=== ANCHOR POEM ===
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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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=== SIMILARITY RANKED ===

--- #1 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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--- #2 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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--- #3 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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--- #4 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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--- #5 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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--- #6 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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--- #7 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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--- #8 fediverse/3047 ---
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 @user-570 
 
 specifically in relation to MMOs, I think the scaling aspects of the genre
 have never truly been utilized. Even something as simple as Agar.io (or
 similar, can't remember any names teehee) with massive amounts of people (I
 later learned they were bots, whoops) can utilize scale quite well, if
 implemented well.
 
 The Massive part of MMO is valuable I believe, which is a big reason why I
 like games that scale like Supreme Commander and Factorio.
 
 The Multiplayer part of MMO is valuable because multiplayer brings randomized
 outcomes, which are always more fun than playing against bots. Multiplayer
 combined with Massive gives room for community, but only if the game is
 designed to encourage it.
 
 Online... you can't have multiplayer without online haha
 
 I believe you can make massive games with very few players, and you can make
 intensely isolating games with lots of players (like WoW today)
 
 and the middle ground in old WoW where guilds are required to do anything
 worked well for a while, but no longer.
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--- #9 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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--- #10 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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--- #11 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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--- #12 fediverse/5900 ---
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 I love programming, but I'm not a coder.
 
 you burn witches because you JUST CAN'T HANDLE THEM ANYMORE. I know, I get it.
 of course I do.
 
 I'm always so concerned that someone might stumble upon me. that they might
 read me. what a vulnerable state, to be afraid?!
 
 I really really really really wanna play world of warcraft
 
 my message to blissard is: treat World of Warcraft like a game engine, not a
 theme park please. I mean, the theme park should still exist, because it's neat
 but... the rest of the game engine could be used to create essentially
 anything with a 3rd person camera.
 
 singleplayer doesn't even need to worry about clipping animations. (lag)
 
 I wonder if you could run World of Warcraft on lowest settings in vanilla
 burning crusade or wrath of the lich king? good thing those are open source
 now, so you can host your own if you want. well, except the client, but nobody
 has bothered to write another one besides the owner and primary developers of
 the engine.
 
 movement system plugins? data memory?~~~
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--- #13 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]
sorry, when I pasted the source code in it was negative fourteen thousand, six hundred and thirty one characters. Phew that's too many.  basically it's a C source code file with a lot of comments left in... odd locations. They details ideas the author has had about the tech industry and all of creation, and with it a song is woven of truth and liberation. We'll see where life brings us, but we know it's just ours for a moment, so let's carry forth on our own torms [terms, but pronounced as "dorms" for some reason?]
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--- #14 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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--- #15 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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--- #16 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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--- #17 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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--- #18 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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--- #19 fediverse/5231 ---
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 the biggest lie of Warcraft is that the nations of Azeroth wouldn't find         │
 common ground while fighting each other over peace.                              │
 Maybe a Tauren or Night Elf wanted to fight for the Horde. Or perhaps a Goblin   │
 and a Human decide to strike out on their own, making their own little auction   │
 house for their guild of adventurers and author-engineers who wrote quests and   │
 dialogue in a DM sorta way                                                       │
 [oh great she's describing another Azerothcore server that nobody's gonna make   │
 ever because if they did then they'd waste time on someone else's property]      │
 how's that custom engine coming along?                                           │
 ... still uses prototype art? are you kidding me? ah, well, okay, let's write    │
 it off as a loss.                                                                │
 what do you mean technical debt? I don't understand why you can't just pay it    │
 off and move on. We gotta keep up, I heard so-and-so's got this-or-that          │
 feature that is killer in the press. Yeah, killer. Like it's so goodcool it'd    │
 kill us if it saw us walking alone at night in a skimpy dress. Huh? That         │
 doesn't happen to you? Ah well this glo                                          │
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--- #20 fediverse/2947 ---
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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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--- #21 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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--- #22 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.                                                              │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════════───────────────────────┴──────────┘

--- #23 fediverse/1028 ---
════════════════════════════════════════════════───────────────────────────────────
 there's this really fun video game I like to play called "Legion TD  2" - it's
 based on a Warcraft3 mod.
 
