Poetry Collection

Poems in true chronological order by post date

« First‹ Prev │ Page 513 of 1150 │ Next ›Last »

Menu

 -> file: fediverse/3024
═══════════════════════════════════════════════════────────────────────────────────
 social media algorithm that tries to prove you wrong instead of flattering your
 fancies
                                                           ┌───────────┐
 similar different═════════════════════════════════════════════════───────────────────┴───────────┘

 -> file: fediverse/3025
═══════════════════════════════════════════════════────────────────────────────────
 axioms of game design:
 
 every unit should feel useful,
 
 and units should always be able to scale.
 
 meaning, reduce the number of "this ability stacks 3 times" (instead stack
 infinitely, to allow for focused placement) and increase the number of (to
 allow for varied composition) "for each other blue debuff, decrease energy
 regeneration" style effects.
                                                           ┌───────────┐
 similar different═════════════════════════════════════════════════───────────────────┴───────────┘

 -> file: fediverse/3026
═══════════════════════════════════════════════════────────────────────────────────
 calculate the movement of massive amounts of in-game units by using compute
 shaders to process their AI. doh.
 
 most things are driven by momentum, and that's something that can be applied to
 large matrixes of data. like, units standing in formation, or snowflakes
 falling from the upside-down surface. (snowglobe emoji)
 
 (speaking of snowglobes - you know those old "water and oil with food coloring
 in it" sand clocks? errr... hourglasses, except for like 5 minutes or whatever.
 
 they were a useful parenting tool because you could say "in 5 minutes we're
 going to go eat lunch" and your autistic kid would be like "right so about
 halfway through the blue and purple one")
                                                           ┌───────────┐
 similar different═════════════════════════════════════════════════───────────────────┴───────────┘

 -> file: fediverse/3027
═══════════════════════════════════════════════════────────────────────────────────
 @user-570 
 
 that sounds really interesting and I'd love to read anything you write about it
 ^_^
                                                           ┌───────────┐
 similar different═════════════════════════════════════════════════───────────────────┴───────────┘

 -> file: fediverse/3028
═══════════════════════════════════════════════════────────────────────────────────
 @user-570 
 
 I can write C in Rust, but I can't write Rust in any other language.
 
 there's a lot of unique semantic options for accomplishing things that I
 already know how to do that I often find my syntax is pretty... basic. lots of
 manual assignments, no more than 4 or 5 levels of function nesting.
 
 I like to use threads and arrays, and think about in-game simulation more like
 a calculation than an input-reacting device. though input would certainly be
 encouraged to make the simulation more precise.
 
 the borrow checker gets in my way, but that's not too big of a problem - I just
 have to copy a bit more data around. Easy peasy.
 
 (I'm a bit rusty, but I can learn syntax)
                                                           ┌───────────┐
 similar different═════════════════════════════════════════════════───────────────────┴───────────┘

 -> file: fediverse/3029
═══════════════════════════════════════════════════────────────────────────────────
 ┌────────────────────────┐
 │ CW: re: food-mentioned │
 └────────────────────────┘
 
 
 don't eat desert afterwards, there's enough sugar in this to delight a horse
                                                           ┌───────────┐
 similar different═════════════════════════════════════════════════───────────────────┴───────────┘

 -> file: fediverse/3030
═══════════════════════════════════════════════════────────────────────────────────
 @user-570 
 
 ooooo separating additive and multiplicative, I love that. I do like
 specificity unless "increased" and "more" always corresponds to +10% and +50%,
 or if the "rate of increase" is a stat stored on the character then "increased"
 could increase quality by however-many percentage,, while "more" could be "more
 soldiers" x(charisma_stat)
 
 I tend to think of percentages like "0-100 (or more) stacks" of a particular
 effect, so I think that's just how my brain works... xD clumping them up into
 discrete groups - like, anti-abstracting, or measuring things that are just a
 few.
 
 "is this belt better than this one?"
 
 "is this pair of tongs 
 
 even for larger buffs like +10% or +50% or whatever, those are just... 10
 stacks, or if percentages are usually round numbers like +10% and +50% then
 like... +1 stack which calculates to +10%
 
 the hard limit vs math limit thing you said is amazing ^_^
                                                           ┌───────────┐
 similar different═════════════════════════════════════════════════───────────────────┴───────────┘


« First‹ Prev │ Page 513 of 1150 │ Next ›Last »