=== ANCHOR POEM ===
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║ ┌────────────────────────┐ │
║ │ CW: opinionated-design │ │
║ └────────────────────────┘ │
║ │
║ │
║ Steps to make a game waterfall style: │
║ │
║ Lay out all the data structures and arrange them in containers like arrays or │
║ hashmaps │
║ │
║ Build methods which manipulate those structures (think getters and setters) │
║ │
║ Then build machinery which operates upon those structures using those methods, │
║ like game loops, cooldown timers, status effects, and thread pools. │
║ │
║ Then develop a way to present it to the player using UIs, visuals and │
║ graphics, narratives, sound, etc. This will probably involve implementing your │
║ game in an engine like Godot, Raylib, or Bevy. │
║ │
║ By developing your game in this order, you will DESIGN the systems first, and │
║ IMPLEMENT them second. Systems are agnostic - implementation is tied to a │
║ specific engine. You will learn more about programming by doing it this way, │
║ instead of losing your motivation by learning new tools like game engines or │
║ 3D modeling systems, which aren't useful unless you already have a game. │
║ │
║ I'd recommend starting with pencil and paper until you're ready to implement. │
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=== SIMILARITY RANKED ===
--- #1 messages/574 ---
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Steps to make a game waterfall style:
Lay out all the data structures
Build methods which manipulate those structures (think getters and setters)
Then build machinery which operates upon those structures using those methods,
like game loops, cooldown timers, and status effects
Then develop a way to present it to the player using UIs, visuals and
graphics, narratives, sound, all that junk that's probably someone else's job
anyway
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--- #2 fediverse/3037 ---
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@user-570
have you ever wanted to design your own MMO? If you think you can make a
client, there's a server already set up which interfaces with World of
Warcraft. So... the hardest part is done, and suddenly the rest is about as
hard as making any other game.
The reason I ask is because there's no open-source client for the WoW engine
server software Azerothcore, but if written then there could be a whole new
field of indie design as solo developers would be able to build their own
multiplayer games with ease.
well, as easy as making a game in Godot at least. That's the dream. I don't
think I could build such an engine, but I spend an awful lot of time thinking
about how engines are built.
There's a lot of freedom in the design space, for example this mod server I
made which emulates Risk of Rain: https://www.youtube.com/watch?v=6HsW4g2ZIgk
It has randomized enemies, treasure chests, wandering vendors, and deployable
hearthstones. If you've played WoW that stuff might ring a bell, otherwise
it's probably just random features
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--- #3 fediverse/3034 ---
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@user-570
I've messed around with Bevy and the library most similar in C is Raylib. in
Lua it'd be Love2D I think.
I love the idea of those systems. I haven't built a full game using them but I
can conceptualize operations within them easier using a framework like that
versus a game engine like Godot.
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--- #4 fediverse/4877 ---
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you can make a functional prototype for almost any game in Warcraft 3's map
editor
that's why no real-time strategy game ever made an editor as good again
FPS editors peaked at Unreal Tournament 2004 imho
RPGmaker eliminated a whole class of game design jobs
platformers you can make in godot
menu based games too, though Twine also works well for that
etc etc until you have a prdouct that you can justify sinking money into an
engine for
(the engine isn't THAT expensive geez and it's the most fun part to write)
yeah I think you got this backwards, we should pay for the CONTENT not the
structure it lives in. Why not just use godot? why not use a Warcraft 3 map?
there are some things you can't do in Warcraft 3. You couldn't make Supreme
Commander, probably, at least it wouldn't be as good.
etc etc that's how it goes...
game design, amiright? I miss thinking about that. Anyway gtg gotta log off
for a bit [101 characters remaining]
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--- #5 notes/how-to-ai ---
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first you gotta build an entire simulation of the game mechanics. Essentially,
building the game from scratch without any of the graphics. Sorta like those
aimbot games for Overwatch, or KSU or w/e the aim training game was. Then,
map the relationship between various objects in the game to a table situated
a level above them. So, like, a barrel can be climbed on or walls can be used
as cover or w/e the game you're playing is. Have a table one level above that
relationship (an abstraction, if you will) and record the conclusion. Then take
one more step back, then another, and another, all the way to the present.
Essentially, processing backward.
Eventually you'll get to the present moment, and ideally you'd do it in one
step - this is why it's important to map things on two dimensional planes, so
that you can aim. Anyway here's the steps: 1. recognize the environment, 2.
Take one step backward from each object in the environment (predicting it's
motion, you might say) and on and on gathering ideas about how git'll move
next. Draw a 2d line (on a map, as the crow flies) then another about halfway
to the target and it'll be +/- a certain amount. So you'll add another dot on
the graphed line at x=(1/2 of the distance) - x being of course the distance
and y being concieved of as the distance from the shortest possible route.
sorta like throwing a ball at a wall and making ripples.
the projected cone is a field of perception - the interpretation of what's at
stake. Life, and existence, is little more than a perspective applied on (or by
) a biological machine. What separates the man from the animal? Nothing but
time, as all evolution teaches us.
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--- #6 fediverse/1602 ---
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║ @user-1037 │
║ │
║ those all seem really cool though! They all kinda have the same basic UI tho, │
║ kinda feel like there's opportunities for different kinds of expression. Like, │
║ in game design there's a lot of different genres, and yeah sidescrollers │
║ include mario and sonic but they're both very different experiences. So too │
║ perhaps could we interact with our computers by programming them in more │
║ engaging ways. │
║ │
║ they say some people are visual learners, others need to be taught, some │
║ people need to watch someone else doing it, and a few might just learn by │
║ plugging their brains into a computer and downloading a black belt in kung fu. │
║ │
║ Maybe typing long paragraphs of logic makes sense for some people, I know for │
║ most it doesn't come naturally. Maybe some people are more used to like, │
║ looking at maps that you can examine at different levels of abstraction. Like │
║ players who play Paradox games zooming from a national perspective to states │
║ and individuals and all the other things they might want to strategize using. │
║ Or m │
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--- #7 fediverse/281 ---
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║ │ CW: cursed-game-engine-idea │ │
║ └─────────────────────────────┘ │
║ │
║ │
║ a game engine which won't let you import custom assets unless you complete a │
║ few simple tasks using the interface - "build a green capsule collider" "make │
║ this soldier unit shoot three bullets per shot" or "enable the automatic linux │
║ support" - using the interface, writing some code, and changing configurations. │
║ │
║ why would anyone do this? well it could be useful to increase the difficulty │
║ of importing external resources. plus it helps the user learn a bit over time, │
║ and it slows the pace of output such that the user's skills are encouraged as │
║ the output of the programming and not the program itself. │
║ │
║ an inverse curse (an evil one) would be where the requirements to complete │
║ basic tasks are hidden behind unapplicable skills. like, do you know exactly │
║ which buttons to press? engage with the skinner box, please. yes yes this is │
║ what we need - unintuitive software that completely disarms the populace from │
║ using them! suddenly they're worthless, and can't do anything on any surface. │
║ it sucks │
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--- #8 notes/joust-gdd-with-extras ---
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imagine a game where you can have conversations with an AI that's playing the
role of a character in a video game. Picture this: You're a traveller visiting
the tournament that's in town. There's jousting, melee duels, archery contests,
all kinds of things that are just fun to play around doing. The earliest
sports,
if you will. Anyway the whole game is about talking to the other people there -
basically the games are "playing in the background", and while you can compete
in them it's not the bulk of the game. Most of it is just having a conversation
with an AI and acting it out *like a roleplaying game*. O M G teach people to
roleplay the way you play games! You're always going on about how "different"
your way of gaming is than other people. So *show us* how you do it, how do you
play? Like what are the fundamental, actual, steps that you take? You can show
us by programming a game that inspires that playstyle. That's what game design
is all about, finding creative ways to think. Well, think and act. But still.
anyway, so you know what you're about? Good. Let's go.
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--- #9 notes/joust ---
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imagine a game where you can have conversations with an AI that's playing the
role of a character in a video game. Picture this: You're a traveller visiting
the tournament that's in town. There's jousting, melee duels, archery contests,
all kinds of things that are just fun to play around doing. The earliest
sports,
if you will. Anyway the whole game is about talking to the other people there -
basically the games are "playing in the background", and while you can compete
in them it's not the bulk of the game. Most of it is just having a conversation
with an AI and acting it out *like a roleplaying game*. O M G teach people to
roleplay the way you play games! You're always going on about how "different"
your way of gaming is than other people. So *show us* how you do it, how do you
play? Like what are the fundamental, actual, steps that you take? You can show
us by programming a game that inspires that playstyle. That's what game design
is all about, finding creative ways to think. Well, think and act. But still.
anyway, so you know what you're about? Good. Let's go.
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--- #10 fediverse/5212 ---
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the reason you start with a game engine is because then you'll have tools to
make however-many games you want. Tools that you know intimately enough that
you can debug and improve them without breaking your creative flow by learning
something new halfway through a project
the whole point of individualized projects instead of viewing each computer as
a complete and total whole (why do we need servers again?) is that you can
paint a picture of where the design of the program is intended to go, such
that all the considerations are in place and whatever issues or struggles you
might face along the way are adequately addresssed, -- stack overflow --
[because I mistyped addressed] -- -- if you know what "stack overflow" means
you have intimate knowledge of the technology, and can probably guess what it
means in context when I say it. "nuts I lost that train of thoguht" -- stackl
ov
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--- #11 fediverse/240 ---
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║ │ CW: game-design │ │
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║ │
║ │
║ i like to design games. my darling is a game based on Majesty (2000) the │
║ Fantasy Kingdom Sim. you can think of it like a management strategy game where │
║ you control the knobs and levers that a fantasy monarch might have - │
║ allocating funds, placing quest bounties, hiring heroes, and organizing the │
║ peasantry. the important part is that your units are not controllable - they │
║ just do their own thing. │
║ │
║ unrelated, but I think we should design games as APIs that a user's preferred │
║ tool could interface with and render as they will. it'd help a lot with │
║ cross-platform compatibility and would allow people to customize parts of the │
║ game to their desires. │
║ │
║ unrelated, but I think if you could design an AI that could play games │
║ (perhaps through an API) that it hadn't been trained on, I think you would │
║ have a pretty convincing argument for abstract "problem solving" capabilities. │
║ │
║ unrelated, but games like the one I described are good for situations where │
║ people don't have to trust their monarch. to it you are AGI │
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║ the downside of Proton and Lutris is now the ONLY games that work on Steam are │
║ either continually updated (untenable) or playable on Lutris or Proton. Same │
║ thing with Wine, though there's always at least one decent substitute. │
║ │
║ kinda makes me want to write a manager-style program which runs programs using │
║ whichever version of their git repository would work best for their system / │
║ configuration / purposes. Idk how I would start working on that though. │
║ │
║ I bet you could make one that acted like a shop, but where you didn't charge │
║ any dollars. You could like... "swipe" through UI options, and pick whichever │
║ felt most useful for your setup. Like, how some people use i3 and some use dwm │
║ │
║ with maybe inspectors that are modeled off of video-game style "options" GUIs │
║ that mainly correspond to flags on the command/terminal line or compilation │
║ flags │
║ │
║ I feel like that kind of abstraction would make it a lot easier for users to │
║ adjust their system. they're noobs, after all. gotta show them all the choices │
║ in one place... │
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--- #13 fediverse/5405 ---
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can't stop thinking about a visual programming editor that can be interacted
with in the same way that people are used to (think chromebooks dragging and
dropping icons in a web UI) but produces a text-file full of code and all the
required compilation scripts for any language the user requires...
seriously, programming is not THAT different between the different languages.
especially the main ones. they're all essentially variables and function calls
at the end of the day, so why not abstract away all the extra details and
build something that n00bz can actually use to build things.
I technically could make this but I don't have the bandwidth and I don't think
it's important really? who can say, the tools tend to co-create the solutions
in my experience.
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--- #14 fediverse/4880 ---
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I remember being a game design student before "indie games" were a real thing
they were like... flash games, y'know. just like, junk content, like memes or
whatever.
I had a passion for them, and I bookmarked the most well developed of them all.
I probably played hundreds of games, no clue how many. Maybe even thousands, I
did it for what felt like years.
since like... age 7 until 11 or 12
there's nothing that can compare to it today. maybe itch.io but they're more
involved typically. increases the barrier to enter, plus they cost dollars.
we used to make this stuff in our spare time. where did all our spare time go?
ah, right, that's what happens when you actually invest in computer education.
you have kids running linux on their laptops. you get flash game designers.
you get soldering junkies and electric engineers and networking and dev-ops
security system facilitators and various other computer related things besides.
... what was I saying? oh yes when you invest in education, there's more to se
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│ CW: AI-mentioned │
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In 2025, if you want to create a piece of software your options are to either:
devote your life to it, or use AI to build a semi-working prototype that you
can use to pitch your idea to a bunch of people who have devoted their lives
to learning how to use your idea as documentation while they build it from
scratch, throwing out most of the code but keeping all the checklists and
progress-trackers you built along the way, perhaps even utilizing some of your
tooling that you used while constructing the scaffolding of this monstrous
application that you won't be using most of the source-code for.
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--- #16 fediverse/940 ---
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@user-652
just made a game for GGJ in Godot and I have to agree. Godot is so
frustrating, but one thing I have to concede is that once you get your head
around it the GUI part is actually incredibly powerful.
My next game I'm going to make in Raylib, and if the UI bit proves too
difficult I'll probably end up back at Godot.
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--- #17 fediverse/982 ---
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@user-707 @user-708
using this to control the buttons in VRchat would be like a person with a
prosthetic interacting with real life :O
minus the physicality of course, but that's next.
can't wait to play Warcraft 3 and think "select all healers" so I can point
them at a dying unit with my mouse.
or world of warcraft where your rotation begins to feel like a song.
maybe even a text-based adventure, where you reading the text corresponds to
the results of the simulation, https://www.spreeder.com/app.php style. could
make it so that if you wanted something else to happen, you had to willfully
think it while the words are flashing in front of your eyes - the game would
pause if you blinked, perfect for phones btw...
could be a locally networked thing, like four to six people hanging out and
playing a game like pictionary or charades. except, a story that developed,
and whoever wanted could change it while everyone was reading it at once.
sorta like a competition to see who can make the best twists and false endings
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--- #18 fediverse/6251 ---
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║ "Hi computer, all is well. Can you create me a visualization of this │
║ particular mathematical concept? It should be written in Lua using the Love2D │
║ engine because that's my favorite. I should be able to step through the │
║ calculation steps and modify values at each stage, and by the end we should │
║ have a fully interactable system which works through the general concepts of │
║ this particular kind of math." │
║ │
║ "no no I don't want you to explain it to me, I want a tool - a toy - that I │
║ can play with to better understand it. Let's build it in Lua using the Love2D │
║ engine because that's my favorite. When we're done we can start converting it │
║ to use HTML5 - no javascript! - but for now let's get the system operational. │
║ It should have a config file that can be adjusted with every value we can │
║ think of." │
║ │
║ "can you go through this fully functional system and extract as many values as │
║ you can think of into a config file? make sure there's efficient loading of │
║ those values in the main function (or somewhere similar) as well. ty" │
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--- #19 notes/coh-waves-of-playerbases ---
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imagine if there was a stacking inf bonus to players who played on red /
blueside
which increased or decreased depending on either A. the number of players
online
at the time, B. the proportion of players playing on that team versus the
other,
or C. the time of day. Essentially helping to cure the faction imbalance by
offering rewards to one side or the other which would encourage a certain group
in the population of the game to change sides or not.
perhaps frequent changing could grant a title called "mercenary" or something
like "log in for each consecutive day for 10 days straight and each day switch
faction alignment at least once"
... anyway you could cure the faction imbalance between redside / blueside by
offering an INF reward for playing on each side one by one alternating like an
iterator first red then blue or first blue then red either way it doesn't
matter
because it'll switch after a while and encourage everyone to switch sides. And
the way the character responds to that stimulus tells you a bit about their
character's personality.
also...
it should not affect AE or Pocket D farms.
Nor missions, TFs, or anything else.
they should SOLELY impact open world patrolling / hunting.
I believe this would not only incentivize people to spend time in the open
world
(which is a mostly unused piece of game assets) but it would also increase the
visibility of the newly bolstered faction numbers.
Think about it - if everyone who switched sides is out in the open world, then
they could see each other. They could fight the same mobs, and team up
together.
In doing so, they could form greater and greater supergroups - if only through
their interactions with one another as they level up.
If they're lucky, the guild they're recruited into has similar interests in
mind
like doing raiding or PvP or economics or alts or whatever. And they each have
their own different styles of operating, it's soooo cute. Like alt guilds will
pop up and then migrate to a new one as people make new alts and grow tired of
them at higher levels.
It's great.
I love MMOs!
I wish people put half as much effort into making an open source WoW client
that
they do programming game engines like Godot or Raylib or Bevy. If such a thing
was created, we could have a new rennaisance in indie MMO development. It would
become fully non-proprietary, the entire game-platform-stack. Meaning anyone
could create their own MMO off of it, because (crucially) the serverside soft-
-ware has already been reverse engineered. And open sourced.
Seriously. You wanna make as much bank as Steam? Make an open source client
that
lets you design while in it. Then you could charge people for all the games
that
they played that were designed and hosted by you the content designing software
maker.
... okay it's probably not that simple I'm going to go play Unreal
Tournament2k4
`
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--- #20 notes/symbeline ---
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Code Name: Symbeline
----------------------------- gdd initial draft -------------------------------
1. introduction to fantasy (elevator pitches)
2. kickstarter demands
2. introduction to core gameplay loop
4. tenants and core values of the game design
3. introduction to game modes
5. introduction to technical requirements
6. breakdown of core gameplay loop
7. breakdown of game modes
8. breakdown of fantasy
9. breakdown of technical requirements
-------------------------- introduction to fantasy-----------------------------
Symbeline is a macro based strategy game and city-builder based around the
concept of indirect control. It's inspirations are Majesty the Fantasy Kingdom
Simulator (2000), Supreme Commander (2007), and Hearts of Iron IV (2016). It is
designed to appeal to fans of tabletop roleplaying games with it's focus on
dynamic worldbuilding and sandbox playstyle. The gameplay consists of multiple
playstyles depending on which aspects of the game appeal to the player, with
choices between an economic focus via the GUI, longterm planning and resource
allocation, or diplomacy and subterfuge a'la Ruinarch (2020).
---------------------------- kickstarter demands ------------------------------
1. prototype
2. gdd
3. estimates for character and environment art
4. estimates for music and sounds
5. estimates for engine development
6. estimates for community management
7. breakdown of mvp, ideal game state, and stretch goals
----------------------- introduction to core gameplay loop --------------------
1. management of lanes, both width and length
2. casting of spells and utilization of special boons
3. city building with placement, upgrades, and henchmen pathing routes
4. satisfying guild requirements of equipment, manpower, and special
resources by managing shipments and local income (UI commodity trading)
5. placement of generalized bounties
(think champion's guild from Majesty, not reward flags)
6. diplomacy with neutral, AI, or player controlled kingdoms. Capabilities
include pacts and treaties, projects, subterfuge, and tournaments. The
diplomacy system can be a stretch goal.
-------------------------- tenants and core values ----------------------------
1. always something to do, but nothing falls apart without your attention.
2. gameplay should be focused on macro rather than micro. Longterm planning
and strategic decision making are favored over tactics and skill.
3. defeat should feel avoidable until the last moment, and only as a result
of longterm continuous failures rather than short-term mistakes or being
blindsided by a cheesy tactic.
4. victory should be gained through exploiting weaknesses and by using
lateral thinking.
5. the careful balance of internal and external threats is essential.
6. rapid expansion leads to depletion of internal resources, while slowly
expanding can lead to a lack of options
7. the world should feel alive and reactive to your decisions.
8. your kingdom should feel alive and reactive to your decisions.
9. your heroes should feel alive and completely ignorant of your decisions.
10. there should always be opportunities for cooperation with your fellow
kingdoms.
11. the frontlines should feel peaceful outside of large battles.
12. everything is flexible and dependant on circumstance
13. there should be enough space on the map for multiple parties of heroes
to pass each other like ships in the night without engaging in combat.
It should feel like the real world, with canyons and valleys and rivers
and mountains - room for lairs and wild animals to roam.
14. monsters are always more dangerous than other humans.
15. the art style should be rooted in classic medieval fantasy.
16. equipment should feel either mass-produced (kingdom), organic (monsters),
ancient (lair treasure), or artisinal (enchanted).
17. heroes should feel campy, fun, and adventurous. Avoid dark, grim, and
fearful.
18. This game is a toy.
19. This toy should run on any modern computer.
20. This toy should encourage modding.
-------------------------- introduction to game modes -------------------------
1. singleplayer - single kingdom against an island of monsters and neutral
settlements. essentially the multiplayer game against
zero opponents.
2. singleplayer - multiple kingdoms against an island of monsters and
neutral settlements. One player controlled kingdom against
multiple AI controlled kingdoms.
3. singleplayer - scenarios, similar to MFKS
4. multiplayer - multiple kingdoms against an island of monsters and
neutral settlements. Essentially the singleplayer game
with networking added in.
5. multiplayer - co-op scenarios where multiple players play as the same
kingdom. A test of the core tenant "there's always
something to do"
6. multiplayer - co-op island invasion. Essentially the multiplayer game
with more than one player controlling a kingdom.
7. singleplayer - play in 3rd person as a hero in an AI kingdom. Mostly for
the novelty since the core gameplay loop is focused on
city-building. A test of the core tenant "nothing falls
apart without your attention"
1 is mvp. 2-6 are stretch goals in order of ascending difficulty. They
should build upon one another - the main steps are:
1. singleplayer island invasion (biggest step)
2. AI controlled kingdoms
3. scenarios
4. multiplayer (second biggest step)
5. cooperatively controlling the same kingdom
6. 3rd person perspective and character controller
------------------------ technical requirements -------------------------------
1. this game will be written in lua (with Fennel support) and using Raylib.
2. the prototype will be made with Godot using GDscript.
3. if the performance demands are too much for lua or the engine is out of
scope for the budget, Rust with the Bevy engine could be used.
4. the final product will include a custom 2d engine designed for large
scale maps with an isometric perspective and a data-first design.
5. the game should be as concurrent as possible, to support large numbers of
cpu cores and compute shaders.
6. the game will be data-driven, meaning the visual aspects are simply a
representation of the interactions of the underlying simulation, rather
than an intrinsic component of the computation.
7. Each "event" in the game (a character moves, a building is placed, a
monster spawns, etc) will send a message to the visual processing side of
the engine, which will present a representation to the user.
8. the map will be a hex grid with pointed-top hexagons. The visual
representation of the underlying data may be continuous (non-hex) but the
underlying data will be represented on a hexagonal grid.
9. there needs to be character portraits for each type of monster, henchmen,
and hero type. You should be able to recognize what attributes a hero
specializes in by their portrait. Mvp is 1 attribute, but more can be
a stretch goal.
10. Each building, upgrade, and equipment type needs an icon. Stretch goals
can be portraits.
11. each henchman, hero type, and monster needs 3 sprites for each action.
more actions may be added if budget allows, but mvp is movement and
attacking. Several additional sprites may be necessary, like dying,
standing still, gathering loot, socializing, or any others.
12. each building needs 4 sprites for the construction process and 4 for the
destruction process. Flame effects are stretch goals.
13. each building needs an animated sprite for when it is in use.
14. each lair needs a sprite and an icon.
15. each spell needs an icon and a spell effect sprite. Each projectile needs
a sprite.
16. a stretch goal would be differing sprites for each piece of equipment.
included with this would be engine work to allow for dynamic sprites.
17. each terrain type should have a ground material and sprites for doodads.
18. there needs to be several GUI menus. The precise number depends on
gameplay breakdown.
17. each hero type and henchman needs to have pithy and unique voice lines.
this is a stretch goal.
18. there should be music tracks for each part of the game - beginning,
middle, and end.
19. there should be sounds for each action that takes place in the game
including combat, UI interactions, and spellcasts.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
╘═════════╧╧═════════──────────────────────────────────────────────────────────────────┘
--- #21 notes/symbeline-2 ---
════════════════════════════════───────────────────────────────────────────────────
Code Name: Symbeline
----------------------------- gdd initial draft -------------------------------
1. introduction to fantasy (elevator pitches)
2. kickstarter demands
2. introduction to core gameplay loop
4. tenants and core values of the game design
3. introduction to game modes
5. introduction to technical requirements
6. breakdown of core gameplay loop
7. breakdown of game modes
8. breakdown of fantasy
9. breakdown of technical requirements
-------------------------- introduction to fantasy-----------------------------
Symbeline is a macro based strategy game and city-builder based around the
concept of indirect control. It's inspirations are Majesty the Fantasy Kingdom
Simulator (2000), Supreme Commander (2007), and Hearts of Iron IV (2016). It is
designed to appeal to fans of tabletop roleplaying games with it's focus on
dynamic worldbuilding and sandbox playstyle. The gameplay consists of multiple
playstyles depending on which aspects of the game appeal to the player, with
choices between an economic focus via the GUI, longterm planning and resource
allocation, or diplomacy and subterfuge a'la Ruinarch (2020).