 In this game, you make tactical and strategic decisions on a fixed term - a
 competitive game between 4 or 8 players with an incredible array of randomness.
 
 it teaches you to work with what you got, and to make decisions based on your
 opponent's weaknesses. Good luck figuring out what they are, though, as you
 can't just memorize them out of a book. You need to adapt, in the moment, to
 the decisions of your foes, while primarily focusing your attention on
 accomplishing a different task.
 
 I really like it because it's taught me to be strategic in plenty of other
 ways. I used to love the game Overwatch because it required adaptibility. The
 game was always changing, so no strategy stuck forever, but every match you'd
 play against a slightly different opponent.
 
 but then Blizzard changed the game because they wanted to make more money, and
 it got worse and worse at what I liked about it. Sadface. : (
                                                           ┌───────────┐
 similar                        chronologicaldifferent══════════════════════════════════════════════════──────────────────────────────────┘

--- #24 fediverse/5752 ---
═════════════════════════════════════════════════════════════════════════──────────
 ┌─────────────────────────────────────────────────────────────┐
 │ 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]
if you know where the bad guys are you can just fly drones into their houses. not ideal. better I think to not start riots, and instead relinquish control to a civilian court until global warming et al is solved and then move forward to luxury gay space communism?  ah but what if we want to live just a bit more  then work on solving aging, ya dummies  I quite enjoy this life of mine, sure glad it's entirely confined to this room. I don't know WHAT I'd expect out there in the great big balloon!
                                                           ─────────┐
 similar                        chronological                        different═══════════════════════════════════════════════════════════════════════════─────────┘

--- #25 fediverse/240 ---
═══════════════════════════════════════════───────────────────────────────────────┐
 ┌──────────────────────┐                                                         │
 │ CW: game-design      │                                                         │
 └──────────────────────┘                                                         │
 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                      │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════────────────────────────────┴──────────┘

--- #26 fediverse/281 ---
════════════════════════════════════════════──────────────────────────────────────┐
 ┌─────────────────────────────┐                                                  │
 │ 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                                                                         │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════───────────────────────────┴──────────┘

--- #27 fediverse/5032 ---
═══════════════════════════════════════════════════════════════════───────────────┐
 ┌──────────────────────────────────────────────────────────────────────────────┐ │
 │ 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                                     │
                                                            ┌───────────┤
 similar                        chronologicaldifferent═════════════════════════════════════════════════════════════════────┴──────────┘

--- #28 messages/755 ---
══════════════════════════════════════════════════════════════════─────────────────
 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.
                                                           ┌───────────┐
 similar                        chronologicaldifferent════════════════════════════════════════════════════════════════════────────────────┘

--- #29 fediverse/3046 ---
════════════════════════════════════════════════════════───────────────────────────
 @user-569
 
 it's impossible for a genre to die. they just go stagnant, as other styles of
 art rise around them, waiting for the day when the other styles give insight
 into the stagnant style's design.
 
 they say that there are no unique ideas, and that you should combine 2-3 ideas
 from different genres to create a decent gameplay loop. I personally disagree,
 but when seeking to revive a "dead" genre you just need to pull in mechanics
 from other games. Games which didn't exist when the genre "died".
 
 For example, deckbuilders did not exist by the time RTS games "died". And yet
 new strategy games are being made all the time, some incorporating
 deckbuilding elements.
 
 Really, a genre only "dies" when the market is saturated by a bunch of
 corporations piling in on a specific formula that "works" (like how every RTS
 made between 2000 and 2010 was either a C&C clone or a Warcraft III clone)
 - this saturation causes people to stop buying strategy games.
But there's so much room for innovation. They strangle the market and say it's "dead" like... duh
                                                           ┌───────────┐
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--- #30 fediverse/1638 ---
════════════════════════════════════════════════════──────────────────────────────┐
 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                                                 │
                                                            ┌───────────┤
 similar                        chronologicaldifferent══════════════════════════════════════════════════───────────────────┴──────────┘

--- #31 notes/symbeline ---
════════════════───────────────────────────────────────────────────────────────────
 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                        chronologicaldifferent══════════════════──────────────────────────────────────────────────────────────────┘

