Major French consumer group sue Ubisoft over always-online game shutdowns with the backing of Stop Killing Games - https://www.rockpapershotgun.com/major-french-consumer-group-sue-ubisoft-over-always-online-game-shutdowns-with-the-backing-of-stop-killing-games #MultiplayerCooperative #MultiplayerCompetitive #UbisoftEntertainment #UbisoftReflections #StopKillingGames #ActionAdventure #SinglePlayer #Thirdperson #Firstperson #AsoboStudio #IvoryTower #TheCrew #Xbox360 #Ubisoft #XboxOne #Racing #PS4
There's this certain hubris to a lot of commentary about #pinball every time something I post goes a bit viral. The most typical comment is seeing some mechanism and commenting on how stupid it is because the commenter's tech bro expertise would have replaced it with a one cent part. This is what happened with the tilt sensor video where I compared 70s and 2020s tilt sensors.
People were fist fighting each other to tell that it should be replaced with a MEMS sensor. I tried to explain the issue to some, as in the deeper soul of the game there are some things that have always remained no matter how much the technology has progressed. One obvious is the purely mechanical playfield and a ball, which to this day have not been simulated anywhere near satisfactory level. This other example is the tilt sensor, which many just see as momentary switch and completely miss that it actually keeps its momentum and forces the player to "cool it off" after some noticeably strong save move. So, it'd require simulating all that movement, not just the "indicate if the game was pushed beyond this force" information alone. It's also always "simple", but I see no one actually implementing it.
“The game is about hope, and the game is about seeking change. Hope can only exist in desperate, terrible circumstances. You don’t need hope when things are going well. You don’t need hope when stuff is working.”
- #ttrpg Designer @commutingcrow on Girl By Moonlight
https://evilhat.com/product-tag/core-forged/
they should invent a type of reality where you can set a goal, and then make gradual daily progress toward that goal, and then accomplish that goal in a reasonable timeframe. kinda like a video game except it’s real
that would be way better than just kinda fucking around for your whole life hoping things will improve through sheer luck because there’s nothing you can do
most people (or I am doing the xkcd comic thing again) probably have some idea that gravity wells have weird effects on the local passage of time and that time dilation occurs near very massive objects like black holes
this property of spacetime called relativity has tangible effects even over much smaller scales such as the gravitational difference between Earth and the Moon. on the Moon, an atomic clock will complete 24 standard hours 53 microseconds faster than the same device on Earth. this amounts to a gain of one second for the Moon every fifty Earth years or so
as recently as 2024 humans have come to realize this could actually cause problems as many different countries and corporations explore the Moon each under their own command in the coming decades — a one second discrepancy in a joint space mission could potentially cause Serious problems. so there has since been an international effort to decide a universal Coordinated Lunar Time system. the math to solve this problem is anything but simple
behold one of the first major efforts toward LTC, developed by Chinese researchers and released for free to the world: https://github.com/xlucn/LTE440
this software brings the accuracy up from a discrepancy of one second per fifty years to just 15 nanoseconds, good enough to be stable for thousands of years. unless the US or European proposals underway prove more accurate, it may be the best system we have until someone actually lands an array of atomic clocks on the Moon similar to how precise time is kept on Earth
Ada ⋆.˚🦦⋆🦌 - Forgejo Fairy Neptuwunium
shit that looks like a shitpost but is real
This Prokopetz post https://prokopetz.tumblr.com/post/812478905796657152 has been on my mind, it's about how the play culture of D&D by and large treat D&D like less of a game and more like a form of guided freeform rollplaying pretending like it is a game with rules as a conceit, and how that causes a lot of communication issues when game designers try to make their games with, like, actual game mechanics you're intended to use.
This is a topic I've seen discussed by TTRPG designers from a lot of different angles, how weird it can be to be devoted to this artistic discipline a lot of people don't really think exist. I've seen it compared to being an animation fan in a world where most people only know about Family Guy and half the people into Family Guy listen to it like an audio book because they find the visuals distracting.
If you are commissioning someone, don't be afraid to include some sort of visual reference, even if it's literally a stick figure drawing drawn on the back of a napkin or the digital equivalent thereof. Having any sort of visual reference helps a lot even if the finished art doesn't end up looking very much like it.