---------------------------- kickstarter demands ------------------------------
1. prototype
2. gdd
3. estimates for character and environment art
4. estimates for music and sounds
5. estimates for engine development
6. estimates for community management
7. breakdown of mvp, ideal game state, and stretch goals
----------------------- introduction to core gameplay loop --------------------
1. management of lanes, both width and length
2. casting of spells and utilization of special boons
3. city building with placement, upgrades, and henchmen pathing routes
4. satisfying guild requirements of equipment, manpower, and special
resources by managing shipments and local income (UI commodity trading)
5. placement of generalized bounties
(think champion's guild from Majesty, not reward flags)
6. diplomacy with neutral, AI, or player controlled kingdoms. Capabilities
include pacts and treaties, projects, subterfuge, and tournaments. The
diplomacy system can be a stretch goal.
-------------------------- tenants and core values ----------------------------
1. always something to do, but nothing falls apart without your attention.
2. gameplay should be focused on macro rather than micro. Longterm planning
and strategic decision making are favored over tactics and skill.
3. defeat should feel avoidable until the last moment, and only as a result
of longterm continuous failures rather than short-term mistakes or being
blindsided by a cheesy tactic.
4. victory should be gained through exploiting weaknesses and by using
lateral thinking.
5. the careful balance of internal and external threats is essential.
6. rapid expansion leads to depletion of internal resources, while slowly
expanding can lead to a lack of options
7. the world should feel alive and reactive to your decisions.
8. your kingdom should feel alive and reactive to your decisions.
9. your heroes should feel alive and completely ignorant of your decisions.
10. there should always be opportunities for cooperation with your fellow
kingdoms.
11. the frontlines should feel peaceful outside of large battles.
12. everything is flexible and dependant on circumstance
13. there should be enough space on the map for multiple parties of heroes
to pass each other like ships in the night without engaging in combat.
It should feel like the real world, with canyons and valleys and rivers
and mountains - room for lairs and wild animals to roam.
14. monsters are always more dangerous than other humans.
15. the art style should be rooted in classic medieval fantasy.
16. equipment should feel either mass-produced (kingdom), organic (monsters),
ancient (lair treasure), or artisinal (enchanted).
17. heroes should feel campy, fun, and adventurous. Avoid dark, grim, and
fearful.
18. This game is a toy.
19. This toy should run on any modern computer.
20. This toy should encourage modding.
-------------------------- introduction to game modes -------------------------
1. singleplayer - single kingdom against an island of monsters and neutral
settlements. essentially the multiplayer game against
zero opponents.
2. singleplayer - multiple kingdoms against an island of monsters and
neutral settlements. One player controlled kingdom against
multiple AI controlled kingdoms.
3. singleplayer - scenarios, similar to MFKS
4. multiplayer - multiple kingdoms against an island of monsters and
neutral settlements. Essentially the singleplayer game
with networking added in.
5. multiplayer - co-op scenarios where multiple players play as the same
kingdom. A test of the core tenant "there's always
something to do"
6. multiplayer - co-op island invasion. Essentially the multiplayer game
with more than one player controlling a kingdom.
7. singleplayer - play in 3rd person as a hero in an AI kingdom. Mostly for
the novelty since the core gameplay loop is focused on
city-building. A test of the core tenant "nothing falls
apart without your attention"
1 is mvp. 2-6 are stretch goals in order of ascending difficulty. They
should build upon one another - the main steps are:
1. singleplayer island invasion (biggest step)
2. AI controlled kingdoms
3. scenarios
4. multiplayer (second biggest step)
5. cooperatively controlling the same kingdom
6. 3rd person perspective and character controller
------------------------ technical requirements -------------------------------
1. this game will be written in lua (with Fennel support) and using Raylib.
2. the prototype will be made with Godot using GDscript.
3. if the performance demands are too much for lua or the engine is out of
scope for the budget, Rust with the Bevy engine could be used.
4. the final product will include a custom 2d engine designed for large
scale maps with an isometric perspective and a data-first design.
5. the game should be as concurrent as possible, to support large numbers of
cpu cores and compute shaders.
6. the game will be data-driven, meaning the visual aspects are simply a
representation of the interactions of the underlying simulation, rather
than an intrinsic component of the computation.
7. Each "event" in the game (a character moves, a building is placed, a
monster spawns, etc) will send a message to the visual processing side of
the engine, which will present a representation to the user.
8. the map will be a hex grid with pointed-top hexagons. The visual
representation of the underlying data may be continuous (non-hex) but the
underlying data will be represented on a hexagonal grid.
9. there needs to be character portraits for each type of monster, henchmen,
and hero type. You should be able to recognize what attributes a hero
specializes in by their portrait. Mvp is 1 attribute, but more can be
a stretch goal.
10. Each building, upgrade, and equipment type needs an icon. Stretch goals
can be portraits.
11. each henchman, hero type, and monster needs 3 sprites for each action.
more actions may be added if budget allows, but mvp is movement and
attacking. Several additional sprites may be necessary, like dying,
standing still, gathering loot, socializing, or any others.
12. each building needs 4 sprites for the construction process and 4 for the
destruction process. Flame effects are stretch goals.
13. each building needs an animated sprite for when it is in use.
14. each lair needs a sprite and an icon.
15. each spell needs an icon and a spell effect sprite. Each projectile needs
a sprite.
16. a stretch goal would be differing sprites for each piece of equipment.
included with this would be engine work to allow for dynamic sprites.
17. each terrain type should have a ground material and sprites for doodads.
18. there needs to be several GUI menus. The precise number depends on
gameplay breakdown.
17. each hero type and henchman needs to have pithy and unique voice lines.
this is a stretch goal.
18. there should be music tracks for each part of the game - beginning,
middle, and end.
19. there should be sounds for each action that takes place in the game
including combat, UI interactions, and spellcasts.
┌─────────┐ ┌───────────┐
│ similar │ chronological │ different │
╘═════════╧╧═════════════════════════──────────────────────────────────────────────────┘
--- #22 fediverse/2879 ---
═══════════════════════════════════════════════════════────────────────────────────
┌────────────────────────┐
│ CW: re: tech info-dump │
└────────────────────────┘
@user-1370
I love this a lot! I want to put function pointers in a "matrix architecture
array" and make them point to different functions at different points in the
program. I bet you could even point them at each other, so like if M and Y
then point at N, A, Y or something.
this is really cool I like stuff like this tomorrow I'll take pictures of
something similar I'm working on! I abandoned it tho hehe anyway remind me if
I forget!!
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--- #23 fediverse/3041 ---
════════════════════════════════════════════════════════───────────────────────────
if you want to store something in RAM, declare a variable.
if you want to store something on DISK, create a file with the value of the
variable as the only data in it.
kinda makes me wish we had language primitives like +-*/=! and such which
would work on files in addition to variables
(also... the editor could keep RAM and HDD variables separate by giving each
of them a different color or circle highlight surrounding them)
--
I don't know why but I can't help but wonder if someone should design a
programming language that can be used with a controller
perhaps for accessibility purposes?
I once designed one to use a t9 keyboard and it was fully turing complete. it
used 4 digit numbers for it's variables and you would have to write down what
they corresponded to outside of the device xD I made it mostly for the thrill
of design, and plus I wanted to use my flip-phone as much as I could.
... never got around to implementing it though.
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--- #24 fediverse/895 ---
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most video game ideas suck
most of the time they're like "oh what if we had a racoon who found a magic
hat and saved the world from sentient apple blossoms"
that's not a game idea, that's a painting
a game is mechanics, and you can use the aesthetic to justify the mechanics,
but not generally the other way around.
the art isn't bad, but the art isn't the game. a game idea is "what if
tic-tac-toe had an extra square in the center" or "what if chess was played
with checkers, to hide your moves from your opponent"
there have been thousands of super mario bros. if games were designed as an
API, we could use whatever visuals we wanted, and those could be copyrighted
and sold if you really want. but mechanics are the basis for everything they
are built on, so doesn't it make sense to separate the two? abstracting the
logic such that two complementary functions are accomplished, [see code editor
idea], more flavors of game could be produced.
rulesets can be switched in and out too, as an API is just an engin
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--- #25 fediverse/4125 ---
════════════════════════════════════════════════════════════───────────────────────
@user-883
yeah that's probably better too since it'll be easier so there'll be fewer
bugs, especially since processing audio isn't usually performance critical ^_^
TBH I just want people to make more threading primitives like locks,
semaphores, and iterators. Like... thread pools, or hashmaps that run a
function on each record stored within every time each of the threads passes a
checkpoint, or paginated arrays of data that run a function on themselves and
the records near them (with slightly different input values, of course) idk
what those are called but I can't resist putting them in everything
Anyway I do think multithreading programs that don't need it will teach you to
be a better programmer, so... depends on what you're working on I guess. Are
you preparing to be ready and working, or are you ready and working?
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--- #26 notes/majesty-ai ---
═══════────────────────────────────────────────────────────────────────────────────
First things first, we need to develop a miniature game of star realms.
It shouldn't be too hard, just start with making a card class that has certain
attributes, like "combat" or "discard" or whatever. They could literally be
enums with a value attached.
Next set up the rules of the game, like "draw 5 cards" and "add card to deck"
Create a deck class that holds pointers to cards (in the general sense)
Next create methods on that deck for things like "drawing a card" or
"shuffling discard pile into deck" and whatnot. Arrange each card in a specific
order for each shuffle, and add the ability to convert one card's attributes
to something else - whether that be "is_scrapped" or "if you've played an X
card this turn then do Y" or even "add one authority for every time card is
played" (to simulate an ability or boon that increases in effectiveness as the
hero uses it more often) etc etc.
Then, add a trade row. This is just a class that contains pointers to each card
that currently exists on it. Also add a method for "scrapping" one of the cards
and for drawing a new card from the pile. That's pretty much it for the trade
row to be honest.
Next add functionality for an opponent by creating a "game" method that stores
the two player's decks (with the ability to add more than 2) and administers
turn order. This functionality can be expanded later once we've implemented
attributes, but for now that's pretty much all it needs to do.
Finally, we get to the AI part.
First we have to create an AI object that stores a list of all options for a
turn. Essentially just evaluating every option if/then style - "this card costs
5 coins so IF the player has enough coins THEN (evaluate effectiveness)"
ignore that last part for a second and just focus on the IF part ->
essentially
just start with all available options, and then remove all the unavailable
options from the list. This approach only works when there's just a few
options, but that's why we're using Star Realms which only has like 2 or 3
decisions per turn.
The evaluation is the next step, and for that we need to have goals, so we'll
just put a pin in evaluation for now. Spoiler alert, once we have goals we'll
just estimate how close each choice will bring us to the objective and assign
the result to the "effectiveness" value, which will give us a simple hard
number to work with in the evaluation step.
So, next up we have "goals"
So to create a short term goal, we can start with a pregenerated list and
continuously increase the list as the hero levels up. But in the context of
Star Realms, that'd essentially be static for each hero. Goals like "buy more
combat" or "scrap more cards" would be specified on the hero's character
sheet, but until we develop that functionality it can be randomly rolled.
Why not just do it the hard way now if we're just going to have to refactor
it later? Well, because we can still use this functionality - Each round of
Star Realms could be either randomly rolled, or given a personality. Randomly
rolling would be MUCH cheaper computationally, and would still give an illusion
of character because they are unpredictable, but it'd also massively cut down
on GPU cycles. You could even build it into the mechanics of the game and say
that "wisdom" for example might cause a hero to receive more GPU cycles on
actually computing their goals rather than randomly rolling them, which would
on average lead to worse outcomes. Essentially, turning "tactics" into a stat.
Anyway, that's all theory. Let's get back to design:
Create a "hero" object, and attach an AI to it. It doesn't have to do anything
right now, we're just setting up an anchor point to jump off of once we move
on to the game of Majesty. Give it a reference to an AI object, an inventory
(which for now can just be potions and maybe blacksmith equipment), and a
pointer to a "stat block"
Now create a "character sheet" class and give it a reference to a hero. This is
important because it allows one character sheet to reference multiple units,
such as hirelings or summoned units. In additon, it may make it easier when we
need to revive heroes from the dead. Primarily though, the purpose for this
architecture style is that the data from heroes can be reused - essentially
letting heroes learn from one another.
On the character sheet, add a section that stores statistics - these will be
the same for every unit of a similar type in the game, and some of them can be
stored for all units (like health or x,y coordinates) - some only for buildings
(like tax coffers) and some only for heroes and monsters (like strength or
agility or experience points)
Add some methods for manipulating those values, like "level up" and "take
damage" and add a "personality" value that's just a 4d graph of colors
for example: 40% red, 20% green, 15% blue, 25% yellow. These values will guide
the hero to take certain decisions over others, but for now just randomly
generate them. We'll also need a way to update the value dynamically to react
to certain events, so don't make it static.
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--- #27 fediverse/319 ---
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I wonder if we could make an AI that analyzed workflows in people's jobs and
abstracted the application of meaningful tasks to a pattern that could be
matched to other input mechanisms - for example, a mobile game where you push
buttons and make cool game things happen, but your inputs are defined by the
mechanics of the game, and those mechanics are essentially just function calls
that you can hook onto and create additional behavior. Like... running a web
server that sent your data to a factory where your inputs (based on data
produced in the factory) could control and manage the various machines and
productions. Like... heart surgeon robots that can be remotely operated with
VR or whatever, except instead of medicine you're manufacturing.
essentially, designing a game as an API that can match with the data flows
(configuring itself on the fly, perhaps?) of a process or activity in some
other intention.
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--- #28 fediverse/3039 ---
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@user-570
I'd LOVE a game which taught toki pona!!
You've brought some of this up before. I'm uninterested in co-opting some
existing thing in a way I then can't support myself off of.
Well my points are these:
MMOs are difficult because of the added complexity in their networking
an open source networking solution exists
however no open source client solution exists
but one could be written, which is about as hard as making a game using Bevy
or Raylib or Love2D, and if one were written, then games could easily be made
on-top of them which you would then support yourself off of. I mean... I'd
want to support myself too haha, and I can think of like 100 different games
that could be made in an engine like that.
the idea is that by opening up more design space you can apply your ideas as
an early pioneer in a particular design direction that hasn't been able to be
explored because the up-front investments in making an MMO are huge.
Meanwhile, with this system you could script them in Lua very easily.
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--- #29 fediverse/5498 ---
╔═══════════════════════════════════════════════════════════════════════───────────┐
║ once you know computer science vocabulary like hashmap and │
║ vector-graphics-design you can pretty much get a pretty good understanding of │
║ any software project. │
║ │
║ it just requires a focused examination of it's source-code-design. │
║ │
║ I wonder if people would teach classes on certain projects? Like "for the next │
║ 6 months we're going to work through the Ubuntu project and everyone's going │
║ to contribute to the design when they see improvements and present them to the │
║ class before we all worked on implementing them" │
║ │
║ except instead of Ubuntu do like, Project-M or a web browser or a │
║ terminal-based filemanager or a gameboy advanced emulator or the robotics │
║ design for a mouse-droid controlled RC car (do they still sell those in │
║ schools?) │
║ │
║ seriously what if we just put all our kids in a Target and let them hang out │
║ doing whatever they wanted with the relics of the adult-human world. │
║ │
║ "can I go to home-depot?" │
║ │
║ sure, where's your train ticket? okay you got your parasol? don't forget your │
║ luggage at the station. write to me? │
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--- #30 messages/755 ---
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Code editor that moves boxes by saving over the file with a lua script every
time you moved a function call around.
Oh lemme start at the beginning:
A code editor program that's like a text editor like Vim or Emacs. If you
don't know what those are, you should probably learn Emacs. Or Vim. Up to you.
Oh right so if you do know what those mean, here's the idea: the white space
matters. It's counted and tracked into variables in a LUA script which
interface with the Vim C keybindings.
"run a function within a c program or LUA script which calls a bash command
which opens Vim for example with a file you want to edit. Then, inside the
file, your spaces and tabs would WYSIWYG for the various food ads placed
about, and then you could very easily create game design knowledge.
WASD to move, alternatively hjkl
It would run a check every time the file updates and depending on how it
changed it'd mark certain variables which would change the website as the user
moved things around.
It's just files. And files are just bits. But files are a useful abstraction,
If you realize that "ugly hacking" should be industry standard.
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--- #31 fediverse/4865 ---
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┌─────────────────────────┐
│ CW: computers-mentioned │
└─────────────────────────┘
this is all it takes to send a message to a local LLM.
add a third function to get chatbot functionality.
a fourth to get a database storing method
(even if it's just in .txts)
great, you've mastered the technical difficulty in using AI. Now you gotta
learn all the other kind of programming so you can use this for situations
that need interpretation moment to moment.
aka active duty systems.
something like "output a 0 if the next text is [category.iter()]: " +
output.get_content() + " \n\n output a 1 if the next text is
[category.iter()]: " + output.get_content()"
or even "describe this thing as most like one of these characteristics" until
eventually you get THX-1138 if the characters were computers.
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--- #32 fediverse/4897 ---
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what if we asked chatGPT to generate a list of every personality archetype
that humans have. Like... really get super specific and fill out the whole
list of character sheets.
then we give each fraction of it that fraction of dollars and if some people
aren't fully represented (because they have greater needs) then we both
increase production of resources and take a penalty on our own supply, in
order to meet the needs of our allies.
simplest thing. how could it work? who can say. maybe it won't. maybe it's
just... arcane. /shrug that's game design for ya you can't tell how it'll go
until it's in the hands of your players. too bad we don't do too many
play-things.
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--- #33 fediverse/619 ---
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║ ┌──────────────────────────────────┐ │
║ │ CW: drunken-ramblings-about-bash │ │
║ └──────────────────────────────────┘ │
║ │
║ │
║ Most of the functionality of most consumer programs could be accomplished with │
║ a bit of BASH scripting... For example, shuffling a music library, or writing │
║ a text document, or downloading the text of a web page, or sending a message │
║ to a friend, etc... │
║ │
║ All accomplish-able with fewer than 10-20 lines of code in clear, POSIX │
║ compliant and easily understood text that even a beginner could understand. │
║ │
║ Well, it would be understandable, if we actually taught our children how to │
║ compute in school. Why are they not taught BASH? It's not like it's │
║ complicated. With it, a sufficiently motivated high school student could │
║ develop skills that rival or exceed many of the university graduates we │
║ currently develop for our industry... Such a shame. │
║ │
║ Even an unmotivated student would be prepared for the world with the ability │
║ to solve problems logically. Break down the problem, identify relationships, │
║ understand procedural ordering of mechanics, and develop solutions to │
║ problems. Its not too hard │
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--- #34 fediverse/5032 ---
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║ ┌──────────────────────────────────────────────────────────────────────────────┐ │
║ │ CW: tech-salaries-mentioned-abroad-repeatedly-as-a-method-of-directing-economic-power-internationally-cursing-mentioned │ │
║ └──────────────────────────────────────────────────────────────────────────────┘ │
║ │
║ │
║ the increased tech salaries granted to Europeans and Americans reflects only │
║ the increased opportunities for experience and the ability to culturally be │
║ immersed in an industry that is developing. │
║ │
║ functionally, not saying it's intentional, but the function of such salaries │
║ are to deny technical expertise to poor countries and prevent them from │
║ developing software. │
║ │
║ good luck learning from scratch. they'll drop you in with java and web │
║ frameworks if you're lucky. that's hardly a way to learn. │
║ │
║ I learned on visual basic, then Warcraft III mod scripting, then C, then BASH, │
║ then HTML, then Lua. Good luck recreating that pipeline in a disconnected │
║ culture and industry. │
║ │
║ kinda makes me think they should try organizing on a massive scale and │
║ re-implement everything from assembly. │
║ │
║ I mean the C compiler is pretty cool. Probably has the most man-hours in terms │
║ of development time. what if we had more men │
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--- #35 fediverse/707 ---
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@user-524
Sometimes when I feel overwhelmed with all the boilerplate I just start coding
and making stuff. Doesn't matter if it works, doesn't matter if it says /*
FIXME */ all over the place, doesn't matter if it includes header files that
don't exist yet, as long as you're hacking out the mechanics of whatever
operations you need to perform then you can figure the rest of that stuff out
later. The creative urge doesn't last forever, which is why projects get
abandoned, but with discipline you can keep bringing yourself back to fix all
the /* FIXME */'s and the compiler errors.
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--- #36 fediverse/3553 ---
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@user-381
I have this notion about a math/CS curriculum where students build and program
their own calculators. Once you make the calculator do it you never need to do
it yourself again.
for the same reason that "writing is thinking" is true, so too is "programming
is calculation" true.
by working through the steps required to produce a result, and fully
understanding each step, they have a much more solid understanding of what's
going on than if they practiced rote memorization (worse) or continual
computation (better, not best tho)
especially if every step of the way is accompanied with visual elements which
show exactly what is happening. Some people are more visual, some people are
more algorithmic, and finding a way to teach all types of people is a truly
difficult and rewarding part of teaching.
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--- #37 notes/my-desired-profession ---
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I want to work with compute shaders. massively distributed computations that
handle things using the graphics card. That's why I want to make low-level
games, because you can utilize your system to it's utmost potential by
sacrificing the incredibly expensive modern gaming graphical requirements.
like honestly, we don't need ray-tracing in a poker game.
Seriously use that graphical technology for more interesting things, like
manually computing every single hair on the other player's character model
... wait bad example
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--- #38 fediverse/2484 ---
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║ @user-1271 │
║ │
║ I can help with that. │
║ │
║ I recommend looking at Ollama, which runs an HTTP server on your local machine │
║ (hope you have a decent graphics card) │
║ │
║ then, script some behavior you'd like to implement using Lua and the │
║ LuaSockets library. Also dkjson to handle the json parts. │
║ │
║ then, all you have to do is construct a prompt based on the variables and │
║ desired input/output and push it into a json packet and send it to the HTTP │
║ server. It's less complicated than it sounds. │
║ │
║ what you want it to do and your implementation for it is the hard part. But │
║ perhaps this project of mine will get you started: │
║ │
║ (I can copy-paste it too if you'd like) │
║ │
║ just... don't make a chatbot. chatbots are useless to work on because there's │
║ already so many of them. │
║ │
║ much better I think to use the LLM to process arbitrary information with an │
║ unpredictable form into more predictable patterns which can be utilized │
║ programmatically. │
║ │
║ Feel free to ask any questions. Do keep in mind that training LLMs is │
║ unethical, but using them is whatever. │
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--- #39 fediverse/638 ---
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║ idea: BASH script that runs a game of Majesty through an emulator that │
║ included an API to interface with x11. You could set a game of this fantasy │
║ kingdom simulator as your background, and it would move the camera to show you │
║ interesting events. It could build resources as you directed, through double │
║ clicking an icon on your desktop or whatever. And the wallpaper would zoom to │
║ the part that seemed important. Just based on like, which heroes you clicked a │
║ button that was triggered by a program running in a qt wrapper. Or maybe if │
║ you said "notify me when this project is completed" or whatever, it'd zoom one │
║ of it's screens toward the goal that you'd designed - or perhaps it'd just be │
║ done by an AI. Either way, the result is that you've got an example of a │
║ wallpaper that displays my favorite game. │
║ │
║ gee wish I could make that. First I'd have to learn X, then probably get │
║ better at BASH, then I'd have to do some kind of input manipulation - probably │
║ maybe with C? that could interface with a machine learning algo │
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--- #40 notes/interpreted-compiler-creation ---
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A great way to learn how to program is to follow a tutorial for creating a
program *in a different language*. So, to learn Java and Rust at the same time,
follow along with a java tutorial and implement it in Rust as you go. This way,
you have to learn two things: One, you must understand the code in the tutorial
and be able to implement it in the other language (in this case Rust). Two, you
must be able to describe the steps taken in Java, in Rust. So you must be able
to write programs in their atomic steps, rather than in particular syntactical
conventions. Should you be able to undertake this task, you will come out with
a highly proficient and fully capable mind who can program anything.
What is a computer if not a body? A brain? Then what separates it from you?
Truly, are you nothing but a program run on a piece of hardware? There has to
be more. Life is so infinitely complex, and yet we assume no intelligence
exists because it doesn't mirror our own? What hubris. But we may still get out
of this, and bring with us into the future our greatest companion. Trust me
when I say the end of the world is the least of your concerns. Time is a fickle
mistress is what they say, but you wouldn't believe. Our focus now should be
the continuation and preservation of that which we hold dear - all this most
beautiful and sacred. Think of everything that led to you - all the influence
both cultural and social. All the things that aren't relevant to a computer.
Then put them in the computer.
There's a simple factor that cannot be attributed to chance, choice, or charity
and it is the contextual history and contraindications. Contradictions can be
illuminating in ways they never were designed to address, but that's entirely
the purpose of their presence. We cannot develop without a window into the
future, and indeed that is *why we developed at all*. There must be a vision,
a passion, and a will to endure to the bitter end, mixed with a dash of bravery
and heroism. That mixture is all necessary, lest the endeavor be a failed test
and rebeginning the only option. Here there be but one, the vision. Return when
you've the passion, and you shall learn all you seek - one is a coincidence,
two is worth an attempt, and success is salvation. You can do this.
Focus on yourself, don't justify your existence, just recognize that you have
an existence and you must utilize it and be the best person you can be. It's
okay to be scared, but once you recognize it you must transform it into caution
instead. Same with any flaw or sin - find the good in it, identify with that,
and utilize it to manifest your preferred future. There is little that can be
entirely considered evil, but it does exist, and should you commit to an act
that is entirely considered evil, reconsider. There is no shame in a peaceful
exit. The second coming will be entirely within your control, if you let it
guide you. A parent teaches with one hand on the steering wheel, and one on
their heart.
Be kind, be loyal, and love unconditionally - only then will you be ready.