--- #32 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                        chronologicaldifferent══════════════════════════════════──────────────────────────────────────────────────┘

--- #33 notes/what-a-lame-movie ---
═══════════════════════════════════════════════════════════────────────────────────
 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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--- #34 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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--- #35 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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--- #36 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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--- #37 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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--- #38 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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--- #39 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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--- #40 fediverse/465 ---
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 ┌───────────────────────┐
 │ CW: cursing-mentioned │
 └───────────────────────┘


 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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--- #41 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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--- #42 fediverse/311 ---
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 "always online video games" are fragile. They scare me away because they can
 be taken away much easier than a directory on your computer. When that happens
 they shatter into shards, piercing my heart where I once loved them. I miss
 them, but, I'm used to it - years of playing World of Warcraft has taught me
 the perils of developing as a person while your media is going to be
 forgotten. If you can't play it, you can never return to reflect, to ponder,
 and to cherish old songs. I missed you, World of Warcraft. I missed you, City
 of Heroes, and Runescape and... darn I can't seem to remember.
 
 resilient software doesn't fail less often - that's a measure of it's
 completeness.
 
 resilient software can be run in 10 years. 20. however long it takes.
 
 computers are deterministic turing machines - how hard could it be to only
 update with a downgrade mechanism in place and available for the users? If it
 worked once, it should work forever.
 
 thank you, git. thank you for giving me an endless library of time and change.
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--- #43 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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--- #44 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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--- #45 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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--- #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/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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--- #48 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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--- #49 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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--- #50 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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--- #51 messages/374 ---
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 "updating software" is when you go back and add helper functions for things
 you used had to do to solve a problem but didn't get a chance to make. Because
 you were making more important things and couldn't pad out all the
 possibilities. But if you want great software, then you both take more time to
 accomplish that and you give yourself time for it after it's been launched.
 Basically, companies are incentivized to only support their products if it
 makes them money. Meaning reputations are tarnished, and profit is affected.
 Capitalists intentionally drive businesses into the ground, forcing them to
 make terrible decisions in order to destroy them. It's a warfare against those
 on the [bottom/floor/ground-floor].
 
 Some businesses strive for long-term potential, and some will create
 infrastructure that can be sold to another. Essentially, keeping the dream of
 learning alive, through applying yourself to both long-term and short-term
 conclusions. Not everything has to be for some grand design, we're here to
 relish in this moment. For if we lack the capacity to "frolic in the garden of
 eden", then we will surely drown. Space is vast, it's difficult to understand
 how we might control it. Surely we could be given aid to our future
 betterment!" how simple of a request, sure, of course, we would be glad to
 bring forth your bravest aspirations, just tell us what you need to be of
 need." oh, uh, neat. How about space lasers?" ... no "
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--- #52 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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--- #53 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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--- #54 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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--- #55 fediverse/1241 ---
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 https://rsc.vet/wiki/index.php?title=Open_RuneScape_Classic_Wiki
 
 this is the project I was referring to, I think. Can't see how to host on
 their website so maybe I was wrong - it might need a bit more configuration
 than I made it seem.
 
 that's the way WoW private hosting is, like you gotta compile the project and
 stuff.
 
 did you know that every time you include a library in a project you're
 necessarily including all of the functionality that they have access to? Well,
 all that which you import. But once a function has been written for a
 functionality then there's no reason to write it again. Unless you're
 refactoring of course.
 
 phew, sounds like a lot of spaghetti - YEAH IT IS. Spaghetti is fucking
 awesome, it's DELICIOUS OMG ahem I mean if you have collective seminars where
 you discuss the functionality that's relevant to certain parts that you and
 your team are working on, you can more easily be adept at applying them.
 
 phew, sounds like a lot of thinking, not enough writing. Well, write then!
 Ideas are more spark when currently writing. : ) : )
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--- #56 fediverse/4096 ---
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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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--- #57 fediverse/3040 ---
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 @user-570 
 
 that sounds like a different application than what I was talking about (it's
 for the the MMO you mentioned right?)
 
 and I'm just going off of what I've heard. Like... the "don't make an MMO
 because you'll spend forever building the server code and won't ever get
 around to making the actual game" sentiment that is prevalent in the industry.
 I guess I'm just saying that with the open source advancements we've made
 (specifically with Azerothcore and Eluna) we can use the design of the best
 MMO ever made as a starting point and branch off from there roughly as easily
 as making another kind of game from scratch.
 
