Poetry Collection

Poems in true chronological order by post date

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 -> file: fediverse/699
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 🖼
A two panelled meme.  First panel shows a guy kneeling down beside a pool with another person up to their neck in water. The kneeling guy says "Senpai of the pool, what is your wisdom"  Second panel zooms in on the Senpai's face, who says "what the fuck did you just call me"

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 -> file: fediverse/700
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 🖼
Picture of the character Betty from the cartoon Adventure Time with the caption: "I can fix him" says woman who is worse

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 -> file: fediverse/701
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 totally useless unless you're, I dunno, building a bytecode interpreter or
 something
 
 https://craftinginterpreters.com/contents.html
If you only have arithmetical expressions you can use some properties of arithmetic to compute branching computer code. E.G., if A is either zero or one depending on some previously computed condition, then A times B plus (1-A) times C computes the expression "if A then B else C"

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 Branches cause cache misses which are slow when done on repeat.
 
 Better to structure your code to avoid them, if possible, for example by using
 an array of function pointers instead of switch statements.
 
 unrelated, but once the data is cached from memory, operations like bit
 shifting and arithmetic are essentially free. The slowest part of the process
 is moving data from RAM to cache so that the CPU can use it.
 
 That being said, CPUs and compilers are VERY good at optimizing that type of
 thing these days.
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 -> file: fediverse/703
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 first meme I ever made, way back in the ancient days of advice animals and
 image macros.
Picture is of an old guy on a TV show or something I'm not quite sure. The picture is reversed, such that the person appears to be upside down.  Top text: The temperature... bottom text: ... is too damn high!  original text of the meme format is "The rent is too damn high!" which honestly is a mood

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 -> file: fediverse/704
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 Is my formatting pretty or does it make you angry?
screenshots of C and Lua code that have strange formatting. The style is designed such that the readers eyes "flow" across the code like the gradual descent of water down a sloping riverbed, following a logical progression from top left to bottom right (generally) while returning to the left side whenever a new operation is performed or something is repeated.  This particular picture is of a simple if check:  if a creature's rank is equal to "four" or "two", then the creature is a rare monster type. Otherwise, they are not a rare monster type. Lua code to determine whether or not a character in a video game is available to be ambushed by a randomly generated monster.  There are several checks applied, checking things like "is the character sitting down" or "are they underwater", in which case a message is printed to the log and no further action is taken.  If all of the checks pass, and the character is free to be ambushed, then it runs the "spawnAndAttackPlayer()" function. A long string of "if" statements checking whether individual bits in a very small data structure are set. There's nine of them total, and they are arranged in a grid - this project was for a tic-tac-toe game, where there are nine total squares to play in. Setting up some location variables for a player unit. It starts by setting an X, Y, Z, and O for orientation value to a player's current location. Then it steps through and sets them to more accurate values. The reason for this ordering is so that if the function to find the more accurate value fails, it can fall back on the player's current location instead.  The interesting formatting is due to the layout of the "set" operations - they are ordered in a two dimensional grid rather than a top-to-bottom list like how most people would organize it.

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 -> file: fediverse/705
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 some more of the same.
Setting a bunch of values for a "player" and a "creature" object. Mostly things like location, and values related to their movement around the map (such as wander radius, or attack distance, that kind of thing) Starts out by initializing x, y, z, and o (for orientation) variables using a "player, dot get location" function.  Next it checks three different locations, labelled "dock, road, and beach" by first testing to see if the X, Y, and Z values are greater or less than predetermined values. If so for all three values, then that means the player is located within a square drawn in the dirt somewhere on the map and they are promptly teleported to some other place.  Basically it's like, a teleport pad in a video game or something. Step into the circle (in this case a square) and you're whisked away to some far off land. Setting up a bunch of categories that particular NPCs might belong to. Such as "shopkeeper" or "food vendor" or "weapons trainer", that sort of thing. Each entry gets a name applied, a list that includes items they sell, and a typemask that is used as a bitflag so that a single NPC can belong to multiple different categories.

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