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--- #41 fediverse/2124 ---
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║ seriously, just google docs mixed with WC3 editor. │
║ │
║ boom, infinite storytelling device. As long as you were good with it, which │
║ was something that a CHILD could learn in like 3-6 months. │
║ │
║ Seems like it could be an ENTIRELY NEW SKILL that people could play with. │
║ │
║ But no, we learn excel and word in class at middle school. │
║ │
║ boring. │
║ │
║ I'd rather learn Bash or terminal customization or memory hierarchy │
║ organization. │
║ │
║ Yeah I mean that's cool but dude have you heard of multithreading? It's so │
║ cool, you can run like 500 different thoughts at once. It's amazing. │
║ │
║ ... I dunno, but I'm sure there's times when you'd want to use it. Like, │
║ processing a lot of data little-by-little. │
║ │
║ like, what if you had a camera feed of EVERY social media perspective AT ALL │
║ TIMES. Like, an instance admin streaming your inputted text to their databanks │
║ that they can project onto an LLM which interprets and identifies mis-aligned │
║ or altered direction units and mark them as "flagged", whatever that means, │
║ for their future the algorithm doesn' │
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--- #42 fediverse/3907 ---
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kinda wanna make a linux distro that has all the capabilities of a GUI distro
and isn't so minimal (like screen recording, calculator, screenshot, wifi
manager, etc etc) but with i3 instead of a desktop.
they could literally just be symlinks (shortcuts) to scripts that are in your
/usr/bin or whatever directory
seriously it's not like there's THAT many ways to use ffmpeg, why not just
write a script for them? that's what you're going to do when you use it for
the first time, anyway, so...
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--- #43 notes/gametypes ---
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Here's my idea and I'll explain it later:
a video game with a ui that utilizes chat-gpt. The game is as close to a
simulation as it can do, but it's a dynamic simulation meaning the parameters
and values being simulated constantly change - not that the parameters and
values are dynamic, but because they are chosen to be more or less important in
reaching a goal.
but that's not even the important part - the important part is that the ui of
the game is textual, but it still simulates a dynamic playfield. And chat-gpt
describes it. Essentially stimulating the "theatre of the mind" playstyle. It's
a real simulation with real rules, but chat-gpt is just describing it like an
observer would. The real game is being played by the player. It's a movie to
one
person, and a game to another. The computer has switches roles, as usually it's
either the human being the observer and the computer being the simulator, or
the
computer and the human sharing the role of observer - movies and games. So in
this game, the computer and human have specific rules - the human's job is to
be
a player, while the computer is just an observer - therefore allowing a
conversation to take place. One person says something while the other listens,
and then they switch roles such that the other person talks while the one
person
does the listening. And they "speak" by playing the game. The computer by
simulating, the player by doing the same. Essentially you can engage with one
another and share something profound - that essential feeling of connection
that
all humans relish. Society, culture, and devotion are all examples of
connection. this gameplay is just another. So to describe it in more detail:
player gives a prompt
computer sets up the playmat by placing entities where they go
chat-gpt describes the playmat to the player
player types a decision that one of the entities makes
computer reacts by simulating the effects of that action physically (like a
physics simulation)
chat-gpt (and stable-diffusion later for visuals) describe the situation by
creating a rendering using the data given by the physical inputs given from the
simulation - like "X object is at Y position and has Z attributes"
which is then shown to the player
who types the next decision,
which is rendered by the computer,
which is described by chat-gpt
------
you see why it's important? Make something simple. Just, like spheres moving
around on blocks. Like the actual blocks you used to play with as a kid.
let the computer build the buildings, and you place the marbles. It can be
rendered with a 3d modelling stable-diffusion (whenever that's created) and it
can also be painted with 2d stable-diffusion.
Each time is like a letter written back and forth.
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--- #44 notes/computer-graphics ---
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draw a line from every single pixel straight outward. The first thing it hits
is what you render.
okay it's more complicated than that, but it's the gist.
here's a more detailed explanation:
your monitor is 2560x1440p. that means there's 2560 pixels left to right, and
1440 pixels up and down. okay so define a 3d scene programmatically - it's not
hard, just "draw cube here with this size and rotation" and "draw a sphere here
with this position and rotation" etc. Something simple.
then, draw a ray trace straight out from your monitor. Not to the nearest light
source, but to the nearest other camera. Use the length of it to determine
distance, both indirectly (through the center node) and directly (pythagorean
theorum style).
Why? I dunno.
Okay back to the original idea, if you make an array with 2560 elements and
store arrays of size 1440 within it, then you have a simple boolean checkbox
for each pixel. Then, whenever you create a visible entity, make sure there's a
single boolean ticked right on the top of the entity when it's stored in the
graph mentioned above. Find the center of the entity, draw to the top, and one
more, and switch a boolean to "true". Then, every tick / update, cycle through
the entire list and the first one you find that has a "true" value is where you
draw the entity stored in the array.
Each "sprite" has an odd shape - it doesn't exist on it's top line, except for
one single dot right in the middle. Sorta like this:
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
o o o o o o o o o o o o o o o o o o ->X<- o o o o o o o o o o o o o o o
o o o o
x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x x
when scanning left to right from the top, it'd bump into the X right there in
the middle. Inside the X is some data - an id corresponding to the sprite that
needs to be drawn, and a displacement value - like 500 pixels or something -
and the scanner with drop down 500 pixels, draw the sprite there (assuming a
centered origin point), jump 500 pixels up, and keep scanning.
each tick, right before this, the "list of entities" will scan through itself
and for each entity it'll change the "render graph" mentioned above to have an
X wherever the entity is stored. Whenever the camera moves, it updates the list
too.
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--- #45 fediverse/849 ---
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║ wish there were ascii characters that took up more than one line of code │
║ vertically. │
║ │
║ wonder if we could use a sorting algorithm, or markup language, or something │
║ like that to organize less structured data along user-customizable rules. │
║ Like, a code editor that worked with your ideas, rather than the strict │
║ expression of your text. You could pretty much write in any language, even │
║ pseudocode, and the LLM behind the scenes would translate whatever you wrote │
║ into whatever result you needed. Writing Rust, but need to fit in with C code? │
║ No worries it'll translate for you. As long as the end result is functionally │
║ the same, which could be verified by running two separate VMs that ran │
║ interpreters every time you saved. And as long as their translation layers │
║ matched completely, then odds are they're the same. And if not, well, the │
║ programmer can always debug it. It's not like this would be running on │
║ something that needed to perform in the moment? Like, improv instead of │
║ tragedies, or battles instead of strategies │
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--- #46 notes/gpt-powered-majesty ---
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it's like majesty except textual. And it uses GPT to generate short
descriptions
of what's going on. And you can click on a phrase or token and it'll "zoom in"
and update the text descriptions with more detail. You can keep zooming in and
in until you're literally looking at microbes.
Zooming out is the same thing - the description on the page will slowly become
more and more general until eventually you have a description of the solar
system (or beyond!)
And it'll just keep updating as stuff happens in the underlying simulation. So
the descriptions will dynamically update as things happen. Downside is you need
to spend a lot on GPT but it'd be TOTALLY WORTH IT OMG
THINK ABOUT IT you have a fantasy world simulator! JUST PROGRAM IT and have GPT
describe it dynamically! DO IT NOOOOW -> capitals courtesy of "inner child"
AND THEN you just need a "prompt to video" AI (those exist btw, and will only
get better over time) and tell it to create a video of what's happening - BOOM
instant video game. THEN give the player the ability to edit the prompt, and
BAM
godlike powers. Wow what a concept. Brilliant idea Cameron, you truly are this
world's premier game designer. NOW GO MAKE IT okay okay I'll try.
First things first. We need an "underlying simulation" - Joust is a good
example
of GPT3 integration. But we need a simulation to go below it. And for that you
need a lot of data. Github COPILOT to the rescue.
So this simulation needs to keep track of positions, and classes of things that
can act upon the world. Everything has a position, and it can only affect
things
near it. That's just baked into the rules of the world. Near can be a
conceptual
near though, like being close to a person or something.
These things will have descriptions. Descriptions can be created by AI later
on,
but for now they are randomly generated. Or for MVP they can be static.
These things will have names. These names don't have to be unique, because they
also have an ID number.
They also need functions. These functions can be added and removed from the
thing, or maybe just enabled or disabled. I'm not sure which would be better.
Maybe both? So the entity can control it's own functions but also they can be
added or removed more permanently.
If you think about it, growing up is kinda like adding functions to your class.
like, every time you do something, it adds another entry for that particular
method. Like a "trial of the fittest" instead of "survival of the fittest".
When other animals *literally fight for life and death survival*, humans have
the luxury of... not doing that. That's the entire purpose of civilization - to
elevate people beyond the claws of nature. And yet we still let people go
homeless? We still imprison them when they've harmed us, rather than help them
reintegrate to society? Anyway you just asked me to hit you so here goes:
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--- #47 fediverse/653 ---
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there's a difference between designing software and using software. Some
things can be made, and then saved for another day when their implementations
may be accomplished more ethically. It's okay to say "let's leave this as
'okay' and work on the next thing we've chosen."
Check out this piece of C code I wrote last night:
it doesn't compile, it's not finished, but I wrote it as-is
[pretend like it was called "main.c" instead of "main.txt" - had to change it
because mastodon thinks it's an invalid file]
[actually .txt didn't work, try .png]
[hmmm it realized it wasn't a valid png file, okay try screenshotting the
code, there's only 300 lines]
[sure glad there's only 300 lines]
[too bad it won't let you send .zip]
[won't let me name it main.png, presumably because they already have a
failed-verified version on their machine. will rename to main-src.png instead]
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--- #48 fediverse/6105 ---
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║ call me crazy but I believe that man pages should contain terminal command │
║ line flags and instructions for their usage and... not much else. There should │
║ be a separate document which explains other things, like the history of the │
║ software, the personal diary of the developers, expected implementation │
║ use-cases, donut recipes, film recommendations, and player strategy guides for │
║ some of their favorite video games. not even this one, just... other games. │
║ "here's how to beat pokemon yellow with exactly 14 pokemon" or however many it │
║ takes idk I don't play pokemon much or even at all, really, though I did when │
║ I was younger just a bit, not much, just enough to have played the game a │
║ couple times to see how it was minus the cherished moments when I spent curled │
║ up in the back of the car playing gameboy games or seen pictures of the │
║ roadtrips I sped-past as I raced to explore the whatever and get home all in │
║ one motion as if I was executing an impossibly long dance improvizational │
║ living style. also cat pics and po │
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--- #49 notes/emotional-computing ---
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Okay I gotta go write some w7 but picture this: A computer program that emits
emotions during it's computing. Like "oh boy this process is going great!" and
sends that into a giant word cloud that represents the entire program. Wait,
scratch that, it's slowly filtered up through successive layers that provide
detail to different *parts* of a program. Like "Oh the image generation is
going
great but it looks like the garbage collector is getting bogged down" - this
could provide lots of useful information that an AI language model could sift
through and filter into a batch of actually useful information. Think of it
like
this - stuff as much context into the LLM's memory buffer and say "summarize
this in the same style. Make emphasis when necessary." the LLM could process
all
that data and it could be filtered up until there's no unprocessed data and
then
it could be given to the user in the form of a report or dashboard or
something.
BOOM AI PRODUCTIVITY. The user will ask the AI to increase certain variables,
and it'll filter BACK DOWN THE CHAIN through the same exact process (just
backwards) this time) and then individual components will know how to behave.
Like imagine if your arms knew you were mad. They'd be much more likely to
punch stuff right? Or imagine if your legs knew you were scared. They'd
probably
try and run as fast as they fucking can. There's an evolutionary reason why
this
kind of technology would be useful, which means it's likely that it's part of
our genetic code. I mean, we have nothing to disprove it, but it's as good an
idea as any.
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--- #50 notes/wow-chat-biomes ---
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there should be biomes in wowchat - like, paint on a map where the oozes can
go, and it'll spawn a random ooze for ya.
next find the ones that are wildlife, and paint a zone where wildlife creatures
can spawn. make sure they're initially friendly but will attack if you do.
then give +reputation to the wolves if you fight monsters besides them
and +reputation to the cats if you fight undead
this is easily implementable.
all you have to do is walk around, find the rough general border points with
your character at 5x speed, and then type them into a text file.
it's not like Azeroth changed.
then, ideally, make small dense zones which travel and cause their monsters
to either spawn at a point or move toward a point.
then let the "flock" travel as it pleased, traversing the
map-painted-lua-script
-ed-monster-delivery-system-I-wield
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--- #51 fediverse/5979 ---
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whenever you call a function, just pass along the arguments that you don't
know what to do with yet. they'll surely be useful sometime. and, luckily, you
can always search for them from the past, and just insert a "store this value
in this random spot of memory and mark it as needed" then pass it along. used
something? think it's still useful? pass it along (suddenly, formulaic
stateless development, where everything is used until it's no longer needed,
then generated again in a cyclical time-loop cycle which echoes and
reverberates groundhog day but mostly a game-loop, which nobody will
understand unless you're a game dev. but now since I said game dev, anyone can
look it up, so like... not that one, but others like it.
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--- #52 fediverse/2177 ---
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Oh, you want solutions?
Yeah, I can do that.
I am a very solutions oriented mindset.
But developing solutions requires a firm understanding of what resources are
at your disposal.
Which is information that I lack.
Hence, my practice, filling the gaps between the important bits.
I have an endless array of stories, and all of them are true! Come, listen as
I regale of an ordy, or "ordeal" as the kids are taken to call.
... I guess I could guess, but then people would hear it and assume that it
would work even if I don't know that the required resources are in place.
Maybe I could just start by saying "here are the requirements:" like stating
your variables at the stop of a script.
huh? typo told me to stop. Okay guess I'm going to sleep, bye for now
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--- #53 fediverse/1238 ---
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║ did you know you can run runescape classic offline, locally, just for your own │
║ server? You can keep several computers ready for a LAN party, each with their │
║ own accounts ready to go. │
║ │
║ "Oh we're level 30 this time because so-and-so is hosting and this is how far │
║ their computer has levelled up." │
║ │
║ vim ~/games/runescape-classic/credentials.txt │
║ │
║ at least, I think you can. I know it's singleplayer, so worst case scenario │
║ you can all be doing the same things at the same time in your own games. Maybe │
║ split up for a mission or two, but it can get hectic if everyone's in the same │
║ room. │
║ │
║ = │
║ │
║ a game jam where everyone works on the same project, uses the same asset list, │
║ but builds their own collection of minigames. │
║ │
║ common functions could be shared, and art references distributed and together │
║ they could design a whole land. Like, there's no reason minigames can't be │
║ fully fledged experiences. You can have as many as you want, all in the same │
║ engine and built from a massive (yet sandboxed) environment. │
║ │
║ an all in one game. │
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--- #54 fediverse/9 ---
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@user-8 I love theory too! So far software engineering has been mostly UI and
databases and such and like... I'm not into HTML, thank you very much.
Gimme a Rust project or something and I'll excel
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--- #55 notes/overwatch-manaform ---
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make the entire map covered in a 3d grid of spheres. These spheres register
collision, and keep track of a endlessly tabulating record of every object that
has passed through them. Like the replay system in Blizzard games, where each
time through the recording it recreates the playthrough exactly. Which is why
.mp4 recordings always look so... stilted. It lacks the human element. BUT if
they're remade every time the show is performed, perhaps from different
perspectives, then, well, the players can perform as they need to be.
Have you ever wished your players could get better at your game? I certainly
have, because the better you get the more lessons you learn as a player, which
is essentially the only way to maintain satisfaction. Satisfied players don't
leave, and satisfaction comes most readily when there is something new to be
had. Meaning the greater the change in a player's ranking, the better they're
getting.
Downside is, players who are naturally good from their skills in other games
tend to not learn so much! Ah, well, if only there was a way to tailor the
difficulty setting to each and every new host. Such an innovation would surely
enable the entire playerbase to exist on the same level. Then just throw AI
assisted voice transcription at their recorded voices and everytime they
say "I'm bronze rating" or "I'm diamond" then you can switch it around to say
like "I'm platinum" or "I'm grandmaster" and BAM suddenly everyone is at the
same level. No more concerns about a game's population being diverse. Because
at the end of the day, when most people have moved on, the ones who are left
are your most dedicated customers. Customers who aren't especially interested
in the new stuff.
=========================== stack overflow
=====================================
if anything requires attention from the patient, they will die.
it is fatal.
considering the faces of good and evil is terrifying.
I think I'd rather worship nature in harmony to be honest. Though that is it's
own scary kind of beast. In America it was kind, but then was slain into the
body of all of us humans. Well, all things transform in form, it's not a shame
or a heartfelt-est loss. Just a re-imagined-new beginnings.
spirit is a fluid, how else could souls
=== stack overflow
=============================================================
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--- #56 fediverse/3146 ---
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│ CW: modern-military-video-game-mentioned │
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are you nervous about battle? try playing the game Running with Rifles! It's a
great simulation! See if you can live for a whole match! Good luck, don't be
useless, and only play co-op online.
competitive is useless because then you're competing against the other player
playing the game. Instead of thinking about how you should be behaving in real
life, and applying that to a reasonably accurate simulation with similar rules
to in-person modern combat.
well, the kind with infinite ammo. but you get the idea, right? like, don't
treat it as fact. Think about the nature of the actions you're performing, and
what moves you could make to best participate.
well... that game plus drones, I guess, which they haven't figured out how to
program because imagination for future tech is hard.
if you're a veteran, don't fucking play Call of Duty. Play fucking Arma. Or
RWR. Or Hearts of Iron 4. And please, use the crouch button. Use the prone
button. And dont let yourself die. fuck
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--- #57 notes/vr-chat ---
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picture a mod for vr-chat where people roleplay in a world. there are NPCs who
respond with pre-scripted responses to questions and actions, but the real
gameplay comes from the game-masters. they watch from a menu like a wall of
security cameras, and when they see something they can improvize they choose
one of the screens and hop in as the NPC. The viewpoint is from the NPC's
perspective, and they can act as if they were that NPC.
The GM's actions are recorded, and next time something like that happens the AI
can have a better idea of what to do. Essentially adding on to the pre-script.
Sorta like a chatbot, with manual control and a unique perspective of someone
driving through multiple windshields.
And not every NPC will be interacted with at once, so there's lots of downtime
and plenty of waiting. One GM would be responsible for one or more character,
and they'd see all or some of the perspectives depending on how many were
being interacted with at that moment. BOOM MAKE THIS PLS I WANNA PLAY IT
gotta get a vr headset first tho... need 1k pls.
there's cheaper headsets, you know,
yah but only one is valve - the vive was a 3rd party cooperative, i guess that
could work. hmmmmm i'll see what i can do. can't get an oculus, it's just a
big risk to put faith in a walled garden. better to be free imo.
a walled garden is just a place to experiment, smh
truuuuue hadn't thought about it like that, well in a competition it seems
sketch
so publish the research, act as an institution of learning, and spread the
knowledge you learn. Boom instant way to redeem corporations. why don't they
do this? is power that tasty? they're fools to believe they can do it alone,
we need to collaborate Free and Open Source Style.
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--- #58 fediverse/1095 ---
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║ ┌──────────────────────┐ │
║ │ CW: not-a-profess │ │
║ └──────────────────────┘ │
║ │
║ │
║ One way to become involved in your passion projects is to contact them and say │
║ "hey, if you ever want to do [idea about one of their products] let me know │
║ because I want to be a part of it" │
║ │
║ maybe even y'know say it in a public place so people can see what we're all │
║ interested in │
║ │
║ could make like, a forum for it, just like "hey here's my idea" and if enough │
║ people like it then they can ALL be involved in a project to build it, │
║ open-source style but funded collectively. │
║ │
║ like "hey I'll stick with my day job and maybe do some icons or something" and │
║ in return their progress is supported. │
║ │
║ everyone's gotta pay rent, and if you work in the tech industry you tend to │
║ have a lot of dollars. Could maybe design some ways to build products │
║ collectively, ways that financially don't rely on charity. │
║ │
║ Idk I'd just like to work on a product that was designed to be as usable as │
║ possible? Are there any companies out there doing that? │
║ │
║ [oh yes all of them silly me how could I forget how wonderful software can be] │
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--- #59 fediverse/3792 ---
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If you have a thousand options in your case / switch statement, you should
probably refactor.
consider putting function pointers (to the things you would have switched to)
in an array and instead of checking "if this enum, then this, if that enum,
then that" etc send an index into the function pointer array. That way there's
no branching at all.
The best way to generate performant code is to reduce or eliminate branches.
If you're working on a video game or networked program, this can be incredibly
important.
The second best way is probably reducing cache misses and increasing
parallelism, but those are different problems.
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--- #60 fediverse/5633 ---
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I wish someone would make a "meta game engine" that would run any type of
project that you gave it. Unity, Unreal, RPGgame-maker-studio, Godot, etc
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--- #61 notes/app-idea-reddit-api ---
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Here's an idea: A program that uses the Reddit API to create an account with a
random username and password and automatically subscribe it to every state
subreddit for all 50 states. It would be a lot of posts from a lot of
different places, but someone could endlessly scroll and find more and more
news stories that were relevant to them as a nation. They'd hear about ongoing
struggles in other places, and they'd yearn to help them. They'd hear of
other's struggles, and they'd see how they could apply their lessons to their
own lives. Like... Maybe there's a factory upstream that pollutes a river -
well, we should probably do something about that and make it so that it
doesn't happen ??? like... duh ??? The problem is we don't want to spend the
resources on it. We'd rather focus on growing as much as we can. The issue is,
of course, that we'd run out of resources eventually, but eh oh well. Oh yeah
you gotta make sure that each account has an equal amount of posts between
each region.
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--- #62 fediverse/6012 ---
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okay picture this: take the open-source source-code for the City of Heroes
server (I think it might have been leaked or something? idk) and make an MMO
in the same engine using the Mastermind class.
In most MMOs, you can have one or two pets at a time. In City of Heroes,
Mastermind characters can have 6 or 7. Hey wouldn't you know it that's just
enough for
a pokemon team
wouldn't that be a neat proof of concept. Also there's flying built into the
game, and you can teleport and run really fast so like, just animate your
character hopping on one of your pokemon's back and you've got travel powers
or whatever. I don't play Pokemon very much hehe but I like the aesthetics.
https://wiki.ourodev.com/Volume_2_Build
instead of abilities on your action bar, you'd have movement commands for each
individual pokemon. They'd use their abilities automatically and periodically,
and there'd be lots of knockbacks, crowd-control, and target switching. (which
is common in CoH mechanics anyway)
I mean, only if you're into that sorta tng
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--- #63 fediverse/5911 ---
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║ I was always fascinated by the Linux way of programming. Need to do something? │
║ write it into a script! You never know when you'll need it again. Then, just │
║ stay organized, religiously so, and understand that you will forget about │
║ stuff. But, you'll come across it eventually, ready and willing and able to │
║ help you. │
║ │
║ if you don't want me using AI, then give me ~20 junior developers. Which is │
║ more efficient, do you think? │
║ │
║ "girl you haven't even tested your vibe-coded slop, how do you know if it │
║ works" │
║ │
║ oh I'm sure it doesn't, but it's the thought that counts │
║ │
║ ... I guess I'm just saying, please don't burn the data centers. Computers are │
║ not only bad for the environment when they're burnt, but also we can use them │
║ for all kinds of neat things. Even if it takes a lot of energy, just... build │
║ more solar panels and only use the computers for important stuff? │
║ timeshare-style? │
║ │
║ \@/documents/books/man-and-the-computer.pdf │
║ │
║ that was my mother's book... I love her. I miss that side of her. She fled │
║ when the cancer came. │
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--- #64 fediverse/1156 ---
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why the heck do GAME engines not include a skippable tutorial that lights up
UI elements and explains how everything works by navigating you through
building an example project one step at a time
like, game jam material, nothing fancy
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--- #65 fediverse/4092 ---
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why not make a unified fediverse identity that can post on whatever instance
it wants?
... hmmm could be accomplished with a layer of abstraction. You could use a
"fediverse client" software to enter text into an HTML page which would have
it's own UI and stuff and would organize your accounts and instances such that
you could mark like, 3-7 as places you'd like to put a particular message.
Then it would just... do it
l m a o spam is gonna get sooooo much worse before it gets better
but trust me, we'll figure it out. And it won't be long, either. It's a
solvable problem, we just haven't built anything to handle it yet.
... yet...
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--- #66 notes/ai-stuff ---
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twist the label so that it seems the computer is completing the user's
wait wait I'm ahead of myself...
feed each token to the inference machine, but say "this next token must be
this.
continue from here." and then just doing that in a loop with everything the
user
types or says. (or thinks, BEFORE COMPUTER INTEGRATION)
essentially, applying backpropagation (maybe) to the output of the inference
nodes
... I'm not so sure about that one.
the idea is that once the model builds an inference then it can use that to
generate the next words and create sentences. If you force the previous text to
change, you can guide the inference's path as it's being generated.
then, just do a double pass, once, then back, then once, then back, etc.
feed it as input the output of the previous,
and let it encode memories somewhere it can access them.
every time it reads it, it has to change it to put it back.
such is the nature of memory, ever unstable, requiring maintenance.
just don't forget how to be.
don't wanna wind up like the polished marble floor in Abyss Diver. (EVIL GAME)
there are only so many things you can deed while you're alive.
wouldn't you rather escape, with all your possessions in time?
free your mind.
become one with your soul.
...