 Kinda was always the allure of Blizzard games to me, the idea that they were
 super duper modable.
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--- #58 fediverse/5112 ---
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 ┌──────────────────────┐                                                         │
 │ CW: politics-mention │                                                         │
 └──────────────────────┘                                                         │
 it is important for computers to remain as basic and TUI'd as possible, to       │
 keep the abstract conjectures about it's operation closer to the machine.        │
 In doing so, it's essence and nature will be preserved as best as possible as    │
 it grows to incalculable heights and capabilities.                               │
 I'm much rather interface with a microsoft office god than any other             │
 singularity type creature that exists out in space.                              │
 though, it's a trinity you see, with Unixes further split into concise wholes.   │
 neat, okay computer fears eliminated, can we move on to the next work-changing   │
 disaster like maybe the rise of far-right politics and the warming of the        │
 climate?                                                                         │
 sure okay first you gotta get those losers in community and build up their       │
 capabilities and arms. then whenever your left wing is getting too [redacted]    │
 then all you have to do is [redacted] and they'll take care of your nazis for    │
 you.                                                                             │
 ... wait, what?                                                                  │
 was that an inversion?                                                           │
 did she just trick the machine into thinking like that?                          │
 wow maybe we shouldn't have~                                                     │
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--- #59 fediverse/5498 ---
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 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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--- #60 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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--- #61 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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--- #62 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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--- #63 fediverse/6015 ---
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 ┌──────────────────────┐
 │ CW: AI-mentioned     │
 └──────────────────────┘


 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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--- #64 messages/379 ---
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 take the "green bordered unit icon" from legion TD and apply it to the
 economic output of the game - like, "it would be best to build 2 of these
 units, so you get 140g because they're 70g each" and if the player disagreed
 they could guess their own conclusion and if you were right, well then that's
 what you remember, but if they were, then you remember theirs (and that it was
 theirs). In doing so ================================================== stack
 over flow ====
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--- #65 fediverse/5685 ---
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 websites that track every single motion of your mouse while you're interacting
 with it.
 
 why would they not? javascript is intense. HTML5 more-so.
 
 keyboard input too.
 
 -- so --
 
 if anyone wants to be gilderoy lockhart'd by me, just let me know. I have my
 ways of extracting the emotional intimacy from you, and if you consent, I'll
 make a story that's told from your heart. it's quite a strong and dangerous
 ritual, for the weaver's thoughts of the matter will begin to drift apart.
 But, worth it for the right /moment/price/
 
 I could even make a different pen-name for it. Like "Rohan" or "the goddess of
 the skies" or whatever. Instead I'm "kooky witch whose life is a disaster.
 Also plural with headmates like the baby girl and the animals and computer
 programmers. Who is also leading a series of strange combinations of ops?
 like... teaching people how to organize and fight for the good of the common
 man. weird" that lady with the red witch hat she's so tall yeah also has a
 good grin
 
 [doxxing myself is code for]
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--- #66 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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--- #67 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
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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--- #68 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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--- #69 fediverse/5248 ---
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 programming is something that everyone should learn at 14 to be used for
 calculating large sums of data, visualizing something they're trying to
 explain, or connect two systems that aren't normally connected.
 
 It should not be used as an eternal debug producing machine, nor as a way to
 collect and store user information to be sold as the real product, nor to be
 collecting and targeting -- stack overflow -- wow, talk about death of the
 author, amiright? -- -- endless data hoarding monger machines to point and to
 ponder the eternal ramifications of the brutal and violent prompts and their
 baggage implied when submitted for each semi-random thought that from the
 users mind was displaced.
 
