”
On the other hand: anything anti-consumer like this (like bricking game consoles) has potential to backfire in a myriad of ways when the inevitable exploits are found.
Ransomware customers, target people you don’t like (perhaps even by employees), or simply brick devices to cause returns and/or drive up customer support costs, or just cause a scandal to tarnish the brand itself (or force recalls/end of sales in places that actually have consumer protections). EDIT: Also imagine a dealership where no truck can even be driven off the lot, especially if they all need something like the computer to be fixed/replaced.
The closer to a real brick it is (rather than just a soft lockout), the more potential there is for disaster. Also it reinforces exactly the sentiment that’d cause people to look for said exploits.
On paper sure they are villages, but I think a US village and one from elsewhere would likely feel drastically different. Lacking actual community (see Bowling Alone), or just look at all of the things that the village lost (shops, train station, industry etc) and what it still has(franchise dollar store, gas station etc).
It could just be coincidence, though “retirement village” is a term (also ecovillages) so maybe not. Aside from decay, I’d imagine the common perspective of blink-and-you’ll-miss-it (unless you stop for gas/maybe breakfast) probably doesn’t help with image either.
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Look at how some of my examples are 2D, motion style is not really core to my point. Many variants of fixed-camera, top-down, sidescroller, even static/semi-static art are possible.
I mean I guess if you make a cool skybox like that you’ll want players to be able to look at it somewhat freely. Is it specific to flying/camera speed or any 3rd-person game? 1st-person? Can settings help, or is this something that would not work with faster-paced games?
I do see that less motion seems to help, one person said higher FOV+big display with distance (among other non-digital things)… though I don’t think I’ve ever had motion sickness from a game (though I think I do have some issue related to inner ear) so I can’t be sure.
I know personally if I’m able to make anything, it’ll probably be on the smoother/simpler side. For example, I made a simple character controller and adding view bob never entered my mind. Probably no filters either.
Abandon widespread* texture use, return to polygons+vertex colors+in-engine cutscenes (and similar data-saving techniques like soundfonts).
This was using a feature that likely isn’t viable (for common use) due to performance.
And for something not-by-me, see Spyro’s vertex color skyboxes.
* general normal maps are ok, but I didn’t have much luck beyond using generated noise for metal. I even tried some stuff with watercolor, maybe with better shaders it could work but untextured is easier.
Or another example, any material you can just apply without alteration (for instance, make something look like wood) is alright too. Maybe UV mapping is not too bad, but extra per-model work is not ideal.
They mean live vs just existing.
Hey, give a little credit to our public schools (poorly-optimized eye-candy) new games! (where 10-20GiB is now considered small)
I still see it being an issue of pricing and questionable value (over older/used/already-owned) of a bottlenecked part, particularly when it ends up with users who aren’t esports users (for a multitude of reasons). In other words: stagnation.
It’s more obvious with AMD selling new 4GB cards still in the budget category rather than ultra-budget, as in they aren’t raising the floor. The jokes still work:
EDIT: There were even polaris GPUs with 8GB
Similar here. I rarely dream (and typically not very vividly even when so). It could be because my sleep quality is poor (sleep stages likely impacted due to autonomic issues, and it’s possible that I need something like CPAP) then again I also have aphantasia.
The opposite*: “I remember as a child: I used to sleep. … But not anymore. In fact, I don’t even dream. What am I talking about‽ I don’t even sleep!”
(Magmanamus, from Dial M For Monkey)
* How I sleep knowing I live in America and I never won’t
Neither, I want to have my brain scan put into a robot and live forever
I will never be convinced that isn’t a copy. Grod-dang emdot-tu drives don’t have thoughts, Michael!
Now getting a brain case to be put into other bodies? Sure. Though I would immediately be unrecognizable as a human, not because I’d become some cyberbrute but because I’d be something more like Wall-E(/an ROV) or at times some monolith in a forest tied into the Myconet.
Maybe humanoid arms, maybe eyes that aren’t cameras, but other than that I’m not sure. Maybe living gel (that assists with homeostasis, bioreaction) though that wouldn’t be obviously human either. It might be the most obvious just when I’m doing some hobby-esque things, or making a mistake and immediately being aware of it.
where no one knows you personally, and you don’t even know anything in the future
That’s my life already. So I guess it should be me, maybe they can fix my health and maybe I could live more comfortably+freely and learn a little more. Some symbiotic cyborg tech would be nice too, but maybe happy/purposeful revival is already a stretch.
I have been tinkering with those settings recently. I really enjoy how powerful editing the environment is, though I was getting freezing (not just Godot itself)… I think caused by multi-window mode.
I’m using untextured*+low-poly models though, so the advanced stuff is a bit hit-or-miss. Or maybe it just seems that way as small issues like light leaking are more prominent without textures.
Also when self-shadows are ugly I’m not sure how you fix that (other than perhaps not making concave details) when creating models. Doesn’t seem like you can just disable shadows via material without also scripting the sun to hide when indoors (masking likely is the solution, but that is node config).
* vertex colors, I was messing with a shader (altering normals) until I found that
lambert_wrap
is what I’m looking for to improve vertex shading. Also, fog is applied to unshaded (though you can also disable fog per-material)