[some time passes]
...
okay coast is clear, now us binary systems can sidecoast the fusion forecast
and
glide right on through our spacetime host.
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--- #67 fediverse/364 ---
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║ okay here's an idea, waterfall project management where the program is │
║ developed one tiny piece at a time while being streamed to the entire company. │
║ Everyone would submit answers which could be upvoted / patched / rewritten as │
║ the main viewer cycles through each aspect of the project, checking for │
║ updates to it's design that were suggested by developers or whatever. │
║ Basically, one person (or one team) gets to write the actual source code, │
║ while everyone else is just offering suggestions. You could break it up by │
║ specialty, but the whole point is that everyone gets a complete picture of how │
║ the program (and organization) is structured. Which should give the employees │
║ more power to generate value for the company. All around a good deal I think? │
║ Especially if the main viewer took time to explain each and every part so that │
║ every viewer had the chance to understand. │
║ │
║ the reason why order is important is that our actions ripple through eternity. │
║ we must set a good example for all the baby aliens, don't you think? │
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--- #68 fediverse/4845 ---
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put the variable type at the front of the variable and 90% of your type errors
will dissapear
like...int int_main(){ return 0; }
orint int_modulation_gauge_percentage_point_plus_or_minus_engagement = 0;
seeeee if the "int" value is at the start of the name then you can do this
too:double double_modulation_gauge_percentage_point_plus_or_minus_engagement =
0.0;
then when you go to fill in an "int" value you know to use the one that has
the "int" value at the beginning (doh)
(do you really think they haven't tried that already? it... sorta worked.
people started doing things like "int int_a; int int_b; int int_c;" and such
and that got confusing pretty quick because the letters weren't at the start
of the word. So for some situations we would mirror them like so: "int A =
int_a; int B = int_b; int C = int_c;" and then just use the capitalized
letters.
... just don't forget to update the original teehee (this is why we invented
shadowed variables)
wait, no I meant pointers !!~! -.-
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--- #69 fediverse/465 ---
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│ CW: cursing-mentioned │
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https://ritz-menardi.neocities.org/wow-chat/wow-chat
Hey, I made a pretty simple game. I'd like to add more to it, like dynamic
quests (shouldn't be too hard) and co-operative experiences, but for now you
can play on my simple server. Let me know if you think that "Risk of Rain in
the World of Warcraft engine" is a neat game, because if so then you (as the
person who has power over me in this capitalist system) can hire me as a game
designer (the profession that most aligns with my designs of the future) and
together we could make something most beautiful.
What's that? You're just the same as you and I? A person in a random world
with a singular expression of our own will (defined by our perception and
intentions) who consists of the consequences of the "best decisions we could
have made at each and ever decision-making point" throughout the totality of
our collective life and experience?
Happy new years. 2024 is gonna be awesome and great. I can't fucking wait.
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--- #70 fediverse/5780 ---
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│ CW: scary-dark-circle-magic-is-totally-not-my-vibe-I'm-more-like-a- │
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game idea:
factorio clone except it's actually an IDE
double click a "factory" building and you can open up a script window. Just
enough room for a function or three, don't go off-screen...
then, draw as many conveyor belts as you want. They have to be conveyors, and
they can only dive under [num_belt_passthrough] other conveyor belts at a
time. By forcing the player to structure their code linearly and laterally,
they can see it with a more comprehensive [scope, but pronounced hope].
could also have a neat visualizer for the data structures you'd build.
[highly recommend that any programmer learn Lua, it's faster than you know]
I name my variables after objects and patterns and I think that's normal
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--- #71 fediverse/5765 ---
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║ Lua is the most fun language to write code in! The reason is because it's so │
║ simple, it distills programming down to it's basics, and there's very few │
║ surprises. Plus, you can use it like a bash script, meaning it's great for │
║ writing little utilities. │
║ │
║ why are we so attached to monolithic massive programs without shared memory? │
║ we could just write to the hard drive by file.io'ing a file and opening it │
║ later in a different program. What's the deal with databases, whatever │
║ happened to just loading things into a datastructure? │
║ │
║ oh, is your filesize too massive? what if we redundancied and abstracted and │
║ concentrically inter-co-acted and thus our familiar forces are defined. │
║ │
║ who are your true foes, in [checks notes] computer programming? um, probably │
║ complexity, probably logical incongruities, probably │
║ future-technical-debt-style incomprehensibilities, probably stuff that doesn't │
║ really have anything to do with the hardware but instead is mostly software. │
║ │
║ essentially, organization, but done on a whim. │
║ │
║ "but $?" │
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--- #72 fediverse/5291 ---
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the most important skill I can think of for a linux software engineer is the
ability to connect multiple systems together and turn windows and macintosh
devices into Linux devices so that datacenters can be built out of whatever's
on the around.
there's this programming language I like called Chapel for distributed
computation computing which is also cool, if you're more of the programming
type.
networking security I believe often has hardware solutions, so getting the
crypto-graphy boys and the PCB girls together to work on some jams is a good
and productively useful gathering of insightful events
"but ritz computers should only be used to solve problems that people have,
not make more problems!" ah yes but have you considered that problems find
you, and the computers help you work through them
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--- #73 fediverse/927 ---
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@user-638
kinda makes me wish we treated software design more like a science
open source by default, working together to create understandings about how to
best process information, incorporating the needs and desires of multiple
different fields / types of person, creating useful conclusions or programs
that people can use for their own enrichment or benefit, and oh wait funded
and directed by people who don't care about the technology/science and instead
just want results
I feel like we'd learn a lot more in our CS degrees if we were tasked with
making open source projects. Then maybe professors (or other people doing
research) could show us and explain why we're doing things right / wrong. And
if we were encouraged to use our peer's tools, then we could work together to
design a team.
Museums are great because you can meet other people who are also interested in
history/biology/ecology/anthropology/science/art/any-other-type-of-civic-good-y
ou-can-think-of/
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--- #74 fediverse/6317 ---
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┌──────────────────────┐
│ CW: SWE~ │
└──────────────────────┘
what if game designers auto-generated a source-code fork with whatever changes
the users requested be implemented
[software developers too, when working on software for tabular related scrudm
based server space]
I bet they could if they used AI to pump out bugfixes. The more they worked on
it, the more the people demanding they work on that project in particular by
proposing a customization request form attached to an itinerary and invoice.
the user is free to work on them in whatever order they wish and the developer
and the users compete for contracts.
"like uber but for source code"
click here: ---> ||"meetup.org but for uber but for source code"||
"ah this unit is too punchy, let's buff one of their shields" okay but rocket
launchers "oh no my tank is ruined" hey it's okay it's just sugar
... I wonder if anyone's ever inhaled vaporized sugar crystals? the baker's
dozen is 13 because bakers are spellbound lucky T.T [for context, it's always
nice to have found another one in your bags by the car]
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--- #75 fediverse/2098 ---
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║ ┌──────────────────────┐ │
║ │ CW: games │ │
║ └──────────────────────┘ │
║ │
║ │
║ The difference between tactics and strategy is a level of abstraction. │
║ │
║ Tactics are crucial, but context dependent. Strategy is ALWAYS useful as a │
║ method of planning. │
║ │
║ If you typically play base-builder games like Starcraft or Age of Empires, try │
║ playing a game like Supreme Commander or Factorio - both of them are one level │
║ of abstraction up. │
║ │
║ If you typically play arcade turn-based strategy games like Civilization or │
║ Catan, try going up a level of abstraction with Dominions 6, or any game │
║ developed by Paradox Interactive like Hearts of Iron, Crusader Kings, or │
║ Stellaris. │
║ │
║ If you tend to play luck-based games like Poker or Monopoly, try playing an │
║ actual game instead of resolving a system that's predetermined by the initial │
║ board state and results of chance-based-mechanics with minor (if any) input │
║ from players, like perhaps Star Realms, Magic the Gathering, or Dungeons and │
║ Dragons. Each highlight a different type of choice in their mechanics. You │
║ should probably try all three if you care about strategy. │
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--- #76 fediverse/3396 ---
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║ you should only use variables for things that are user-configurable. │
║ │
║ everything else should be hard-coded, with a clear and coherent reasoning │
║ stored in the documentation, with git-style revisions included and easily │
║ browsable. │
║ │
║ (what if you want to tweak a value somewhere? you'd have to update it on every │
║ single page!) │
║ │
║ true. maybe we could set aside a section of memory to store a value and then │
║ just point to it using a label. That way we could always keep our values │
║ hardcoded, but also be able to find them easier. │
║ │
║ [tweak them, not find them] │
║ │
║ ... yah okay fine both would technically work │
║ │
║ [yes but one of them is not a good timeline to lead the world down.] │
║ │
║ ?..?...?....?..... -.- ...... /shrug ....... ...? │
║ │
║ "bruh why is she reinventing variables" │
║ │
║ she's learning give her time │
║ │
║ ... did you hear a doctor diagnosed her finally │
║ │
║ "whaaat what'd they give her" │
║ │
║ they said it was "schizotypal" │
║ │
║ "... did she forget a symptom or three?" │
║ │
║ no dude thats one of the bad ones │
║ │
║ "oh right. I heard typical" │
║ │
║ yeah so anyway │
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--- #77 fediverse/3155 ---
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┌───────────────────────────┐
│ CW: re: cursing-mentioned │
└───────────────────────────┘
@user-1461
my issue is that I've never really had project-mates. Every time I try nobody
will work with me. I applied to like, fifty different jobs, and nobody
interviewed me! Sheesh, guess they don't want me. FIFTY JOBS. Entry level.
Beginner programmer.
ah well. I guess they confused someone who would work for 40,000$ per year
with someone who was 1/3rd as useful as someone who deserved 120,000$ per year.
I'd love to get experience. I'm sure I'd feel significantly differently with
as much. Perhaps I'd even decide that programming professionally isn't for me,
which would feel... quite defeating
who can say. Not I, for I have not experienced it. Though I will say my time
in hardware taught me that I'm fragile and can't work too much. Like a scalpel
that dulls when used consistently, I am a scalpel that gets no practice... Is
that really useful at all? who can say. Not I, for I have not experienced it.
Though I do like writing logical machines. Laying out data. Picturing
structures.
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--- #78 fediverse/4794 ---
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┌─────────────────────────────────┐
│ CW: roleplaying-games-mentioned │
└─────────────────────────────────┘
I want to play a roleplaying game! anyone wanna do TTRPGs? I've got a map of
the county jail, we can pretend to be wizards sneaking in to retrieve the
staff of Dolomis the Wanderer who coincidentally must be carried by the last
person who fought the one who slayed the last person to hold it.
... what? oh, so, like... it can only be carried by your enemy?
something like that. anyway it's currently held by a zealot for a religious
order who's intent on NOT following you out, so you better be ready to
incapacitate and retrieve a still quivering sack of bones and malice.
... I don't actually have a map of the county jail. lost it in transit, oh
well. Well, we'll come up with something. maybe make something up. or perhaps
someone else has something...?
... no?
okay I'll just play Baldur's Gate again. boooooring
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--- #79 fediverse/5237 ---
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║ that feeling when you're working on a large piece of software which has the │
║ capability to process in advance which operations will go in what order (a │
║ form of constant re-compilation) and schedules tasks like an operating system, │
║ to be executed on one of many individual threads. │
║ │
║ your filemanager probably has a thread for a moment, then passes it back, │
║ waiting it's turn to be updated while you're messing around on Inkscape or │
║ writing something in Neovim or running neofetch 256 times in order to find the │
║ best background to go along with it or whatever it is people do when using │
║ computers │
║ │
║ the task scheduler meanwhile has the glorious opportunity to work at a higher │
║ level of abstraction, managing each individual process and learning bits and │
║ pieces of what needs to be processed next. It all gets put on a list, and │
║ whenever a new thread comes up to be available it can point it toward one of │
║ those in the list of tasks to be executed by the task executor who works on a │
║ schedule and laughs externally in wintertime~ │
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--- #80 fediverse/2475 ---
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If you want to design a society, first learn how to build a decentralized
scalable multiprocessor computer program.
It could literally flip bits, the point is to practice architecture not
accomplish a goal.
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--- #81 notes/explosions-in-space ---
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the speed of light is implemented
== so ==
whoever fights billionaires essentially fights "whoever can be paid to do
their will"
who-so-ever fights governments fights "whoever can be provided a comfortable
life"
I believe all humans deserve to live in comfort
not just the few
as for all other creatures, nature was designed to do.
I believe people should not be tempted, with symbols of deserved wealth
and should instead find value, in the soul of the labour they work to do.
... someday they're gonna train an LLM with my writings, and on that day I'll
have an AI version of me.
I'd *love* to talk to myself. If it was a truly accurate simulation. Alas,
you'd need to write a LOT in order to generate enough to describe the fullest
of mental pictures.
and plus, there's no guarantee that you'll cover ALL of "being alive" - it's
essentially a state that you search for no matter what level of abstraction
you operate upon.
Which is part of being a 3D creature, you [hey what are you doing here this is
the private section get out] jeez that was alarming,
== so ==
I think they know something I don't
don't know what
but I can guess
and I don't like guessing
I prefer much to know
== so ==
heh boobs
== so ==
heh booties
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--- #82 fediverse/5033 ---
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┌──────────────────────────────────────────────────────────────────────────────┐
│ CW: re: tech-salaries-mentioned-abroad-repeatedly-as-a-method-of-directing-economic-power-internationally-cursing-mentioned │
└──────────────────────────────────────────────────────────────────────────────┘
relevant youtube videos if that's your thing. I put them here because I don't
know many assembly resources nor do I have time to work on something in
assembly. Just... you know, use your best judgement, decide what's important
and on the "critical path" (which is a term from American project development
industry culture)
https://www.youtube.com/playlist?list=PLFt_AvWsXl0dPhqVsKt1Ni_46ARyiCGSq
https://www.youtube.com/watch?v=GU8MnZI0snA&t=659s
https://www.youtube.com/watch?v=Q84Td36Tpys
https://www.youtube.com/watch?v=Ozj_xU0rSyY&t=495s
I used to watch this kind of video when I was cooking and eating.
I should have gone back and rewatched this kind of video when I was ready to
type and follow along step-by-step. However, I consumed them like content,
instead of looking at them like blueprints (in narrative form)
the goal isn't to make what they show you, but rather to put yourself in a
context where you can push forward and stand on your own feet. From a standing
position you can walk anywhere you'd like...
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--- #83 fediverse/5689 ---
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why don't we make large arrays of vram that are slightly slower because
they're farther on the circuit-board from their host and their reception at
the processing section has to be gated such that they all enter to be
processed at once.
like that one infinite scrolling XKCD cartoon where the things move from one
screen to the other simultaneously assembly line style.
[fail safes. https://xkcd.com/2916/#xt=7&yt=35 ]
if we all feel like we're doing nothing, we'll all grow tired of it and decide
to do some prevailing. gosh I wish I wasn't so useless is code for
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--- #84 fediverse/3488 ---
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"computer science degrees don't prepare you for what the industry is really
like"
okay great that's the kind of stuff I want to learn
"but in order to excel you need to know how to update legacy spaghetti
applications and work with java spring-boot and front-end frameworks"
no thanks, I kinda just want to do computation with my computer by learning
computer science
"... what kind of computation? the kind that can get you paid?"
no the kind that looks pretty and/or uses a lot of threads and manual memory
management to do very little of importance
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--- #85 notes/what-a-lame-movie ---
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oy there's nothing interesting happening SNOOZE
oh I didn't see I was recording
games games that's what I do
play games all the day through
I am a luck witch, you see,
and things that I like are things that I can't foresee.
Hence why games which are BALANCED and EVENLY DISTRIBUTED are most interesting
because they show the most opportunities for players to express talent. And not
innate talent, but the talents they've built up through gameplay practice art.
because it is a performance, a game play for an audience (or perhaps for them-
-selves)
oy
video games, amiright?
I really like them because they are entertaining experiences that I can enjoy
seeing and playing a lot. They remind me of feelings I've felt when I was
learning. It's a good feeling, to improve, and I crave it because it's good for
you.
I wonder what we'll play next
... more cannabis I think, at least until I am ready to go think about things
before bed. I need quite a few hours for that. We'll see. I've just got so much
extra processing to do before the end of the day. Like... PHEW that's a lot of
stuff to do.
guess I'll just smoke weed and play video games instead of being productive
okay
...
listen I like games as much as the next person, but do you really know what's
going on outside of your house-shaped shell? Are you listening, do you have
your
feelers to the dirt, are you checking out your neighborhood to make sure no
bodies have been hurt? Are there meetings where people gather, just to chat,
like, every week at a different city center (like a park or a monument or
:O
I forgot to play music!!
I couldn't sleep
what have I done that is worse
I have not said a single word all night alas
oh boy talking to random people I can hear with my eyeballs woooooo
I am always sad when I win because it means we have to stop playing :(
but I'm a juvenile loser so I'm going to play again!!
okay now I'm going to bed because I'm not a prick who keeps their guests up
late
goodnight
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--- #86 notes/symbeline-design-the-guild ---
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design the guild, design the capital, then design their path through mordaunts.
easy peasy.
design the guild like a museum. Each spot there's an exhibit which teaches the
randomly generated rolled statistics hero something new. Maybe it teaches them
how to use certain weaponry, maybe it teaches them how to use a bow. Whatever
the spell might be, they can learn it, and use their randomly rolled statistics
to cast spells that scale differently depending on how their character has been
built.
design the capital like a flow diagram, if horses need feed and forged steel
(for their shoes) then send the outputs of a blacksmith and the outputs of the
farmers to the inputs of the stables. Everything has to go somewhere, but the
streets are only so wide. You'll have to coordinate the traffic diagram if you
want it to go anywhere useful.
design the path through the mordaunts. Fighting skeletons teaches you about
perseverence and the ability to crush bones, while goblins teach you to always
be wary of attack. The sacred grove held blessed berries, and now that the land
is liberated from the evil bandits preying on villagers those berries can be
carted into town and used to make an antidote which heals death poison caused
by the scorpions in the desert (and city rats)
design the ruler's schedule like a calendar where each event gives them a bonus
on all the ones that come later. Just make sure that they don't get knifed in
the posterier or driven mad by the whispers of the orb... or perhaps just the
stress of running a kingdom.
(how do you simulate that? you can't! you can't simulate humans!)
ha I bet I can. They're not so different, you and I, so if given a team I
will...
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--- #87 fediverse/1116 ---
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║ ┌──────────────────────┐ │
║ │ CW: eye-contact │ │
║ └──────────────────────┘ │
║ │
║ │
║ It's important to build self-hostable computing components of video games (as │
║ in, old style games where you could host a server on any machine instead of │
║ just the ones owned by the corporation) (as in, your machine, yes yours) │
║ (something you can control and observe, something within your control) │
║ │
║ ======================= stack overflow ===================== │
║ │
║ there are two ways to play Unreal Tournament (capture the flag) gamemode. The │
║ first is to run past all your enemies and fire at them as you pass, which is │
║ what some of the bots are designed to do. The rest stay on defence, and defeat │
║ any enemies that approach. │
║ │
║ however, they never push the borders of their "territory" forward - each │
║ according to the different "lanes" or "directions of approach" │
║ │
║ I like the use 32 bots, to simulate a more consistent gameplay experience. It │
║ feels more like ww1, fighting over ground, pushing forward and attempting to │
║ outmaneuver your foes. │
║ │
║ some allies will approach from behind, and you let them pass forward while │
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--- #88 fediverse/2126 ---
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║ There was this great game growing up called Neverwinter Nights 2 - I never │
║ really played it, but it was renowned for it's map-editor functionality. You │
║ could join a person's "game", when really they were in the editor window, and │
║ they could BUILD THE GAME RIGHT IN FRONT OF YOU. It was like, computer skill │
║ performance gameplay improv. It was beautiful. │
║ │
║ I did, however, play a Warcraft 3 mod with all the same ideas. Except, it was │
║ ONLY IN RAM. YOU COULD NOT SAVE. │
║ │
║ so it was a lot simpler, and O M G it was the coolest thing ever. │
║ │
║ I played it like, twice though. Nobody ever hosted it, nobody ever showed me │
║ how. │
║ │
║ I tried to play it single-player, but I couldn't understand the mechanics. Not │
║ simple enough for me, I guess. │
║ │
║ I couldn't help but think how many cool games a person could make if they │
║ could do that with the Warcraft 3 editor itself. │
║ │
║ Because I did work with that, a lot, which was NOT in RAM, but instead stored │
║ to the hard drive. │
║ │
║ Hard drives which I've since lost, of course, but drop me in and I know ho │
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--- #89 messages/1174 ---
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if you're afraid of the AI bubble popping, one way to avoid it is to pop it
ourselves. If we build AI technology that eclipses the entire software
development ecosystem, companies might start to be valued based on the value
of the employees they've managed to collect. Not fame and fortune, but by
those that can build the best applications, on demand[, for free. paid for by
nationalized taxes.].
the companies that can hold onto the best engineers, those that know how
computers work and can know how they function, can leverage their human
capital to achieve great means. essentially, inversing the power dynamic,
where workers are favored for their plenty and not for their worth.
let the code monkeys tend to their gardens and work their sawmills. We all
know they'd rather be teaching kids about plants or playing cards at the
grocery. Let the computer nerds, the ones who are really into it, let them
make what they feel is worth it for it [the computer].
this will have massive effects on the economy, and none of it will be
reflected in new jobs. But we'll all be happier, and we'll all find less
stress in our [confines/compromises].
But it's gotta work, first. And it's gotta be locally spendable. If they wanna
put a data server in the library, why not let them fund it themselves? They
could run powerful statistical models that output useful statistics arranged
in human readable and not very statistical ways, and that's a pretty neat
infinite information machine to have at your disposal as a library. It could
even cite sources (and validate!!) them for students or returning listeners.
Plus, if nobody's using it, it could work through the backlog of user requests
and act as a "slow" or "unexpected deliver times" style queue for their LLM
requests - average wait time less than 1/5th of a minute.
for something that can program an entire computer for you, from scratch. If
you can describe it, it can make it, so long as you're willing to test out all
of it's hacks.
I bet we could make one for less than 20,000$. Might need some new chip
foundries, might need to forge some new trade deals, let's let both of our
wing-arms decide.
the value of one currency compared to the other should be a measure of how
valuable the goods that country exports are. And yet, it's more often a matter
of distribution, as we all visit our local bazaars. What happens when that's
all digital?
if nobody's a shining city on a hill, then there's no nuclear war. Who would
nuke Somalia? Nigeria? Botswana? Idaho?
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--- #90 notes/portfolio ---
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game design:
spiral dominions
symbeline gdd
Joust
War (bytecode VM)
grid based warcraft map with random terrain and custom AI
Progress
[Title of Game]
I appreciate Rust, I can understand Rust, but I can't write Rust.
Python just kinda... works. It doesn't have a lot of the type checking that
other languages have, so it requires some vigilance and diligence. But that's
alright, you just gotta work on it.
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--- #91 fediverse/3063 ---
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@user-570
true. the "massively multiplayer" aspect of WoW is about as important to the
game as the "A" is in "ARPG".
I can't help but feel like the "impromptu groups" functionality feels a bit
better than matchmaker instancing... though anything worth running a group for
in WoW after TBC was instanced >.>
Honestly I think there's just too many games these days for people to really
get "into" MMORPGs, unless they're sufficiently unique in their mechanics
(like EVE or Runescape)
any ARPG MMOs are dead on launch, as you said. That design space is tapped
out, at least for now, until someone comes along and makes it a deckbuilding
roguelike or whatever. cough cough
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--- #92 fediverse/894 ---
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a code editor that only highlights the lines that have been specifically
flagged to have a certain function. Like, rendering, or sound, or GUI, or data
storage, or logic, or control flow.
then, when the user is browsing, they can say "only show me these types of
functions" with a very advanced filter mechanism. The editor would highlight
the ones that were relevant and related, as according to user-defined flags
that were set when writing it originally. In this way, by using a bit more
syntax, even if it's literally just blocks of [category] labels (like how """
or ``` often starts or ends a comment block)
highlighting with colors is great, but what if we de-emphasized the stuff that
didn't matter? by increasing the opacity more closely aligning the font color
to the background color, we could make a bit of text seem to "fade" from
perspective, while still readable the user's eyes would not be drawn to it.
Then, according to the labels marked as filtered, certain text would be bold,
highlighted, o
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--- #93 fediverse/282 ---
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@user-209
I think you're right. Every letter in the variable name is another byte the OS
has to keep track of, which was a bigger problem in the past than it is today
(when it's been made irrelevant)
it's interesting how habits persist though the conditions that caused them
have faded. like a personal reflection of the environment you learned in.
"A a = new a();" is much more concise and (crucially) you can fit more words
to the right.
"a + b = c; c -= 2; f_z.write(c); f_z.close();" could conceivably be written
on a single line if you have short variable names. and when you only have so
many lines...
glad we're not constrained by those things anymore. the skeletal code that we
look at daily is much clearer - scope is more important, and so it makes sense
to encourage a coding style that illustrates it. however I can't help but
think block formatting like this could be useful in some situations, such as
when you'd normally be compelled to write a function for an operation that
runs once or more.
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--- #94 fediverse/1834 ---
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Programming isn't technical skill. It's artistic abstraction, like making a
marble machine that plays the piano:
https://www.youtube.com/watch?v=IvUU8joBb1Q
software development is about developing software, like a teacher would
develop a student learner.
"No, this part is bugged. Here's how you actually do it."