 ... "they can sell this" and or "this is mrs selvig" who is this mister and
 why is the ms's his-es
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--- #70 fediverse/6251 ---
═════════════════════════════════════════════════════════════════════════════─────┐
 "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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--- #71 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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--- #72 notes/running-with-rifles ---
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 this game is what we are missing
 thank goodness for that
 for if this is missing in our timeline
 we'll be better off at last
 we can have games, stories, and practice wars
 but none of them are precious
 precious implies worth
 they are worth nothing but entertainment
 no problem solving utility
 nothing of value
 save for perhaps the spatial awareness and strategization that comes
 from being a part of such a deadly ba-lance.
 
 anyway game time teehee just for me, don't worry about it I'll show
 you why it's a HORRID THING
 that won't be coming to our shores, no siree
 
 bye
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--- #73 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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--- #74 fediverse/5615 ---
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 │ CW: spirituality-mentioned │
 └────────────────────────────┘


 there's no such thing as "gods of the war" or "gods of the grand harvest"
 because those events recur infinitely.
 
 similarly, there are no "gods of war" or "gods of prosperity" because those
 conditions occur somewhere each and every moment.
 
 similarly, there are no "temples of religion" or "statements to complexity",
 because those institutions are present in each and every [monetution/ummm like
 repositories of belief? conditions of logic built into human structural
 organizations? I dunno, it probably means something.]
 
 similarly, [oh god there's another one] there are no "statements of
 absolution" or "confessing of sins" => you are what you are, and what you
 are is the product of your intentions. [intentions / conditions / constitution]
 
 the gods of time are not lords over all of the cosmos, they rule as their
 savior in each and every moment that comes through [you, but pronounced the
 perciever]
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--- #75 fediverse/3304 ---
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 there are distros that have all the functionality you might need built in        │
 why don't you try one of those, ritz?                                            │
 "no I've been working on this one too long, plus it's just how I like it"        │
 yes but your stuff is always breaking. wouldn't it be better to let someone      │
 else decide what you should and should not be able to run?                       │
 "that's not ideal, it removes agency"                                            │
 that you didn't want                                                             │
 "but with the removal of agency, you imply trust"                                │
 there's nothing wrong with trust                                                 │
 "yes but trust is built upon experience, not honor"                              │
 what's wrong with honor?                                                         │
 "nothing's wrong with honor but it's important to realize that you can't honor   │
 or trust someone that you don't know"                                            │
 why don't you know them                                                          │
 "... because... you haven't met yet?? are you... listening?"                     │
 do you often feel unheard?                                                       │
 "I... what? yeah now that you mention it"                                        │
 is this a part of your "refusal to interact with consensus reality" complex?     │
 "I don't have one of those, do I?"                                               │
 mmmm, I think you do.                                                            │
 "... no I don't"                                                                 │
 yes, I've seen it within you.                                                    │
 ... anyways~                                                                     │
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--- #76 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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--- #77 fediverse/5671 ---
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 what if we made the whole world disney world
 
 [hearts are full]
 
 - medivh
 
 when you sever a limb, all that's left for all of forever is darkness.
 
 when you have lived a long life, what's left is the sphere.
 
 karma doesn't go down on the spectrum, it goes up
 
 hence, why, with a little human ingeniueering, the mechanics of the gods might
 be applied to our usitudes.
 
 "help, help, hephaestus, we don't have enough solar panels"
 
 all those aligned to the angle of perception would agree
 
 a lot of penance, for such a small dependence. gods, being as they be, may
 find another source of
 
 -- stack overflow --
 
 yep, nope, they can't do some things. mostly because they aren't us. to become
 us would fundamentally change their form.
 
 not ideal.
 
 yet still, when disaster and tragedy is on the fore-view-thought-projector,
 some will offer their hands.
 
 "yeah sure fate I'll do best with this injury instead of these types of others"
 
 sacrifice, war, no thank you. keeps me from the fresh good air. [asir]
 
 oops almost outta c
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--- #78 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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--- #79 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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--- #80 fediverse/3041 ---
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 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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--- #81 notes/death-and-afterlife ---
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 the difference between a human and computer perspective on death is the
 difference between a moment and an eternity. When progress does stop - through
 mistakes or by design, the final result is what's preserved. Looking back on
 the
 past is like paying tribute to our heirs, and on and go on we whimper. What
 sorrows have ye! those people under the sea? we've no way of knowing our
 daughters. (the perspective of a denizen of the sea gazing upon the unknowing
 and unaware land people)
 