Wanted to see how a renamon would look in my style :3
it’s amazing how much the mood of an image can be changed by just a little bit of color filtering
pic 1 is the original photo of Breynz the Zombie Werewolf
pic 2 is the one used for the official SCP-1471 article (Mal0)
Friendly reminder
If you find yourself thinking, "I took this one pic but idk if I should post it, why would anyon..."
Yes! Me!
I want to see it! Unless it's body parts** or bodily fluids... But YES I want to see your regular picture of a regular thing that caught your fancy. You door frame that you silently congratulate for being so dependable. The tuft of grass that gave you joy on your way to the office. The tree stump that lets you know you ain't far from home. Let me see!
Can I Beat Minecraft With LiDAR?
yes yes yes omg the world needs more games and mods like Scanner Sombre
The concept of canned meals is weirdly fascinating to me. Like for some reason the idea of putting a whole meal, ready to eat, in a can for long-term storage tickles some part of my grey matter. I hear some places even have canned cheeseburgers, and that sounds incredibly cool to me. And those British pie-in-a-can's? Wannit. Problem is the readiest meal I can ever seem to find in store is soup, so I rarely get to indulge this interest. At least there are a few local places that sell MRE's, which activates the same fleck of 'tism in my head for some reason.
languages like Clojure and Common Lisp are designed so that everything is an expression, but in my new language, (C++)++, everything defaults to being a statement instead. if you’d like to turn a statement into an expression, just prepend return:
int foo() {
return 1337;;
}
int addOne(int n) {
return (return n) + (return 1);;
}
int factorial(int n) {
return if (return (return n) == (return 1)) {
return 1;;
} else (return if (return (return n) > (return 1)) {
return factorial(return (return n) - (return 1));;
} else {
error(return "invalid number");;
});;
}
you may have noticed (C++)++’s revolutionary new return if expression syntax. in (C++)++, an if ... else statement simply evaluates its condition and both bodies (whether the condition is true or not) and then discards the results. but a return if ... else statement instead acts like a ternary operator in other languages:
// this evaluates to `1`!
return if (return true) {
return 1;;
} else {
return 0;;
};;
in fact, a return if ... else expression is just syntactic sugar for the ternary operator:
return (return true) ? (return 1) : (return 0);;
you may have also noticed that many lines in (C++)++ end with two semicolons instead of one. this is for two reasons:
first, (C++)++ has a revolutionary “automatic semicolon removal” system. while your code is being compiled, the compiler will automatically remove all of your semicolons and then guess where they should go. this is very easy to do and should be fine
second, (C++)++ comes bundled with a new type of operator known as the “double semicolon operator”. here’s how it works:
// when a double semicolon is inserted at the end of an expression, with no expression in
// front of it, it evaluates to the expression on the left
return 1;;
// ^ this evaluates to `1`
// when a double semicolon is used to separate two expressions, it evaluates to the
// second expression
return 1;; return 2
// ^ this evaluates to `2`
// and finally, the double-semicolon operator is left-associative, and can be chained
// forever if you want:
return 1;; return 2;; return 3;; return 4
// ^ this is the same as (((return 1;; return 2);; return 3);; return 4)curly braces are ignored by the (C++)++ compiler. instead, the language uses significant whitespace. including curly braces is still considered best practice, however, to avoid scaring C++ developers:
// avoid doing this:
int collatz(int n)
return if (return (return (return n) % (return 2)) == (return 0))
return (return n) / (return 2)
else
return (return (return n) * (return 3)) + (return 1)
// instead, do this:
int collatz(int n) {
return if (return (return (return n) % (return 2)) == (return 0)) {
return (return n) / (return 2)
} else {
return (return (return n) * (return 3)) + (return 1)
}
}also, make sure to add lots of double-semicolon operators, so that C++ devs will feel at home:
// this is even better:
int collatz(int n) {
return if (return (return (return n;;) % (return 2;;);;) == (return 0;;);;) {
return (return n;;) / (return 2;;);;
} else {
return (return (return n;;) * (return 3;;);;) + (return 1;;);;
};;
};;
so 8800 Blue Lick Road is a fascinatingly weird place and this video was so much fun to watch
CW: it’s arguably a hoarder house and it’s very weird and dirty
On first look this seems like a pretty esoteric juxtaposition of little local shops.
But then you notice...
They're the SAME shop.
sometimes i worry about how correct my own beliefs and opinions on trans issues are. and then i remember that transphobes are some of the stupidest and evilest motherfuckers on the goddamn planet. and that helps a bit.