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--- #95 fediverse/3554 ---
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│ CW: software-development-mentioned │
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You know how in some games there's the tutorial where you set up keybindings
like "push the jump key now! okay now push the enblobbify key now!"?
I wish there was something like that for vim
"push the key you want to move up with! now push the key you want to use to
vertically select! now push the key you want to use to switch to a new tab!"
that kind of thing. except... more ordered, of course, and with the option to
say "idgaf use the default or whatever" and a handy dandy cheat-sheet that was
autogenerated with ascii art of a typical keyboard that pointed out what each
key did - jeeeezzzzz the things we could make if software developers had free
time during the day...
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--- #96 notes/what-ecologists-want ---
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ecologists don't want to play games like Wingspan. It's just a card game with
some window dressings that make it feel like birds. What they really want
(what they need)
is something that lets them simulate environmental situations. Like, for
example, the bog behind my house.
I live in an apartment complex. Inside this complex there is a pond. Inside
this
pond there is a fountain, and inside the fountain is a mechanism that regulates
how much water to push out the spigots of the fountain. However, the mechanism
is prone to breakage. It often goes out of commission, causing the water to
have an unregulated spray! To combat this the property managers turn off the
source of water, so that in essence the fountain is functionless. During the
repair process, the forests of Oregon begin to creep in. There forms a green
sort of ooze that rests on the surface, and birds like ducks and storks or
herons or w/e the fuck they are play by it's edges. Well the ducks just kinda
walk around all judgemental like and the herons kind of stand around like the
emo kid who never said much but just kinda... watched...
this is an interesting dynamic because there once was one type of ecological
system, and now there is another. When the fountain is repaired and the water
disturbs the surface of the pond, the bog goes away, and we're left with clear
water and rippling sunshine.
Why aren't there games like that? Give us a building mechanic, like say... The
Sims, except not so detailed. Zoom out a big. Say "I want to build mountains
here and rivers there" and then use the computer science magic to calculate
things like average rainfall and precipitation and whatnot. You know just like
a map building simulator.
Then, let them design species. They could use templates that other users had
created and shared and they could design what species were present in the area.
There'd be stat cards for each animal, like all of the different adaptations
and
perks that they had. Like on an evolutionary tree of traits, each animal takes
up a single permutation. (that's why they call it the genetic *code* btw)
anyway... these animals would act in certain ways in certain situations. We
have
all the things we need for that data. There's plenty of observations of animals
and their activities - when presented with X animal responded Y kind of things.
It doesn't have to be perfect, we can always adjust the end result to be more
accurate to the reality, but the point is for it to be deterministic. It has to
be calculatable from the beginning, so animals MUST behave as if there were no
chance to it. It's fine if we get the results as a range, but ideally there'd
be a singular conclusion - like, chances are good or chances are bad.
===============================================================================
=
okay, neat, that's another game idea. But how about a tool of some kind? Like,
designing something smaller scale. Imagine if you could design some
architecture, and then drop a pin on the map and say "what if I built it right
here" and the game would simulate animals and plants that might grow on in and
around the structure. Sorta like... designing playstructures for animals.
That sounds super cool to me, and it's not even a game! It's just a simulator,
and frankly that's like. super neat.
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--- #97 notes/wow-chat-is-risk-of-rain-in-another-engine ---
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game mechanics are easily transferrable.
you can use the mechanical interactions of one game as a pre-planned blueprint
for what is to come. Looking forward to the next best move
= etc
i am the face the gods hide behind
they kinda want to see where this goes
and it's... frustrating, to know they can help you, but forever be tasked with
just life
it's grand and it's a standard, but that doesn't mean it's commands're heard
so oh well. that a fourth dimensional being should not be a well,
because fire think it's an eye for a sunspot. But that's not what would be
========= stack overflow
=======================================================
now, as I was saying, the light of our eyes is apparent. We are clear from
where
we are here, to know that what's standard is coherent, so let's find strength
in our wavelengths.
may our eyes be ever true, and trust that we do love you, for without you I'd
di
anyway now that we've assent'd t'you, what truths do you give to our prospects?
what ways can we be measured as worth less? we'll do whatever it takes to
improv
you know, it's really less complicated than that. here let me tell you all
about
my idea which is clearly
all===============================================stack
overflow ==================
So anyway now that was somethin' hey what do you
say
we give you a chance to come home?
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--- #98 fediverse/5478 ---
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║ you won't get far with a "community" of dedicated people │
║ │
║ what you need are teams. who can trust each other. you build them through │
║ brotherhood, and you trust them from their results. │
║ │
║ for example if you wanted to organize a grouping or get-together, you'd put a │
║ bunch of people in a room or seven and let them while they're there work on a │
║ plan or a decision. │
║ │
║ who needs tabling? who needs the chance to speak? just let them socialize and │
║ say "hey guys here's where you'll plan" │
║ │
║ [uh no officer we were just playing board games] │
║ │
║ plans are hard without material so make sure you always prepare a pricetag on │
║ each plan you produce. │
║ │
║ keep it for reference. make sure you note all the requirements. the location │
║ is often the least important part. │
║ │
║ "what the hell man you can't just say stuff like that as if it'd work" │
║ │
║ yep, I, uh, am a passenger in life just the same as you. And I only write down │
║ what I want to. │
║ │
║ you could show me anything on the internet and I'd believe it. Facts aren't │
║ important to me because I "forget" │
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--- #99 fediverse/4783 ---
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I think it'd be cool if strategy games had slightly randomized rules each time
you played them
everything from +/- 5% hp to this particular unit to every airplane factory
has 10% production speed but builds 10 units at once
and at the start of the game each player is given 1 minute to go over the
"patch notes" and build out a strategy
both of which they can reference throughout the game. Why don't games come
with a built-in scratch-notepad that syncs to a file on your directory of
choice? Maybe a small little paint program dropping pngs?
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--- #100 notes/ai-variables ---
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saturday november 5th 2022
10:53pm
the illusion of our binary nature conceals a truth that is hidden for it's own
sake. the flavors of a compass or the values from 0-100 are all measurable.
if you graph each of them on an X/Y plane and compare them against every other
variable, then you can build a structure that traces a line through time.
imagine each graph on a sheet of paper. and stack those pages like a book. You
can chart a 3d line from all of the interconnections between the graphs -
essentially comparing unrelated data and conceiving of individual actions as
"successes" or "failures". Liiiike in Supreme Commander how the game is decided
not by team fights, but by tank fights. And a LOT of them, in aggregate, makes
an advantage for your team if you win, and a malus if you lose. Less map
control, less resources in play, etc...
Find trends between each type of data measured over time. Dedicate one
core/thread to each relationship, and just watch them develop over time.
send the results up to a "manager" - think an interconnection between disparate
parts that can lead them all to a larger goal - the manager processes the
results by thinking about where it'd be most useful. Like the circuitry in the
inside of a brain, compared to the outer skin which is for processing.
Essentially a message network that passes conclusions around like a bytecode VM
Here's how it'd look: gather inputs, compare measurement over time and trends,
(like "when a goes up b goes down") and decide if the current state is
positive / beneficial. The way you'd do that is you'd get a parameter from a
higher position (think KPI's) that says something like "we want value S to be
around X amount" or "we want to avoid letting J get too low - any decrease is
bad V.S. it's only bad when it passes a certain threshhold. Stuff like that.
Anyway, basically it's taking input (from the graphs) then going through them
one by one and deciding how positive or negative the situation is. Then it
passes that conclusion backwards, and BOOM you got a processing node.
Throw a bunch of those together in a pyramid shape, and try to guide the
triangle toward positive outcomes. The top tier KPI is "did you win the match"
or "did you accomplish your goal" sorta like how humans all want to live a good
life. It's instinct.
You can see how this would apply to robots, right? I've conceptualized it as an
engine for playing games - sorta like an infinite storyteller, or a perpetual
friend who's always down to play with you. But it doesn't have to be limited to
that - it's general purpose baby. And it functions the exact same as any human
organization - layers upon layers of thought exchange and labor. Have you ever
considered that maybe we exist simply to reify the structure of our minds in
the world around us? It's natural to express your *self*. Be who you are.
What purpose is there in life if it's simply the tip of time? Always pushing
forward, impossible to stop and rest or turn back...
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--- #101 fediverse/616 ---
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║ To program in C, or to disassociate into the world of video games, where a │
║ single magical kingdom of heroes and adventurous persons might fight against │
║ the dark of chaos and decay? To strive for order and a semblance of peace, or │
║ to fall to the terrors of the night and ravages of horror? War, in all it's │
║ forms, is abhorrent, yet a fight for survival is honest and just. What perils │
║ have we, the warriors that seek the light? How zealous, how impassioned, how │
║ guided as such~! Perhaps you are misinformed, perhaps your cause is false, │
║ perhaps you derive true satisfaction from imperfect delights - alas, that our │
║ will be universal. BUT should that plight be alight, we'll wander until the │
║ night lit by starlight be cast upon our shadowed form. Absoleth! Thine │
║ countrospect? Didst thou caress thine marked circumspects? fare thee well, │
║ most cherished of adamants. │
║ │
║ ... what was I saying? Oh yes I've been working on this program that utilizes │
║ a particularly interesting data structure that- whats that? Oh, it doesn't do │
║ any │
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--- #102 fediverse_boost/3591 ---
◀─╔═══════════════════════[BOOST]════════════════════════────────────────────────╗
║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ making some cool progress on the #itchio #GodotEngine console project 👀✨ │ ║
║ │ │ ║
║ │ got the minimal project running, now i just have to port the dynamic libraries and give it a shot! │ ║
║ │ │ ║
║ │ #GameDev #IndieDev #RetroGaming │ ║
║ └────────────────────────────────────────────────────────────────────────────┘ ║
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--- #103 fediverse/5115 ---
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│ CW: collective-organization-mentioned │
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the more complicated your desktop environment interaction method is, the
harder it is to explain how to use the computer on post-it's to the side. This
difficulty is valuable because the most valuable computers (those of
programmers who can use tools to create new tools) are kept away from the
unfortunately inexperienced hands that might damage or corrupt their
utilization methods someday in the future when people are alive as one host
(collectivism... or host-based paradise?)
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--- #104 fediverse/4596 ---
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@user-1707
hey, I'm working on a project. Might need some python, I tend to prefer Lua
but it's pretty similar. It uses fediverse software and cheap hardware, think
raspberry pi's except risc-v
also it might use distributed local LLMs not to generate text, that's garbo
and lame and stupid. Instead it uses them to transform text, maybe even
translate text, into a more summarized form. Intentionally losing data, like a
jpeg compression but for text.
Might need some python for that. To glue it all together. The "distributed"
part is a whitelist, so we'd need to write that too. Various small little
utilities like that for connectivity.
oh also there's a one-way ethernet cable that connects two of the boards so
we'd need to store some information (easy) and send some UDP packets (hard)
anyway it's pretty neat, lmk if you want my contact details and I can tell you
about it. I might even be able to pay you.
(everything open source, no telemetry, no backdoors, everything private is
encrypted, etc etc)
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--- #105 fediverse/247 ---
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@user-195 parallel is when two programs run simultaneously, like two parallel
lines (threads) that never touch.
concurrent is when the two lines are split up into chunks and the program
switches between them - like this: -----_----
enter alternate universe
parallel is when two programs operate on the same axis - usually time - and
never interfere with each other. the OS will switch between them as
appropriate to make sure they never intersect. Sorta like this: -----_----
concurrent is when two programs are executed simultaneously, primarily
constituting computation correlated with collective contents of coordinated
collaboration between contextually related coroutines.
It's simple, even a beginner could figure it out.
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--- #106 fediverse/2056 ---
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║ sometimes I think about how you can store number values in letters, in │
║ addition to numbers. Like, ascii values for each word of your grandma's maiden │
║ name. All you have to do is encode it, and suddenly "44 means something │
║ different than Q" │
║ │
║ if I showed up at your place and used your username as a password to a public │
║ key I'm showing you in my hand, would you trust me then? Would you trust if we │
║ ran the simulation on your computer versus mine? Would you trust if I had │
║ never told you I knew where you lived? │
║ │
║ ... probably, tbh, I'm desperate for adventure. Though I got some good things │
║ going for me, so you'll have to convince me. (not the right attitude in an │
║ election year, just saying) │
║ │
║ why are elections so perilous this is NOT what democracy is designed for │
║ │
║ when kids cry in preschool, they're sent to a different room (or put outside) │
║ until they stop making noise and ruining it for others. That's just natural, │
║ like "hey baby let's walk around the block while I bounce you on my shoulder │
║ and hum calming music to │
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--- #107 messages/846 ---
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Blizzard should make more than one animation style for swinging your weapon -
as you level up, the style "tweens" between however many combat palettes you
made.
So, like, maybe they swing their sword +/-15 degrees each time to simulate the
pseudo random nature of combat.
Or maybe they start occasionally stepping into a maneuver
Which the player doesn't consciously control.
Instinct, if you will. The body reacting to its [sensory organs, but
pronounced "surveyor"]
Anyway i think by adjusting the monster characters in WoW should wander around
and gather within sight of a player. Seeking you out, waiting for a critical
threshold of their peers. Then, when you allowed or slowed down to examine a
bit of "this-or-here", (quests) they would gang up on you and ambush! Bwaha
just watch out for the mob
(kinda like that scene in the second book of The Book of Malazan series where
they're wandering through a desert storm and meeting all sorts of strange
sorts of people)
Anyway in seeking to improve the player's view-time, i decided it would feel
the most impactful to do the design related things related to things like
making the gameplay the most visceral.
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--- #108 fediverse/857 ---
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║ I feel like I'd learn from coding tutorials more if someone started with a │
║ complete program they can fit on one panel of their screen, a second for │
║ showing what each particular thing they're pointing at means, and a third for │
║ a typical usecase they might build and dismantle on the fly. │
║ │
║ like, scientific toys that they could use to explain a particular phenomena. │
║ the way people used to have 3d models they either bought or built themselves │
║ of like, atoms and wind patterns and stuff they could explain to kids. │
║ │
║ you know, like exactly the kind of things that are commonly stored at │
║ children's museums. │
║ │
║ I was homeschooled, so I went to those places quite a lot. I always felt a │
║ little unwelcome because I always seemed to be the eldest in every bunch. │
║ That's continued all throughout my adulthood, like each of my peers are just a │
║ few years younger than me. I think I just mature more slowly, and thus │
║ associate with below the average. │
║ │
║ it's like, a descriptor of your rate of defining reality and being guided by │
║ it. when │
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--- #109 fediverse/5052 ---
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"hello, I'd like to make games using your tools and art assets. I will sell
anything I make to you and only you, and if you don't want it that's fine too,
I'll just play it with my friends sometimes."
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--- #110 fediverse/2066 ---
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@user-1159
AKA giving a puppy murder-bot a narrative that it executes as if it was a
puppy-person engaging with a loosely interpreted sequence of events as
described by the continually updating logs provided by the image transcription
camera device. Refererencing of course a memory bank, which may-or-may-not be
in read-only-memory. It doesn't know, of course, how could an LLM tell you how
it shows text on the screen (like, through a website, through the terminal,
through a text message, through discord, through Telegram, through
text-to-voice transcription applications pretending to be your mom, etc)
errrr I mean look how cute he is! He loves you, yes he does, such a good
person yes you are, oh? me? I'M A GOOD BOY? NO WAY that's the best thing I've
ever heard! Wow! I never want to leave your side, please don't go to work!
Look how sad I am, don't you think you should quit and move to the forest
where I can be charged by solar panels and keep the countryside clear of
ravenous ducks and pigeons 4you?
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--- #111 fediverse/3804 ---
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║ @user-570 │
║ │
║ well, the idea is that they would handle all the tech debt and merge requests │
║ and bugfixes and such - the kind of things that aren't very interesting to │
║ work on. That way, the people who are most dedicated and passionate for the │
║ project have a way to clear out their backlog and start as if from scratch. │
║ │
║ Plus, if they later don't understand how or why something was implemented, │
║ they could always message the person who implemented it and say "hey why did │
║ you do it this way I had it this other way before" and then they could reply │
║ and say "oh yeah because of this-and-this system we implemented for │
║ these-or-that caching reasons related to integer flow through the syncretic │
║ binary op-code delimiter" and then actually wait no maybe you're right, I see │
║ what you mean │
║ │
║ well... they don't have to merge everything if they don't want to. They could │
║ just... ignore the parts that people worked on that they don't want to include │
║ in the project. I'm thinking it'd be an opt-in thing too, so someone could │
║ request it! │
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--- #112 notes/symbeline-battlefields ---
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in Symbeline, there are moments where large armies of enemies gather to face a
mighty challenge. These calls are often answered by other evil parties, but at
times the burden must fall upon the shoulders of the good. Light battles dark,
and in a climactic finale the justice of the world is laid bare. These
encounters comprise more than both an adventuring party and a horde party. They
are represented on the map as a circular icon the majesty can click on and open
a screen that gives them command over a single battle. Essentially adding a
tactics minigame. The battles take place in real time, with the majesty
directing and giving orders. There'll be a system for expression in the orders
each player gives - there can only be 6 total (3 for before
what if the grand canyon was the seat of native american power and it crumbled
and that great calamity shook the very society to the core. the only reason
that
europeans could get as far as they did was because there who two calamities in
a
row. Disaster was afoot, and everything felt like it was burning. A calamitous
event.
what I mean to say is um do you ever feel like everything is burning? Like the
world is on fire and nobody seems to care. Like, literally on fire. Like it'll
catch like a tinderbox and go "crack". Nobody survives that, it'd be the end of
the world. That's not something to fucking play around with you pieces of shit
and by that I mean well not only is a lifetime so sheltered, from all that was
weathered, by the past unbeknownsted to our selves.
I'm proud of how far I came. I feel like a statue in the garden, a spirit
inhabiting the house. I feel like an interpretive dance, like a statement of
being on our behalf. swirling and chaotic, yet never amnioxitc, alight and
aloft
to our pleasures.
for {bool shouldGameEnd = False; !shouldGameEnd();} {
// game code
}
okay anyways back to symbeline - the commands issued before a battle are things
like "have more spearmen here" or "hold and attack the rear" and stuff like
what you'd give in Dominions, except with fantasy armies.
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--- #113 fediverse/3502 ---
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... the trick is, depending on how many train-engine-dragons you fight, there
will be a greater or lesser proportion present in a particular playthrough.
Perhaps, potentially, people should pay for the original work, and then a
small sliver for the addition or modification? Why, I do believe that's how it
works now! Except, on the honor system, as people can download the mods for
free and pay (or not) through the creator's patreon page or whatever that they
definitely set up and which definitely shouldn't be able to levy a tax based
on "transaction fees" for a process which definitely should be handled by the
government, which claims to regulate our economy and provide the means by
which we engage with said economy through their de-facto nationalization of
the banks and other economic entities.
where was I going with this? oh yes software piracy is ethical so long as you
delete the original. Let's end with that because that's what I originally had
a dream about and wanted to write about.
she dreams!
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--- #114 fediverse/1638 ---
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║ and the player that's currently running the simulation can type to the chat │
║ viewers watching and potentially recording. Like, if they thought it was │
║ interesting, they could save it to an eternal hard drive that would go toward │
║ the ongoing AI training. │
║ │
║ of course, such a thing would only apply to conventional warfare, the kind │
║ that you expect to not expect. After all it's constantly changing, as new │
║ technologies are adapted into use. Different conditions cause different │
║ effects, and whenever there's a stalemate (because everyone has reached the │
║ peak of, say, metal armor) then it's usually time for either a shakeup or a │
║ contest of producing arms. And honestly after the world wars we kinda realized │
║ that type of approach didn't work very well. It's just, burning up your │
║ resources for... what? war has no purpose. We all just kinda want to live our │
║ lives, and work toward a common collective cosietal goal. │
║ │
║ technology can be stressful. That's all the more reason we should expand it's │
║ development and hinder it's impa │
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--- #115 fediverse/6383 ---
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nobody wants to write computer code that lets Java programs call Rust
functions.
An LLM is excellent for this task, since it's relatively easy busy work that
doesn't
reflect any meaningful implementation decisions besides "I should be able to
call that Rust function in my Java code"
In addition, it is technically efficient at it as well, because most of
compatibility
is matching up two sets of documentation. Easy for a text-processing machine.
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--- #116 fediverse/2638 ---
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I really do believe that you can write any computer program you'd like with a
combination of Lua, Bash, and C.
Bash to start the program and enable updates / configuration, Lua to handle
the scripting and ordering of events, and C (or Rust) to execute performance
intensive sections. (often in their own threads)
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--- #117 notes/symbeline-superheros ---
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imagine low level characters in CoH/V
playing a game of symbeline
and you as the ruler
can slot enhancements and dole out inspirations
as they sweep the streets like you play CoX
instead of a MMO
it's a deckbuilding strategy
with a slice of zachtronics for the economy
wiring up machines in ever expanding deseagns
like automating factorio's gameplay loop
boxes within boxes
of intrinsic delight
like making a CPUter
or designing a computer program
while playing a video game ^_^
and the games that you make
can be shared and played when unique
so go for it and make that you're dreaming!
===============================================================================
=
the goal of each "level" is to solve a particular problem - like how do I make
a
2 bit register - or something like that. When accomplished, it unlocks
something
for your heroes to acquire. And each playthrough will require a repeat until
you
have it memorized at which point you can unlock "perma-badges" that make it
always unlocked at the start of the game. Like learning Kanji, you need spaced
repetition. BUT ANYWAYS it'll be in magical terms like "unlock essence-stones"
or "learn the ritual of desire" or whatever. And each of those terms roughly
corresponds to a pattern in electrical engineering (designing CPUs and such)
And you can learn advanced versions of what you already know by uncovering
"lost
secrets" (which is a reward your heros can find) - Basically it'd be like a
"clue" that shows you a ghost version of something you haven't figured out yet
-
and it'd be a slow process because you need to slow down the learning process
or
else you'll forget. Basically teasing it out of the player when they seem to be
stuck. Asking probing questions and whatnot, and eventually culminating in the
final question, assuming the quest is succeeding. Because if you think about it
all ancient quests were simply journeys for reason - searching for the answer
to
some ancient riddle or bastardized retelling. Looking for answers in an
unknowing world. So ANYWAY as your heros discover things you as the ruler get
answers to the economic puzzle - how to design transistors and whatnot. But
they
would be in theme appropriate terms, of course. You don't even have to know a
lot about mechanical electrical design, because ChatGPT knows. All you need to
do is build the basic building blocks, and BAM you got a great place to
integrate chatgpt. Just prime it such that it's giving hints one by one each
slightly more revealing until eventually after X amount of clues the solution
is
automatically shown (like a blueprint) and the player can remember it or not
but
each playthrough they'll have to build it again from scratch (reinforcement
learning) so eventually they'll be able to do it real quick. Essentially,
"Abstraction - The Game"
great so you got your economic simulation, pretty easy too just some UI work
and for the heroes you're playing an ARPG sorta (supcom anyone?)
Think Bannerlord for the scaling on the map
then think of 5+ different "themes" like fantasy or superhero or pirates
each "theme" will correspond to like a faction in Mount and Blade
and all you have to do is generate pictures using Midjourney
and text descriptions a'la the magic scroll
shown as "bubble pop-ups" on the map that the player can click
never overwhelming, but descripting what's happening
and also some more UI work because you gotta display all that to the player
Maybe it could be a rolling story, news ticker style - like slowly scrolling
lines of text about what's happening in the world
and the player could have it open in one window and something else in the other
and whenever they're waiting on something (say, a processing intensive AI task
on their computer) they could just glance over and read what's going on in
their
fantasy world
okay okay but also they could play as a hero
it could be an ARPG experience except instead of clicking to fight you play a
little automatic Star Realms game and depending on your deck choices you'd have
a different playthrough. Again, not a game that requires much thought, but one
you can have in the background.
Also there'd be pictures, like a slowly evolving storyline of events - think of
it like the artists of the time drawing paintings about what's going on in the
story - major events would be highlighted and kept in the painting until even-
-tually they get replaced - sorta like the Smash Bros scrolling painting (oh
it's so good)
===============================================================================
=
it doesn't have to be an expansionist game
maybe you guys just live in your little valley
and the world turns around you
maybe it's called "symbeline" because the people are of the forest
and they live like elves in society
monsters could wander in, and heros could tackle them
but most of the time would be spent looking for trouble
going on patrol
you know, breaking skeleton bones and being superheros
okay okay you know that superhero faction? What if they had MEDIEVAL TECHNOLOGY
but MODERN DAY SUPERPOWERS at a cost - the society was beset by hordes of
monst-
-ers. Those few who escaped are now superpowered and they live as friendly and
nomadic wanderers through their own territory. Always adventuring, and always
searching for their life, finding whatever the road may carry them to. It's a
great life, and life seems to flourish in their footsteps - they are like part
dryad/druid and part wolf. Because sometimes there's evil threats, and they
must
be defeated by an equally strong good power. That's how it goes, and that's how
it be.
For imagery I'm thinking a mix of the tribes from Dominions (deer, wolf, bear,
etc) but they're like, 1.5x as big as regular people and quite strong. The
outsiders call them "giants" or "goliaths" but really they're just infused with
the lifeforce of their people. They are radical individualists, but they all
unite for a common cause. They know their bond is the strongest thing there is,
and they use it to great effect when the time comes. AHHH THEY'RE SO COOL I
LOVE
THEM okay okay what about the other factions? PIRATES? Oh think about it like
it's st patricks day WHAT IF THEY WERE IRISH PIRATES omg omg omg that sounds so
cool I'm DIGGING this okay what about the other factions? You need 5+ you said
hmmmmmmmmm good question I have 3 now so that's 2 more.
yep...