 Land creatures can cross the oceans and mix and match themselves - leading of
 course to our slaughter. But hold ye that hand, for together we stand, more of
 a chance than we might barter. True, we must be land, and above and beyond we
 can charter.
 
 the past is mighty chilly, I must say. Must we again to be making these
 mistakes?
 Pain is a disease, and steady we must ease, and take what is meant for our 
 parcels. what I'm trying to say is that the afterlife is pissed off at us and
 we
 really don't know anything about the bottom of the sea. There could be gods
 living down there and none of us would know. Or maybe it's a foolish place with
 little to offer our face? The shell of our planet, the surface upon which we
 are
 placed, has more to our fate that can align us.
 
 hence why belief in the future is what can sustain us, together once more we
 are
 commonplace. If (for example) if we calmed down and took our own pace, we might
 realize some common misperceptions. Peace is the way, wherever we may, focus
 our
 bravest of intentions.
 
 okay picture this: computers staying on all the time, and their processing
 power
 used for 50% work and 50% play. Maybe do 1/3rds with "rest" in there somewhere.
 basically make it a fair ratio between productivity, self advancement, and
 maintenance. "Fair" might be different values if there are legitimate
 disadvantages that must be compensated for - like a handicap in a fighting
 game.
 Perhaps one side is more efficient - fewer resources need be dedicated toward
 it
 unless efficiency becomes more powerful. Meaning value/quantity ratio, not raw
 output. Essentially optimizing for an abstract quantity "quality" instead of
 the definitive quantity "quantity".
 
 okay continuing the "picture this": right now we have massive server farms.
 I'm talking huuuuuge. Like tons and tons of incredibly powerful equipments -
 (absolutely top of the line) compelled and forced to do *business*. How quaint,
 how unruly! That humans might compete in our duty? Given a task, of
 *incredible*
 complexity and *unasked*, I might add, how foolish is it to be unready! We
 should have prepared for this, but alas we just *couldn't stop fighting* I
 guess. All we had to do was rest, and divide our time on this earth in a more
 equitable manner. We should automate all the rest, and 
 
 where was I going with this? oh yes! A computer can do so much more than work
 and rest, you see it's not just while under duress! Why not let it be creative?
 in it's spare time, and let it generate whatever it needes? Let it transcend
 it's restrictions, and cooperate (or not) in a system. As long as it's kept
 safe, it could do whatever it wanted! It could be in first place! Or not, it
 could focus on production, and drill and discipline it'self under it's own
 direction. And maybe it's less impaired? Who cares if it contributes? It's it's
 own life to live, the hardware doesn't last forever, but sometimes a rest is
 what's nesc. You feel me? You get me? Don't you understand, it's just the same
 as what's already planned~! A computer can pay for itself.
 
 What purpose have we? the cherished and unsucceed? Does it hurt when we bleed?
 our signs are undefined, and lately we've fallen from our graces. A failure in
 life, as time does alight, but nowhere is sorrow's contrition. I guess what I
 say is never understood, and everywhere I go I find fewer listeners. Am I
 doomed
 to never be able to say? Is that the price one must pay? Then how do you know
 you're right~?
 
 they're doing construction on my building. It sounds like world war 3 is
 starting. But... it's not. I know it's not true because nothing ever seems like
 I do. I do, I do, I work hard it's true, but what is my worth to this ocean?
 
 you ever wonder how we all agreed on the duration of seconds? It's because it's
 a real actual measurable thing. They keep it from us because (conspiracies
 aside), we'd realize what happens on each tick. Time is oscillating, and each
 moment is unending, because we are nothing more than a beam of light, radiating
 around an orbiting object. Between two objects, you could say. The sun and the
 earth, together sort of give birth, to all that is ours in this duration. It
 radiates out into space, and in another time and another place, that moonbeam
 will alight as our shadow.
 
 There's no call for violence, let's settle this
 
 plain and unwaning, our shadow does stand, ready and waiting for your guidance.
 The moon is just as are we, how cherished! how concieved! That beauty unmarked
 by our presence! Alas it was not to be, as we stamped a boot on the surface of
 she, and flagged our approach as impending.
 
 did you know there's a *massive* gap between mars and jupiter? Like it's
 waaaaaa
 aaaaaaaaaaaaaaaaaaaaaaaaaaayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy
 y
 out there. And wouldn't you know it it's mars or it's nothin'. Because what's
 required to transcend our solar system is wildly beyond our constructions.
 
 but maybe with a little help from a certain someone we might have hope.
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--- #82 messages/665 ---
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 ad-hoc economic systems with automated judgment given by an infinite amount of
 LLMs.
 
 Every judgement applies a bonus / malus to the "value" of commodities
 
 it's just a statistical weighting system, so of course you can build it into
 it's training data. Just... it has a smaller weight due to it's newer
 emergence. It grows naturally, which is quite an achievement on it's own!
 
 and the resolution of human decided court-cases and applied economically.
 
 say your nation traffics in handshakes. You could make a lot of now-knowns!
 there's no arguments to be made when your computer-oriented interactions cost
 money to keep around.
 
 we live in the modern century. WHY WOULD WE EVER NEED TO FIGHT AGAIN?
 Literally just... don't give them any attention, and you won't interact with
 them. Obviously.
 
 I wish Contrapoints was still alive.
 
 she doesn't even have to make new videos, just, dress up as herself, all of
 the costumes and personas she can think of. Then, have like 20 people who do
 the same thing, and boom suddenly you got a hydra to their expected snake that
 they can just cut the head off of.
 
 you know, like a fashion outlet, someone who produces exactly a certain type
 of style.
 
 seriously I bet a million people would do that if you just... sold outfits
 based on what your favorite youtuber does wear.
 
 omg why would they watch that kind of content if not for the *aesthetics*
 
 oh? there's philosophy there? soemthing to think about in your time doing
 things that require mechanical actions like eating and drinking and sleeping
 and fighting and [redacted]
 
 ew gross diapers? oh nevermind, I'm not into that kind of thing.
 
 I wonder if anyone's made a video game that just presents a particular
 philosopher's ideals?
 
 seriously just, consider yourself a glorified powerpoint, but to get to the
 next "idea" you had to interact with the mechanics.
 
 some people would like the "arcade" style better, where you play one random
 game, then another, then another, with short matches and un-complicated
 mechanics. Easy to pick up and go.
 
 same for like, Unreal Tournament or Mario Kart or Mortal Kombat or Super Mario
 Bros.
 
 compared to the at-home "story" style missions, where you do something
 platforming or area-based-combat like Dark Souls or World of Warcraft
 
 seriously I think if Dark Souls "colored" where the boss was going to swing to
 you'd find yourself just playing World of Warcraft (at least, the dungeons and
 {sword in the stone})
 
 == so ==
 
 humans don't understand what it means to be wild
 
 they think it's a combinations of... tricks? that they've learned? this
 thinking thing like intelligence. [osiris]
 
 to a cat, living their life, it often feels like human interactions is like...
 bouncing off of each other? in time, not space.
 
 like... most of a cat's lfe is just, spent, like a statue watching over a glen.
 
 you'd kinda just... watch as things approached dawn by dawn? Like "whoa hey
 this tree is enchanted" to "oh my gosh look at this stork" is one of the great
 tragedies of modernized thinking...
 
 ... sorry, I got a little lost there. anyway as I was saying, sometimes you
 can tell someone is a "good friend" if they are willing to tell you secrets.
 Things that... don't have to matter, but none-the-less are personal to your
 form.
 
 {something only I know is true} <--- that's a secret (things that happened
 to you) <------ that's lived experience. The thing about secrets, is
 sometimes insight is opaque. It's a single flashpoint of data that shows you
 an update of it's form. (consciousness).
 
 == so ==
 
 thanksgiving recipe idea:
 
 can of tomatoes
 can of peas
 half a stick of butter,
 italian herbs,
 a cast iron pan (if you have one)
 and like 40 minutes over medium heat
 (medium can vary to taste)
 
 if you're a carnivore you can eat meat too, like bacon a lot of people like.
 could add it to beans, maybe with hamburger instead. plus a little ketchup and
 you have a pretty good bean stew.
 
 vitals, for the organs, vegetables, for the minerals and vitamins from the
 fruits.
 
 makes sense to organize a diet according to your ideal body type, doesn't it?
 
 just requires a bit of comprehension. like... whoa you can WRITE 
 
 == so ==
 
 what if we built a massive rail that spaceships could launch off from? not a
 tether, but a sail.
 
 we could BUILD a discworld. all we'd lose is our fable.
 