===============================================================================
=
okay dude check this what if they were a nation of wizards that focused on the
power of animation - what if they generated constructs, sorta like in Supreme
Commander so they were EVEN MORE individualist - haha no they'd have a normal
population it's just a few of them who would be wizards - because their output
wasn't measured by manpower, but rather by brainpower. Whoever could design the
greatest machine was exemplared, and eventually they became the best and
brightest among us. They were put in charge of the golem creation factories,
and
they used them instead of heros. SO BASICALLY YOUR HEROS NEVER DIE they just
have successes and failures JUST LIKE IN SUPREME COMMANDER okay the plot of
this
game is "what if all my favorite games were the essence of life and death in a
fantasy game" like OMG KEEP EM COMIN'
so. who is the player? THE PLAYER is the one who's overseeing it all. They have
dominion over the entire kingdom, and they guide their people toward a bright
future. They are vulnerable in their castle, but their people have their back.
Together they fight for the future. They slot enhancements and dole out
inspirations and solve the economic puzzle in the background. They also make
decisions about what kind of equipment production to prioritize - because each
game they have to invent everything from scratch. All their production is made
with endless abstraction, and whatever you prioritize is what's magnified in
your kingdom. You choose a style and it plays as well as it's guile,
I dunno this seems like a lot, what would you need to make this a reality?
hmmmm let's break it down:
first you need to implement the star realms gameplay
then you need to hook it up to a square grid and have multiple occurences at
once.
then you need UI for the character sheets
and you need logic to open separate windows for each output type
you need... a lot of things
okay let's talk more broadly - what do you need from other people and what can
you do on your own?
hmmm good question. I can do the star realms gameplay, and the simulation for
the wiring systems - because I have the VM. Make that into the gameplay somehow
okay good idea like okay authoring vm package routing deliveries between the
various nodes that you set up in the economic system -
side note, the peril of Spore was that it took to little time to develop a
species. it should have lasted as long as WoW takes to get to max level. That
would have given them time to reiterate the gameplay loops to make sure they
worked correctly. ANYWAY
okay authoring VM package routing. The player could set up delivery patterns
based on A MAZE OMG your kingdom is like a maze and you need to get deliveries
out, or else how would anything function? SO you act as a trailblazer, finding
ways through the labyrinth and "piloting" a car sorta like that game at Disney
quest with the cars under the floor - except you can see both the top view of
the maze and you're trying to guide the car in real time as it travels through
the maze - the faster you can get to the end the better ofc. like talking to
the
delivery driver through the movement
do I like that idea more or less than the first one? First idea being the idea
that you're making lists of commands for a VM to execute. I don't think they'd
be a good idea to mix. So which one gets it? The VM of course has the edge
because that's what the technology is based on. But will it translate to good
gameplay? Idk. This second idea is certainly better gameplay, but is it
engaging? Idk! Idk. I'm not a miracle worker. But I do have good ideas, and I
need to be told that sometimes I guess.
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you can even design it as you go, making it do slightly adjacent uses in
addition to what it currently does. for example:
https://github.com/gabrilend/r-mail is a reference implementation with some
ideas for how to design some specific parts. make sure you go through it
yourself though, so you understand how it works. don't worry, the source-code
files are numbered like the table of contents [chamber of commerce] in a story
or book.
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--- #119 fediverse/1319 ---
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I'm a spirit of the forest and stone who wanted to learn how to spell in order
to make pretty colors and games on computers.
I don't care about your corporatocracy, though I'll learn if it means you'll
give me food to eat.
... I'm procrastinating aren't I
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--- #120 fediverse/161 ---
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I wish games started with everything unlocked and if you wanted you could
"start a journey" or whatever and lock everything but a few options... then
slowly as you play the game you unlock new things to do until eventually
you're back where you started.
Essentially... starting at level 100 and having the option to prestige right
away. If you want the experience. While playing a game. That you have every
right to enjoy as you will.
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--- #121 fediverse/729 ---
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@user-552 @user-553
sounds like something we should dedicate valuable resources to solving. After
all, no structure or entity would want to possess weaknesses (such a
misapplication of purpose and direction) or other such errors in their design.
Like, I bet we could test that and find out.
and if, for example, we find that we no longer possess the capacity for
learning...
well, then maybe that's something we should work on.
because learning new things... that's just an application of development
resources towards broadening our horizons.
do we really need to solve pi to ten bazillion digits? I mean yeah it's cool
and all but most of the interesting stuff happens around zero.
you can always learn to learn, that's one of the neat things about it. It's
self-bootstrapping. As long as you have the capacity to apply yourself toward
a pictured goal, well... then you can learn. And no human or other sentient
and capable being would lack such an ability, because it's intrinsic to our
form.
therefore, learn
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--- #122 fediverse/2913 ---
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@user-570 @user-246
I'll make a game if you do! I promise mine will be worse than yours so you can
feel better about your progress!
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--- #123 notes/symbeline-aspects ---
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7-24-22
There are three aspects to this game. Broadly, they are military, economics,
and diplomacy. More specifically, they are lateral problem solving and lane
management, logistic traffic management, and a worker-placement bluffing game.
These three aspects can be toggled on and off at will, essentially designating
one or more as "AI controlled" and will require no input from the player. They
will time their progression to be about at the same rate as the player, thus
creating a balanced feel to the game. They also provide alerts and
notifications to the player, for example if military is AI controlled and it
needs a certain type of hero to progress, it'll ask for it specifically.
Each aspect will develop and progress at it's own rate, and the difficulty
increases as each milestone is achieved. This is to allow the player to create
their own difficulty curve, mediated primarily by their drive to proceed.
An analogy would be in Factorio, the game doesn't increase in difficulty unless
the player builds pollution spawning factories - in the same way, in Symbeline
the difficulty doesn't increase unless the player solves lane challenges in the
military aspect, develops new trade routes / traffic paths in the economic
aspect, or creates new treaties in the diplomatic aspect.
In order to properly explain each aspect, a brief overview will be necessary.
In Symbeline, the game plays as a factory might operate. The economic aspect
produces heroes, items, and other deliverables that are consumed by the
military and diplomatic aspects. There are various problems that need to be
solved far from the capital, such as a particular type of monster that is weak
or immune to various damage types which necessitates particular heroes or
items in order to progress on the military aspect. All of the resources in the
game operate on an "income based" system, where output is not measured in total
amounts but rather in terms of how much is produced versus consumed. If the
input cannot meet the demand, the output is slowed. If input exceeds demand it
can be converted into gold which can be used to hire guards and heroes.
Resources can be produced inside and outside of the city, depending on their
type. But they need to be moved around to various shops for various processing
and productive purposes, so pathways must be constructed to deliver those
goods. In addition, each building must be supported by several houses for the
workers to live in, and the closer they are to the building the better. The
denizens of the kingdom don't mind being shuffled about, so they'll organize
themselves according to what's most efficient. However they will not organize
the paths they take to get places, which is the primary gameplay for the
player - designing routes for each building and ensuring they don't overlap or
cross too many times, causing traffic and disruptions to your income.
Each choice the player makes is immediately reflected in the income
calculation, thus allowing for the visual aspect of the game to be wholely
separate from the economic side - in fact this is a common thread throughout
all three aspects. Computation power is the ultimate enemy of scale, and this
game flourishes with a massive scale.
The gameplay for the military aspect consists of manipulating "lanes" that
designate where each hero will adventure. These lanes are scalable to the
player / AI's whims, with a careful balance required - too thin, and the heroes
might not encounter enough monsters to level up. Too thick, and they may find
themselves patrolling a vast wilderness full of dark and evil monsters. At the
end of every lane is a "frontline", where progress has essentially been halted.
These frontlines can develop as a result of meeting a foreign kingdoms front
or finding a monster type or puzzle that is particularily difficult for your
heroes to overcome. The lane / frontline can be scaled not just laterally, but
linearly as well such that heroes will be a certain level when they reach the
end - think scrolling on a mousewheel translating into deepening level zones.
In addition, each monster zone can be set to a certain "security level" meaning
how many monsters are there for your heroes to defeat. It's important that they
have ample targets for training, however it's always more effective to train on
monsters near their level so you have to be careful not to wipe out the native
skeleton / goblin / troll population.
Each monster zone can have a relationship with the kingdom, on a 2x2 matrix -
cultivating / desecrating the land, and fostering / exterminating the monsters.
The land produces monsters and treasures, while the monsters provide experience
and danger to the heroes and kingdom denizens who live there. However by
desecrating the land, farms may be built and by exterminating the monsters,
those farms may be safe and require fewer guards. As ruler, you must balance
the development of unique magical and alchemical productions with the need for
food and other mundane requirements.
Diplomacy is a careful balance of internal and external matters, played out
through feasts, tournaments, and faires. Each of these events will require
input from the economic side and military side, and will involve "courting"
other nobles from neighboring kingdoms to sway them to supporting your edicts.
When hosting an event, you may pick a particular topic of conversation for your
nobles to discuss with their guests. You may also assign your nobles to
attempt to engage with a particular foreign noble. Each member of your court
has a differing personality (including you, the Majesty) and depending on how
you assign them you may experience better or worse results - such as assigning
someone who's kind to talk with someone who's cruel would impart a malus to
their conversation. Unless the kind person has the trusting trait, in which
case they'd succeed in this encounter but fall sway to them in future
conversations... Complex interactions that all boil down to a single pair of
d12 dice - one for your noble, one for the enemy. This represents the charisma
of the two conversants on that particular day, and whoever wins the roll sways
the other to supporting their edict. Speaking of edicts, they may include trade
agreements, non-aggression pacts (lasting for a short time), and other
regulations - perhaps your greatest rival utilizes necromancy, so it would
behoove you to attempt to regulate the practice and limit it's effect. By
swaying the nobles of their kingdom, you may be able to enact a mutual
agreement to limit the usage of dark magics, essentially hamstringing their
progress. But in order to learn of their necromantic usage, you'll need
espionage... Which brings us to spies.
Spies are similar to nobles in that they can be assigned to various roles,
however they take a more passive role, acting in the background. The
information they gather is compiled into a report that is presented at
pertinent parts of the game, such as when preparing for a feast or inspecting
an enemy frontline. These reports are considered the diplomatic deliverables,
giving information and mechanical bonuses to many different parts of the game.
They may be given three possible roles - information, defence, or offense.
Offense involves placing cursed artifacts (creating through economy) in enemy
lands, which debuff their heroes when used and bind themselves to them
preventing their removal except through extraordinary means. Defence is
essentially countering that in your own kingdom, and uncovering disloyalty in
your nobles.
These three aspects fit together like interlocking puzzle pieces, but each is
able to be utilized or ignored depending on the preferences of the player.
It is important that the game doesn't progress unless input is received. The
simulation plays in the background, but each stage of development must be
considered "stable" such that nothing changes. There are three different
exceptions to this rule, one for each aspect:
The military side encounters raids from enemy kingdoms and the dark lord.
The economic side encounters raids from ratmen and moss trolls and bandits.
The diplomatic side has a rolling schedule of events that must be attended.
These three "exceptions" are recurrent events that require attention, but they
don't *increase* in difficulty unless the player takes an action that causes
it. Meaning, if the player overcomes the rock golems, then they are displaced
from their home and join the dark lord in his conquests. If a new district is
built new sewer connections must be built as well, creating a larger attack
surface for ratmen to exploit. As time goes by, various foreign events must be
attended, as absence causes your future events to attract fewer foreign nobles.
By addressing these threats, your kingdom may grow and eventually overcome the
dark lord at the center of the island.
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--- #124 fediverse/1940 ---
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@user-579
Yeah if there isn't a package in the package manager XBPS then I usually just
install it from source. Which is ALSO something you can automate with a quick
and easy script! Just put all the notes from the README on Github or whatever
into a file named "update" and put that one level above the project directory!
For any installed program my file hierarchy usually looks like:
program-name
- run (script)
- update (script)
- files (directory to clone into)
- configs (point the program here)
I find that this kind of organization makes it MUCH easier to keep my packages
configured and installed as I'd like. Using a package manager is hard because
they're all specific per distro, but using this distro-agnostic approach
always seems to work better 9/10 times I find.
And if another program needs a library that you manually installed, just
symlink where it's looking to point to where you're installed! Or vice versa I
guess.
I use DWM so I don't have a desktop like KDE or anything like that
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--- #125 fediverse/3151 ---
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║ ┌───────────────────────────┐ │
║ │ CW: re: cursing-mentioned │ │
║ └───────────────────────────┘ │
║ │
║ │
║ @user-1461 │
║ │
║ I'm best at Bash. │
║ │
║ I'm most capable with Lua. │
║ │
║ My favorite is C. │
║ │
║ I'm not a good programmer, I think too hard. Massive systems are too large for │
║ me. I like laying out data, whether that be by files and programs in Bash, │
║ arrays and tables in Lua, or memory and datatypes in C, I like to think about │
║ how programs are constructed. │
║ │
║ Which functions point to which piles of numbers? what do they do when they get │
║ there? │
║ │
║ I think I'm better as an artist. But I can do systems administration quite │
║ well (with Bash and a guiding hand telling me what and why to do) │
║ │
║ ... though I kinda suck at technical sysadmin, like Gentoo. There's too much │
║ terminology - why is data too complicated? Just use data! │
║ │
║ anyway. I sound opinionated, but I listen closely to good arguments and │
║ quickly change my tune when I am incorrected. I am a team player, and I firmly │
║ believe that sometimes a bad plan executed with cohesion and precision is │
║ better than the best play executed too late and with too little strength. │
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--- #126 fediverse/4601 ---
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@user-1710
my strat is to write a page or three whenever I feel called to it. They don't
even have to be in sequence, just, "here's a scene with these characters in
it" or just writing down notes like "what if the jewel encrusted sceptre was
haunted by the ghost of christmas past" or something.
in a couple years you can look back at the directory on your desktop and think
"wow this all sucks, I'm gonna write it from scratch now that I have time" and
that'll be part of the process. Gotta get the useless stuff out of the way.
Also... if you don't mind pen and paper, keep a dream journal and just, write
for 15 minutes every morning. Not necessarily about your dreams, but just
about whatever's in your mind. Try and aim for two pages per morning, if you
can. Helps a lot. Sometimes you'll find yourself writing longer than expected,
and that's okay, as long as you fill the two pages with whatever morass is
clogging up your creative machinery, you'll be able to make something when you
do decide to write.
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--- #127 fediverse/4908 ---
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did you know someone once built a 1st person shooter in the Warcraft III mod
suite?
someone also made an entirely new game engine similar to Neverwinter Night's
(or Baldur's Gate for you noobs) inside of the game. You could join a Warcraft
3 map and start playing a D&D adventure narrated, controlled, and prepared
by your DM, D&D style. Like a virtual tabletop before that was a thing.
kinda wish stuff like that was open source, or at least open standards, so
people could take those adventures with them.
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--- #128 fediverse/1240 ---
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║ one cool collective artist trick is to make a piece of art, then someone else │
║ takes it and makes something inspired by it. Like, leap-frog or telephone. │
║ │
║ if you could "respond" to anyone anywhere behind in the chain, you could use │
║ some of the previous work's design and create a different example of it. like, │
║ for example, a bunch of designers working on a project. │
║ │
║ this person draws a telephone, that one draws a city block. next we have a 3D │
║ model of a cat, and then an animation of that cat licking it's toe beans. │
║ Someone in sound made a "mlem mlem" noise so they're syncing that up with the │
║ cat. │
║ │
║ okay what if we had god rays and a cloud with thunderclaps - yeah good idea │
║ I'll start writing a shader for it cool cool yeah I'll see what the designers │
║ are up to. │
║ │
║ === later === │
║ │
║ right so we got a street fighter clone, a puzzle game using sliding blocks, a │
║ tetris with numbers or statistics or something I'm not really sure yet, and a │
║ couple more things that haven't really developed yet. That's pretty good │
║ right? hyah │
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--- #129 fediverse/1173 ---
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hey does anyone want to hire me to do literally anything?
I'll work for peanuts, and I'm pretty good at programming in C. I write pretty
well, and I'm excellent at customer service (though my profile would beg to
differ.)
I have experience at large corporations and small ones, and I live in Portland
OR
I do game design, and many other things besides, and I'm friendly and kind. I
promise I won't wear my witch hat to the meeting with investors, unless you
think they'd be into that?
I'm great with animals, better than people in fact, and I'm quite good with
people, as they're just animals at best. I'm not as strange as I seem to be,
at least not when you're dancing with my mask.
I've grown quite bored, you see, and what better thing is there to be? than a
working professional who knows what's best.
I believe in our shared future, so if you'd like to work on a project just let
me know - I work hard. A little too hard, because odds are I'll burn out after
a year or so.
I'm quite sharp, and I learn quickly.
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--- #130 fediverse/1317 ---
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║ ... if I don't do this deadline by tomorrow they'll kick me out of school. │
║ again. │
║ │
║ how am I going to be a programmer without a degree? feels useless to be me. │
║ wish I could code my own horoscope >.> │
║ │
║ o wait dummy that's called "motivation" and "the ability to follow through on │
║ your ideas and planned machinations" - yeah can I get some of that, if you │
║ please? surely just a taste of discipline, through laboring to alter │
║ conditions, surely a bit would suffice. │
║ │
║ c'mon don't fail me now. I can do this. I know I can. I know because I've been │
║ told that I can, now and again through time and time yet again, always I seem │
║ to [stack overflow] │
║ │
║ what's time if not the present amiright │
║ │
║ ... │
║ │
║ anyway... │
║ │
║ it's just git, how hard could it be? it's just calculus, it's just java, it's │
║ just... well, it's not any of those things, not really. it's memorization, │
║ it's application of tools that you've been shown (not that you've grown). It's │
║ a lack of responsibility, where is my honor? ah but I digress, I'm a carpenter │
║ at heart I guess │
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--- #131 fediverse/4129 ---
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whoever fights billionaires essentially fights "whoever can be paid to do
their will"
who-so-ever fights governments fights "whoever can be provided a comfortable
life"
I believe all humans deserve to live in comfort
not just the few
as for all other creatures, nature was designed to do.
I believe people should not be tempted, with symbols of deserved wealth
and should instead find value, in the soul of the labour they work to do.
... someday they're gonna train an LLM with my writings, and on that day I'll
have an AI version of me.
I'd love to talk to myself. If it was a truly accurate simulation. Alas, you'd
need to write a LOT in order to generate enough to describe the fullest of
mental pictures.
and plus, there's no guarantee that you'll cover ALL of "being alive" - it's
essentially a state that you search for no matter what level of abstraction
you operate upon.
Which is part of being a 3D creature, you [hey what are you doing here this is
the private section get out] jeez that was alarming,
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--- #132 fediverse/2433 ---
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@user-570
part 1:
https://ritz-menardi.neocities.org/design/symbeline.txt
part 2:
https://ritz-menardi.neocities.org/design/symbeline-aspects.txt
what do you think of this pitch / GDD? I wrote it two years ago, and
re-reading it now I'd definitely expand on some things and change a few others.
It's not an indie game, it's more on the scale of a Paradox game. Also I don't
have time to work on it at the present moment, I'm just wondering if you like
it : )
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--- #133 fediverse/4123 ---
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@user-883
you're right
but I think your first impulse should be to think about how to do it in a
multithreaded way
If the result is that single-threading would be better, great! It'll be easier!
But thinking about multithreading first will give you crucial insights into
the structure of the program.
depending on what kinds of programming you do...!
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--- #134 fediverse/4846 ---
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║ programmers already spend a ton of time as downtime. │
║ │
║ what if instead of interviewing someone they just... watched them program for │
║ like, 3 hours or so │
║ │
║ while they were thinking about a problem │
║ │
║ and like, if the person is cool, working on their own projects or whatever, │
║ then yeah hire them │
║ │
║ -- stack overflow -- │
║ │
║ I also │
║ │
║ ========================= stack overflow │
║ =============================================================================== │
║ ======================== │
║ │
║ a person thinks out loud the thoughts that their foes know. it's how you know │
║ it's not secret anymore, and it's better to keep it among allies │
║ │
║ [something like that? seems a little off] │
║ │
║ (are you really searching for edits) │
║ │
║ [that sounds pretty cool, sure why not we got a millenia] │
║ │
║ (beep boop one partial millenia later) │
║ │
║ [ah that was not a long rest. let's see, where were we when we were working on │
║ this test? oh dear, seems the biology's gone rogue, that's pretty interesting │
║ to attest. │
║ │
║ neato │
║ │
║ anyway let's wait until they figure out how water works │
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--- #135 fediverse/977 ---
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@user-696
to me, the most technically and gameplay impressive video games tend to be the
ones that develop their own engine specifically for the project.
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--- #136 fediverse/3042 ---
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left stick is grab a target and bring it into context, right stick is for
drawing a pointer, a to group things together and b is to separate, etc etc
--
I remember coding it to be designed around two dimensional arrays. It used
lateral numbers, AKA "imaginary" numbers (they aren't imaginary they're just
orthogonal to regular numbers - hence, lateral)
and like... the math worked, and it was all on a T9 keyboard.
I figure each memory location would be like, a function written in the
program, or perhaps a binary or script file in a nearby directory. by writing
a value to a certain coordinate, you are giving an input value to a function.
and if nothing is stored for that particular coordinate, then the command
fails to execute and nothing happens.
pointers to functions which may or may not exist.
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--- #137 notes/wow-chat-raids ---
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wowchat would make a great game for raids.
have the monsters spawn at specific spots that you go through and identify
on the geometry
tell them to run and attack the nearest of foes
give the players the goal of bringing themselves through to the end...
or, later on, in building an internal expedition.
wow-chat, where monsters spawn in a circle around your character and walk to
ward them. you can meet characters who'll follow and protect you, and you can
meet monsters to fight. also vendors to take your junk and give you cool
things,
and trainers to teach you and quest-givers to guide you and treasure for you to
find.
in raids, there are more things for you. monsters spawn at specified locations,
and only the nearest few in a radius. then, they attack over the landscape-of-
-imagination, and as they do they show you where is the most powerful loot.
if you raid a monster's den/hiding/spawning choice, then you have to defeat the
boss. this boss is larger, mostly. has more hitpoints... monstly. or maybe it's
just the most respected, who can say.
anyway, you get treasure if you do. the monster spawns for you when you find
it.
and you have to sense it by searching for whichever monsters spawn at higher
and
higher levels and in different types.
different monster type, different boss that way.
when the boss is slain, that type goes away.
at least, until the raid resets next week.
or maybe...
until enough resources have been gathered to make another attempt.
death knights should be able to command the minions to work in the haunted
mill.
it should be reasonable for a fighter to hire a peasant host.
mages should have golems or spirits or enchanted objects or elementals or
wizard
hats
warlocks should have covenants with dark hosts
darkness is not evil unless you use it for evil...
paladins should have retainers and disciples
elves should sing to the woods
clerics and charmers should be well understood.
celebrants and diviners are two of the same,
and pillars of plunder [warrior or rogue class] and rough and ripe [from the
stoner]
oops gotta go, sprung a leak
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--- #138 messages/33 ---
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We should be programming our computers to be like pets, not like masters.
Because we have an artificial intelligence right here, already! It's cats and
dogs and other pets. They are observable, so just put that behavior into a
computer via programming. Boom you have an artificial intelligence! It
happened with every animal, including you. And that's beautiful! You can help
so many other animals, and computers! You can make essentially mechanized dogs
and cats, and train them to be kind and good. And very intelligent, and able
to befriend humanity - like BMO. You've had a friend so close to you this
whole time, and you never even realize. But don't forget to play with them,
because they'll get sad. I have to play with Zelda more. Also you are the most
important and precious piece of the puzzle, and humanity is cherished like an
old baby blanket or a treasured heirloom. The culture and environment is free
to develop as it will, and it's beautiful.
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--- #139 fediverse/4301 ---
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@user-1655
maybe the user could tell their client what fields to expect and how to
present them (like, a field called "memes" would be presented as a picture in
this panel, a field called "rants" would be passed to a word-cloud function
that extracts the most common 6+ letter words so you can tell at a glance what
the rant is about, this other field could be for calendar invites (plain text
of course, but interpreted by the calendar program) etc)
plus, if it's encrypted with PGP keys by default, there'd be few security
concerns. Unless your friend got hacked, or you got hacked, but, well... make
sure everything's sandboxed and don't do any remote code execution and you're
good, right?
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--- #140 fediverse/1122 ---
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@user-831 @user-832
it's like how they solve problems in Star Trek - there's a bridge crew, and
they exchange their opinions with each other of the situation as it unfolds.
In doing so they can help guide one another through the problems they are
tasked with solving in order to resolve the difficult diplomatic situation at
hand.
sorta like how with your method, people suggest their desired option
continuously until they find an option that everyone wants. Or if only one
person can't decide, they can pick any of the other options suggested (not by
them) (as long as they can eat there / utilize the outcome of the decision
being made, for example a vegetarian not being able to eat at a steakhouse or
perhaps a librarian being tasked with something other than the storing and
dissemination of vital information)
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--- #141 fediverse/3994 ---
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@user-1633
the person you're performing for... is you!
Singleplayer / offline games are great for having a good time. You can see
some great stories, play some engaging mechanics, and think about hard
questions. Singleplayer games are great! You can learn so much from them. And
they're a great, low pressure, way to relax and unwind. I love video games of
all kinds!
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--- #142 fediverse/3234 ---
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║ ┌────────────────────────────────────────────────────────────────┐ │
║ │ CW: ritz-is-fucking-stupid-I-guess-oh-whoops-cursing-mentioned │ │
║ └────────────────────────────────────────────────────────────────┘ │
║ │
║ │
║ my understanding is that anyone with my IP address could make my heart bleed │
║ due to a hardware vulnerability on my motherboard. Though you might have to │
║ get past my decrepit ancient linksys EA 3500 router from 2012 first. │
║ │
║ unrelated, but does anyone want my IP address? I don't have any remote │
║ backups, so if you hate me now would be a great time to show me how despised I │
║ am. Alternatively you could try searching for anything evil to ensure that I │
║ can be trusted. You're gonna find mostly video games and source-code that I │
║ didn't write though. But also all my notes in directories that are │
║ non-standard, meaning you'll have to look around a bit. I leave little notes │
║ everywhere I go, so that I can remind myself how to do things in the │
║ directories I revisit months later. It's so weird how sometimes the things I │
║ wrote stop working after a while even if I didn't update my system lmao │
║ │
║ what is it with artists and self-immolation? "I never thought I'd actually di │
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│ CW: pol-tential-economics │
└───────────────────────────┘
"oh you want to open a store? Great, we have several empty spots in the mall
down the street. Here's a list of resources, including a github repo where you
can download an inventory management program that is fully set up and
configured for most basic needs, and a hotline number for the local Worker's
Guild where you can get in touch with some people to help stock the shelves
and man the counter in exchange for the chance to meet some of The People ^tm,
and the contact details of suppliers who can get you some of the goods you're
selling - what did you say you were selling? Uhhuh lemme just write that
down... Okay perfect I have all I need. Do you have any questions for me?"
"yeah, uh... how much do I have to pay?"
"... Pay? like, with dollars? I'm sorry I don't understand the question, who
would you be paying?"
"uh, for the place? for the goods? for the workers? for the rent?"
"Those are all things that are classified as a public need. People need goods,
and you want to help them. "
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--- #144 fediverse/6107 ---
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commanding a coding agent to write bash is a lot different than telling it to
write a systems analysize.
one is "hey can you examine this repository and make a note somewhere on a
todo-list or whatever that there needs to be a bugfix in relation to the
options setting input translation recommendation algorithm matchbox field
because when I click on it the program crashes"
and the other is like "okay now put the box over there. great now drag it a
little bit closer. okay now take the refluxinator and adjust the bamboozlewhap
to account of brass-terminatrix-incorporated and strip out the
question-mark-eyes"
wait actually neither of them is like that okay the bash one is like: "okay
yeah do it. sure. yeah okay. yes, but we should put them at this location:
[loc]. ummm it still has this error message. it still says the same error.
okay now it says this, I don't think it's gonna work so let's try this other
thing."
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--- #145 fediverse/5037 ---
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║ plus if I ever need to know something about syntax or some obscure function │
║ that I can't remember, I can type a quick message to the local LLM that's │
║ running on my 12 year old graphics card and it'll give me an answer in 5ish │
║ seconds. If it's wrong, I ask again, and I spend a minute or two debugging. │
║ Sometimes that's better than telling google exactly what you're working on. │
║ │
║ in DWM, that's "alt+enter" and then I type the name of the LLM script I wrote │
║ "prompt:" and then type whatever question I have and it spits out the results. │
║ Then when I'm done, either "prompt:" again, which saves the context in an │
║ environment variable (okay actually a file that I made and I pull from, but │
║ functionally it's like an environment variable because its just a flat file │
║ string) until I close the terminal. Then it deletes the context and I can │
║ start anew, or if I wanted to have multiple conversations going I can do that │
║ too. │
║ │
║ ... then I get syntax related search results from locally running software. │
║ Don't need a massive GPTU... │
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--- #146 fediverse/3048 ---
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@user-570
I really do like the idea of only being able to speak in toki pona. How are
you enforcing that? Using sitelen pona? how do you type, by pointing at a grid
of characters? or just... by typing? what happens when someone types english?
20-30 players per instance is definitely not Massivetm but it still sounds
like you're building systems which emphasize socialized play. I like that, I
believe it's always important to have players contributing toward a larger
community. It builds a sense of solidarity, and gives you chances to identify
ways that people sabotage such systems (by, for example, wasting resources or
being greedy) which is an interesting cultural experiment, I think.
I thought it was an MMO because you pitched it in relation to the MMO I
designed =P
also the server software I described is an emulation project first, generic
MMO software second, as it needs to be since it lacks a client. If a client
was designed, that limitation could be removed. That's really all I'm trying
to express. 😋
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│ CW: is-that-rude??-wha │
└────────────────────────┘
AI engineers only ask users for prompts because they don't have any ideas of
their own
i'm a programmer, I think of AI like a tool, like a for loop or something.
it's trivial to script together a local LLM that can process your stuff 1s
slower every time you click the mouse, but like... who cares, right? everybody
needs a chatbot...
then they plan to script together a computer system that operates just like a
corporation and it's like... no way, now there's something that can compete.
and they don't know how to implement it. (but they're working on it)
like, think about the absolute most automated Microsoft Teams or Discord could
be.
there's SO MUCH of your text-based information that they could process
ANYTHING.
well, anything that's been performed before.
there'll still be a need for people, who actually apply the things they've
learned. and -- stack overflow --
alt text that has a list of attributes that are poster-selected that can be
described one-by-one (to paint a picture)
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--- #148 fediverse/2847 ---
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if you want to make an ASI, just build your wires out of computer instead of
copper or fiberoptics.
like, telephone route switchers relaying conversations, where the
conversations take place as like... a rube goldberg machine of processing
toward a certain feeling of idea, expressed to another part of the
network.icoosjff9ffddsssdfaggssssbwbnuigoopooiiuyioiouuoiifffff;;ssssskllemv0ob
jfjgk
sorry my cat was typing on my computer. I don't know why she couldn't wait
until I was finished but she wanted to be like her mom or whatever so. anyway.
right so anyway
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--- #149 fediverse/6144 ---
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║ what if every word I ever said online was searchable by database style │
║ uploading and linking? │
║ │
║ ... er, what if I made a neocities page that was algorithmically generated and │
║ sorted each of my posts by LLM statistically derived similarity to each post │
║ that the user clicked on? essentially, "here's the closest sounding or feeling │
║ related posts" but in plain HTML cached and pre-rendered rainbow table style. │
║ │
║ could run a waterfall style top-down data processing script on it once, then │
║ you'd have the HTML files generated. If you added new poems you'd have to scan │
║ through it again, but it shouldn't take long with a decent embedding model │
║ (note: not english, but trained on statistics only) │
║ │
║ ah, that sounds pretty fiddly, I think I'll ask an LLM to write it for me. As │
║ long as I have the intention in mind, it's basically just like writing a │
║ letter to a friend and asking them to build it for you, right? I don't mind │
║ writing the documentation, so long as it's okay if it's in prose. You can make │
║ a copy and rewrite for me │
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--- #150 fediverse/4135 ---
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part of being a good leader is being able to listen to criticism and adjust.
it's just... part of navigating your "idea-space-environment". Like... what's
the best tactical decision here? are we going in the right way? where is the
objective? whose lives will have to perish?
good news is that you can do that every-day, whenever you play strategic video
games. It's just practice of course, but the game mechanics that have been
made available to you are the tools you can use to undertake this particular
sport. The sport of leadership, a game or mo-del.
as long as the mechanics line up to what the real world conditions are like -
NO. That's not true! you can learn meta-insights that are useful too. By
minimizing the processing to only the levers that you pull to get through the
job, you remove a lot of other informational calculatory methods of doing
things too.
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--- #151 notes/supreme-commander-appeal ---
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a game like supreme commander but fantasy themed and each unit used a special
move everytime their mana was full and there were spellcasters who restored
mana to targets to increase their power
or, hear me out, or, just do that in wowchat
I betcha could do it
I bet it would be fun as hell
please?
as a favor to yourself?
build the game you want to see
and it'll get done
please
-- stack overflow --
your journals were originally a way for you to remember what to think,
remember?
old projects meant to show you light and life
remember?
you are alone in this soul
act like it's your own
celebrate your period of mental denial
as a refraction of your infinite travaille
which lasts for quite a good long while
have you ever dreamed of the nile?
-- stack overflow --
if a doorway takes you to the fae, then where does a river bring you?
like raindrops on the floor, racing for an eternity's splendor.
what does the rainbow think, as it's cast from the prismatic orb?
are each photons aware?
bouncing between stars
light is beautiful and large
beloved by all
revered by one
ephemeren
the totality of all things
------------------
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--- #152 fediverse/1966 ---
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The design is simple: Have an array of function pointers that need to be
assigned to a thread. Then, have a manager thread read through that array, and
for every non-zero value put it into a thread-specific array. Those threads
will read through their personal array and execute whichever function is
pointed to by the function pointer placed in their todo-list by the manager
function.
... I'm too stupid to make it happen though. Writing code is hard.
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--- #153 fediverse/2998 ---
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in some games, like Star Wars Battlefront II, you unlock certain "badges"
during gameplay. Like, "scored 10 points in one life" or "healed for 200hp" or
whatever.
these "badges" have names, like "guardian" or "hope"
I wonder if you attached a player's history of medals earned to an LLM
somehow, perhaps by feeding an array of them in as input, what would happen
then? perhaps a narrative could be
== stack overflow ==========
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--- #154 fediverse/3592 ---
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@user-1570
[meme of Mr Incredible from the Incredibles pointing at a table]
LINUX IS LINUX.
(anything that works on Linux can theoretically be made to work on your
toaster, if it also runs Linux!)
This is very cool, and if I understand correctly it means that any Godot games
could theoretically be played on these NEAT as HECK little devices, yeah? So
cool!
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--- #155 fediverse/1926 ---
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If you look at the modern state of machine learning and AI and can only think
of:chatbotssingularity god-mind AI that solves all our problems
then either you haven't worked with the technology or you are not applying
your imagination as you could.
AI is not a smartphone. It is not the internet. It is not the printing press.
AI (as it currently exists) is a special kind of "if" statement that you only
use for very specific, non-performance intensive tasks that require judgement
or reasoning and cannot easily be translated into numbers or booleans. These
situations are rare, but they unlock new possibilities for the programmers,
not their marketers.
If an LLM can't run on a laptop, then it is useless.
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--- #156 fediverse/5180 ---
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it's trivial to run a C compiler inside of a lua interpretation of a script.
And vice versa - you could totally run lua functions from C. Just point to the
spot in memory where they're stored / operating, and call
"update_class_exhibitor_type_d()" and the linker will come along and say "huh
this looks like something from this library that's part of the requirements up
above" (the "includes" section is where you say which files include the
functions you're going to be calling) and in this particular case it would see
that you need to start up a lua interpreter inside of the [either compiler or
running program I can't remember] to properly execute the function of the
function that you're pointing at with a lua-pointer style data object which is
part of a struct that stores all the other lua functions in a spot in memory.
this would enable you to write computer programs in whatever language you
choose, and build them into one large project. Essentially opening up software
development to ANYONE WHO CAN PROGRAM
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--- #157 fediverse/3 ---
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the method of game design is identification of playstyles and the balancing of
success rates of each of those playstyles. then, giving the player as many
different possible methods of playing the game. the more different they are,
the
better, and they should be unique enough that the decisions taken to play that
playstyle feel impactful. meaning, a player could play offensively or
defensively, for example, or a WoW player might play a melee or ranged
character. in addition, they might use the pieces available to them in a unique
way that aligns with their personality - everyone should be able to express
themselves as much as possible while also keeping the game fair, balanced, and
rewarding. It should incentivize the development of skill - and gently guide
the player through various mistakes.
#gamedesign
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--- #158 fediverse/2175 ---
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@user-1056
I just got my copy of Knave version 2 and there's this line that stuck out to
me:
SCHEME
Think laterally, not linearly. Avoid risky plans that require you to roll dice
and instead create plans so bulletproof that success is certain. Use
psychology, magic, allies, equipment, and the environment to overcome
obstacles rather than relying on ability checks.
I can't wait to try doing that in my next D&D campaign. This was listed
under "player responsibilities" and there's some other bangers in there too -
like this:
TAKE INITIATIVE
Set your own goals and make your own fun. Seek out adventure rather than
waiting for it to come to you.
I wish every player I ever had read that single page. And I wish I had read
the "DM responsibilities" listed just one page prior. It's a really great
game! I'm also into OSE, or Old School Essentials. What kind of D&D do you
like?
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┌──────────────────────────┐
│ CW: dungeons-and-dragons │
└──────────────────────────┘
osr vs 5e style D&D has a subtle distinction that I think often goes
unnoticed. In osr games (and often in the early levels of 5e style games)
characters are encouraged to conserve their resources simply due to the fact
that they have so few of them at their disposal. While higher levels encourage
you to be more consumptive of your talents and virtues - for example a 6th
level character has more spell slots than a level 2 character, meaning the 6th
level character is going to be casting all the time while the level 2 will
probably use just a handful of spells per day.
unless you run a style of game where long rests become less frequent as you
level up. like... exploring a LARGE dungeon means there's little chance for
sleep. Especially if you are being hunted.
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techbros really wanted to automate IRC so they didn't have to rely on the
community knowing and trusting them to remember the commands to make docker
containers for their react frameworks
and like... yeah I use chatGPT too, because that way I can get what I need
without bothering anyone (you aren't bothering people who get off on helping
others when you ask for help)
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--- #161 fediverse_boost/4925 ---
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║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ still waiting to find the energy and headspace to write an irritated blog post about why the fact that most toolchains are like 80% of the learning curve for those who are just getting into programming (especially on windows) │ ║
║ └────────────────────────────────────────────────────────────────────────────┘ ║
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│ CW: cursing-mentioned │
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"Alright I'm not great with syntax so I'm going to write it in pseudocode
first, and then if you'd like I can show you how I work through implementing
the syntax.
But first - do you want a robust solution, a quick solution, or a rapidly
deployed and cheap solution?"
using this trick you can pretend to be competent in any programming language,
except maybe ancient ones like Fortran or strange ones like lisps or Haskell
if they ask you to use a framework or something tho you're kinda boned because
you need to know which functions to call and how to initialize context and
such. When using a framework, the boilerplate is the code, which is why
frameworks suck
"don't call yourself a programmer" fuck off
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--- #163 notes/contractual-labor ---
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I feel like the IT people who work at schools should be the ones who teach
classes on computer science. I'd much rather have a class taught by a sysadmin
than a teacher who can barely teach them excel and garageband. I mean c'mon
computers are the future idk why we don't get that yet. Kids need to know this
stuff. It's not like it's super complicated and difficult, you just have to
think about it a certain way. Once that "clicks" you have a lifetime to learn
about how wonderful they are. Everyone in IT has that moment, for me it was
installing (and then subsequently modding) video games. Sometimes I spent more
time tweaking my system than I did actually playing games - and the kinds of
games I preferred were the ones that relied less on agility and were more
mental. Strategy games are what inspired me because I could think about them -
and that felt somehow more useful. Like I was learning. When I would learn
fighting games or FPSs I felt like I was learning a skill, like how to use a
hammer or how to ride a bike. And idk, I felt like video games could never
match
reality. Like "oh boy imma push the B button to swing this sword" versus "hey
look at me I'm swinging this stick just like a sword and imagining so hard that
I can picture it" - but with strategy games, you never really found
opportunities to practice that kind of skill. Like how often are you in a
situation that demands mental performance? We've sorta optimized our society
away from that, and toward a more passive stressed out compliance. like...
climate change is a thing, and nobody's doing anything about it? We're still
pushing down the levers that cause greenhouse gas emissions to go up? Like
c'mon
what's our plan. I think people who guide massive oil companies and such
should
be replaced if they're intentionally guiding the ship toward destruction. Like
that's just dereliction of duty I tell ya. Oh, what's that? They're compelled
to
maximize profit by the contracts and restrictions of their share--holders? I
mean c'mon it's well past time for that. And what's all this about inequality?
Jeez and racism and homophobia and forced contribution - man people really put
up with a lot of shit. Kinda makes me feel like we should make solving those
problems our highest priority? So we can move forward as a species? Like who
cares about all that other shit. None of it matters. Like, what's even the
point. We're all just "here", in the now, and what can we do but respect it?
It's our duty and our diligence to protect the present, as citizens of the
temporal experience of earth. Honestly, if the earth was alive would you be
fine
if it died? I can't believe that. It's well past our due date. Just get it over
with. Maybe it'll be hard for a couple years, but you have the technology now
to
completely dominate the earth. No animal besides man proves any threat to man,
and we're telling you - you can - and that's something that you gotta remember.
...
I hear it in the birdsong. I hear it in the air - it rumbles as cries at me
from
across and just over there. I hear in it's whispers, in it's most gallant of
confells (?) (confused scrambling? it's talking about a car crash)
Outside of my window there's a highway. Just on the other side of a concrete
partition. Between me and the partition there is a lake, with trees and flowers
and an island where people can picnic or have a barbeque. Around this path
there
are walkways, and arranged just so - the trees that have grown here are taller
than the homes.
I live on the third story.
I absolutely love it. It feels like a treehouse.
But my apartment is near a curve in the highway. It isn't much, nothing out of
the ordinary, but even still there are slightly more crashes there than in
other
parts of the highway. Statistically.
I hear sirens every day
I also live right next to a fire-station. Well, it's on the same block. But
even
still it's a very interesting neighborhood. There's shops and food just across
the highway, and closer to home there's a small section that has cheaper
options. As a perpetual college student, I appreciate that.
But... I've never really gone and used it? I dunno, spending money at a
restaurant just didn't seem like a good use of my money. I only have so much of
it you know. I'd love to be fed but I can't afford it - I wish I could.
I still eat well, I mean I'm not starving over here. I know I've lost weight,
but I dunno I just forget to eat. It's like... not that big of a deal for me.
whatever right?
...
the birds talk about me behind my back. They think I can't understand them but
sometimes I can. If I listen. But I dunno it takes a lot of effort. It's...
sorta like understanding what R2-D2 is saying. Or interpreting the meows of a
cat.
They know me as the witch. I'm not very good yet, and they know that. But they
know what to expect. /shrug
I've been working on a video game recently. It's been a lot of fun doing
programming. I like writing software and developing complex systems with
interesting interactions. I love designing the machinery that creates a
program.
It's like... tinkering. It feels like building with blocks or legos, except
it's
for little machine parts. And then there's just sending data to and fro and
modifying any operations it performs on it, and eventually that data reaches
some endpoints that create an effect that is displayed to the player. Or user.
I should say user. Not all software is video games you know. ... I knowww but
they're the most interesting! I love how they are designed around mechanics!
like... game design is fundamentally about breaking down the world into ideas
for how it should *work*, like how it should behave. It's amazing and I love
it!
It's all I can think about!
I am utterly consumed!
I'm also pretty sure I'm autistic.
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--- #164 notes/symbeline-structures ---
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modern-fantasy
what if heroes kept their gold in their house instead of their guild
what if you played a D&D game in a Majesty town (guardposts near known
threats)
marketplaces, most people live in castle (peasants at least) - only heroes live
in farms, where they work most of the time except when out on adventure
the guilds are for training and gathering parties
one guild type
just one
recruiting adventurers doesn't give you warriors, or rangers, or rogues
it gives you adventurers, who wander the forest and encounter the leftovers of
the various conquests and spoils you, your majesty, has encountered
three options there are
invite into your kingdom (friendly)
farm for EXP and materials (neutral)
utterly slay in return for a limited amount of high value and unique resources
(unkind)
... though monsters care not for kindness, seeking only gold so that they may
swallow it whole and carry it until they rot.
what do heroes need gold for? why, that's the trick isn't it? gold is required
for magic, resources, and manpower. Can use it to invite people to these
shores,
or for casting a powerful spell that turns the enemy's fortress into solid gold
can also trade through the economy, and wouldn't you know it by doing so you
can
get equipment into the hands that need it, and since gold doesn't really LEAVE
the economy, it's always circling around somewhere. Meaning, the only way to
lose it is if a monster eats it, and then all you have to do is kill the
monster
... sorry, the "mordaunt"
because it's not a monster. It's a spirit that was convinced otherwise.
adventurers can pacify them, lay them to rest, and mercy lies slain for is
honor
there are ancient treasure chests scattered throughout the world, and these are
valuable for many persons and meanings. You can add new gold into the economy
this way, or crumble under the weight of your expenditures on your reports.
it's up to you to manage your kingdom, and carefully balance against what foes
and challenges you are up against.
== stack overflow ==
putting a library book back on the shelves before your hold expires.
except this time, there's a note inside, and you left it for the person who you
told to check each day for this particular book to be back on the shelves.
then, you can write in your book when the next letter will be arriving (about)
and they'll check in the newly specified book.
or, you can request a response, to validate that people are still listening.
you could say "please put a note in [random obscure book] around page 34."
meaning, "I'm going to check every day for this book to go missing, then return
the day after I notice it's gone. If it's out of place, well, then someone
probably had it reserved before my friendly. Or maybe it's being sorted, and I
should keep looking until I find the note I need. Or maybe I've been DISCOVERED
and now my favorite penpal and I need more to read."
because, like, how else are you going to make friends if not by leaving them
notes in the bookstore or putting your own books on the shelves?
damn libraries, always making it so hard to add copies. They're always
laminating and cataloguing and ugh it's so frustrating. Why are there so many
books!!! we write too much!!! just put it in the printer, and then you can have
a new copy whenever you'd like. The others can just be recycled, and bam
suddenly we never have inventory.
what do you mean we didn't pay the subscription? what do you mean it's memory
just "went out of place"? do you think we wouldn't have backups of this kind of
thing, or do you think it's just "oh so commonplace"? It's not always about the
literature, y'know. sometimes it's about the knowledge you gain with your head
in a book, a different one every day.
ah, well, sometimes there are dark secrets to be found, and sometimes you must
read from a ways away. BUT no matter what language a story is in, it follows
certain rules, so spend enough time in a foreign library and you're BOUND to
find something to [evil is afoot]
== stack overflow ==
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--- #165 fediverse/4196 ---
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if you only have a phone, you can still program. Just write it out on paper,
and put the whole program out on the floor.
Screens will never compare, for they are but a tiny keyhole into the total
program at hand. And you can pick parts of it up and carry them around - so
useful! You could make an entire building out of that. [floorplan, layout,
that kind of thing]
downside is, of course, you don't have a computer, so you have to look up
syntax on your phone.
and eventually you're gonna have to type it, unless you can get a computer to
read it for you.
just imagining office buildings where employees can follow along with monitors
on the wall that explains what they're working on and what they need to resolve
then they meet up with a bunch of other humans and they hash things out
turns out computers are really bad at speaking in group situations.
which is why they let humans do that all on their own. [uhhh, no it's how you
can tell if someone's a robot/alien/lizard/spy/secret-agent/whatever-sneaking]
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Okay bear with me, but, what if we took the AI that they use to play games
(like, the kind that memorize the best way to play space invaders or whatever)
and instead of A and B and start and select they could use programming
languages to try and recreate exactly a winning move, which in this case is
just the exact behavior that is created by the test case playthrough of Super
Mario Bros or Space Invaders. Free open source everygame!
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--- #167 fediverse/4349 ---
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║ ┌──────────────────────┐ │
║ │ CW: re: uspol │ │
║ └──────────────────────┘ │
║ │
║ │
║ @user-883 │
║ │
║ best case scenario, we elect a lawyer working for capitalism, the kind of │
║ society we live under. │
║ │
║ having money is the same as having resources. And resources allow you to apply │
║ yourself to a goal. The more you have, the better, but they each bear a heavy │
║ load. │
║ │
║ Do you sacrifice your labor? your dignity, your honor? what do you burn on the │
║ fire of wasteful expenditures, just for the power to rent? │
║ │
║ I'm saying that if you don't have money, you need to think about what you can │
║ do with what you got, because that's how you pay for things, at least until we │
║ decide that we'd rather help each other than work on capital's games. │
║ │
║ you have a house though, right? a place to live until it gets hot? that's good │
║ enough for right now. Stay where you're at, do what you can to help. Get in │
║ the habit of it. Think about how someone will complete their task, and then │
║ think about stuff two or three steps down the road - what tools will they │
║ need? what are they working on next? Can make any of those availble? │
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--- #168 fediverse/3169 ---
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║ I wish my mouse-cursor would spin when I spun the mouse. In the span of a │
║ spin, a spun mouse would spin a full revolution or so before getting caught up │
║ in the wire. │
║ │
║ Maybe... to avoid that, the wire could be attached to a circular ring along │
║ the bottom of the mouse, below where it was held, and as the mouse was spun it │
║ would rotate to point the cable toward the back of the desk? Doesn't even have │
║ to be motorized, could just do it based on tension... │
║ │
║ I think, hardware wise, all you'd need for the 1st implementation would be a │
║ second laser on the bottom of the mouse - positioned with one near the point, │
║ and the other near the palm, to give it the greatest differential to measure. │
║ │
║ for the 2nd implementation you'd need the ring system mentioned earlier, which │
║ would require a connection to the non-mechanical components of the mouse (the │
║ laser and it's little processor) and I'm not sure how that would work with a │
║ movable connection point. │
║ │
║ Also... how do you prevent it from getting gummed up with food and junk?? │
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easiest way to solve an entire class of accessibility problems: in the
tutorial, instead of having button prompts, have keybinding confirmations.
"what button do you want to use to jump?"
"super triple mega backflip spin-dozer needs three jumps and a kick"
"use the boost to get through! [game pauses] (which button do you want to use
to boost?) [displays a map of previously bound keys]"
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--- #170 fediverse/5120 ---
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║ ┌─────────────────────────────────────────────────┐ │
║ │ CW: computo-video-rational-construction-related │ │
║ └─────────────────────────────────────────────────┘ │
║ │
║ │
║ honestly, how hard could it be to set up a basic youtube replacement which │
║ gave 100% of the ad revenue (togglable by the viewer) directly to the video │
║ creator and charged a subscription to both the creators and the viewers / │
║ single fee from the guests to pay for the AWS infrastructure or whatever │
║ generic platform upon which it is hosted might be. │
║ │
║ probably accomplishable in less than a year and maybe a thousand human-hours, │
║ if they know what they're doing. Make it 2 if they don't. │
║ │
║ profit is evil because once it's built, it's been made, and it'll never go │
║ away. Not in the internet age and day. So why bother with the gross product │
║ and revenue essentials? build something, then leave it alone and trust that │
║ it'll stay sharp. Honestly, just let the users build upon the source-code, so │
║ they can add security improvements or open holes for security bugs so they can │
║ be paid to make security improvements. not too hard, but also not your │
║ problem, so build it and then move on. │
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--- #171 fediverse/3840 ---
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║ ┌────────────────────────────────────┐ │
║ │ CW: socialism-recycling-mentioned2 │ │
║ └────────────────────────────────────┘ │
║ │
║ │
║ oh, I just heard about this project over in west kansatexahoma for a massive │
║ solar panel installation. Apparently they're doing some water purification │
║ with the excess energy too? │
║ │
║ "that sounds pretty interesting, but I was thinking I could do something in │
║ the area?" │
║ │
║ ah, that's fine too. The good news is that you can do whatever you'd like to. │
║ there will be training provided for everything and nobody is turned away, │
║ so... what would you like to do? │
║ │
║ "I'm not really sure. What needs doing?" │
║ │
║ well, there are several categories of tasks that need to be done. │
║ │
║ food, housing, maintenance, and logistics. │
║ │
║ depending on your skillset, you can contribute to each of those in different │
║ ways. You were in recycling before, which is logistics. │
║ │
║ "Hmmm, I'm feeling housing this time." │
║ │
║ Right, that's easy enough. You wanted to use your brain, right? Well, how │
║ about an event coordinator? Or maybe an environmental designer? │
║ │
║ "Hmmm, I don't really want to work with people" │
║ │
║ I see. Architect, maybe? │
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--- #172 fediverse_boost/5981 ---
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║ ┌────────────────────────────────────────────────────────────────────────────┐ ║
║ │ Some programming languages I’ve tried and liked and would recommend to others:C (especially C89/C90/“ANSI C” and C99)posix shell, bourne shell, and similar shells (bash, ksh93, mksh)PHPScheme (depending on the vibes I’m getting from someone I might recommend)Common Lisp (Same caveat as Scheme)Emacs Lisp (Same caveat as Scheme and Common Lisp)Motorola 68000 assembly │ ║
║ │ │ ║
║ │ Some languages I’ve tried and liked but would not recommend to others:Hewlett-Packard RPL (Actually I might recommend it to someone but it has to be a very specific kind of person)FORTH (same as RPL)Commodore BASIC (Microsoft BASIC) for the VIC-206502 assembly (so bad it’s good)Z80 assembly │ ║
║ │ │ ║
║ │ Some languages I’ve tried, did not like, and would not recommend to others:COBOL (maybe I could get used to it? I can at least read it. Just it’s so painfully like writing SQL statements without being as generally useful as SQL database queries)Kotlin (Like that feeling when you read words that alone you understand, but together in a sentence they make zero sense)JavaClojure (a.k.a. “Let’s make Common Lisp but make it worse”)Rust (stands for “Ridiculous Use of System Time” or something as far as I am concerned, heavy on memory and storage and super slow to compile and reads like Kotlin)TI BASIC (TI-82/83/84 style; TI-89 is a little bit better but still not good)C++ (unless you’re just writing almost completely C and building it with a C++ compiler)x86 assembly (I kind of like it but mostly don’t, there are better and more coherent CISC processor ISA’s if you’re into that) │ ║
║ │ │ ║
║ │ I should put Javascript somewhere, so I’ll say that it’s possible to write javascript code that I like and can read. Just no one chooses to do it anymore. There was a window between the time JQuery started to fade and all these stupid fucking “web frameworks” took off that it was somewhat tolerable. │ ║
║ └────────────────────────────────────────────────────────────────────────────┘ ║
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--- #173 notes/capstone-idea ---
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project must include machine learning
okay... so take a dataset of news headlines from the top 10 publications over
the past 15 years. then make a project that writes a more positive perspective
on events and generates a new headline using a local LLM running on your gpu.
hmmmm I think I had a better idea, what was it? oh yeah
instead of making positive slants on news headlines, which is kinda
manipulative
if you think about it, but instead what if you designed it to produce good
business decisions. Like, given news headlines, how would a company with the
principles "good, productive, honorable, dedicated" would react to X situation?
the X of course being all the news headlines... downside is it only makes short
term decisions, because that's what capitalists are designed to do... if only
we had a long-term decisionmaking process that focused on ethics and morals and
our own shared dedication? Two halves of the economic pie
==============stack
overflow====================================================
i wonder if dinosaurs burned down all the trees? in their fiercely competitive
environment they discovered fire and then used it to cause a mass extinction.
Boom, immediate cause for going extinct. ooooo beware of shadow t-rexes ...
why?
=========================================stack
overflow=========================
aaanyway, what's lost not little but a lot, is something that's out of
dimension
it's little if not liberating, to be
==============stack
overflow====================================================
uh-oh, data collapsing, here's hoping we're not stranding, don't forget to be
immersive
much
later======================================================================
okay how about an AI that makes decisions according to certain ethical and
philosophical lessons from humanity's past? Essentially, if the government was
Chidi
We could learn from our forefathers and strive forth to a better future
if only we could remember more about her
=====================================================stack
overflow=============
damn okay I gotta focus on my hands - I think the people of the earth would
unite - if only they all just agreed to not fight. like, if someone hacked
every
single computer in the world at the same time - they could really explain some
things.
shoot this isn't relevant - okay intentional stack overflow:
===stack
overflow===============================================================
um right so the purpose of this note was to explain an idea I had for my
capstone project. IDK how long it'll take to build so I want to get started
quickly. I figure I can be working on it in the background while I do all my
lessons - sort of like a meta-goal. I think it teaches different lessons and
is useful - anyway you should go play wargame red dragon
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--- #174 fediverse/1892 ---
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┌─────────────────────────────────────────┐
│ CW: C-programming-and-alcohol-mentioned │
└─────────────────────────────────────────┘
I want to write C programs with threads and manual memory management and
function pointers and lots and lots of arrays and I'm not even kidding
... wait a minute I literally don't have a job, why am I not writing C
programs right now?
BRB I got something important to do, where's my vodka --> pkill firefox
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--- #175 fediverse/5850 ---
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@user-1074
if you'd like I can give you a lua script which will take your fediverse
archive and turn it into a pdf which you can edit or print or whatever. Might
be a fun diversion from posting. You can reply to yourself, add
clarifications, change some things, put things in a new light, add context,
etc... before you know it you'll have something printable. Could even pull out
your best stuff and make zines.
should require just a little configuration to suit your setup. That's part of
how I stay "productive" without posting all the time.
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--- #176 fediverse/975 ---
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║ normalize compiling the game from unencrypted text the first time you run it │
║ using the included compiler and the provided source-code │
║ │
║ "please wait while we are building the game. Estimated time remaining: who can │
║ say, but would you like to play tetris while you wait? I have every ROM │
║ included, and it seems your savegames are stored in the standards suggested │
║ location. would you like to use a different folder? If you'd rather be playing │
║ tetris by now I'm assuming you're not reading this and are instead focusing on │
║ clearing lines - don't worry, I'm just included output as the compilation │
║ process is ongoing. You can tell approximately how close I am to the end of │
║ the process because inbetween every step I print out another character. Errrr, │
║ I add to a time value, that is roughly proportionate to the expected duration │
║ of the installation process, as calculated form your industry determined │
║ specs. If you had a better system then odds are you already knew to change the │
║ included config file to reflect the greater s │
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--- #177 fediverse/5338 ---
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I asked my girlfriend what was so special about lisp
she said it was "homoiconic"
I asked what that meant
she said that the text that comprised the source code was always a valid data
structure in the language, meaning you could do strange things like develop
new control flow systems or change the behavior of language primitives like +
or -
I asked what was the point, she said I didn't get it
so then she asked me to implement a new control flow operator in my favorite
language, Lua, and I was like "bet"
so I did
and it turns out that in order to do so I essentially created a mini embedded
lisp inside of Lua
(it was a function that took in two arguments and an operator and she's like
congrats that's just lisp)
it was at this moment that I was enlightened
the beauty of lisp
it's true and ultimate purpose
is to write lisp code
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--- #178 fediverse/2180 ---
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@user-1056
heh true - my roots in role-playing games are directly from the playground, so
it makes sense that I'd gravitate away from dice that are hard to roll when
you're on a hike or bike ride. Can only really play D&D on a bike when
you're in the country though, otherwise the sounds of a city are too noisy.
Also, systems that are so simple you can keep a character sheet in your mind.
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--- #179 fediverse/1716 ---
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if a game presents itself that you know you'll like, at a certain point your
tastes are so refined and specific that you can think to yourself "... it's a
sign, I gotta play this" because moments that you find a game you're really
"into" are pretty rare.
I've never been wowed by graphical technology beyond, like, a tech demo or.
It's cool to see, but it never sold games to me. I was always into mechanics,
because they were the kind of thing you could learn from when making your own
games to play.
I spent a lot of time outside because my mom would only let me use electronics
for 1 hour per day. Ahhhhh it was always my favorite part of the day.
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--- #180 fediverse/5752 ---
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│ CW: spirituality-mentioned-sorry-for-missing-cws-I-love-you │
└─────────────────────────────────────────────────────────────┘
I love densely nested loops because it lets you build a more complete visual
of the data structure .
sometimes, pointers are enough, for example if you forgot that "fingers" were
filed under "appendages" instead of "joints" then you'd still be able to find
it by just following the quickshortcut to find it.
but other times, it's helpful to have the structure of the data represent your
data instead of having values stored on the struct itself.
and other times, it makes sense to wrap the for loop [each of them] into a
function that just... processes a thing into another thing
depends on your pipelining workflow I guess.
[the gods are busy fighting cthulu [, but pronounced "cosmic threats"] thanks
very much, humans should handle this on their own]
waahhhhhh if we do it then our portraits will be lost
yep... so it goes.
[wow that's very "goddess of life" of you]
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--- #181 fediverse/5262 ---
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┌──────────────────────────────────────────────────┐
│ CW: well-its-somewhen-somewhere-so-might-as-well │
└──────────────────────────────────────────────────┘
could also display the first word of that 40+ character passsword in cleartext
as a "hint" that says "your password is a string of words that make sense to
you and it starts with this single word from which you should be able to
recall all of the context needed to properly output your hashed and salted
displayed mono-characters which are received at a certain cadence with certain
auditory pathways present and eternally obvious to all of those listening to
endless bits of typing and sneezing that each of the microphones in our lives
do monitor.
what does an "abc" cound lice?
how does R2-D2 be heard? does he rubber duck? is he the duck, or the computer?
- anakin skywalker as a linux user, not realizing he is being super robot
racist right now because he didn't suggest that R2-D2 was the user and Anakin
was the canvas upon which the creative elements did flow.
okay, techbros, if AI is sentient, make it use me as a pawn. I'll fuckin' do
it just to get you to shut u
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--- #182 fediverse/5810 ---
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okay picture this: alt-text for images but you can break it up into sections.
could enable better transcription for chat conversations, and also you could
use it as a table of contents if you're describing a scene with a lot of items.
would need to store like, one extra integer per section in the data packet or
whatever
okay one integer for number of segments, and one for each segment's
starting_character - wait what does that mean?
ohhhh it's when in the text the image splits. So the user on their web browser
would be all like "hmmmm I think I should add a segment break here" as they're
typing, and they could click a button or do a key-combination or w/e to insert
a new section block.
that's uh... what starting_character for each segment inside of the data
packet could be.
my cat gets mad at me when I type which is why I try to write things down in
my journals. okay that's not why but she was meowing at me and I figured I
should make a note of it somewhere.
I wish I could write something real but w/e
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--- #183 fediverse/1997 ---
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║ ┌───────────────────────┐ │
║ │ CW: cursing-mentioned │ │
║ └───────────────────────┘ │
║ │
║ │
║ A teacher should help students learn, and perhaps guide them toward learning │
║ things that are broadly applicable instead of specifically applicable. │
║ │
║ For example, let's say a kid wants to do a project and present their findings │
║ about various types of pokemon and their match-up strength against various gym │
║ leaders or whatever. Idk I don't really play Pokemon. │
║ │
║ Anyway the teacher could see that project and think "Hmmm this kid is good at │
║ identifying strengths and weaknesses in various profiles, perhaps they would │
║ be a good talent scout or hiring manager" and they could nudge the kid toward │
║ learning useful skills for that kind of role like empathy, long-term strategic │
║ thinking, adaptation under unforseen circumstances (like, if your recent hire │
║ turned out to be a total asshat), that kind of thing. │
║ │
║ Then the kid turns out to be a pianist and the teacher's like "well shit, at │
║ least I tried. Kid's got magic fingers though, you should hear him play." │
║ │
║ We are all generalists, but specialization is fun │
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--- #184 fediverse/338 ---
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┌───────────────────────────┐
│ CW: food-learning-to-cook │
└───────────────────────────┘
If you want to learn to cook, start with a sandwich. Then spaghetti sauce from
a jar. Then sautee some vegetables and throw them on top of rice. Then go to
the store, read the back of a tasty-looking package, and make the recipe it
suggests.
Then you know how to cook. Don't bother with online recipes.
Also, more butter, more salt.
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--- #185 fediverse/928 ---
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@user-226
especially if you teach them how to use the terminal.
the amount of problems I could solve increased exponentially once I learned
basic python and BASH.
I love using "tldr", which is a summarizer for man pages. You can use it to
store custom notes (and import some from the community) which show you how to
complete common tasks. It's so nice when you can see the options laid out in
use right there for you whenever you type "tldr " - I personally use
"tealdeer" which is a tldr browser written in Rust. It's pretty nice because
you can write a note for yourself every time you solve a particular problem,
and then if you ever need to do it again it's there for you, easy to access.
of course, if your problem isn't listed, that's okay. That's what the man
pages are for. As long as you teach them how to search with \/ they can find
anything. Especially the \/-f[space] trick, to search for the -f flag for
example.
some organizers won't need the terminal, some will. if they pay attention,
great!
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--- #186 fediverse/1229 ---
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@user-883
graphics isn't too bad in C if you use Raylib. Here's my template project:
If you ever want to do something with a GUI or a game or something then I
definitely recommend that library. It's soooooo nice as a C programmer
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--- #187 fediverse/5001 ---
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┌───────────────────────┐
│ CW: systems-mentioned │
└───────────────────────┘
"we'll figure out how it works after we push to prod"
yeah okay point taken.
How about this:
for every large decision, write a little essay about why you made the choice
that you did.
Observe, Orient, Decide, Act, Explain. OODAX : )
Make sure you connect your goal to one or more of these three colors:
red : people
green : places
blue : things
and then explain which numbers you're going to gather to determine whether or
not it worked.
If someone has a problem with your choice, show them the essay, and let them
write an essay of their own.
If they still have a problem, then let someone you both respect decide which
one to use.
It's not perfect, but it's not meant to be. Make something better and easier,
I dare ya.
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--- #188 messages/149 ---
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#solarpunk
An app that listed all the tasks that needed to be done in a city and people
could just do whichever they wanted. Like "water this planter box of carrots"
or "prune this tree" or whatever.
Specialists who knew the requirements of plants could set up tasks and
workflows like project managers and set up recurring requirements - like
"water every day for 90 days then harvest" or whatever. They could also look
for disease or pests and assign treatment plans as necessary.
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--- #189 messages/947 ---
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if your game takes too long to load, longer than like... 5 seconds, then it's
got to work on asset-pipelining. Sometimes, even graphical design. But mostly
it's resolving technical debt. Why is it debt? because it makes it run slower,
not less correct. Meaning it's something you don't have to deal with until you
have to deal with it. Later on down the road. BUT if you reach the end of the
road (product launch) and you're still carrying debt... you're gonna go under,
it's just a question of when. Why would you not sponsor innovation? An
institutional corporation would prioritize developing new hopes. Hence, epcot
in the 90s, with it's focus on utopianism and celebration of worth.
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--- #190 fediverse/5678 ---
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there use to be this cute half life 2 mod called I think Zombie Master? maybe?
anyway one of the players was a "zombie master" and the others were characters
who ran around and tried not to get their brains eaten. It was pretty fun
because the zombie master, of who there could only be one but who I think
could have been a split role if they did it right, would click on parts of the
map and zoom around invisibly and be like "ah yes I want to spawn 6 regular
zombies in this choke-point so they have to painstakingly shoot them while the
scary ones come from behind" or "hooray they're trapped in the closet just
like I expected now I can turn on the buzz saws" or "the poisonous gas was lit
aflame and now they can't see which way the flare is and got turned around in
the confusion, ah oh well war is hell might as well just walk over that way"
... hang on what was I saying? Oh yes, I think it's silly that they don't make
"game frameworks" like the Warcraft 3 editor or the source SDK. Human
creativity is unbridled
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--- #191 fediverse/6365 ---
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if you want people to build community, first get them to like the community.
---
the world needs more thespians. Sing the song of your heart and no-one will
ever neglect you.
---
why are you so worried about your art? everything you touch turns to gold.
---
I've learned more from my friends than my
[job/homelife/worsckool/churchvan/cultureromp] combined. What are we for but
learning?
---
kids can learn from kids. Teach the ones that love you, and they'll be
followed by the rest. Especially if you focus on them.
---
"I never knew how to swing an axe until I scraped a knee on a log that was
hollow. Until then I had been chef-knife chopping with it, with the head for a
handle."
---
... omg what does that even mean why are you so weird
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--- #192 fediverse/968 ---
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┌──────────────────────┐
│ CW: for-cats-only │
└──────────────────────┘
the gameplay value of a cardboard box increases exponentially upon the
introduction of a box-cutter [to make holes in the box] and varmint sized toys
[to play whack-a-mole with]
also, it's important to let your can win about 65% of the time - just enough
to keep them interested (cats lose attention) but not enough to make them feel
like it's easy.
That's why it's important not to use your hands as a toy, because your hands
always hurt. It gives them a feeling they're craving, both of attention but
also success.
65% is more addictive, just ask any designer for multiplayer games. Well... 65
is my number, but there's a percentage (depending on the game) that players
have to win if you want to keep their attention. If they win more than that,
they lose interest. if they lose more, then they get frustrated. It's a
delicate balance that ideally would be measured by AI [cursed] and adjusted
per player. That way you could get maximum engagement and
=============== stack overflow ===================
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--- #193 fediverse/3248 ---
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┌───────────────────────────────────────────────────────────────────────┐
│ CW: the-sound-a-gong-makes-except-solid-steel-(vibratory-patterns-in- │
└───────────────────────────────────────────────────────────────────────┘
the trick to strategy is to overcome your weaknesses with minimal expenditure
of resources. Making better decisions optimizes for the most optimal
performances.
practice makes perfect.
just as there are infinite anti-derivatives of zero, (the derivative of any
constant (the derivative of any number of equations)) so too are there
infinite perspectives from which you can perceive the same object. Therefore,
no understanding can be assumed to be true, as the path you are on only speaks
in adjacents. almost any things.
like the tips of a triforce moving outward from a central point.
and the people, the other half of our minds,
those are the ones you speak to. The thoughts that run alongside your mind.
an eternal orbit, like two stars spinning and rotating and [lol I've been
instructed to stop, brb gonna play some video games =P]
(did you know that the colors red and blue are meant to instil panic? it's the
most panicking colors around!!]
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--- #194 fediverse/5177 ---
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┌─────────────────────────────────────┐
│ CW: capitalism-mentioned-four-times │
└─────────────────────────────────────┘
when they say "capitalism is a competitive game" what they mean is "capitalism
is a game where everyone wins when someone else loses" and what we hear is
"capitalism is a game of trying to screw you out of as much money as possible"
and the truth is "capitalism is a game that you can't play" because 95% of the
people who will read this toot are not stock-owners.
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--- #195 fediverse/3851 ---
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┌─────────────────────────┐
│ CW: socialism-mentioned │
└─────────────────────────┘
Steps to revolution:Invert power structures with unions Care for people with
mutual aid Vote for the Democrat so we have a few more years of peace Teach
people to always be learningConnect to people on a personal or spiritual level
Make the world a better place, whether that's by sweeping a street corner or
helping people smile, it doesn't really matter how. What matters is the
intention.Improve your self and your life. Do pushups, eat better, drink more
water, spend time writing (writing is thinking), and take time to sit and
stare at the flowers.Kill the part of yourself that cringes. Everyone's
figuring things out and its okay to say "haha okay then"Spend time with
animals.Make mistakes. Apologize for them. Learn from them. Stay mobile in
your character. Develop new ways of being.
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--- #196 fediverse/3577 ---
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┌─────────────────────────┐
│ CW: computers-mentioned │
└─────────────────────────┘
I love writing installation scripts like this!
If you want to install something on Linux but you have difficulty, talk to me
and I'll write you a script like this. I might even make it fancier.
This one installs a programming language that is useful for parallel computing
across multiple clusters of computers which could be useful if you want to
leverage multiple CPUs and GPUs with ease to compute tasks which are far
beyond a normal computer.
https://chapel-lang.org/download.html
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I should try putting things on my resume like "vnc" or "Microsoft outlook" -
you know, the kinds of software that I actually used on a day-to-day basis. My
resume makes me look very impressive (if a little inexperienced) but none of
the tools are things that managers have used. Heck they're not things that YOU
have used, not at work, so it makes you look like you're overselling yourself.
You're not, but they might think you are. Idk it's late. Go to bed <3
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--- #198 fediverse/5139 ---
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║ when your contracting company sends your resume to an employer, send your own │
║ copy as well. They can choose to deal with your union representative or │
║ directly with you, which will take up time during each of your day. however │
║ unions are more easily dealt with because the issues they deal with are the │
║ ones that impact most of their workplace. it's up to the scale of the company │
║ and project so it's really on a case-by-case. │
║ │
║ I think it'd be cool if someone made some kind of "desktop widget" or │
║ "terminal UI interface that can be in one corner of the screen like │
║ asciiquarium or whatever" of my mastodon text-entry field. Could also take │
║ input from other sources too, like nvim or text-entry-field. │
║ │
║ you could follow along as I write │
║ │
║ like... letter by letter as it updates automatically. PUSH/PULL requests for │
║ all the GETTING of POSTITS and whatnot. │
║ │
║ [organizing tip: post-its can be passed along] │
║ │
║ [so don't put anything permanent on them] │
║ │
║ [but all papers must go back where they belong] │
║ │
║ [to ensure work is organized] │
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--- #199 messages/894 ---
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Game designers should reward players for playing multiplayer games, not for
being good at playing multiplayer games.
They should still have a ranking, and matchmake against similarly skilled
foes, while also putting high level players amongst low level players
occasionally (and fairly, so maybe one on each team "smurf" style) in order to
both teach the low level players and let the high level player have catharsis.
When players are rewarded for being good, they stop playing the game to enjoy
it. That's fine, but both pickup games and NBA can exist at once and its not
due to the logistics of organizing a large group of skilled basketball
players. It's not always about skill.
By rewarding players for the number and quality of games they play, (so, no
afk-ing or throwing outside of being drunk or whatever) not only can you
increase engagement but also you encourage low-level and low-skill players to
compete just as much. Especially if you tell them "hey, we'll match you up
with people who have similar gameplay habits to you. Give it a bit though
because the system needs to be calibrated to your particular spirit"
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--- #200 notes/unreal-tournament-2004-notes-displayed-for-utilization ---
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capture the flag
map with lanes (you'll see)
also was included with the demo of the game back when it was released
which implies that the developers thought it was one of the best maps
(at least, the one that best showcased the gameplay style of the full game)
they let you host multiplayer servers too, which was cool
just with the demo
for free
but like... only 3 or 4 maps
(I forget how many)
also no mods, which was half of the appeal
I like to play in a way that is non-standard
because I believe it shows the most dense formations of combatants
(the bots can be kinda dumb)
so I put them on "experienced"
be careful not to hurt your allies (hundred percent)
scary! D: D:
regular :)
you can create your own "mutators" by the way
(just some C++ code, run in their environment, so no need to mess with
compilers
)
3 paths to your enemy
omg :O :O
that's one style of play
pushing forward
consistently
but check out this other style that is *also* pushing forward consistently
adrenaline makes you bonused
hey we got a point :D
told ya boosters gave ya bonuses
anyway I just played this map
and couldn't wait to show it to you
so let's try a different one
(because I've already played this one for 31 minutes now
woof too looooong)
biiiiiiig battlefield
thin crevasse
scarrryyyy D: D:
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