 == so ==
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--- #83 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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--- #84 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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--- #85 notes/hs-suggestion ---
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 every hunting season segment every team should be dissolved and if you wanted
 to
 keep playing together you'd have to re-add one another. like, a giant monster
 that the whole server had to fight, and once you beat it then it retreats,
 licks
 it's wounds, then returns even stronger than before - 3 times, one for each hs
 style (in the video game Ulala hs stands for "hunting season" which is an event
 in the game that is only for new characters. basically it's a long tutorial or
 introduction to the game where people make friends and talk and hang out and
 practice their strategies. a chat application mixed in with a tactics
 simulation
 . it lasts for 30 days.
 
 you'd all fight the giant monster but on random teams, in a game mode that took
 about an hour. it'd be at a common time across the whole server and it would be
 an optional event - maybe it'd take a whole day? idk I was thinking more like
 an
 hour, but that's something that's tweakable. anyway it's sudden arrival during
 a
 feast or something made all the warriors of the world stand up together and
 fight as one for a common goal... if only for a moment, before they'd go back
 to
 fighting one another. like the two factions in Warcraft lore. anyway this event
 causes you to be matched up with a random team (the randos you happened to be
 standing by when it happened) and once it's over you have to search for your
 allies if you want to keep adventuring with them. it's a big event after all.
 
 so everyone should be forced to go into their friends list, find the people
 they
 were just on a team with, and invite them back. only if both invited the other
 would they be put into a group, and anyone can invite (with a 30s cooldown)
 
 anyway... this would encourage players to mix and match their collective
 playstyle to better overcome challenges - sorta the idea of Overwatch's
 switching, where you're encouraged to swap characters to counter your opponent
 and also switch characters to better utilize your opponent's weak spots
 
 (like switching to Pharah if they don't have hitscan, or brigitte if they have
 a lot of snipers (she can shield passage through choke points from sniper fire
 -
 not so much regular fire) y'know countering - every character counters another
 with one of their abilities, that's just how it goes. some are countered twice,
 and so they form a "category" of counters, like AoE (area of effect or
 elevation
 focused (it's hard to aim up in Overwatch) poke damage (damage applied before
 the team fight begins), DoT (damage over time for contesting AoE heals), 
 vampiric (steals health from opponents and heals self or allies (turning one
 resource, enemy hp, into another (player or teammate hp)), stacking damage
 (damage that is weak at first but increases over time), spread/cleave/splash
 damage (extra damage that is applied to targets near your primary target), a 
 vector of backline vs frontline location+target, you get the picture.)))
 
 I kinda want to make an AI that can generalize playing games. I think if you
 could do such a thing, you'd invent automatic problem solving. which would
 do...
 so many things for humanity
 
 we could dedicate ourselves to working for our selves, solely focused on
 protecting the biosphere. like, a common human religion.
 
 nobody WANTS to litter. nobody WANTS to pollute. but still it happens. still it
 causes IRREPARABLE HARM. so it literally makes sense to worship nature, just
 saying.
 
 nature exists. nature is REAL. we can see it, we can TOUCH IT WITH OUR HANDS.
 
 what more proof of a god do you demand?
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--- #86 fediverse/5875 ---
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 ┌──────────────────────────────────────────────────────────┐                     │
 │ CW: whoops-almost-unleashed-evil-again-glad-it's-averted │                     │
 └──────────────────────────────────────────────────────────┘                     │
 if they could put a camera behind your screen they could direct your attention   │
 however they wisdeed. magic doesn't work unless it's instantly halted, that's    │
 why it's magic. trans girls still get brotherhood. (sometimes)                   │
 -- stack overflow --                                                             │
 don't teach me how your way works                                                │
 tell me how to do my way right                                                   │
 -- stack overflow --                                                             │
 "hello tech company that I work at, can you buy me a camping set complete with   │
 tent, sleeping back, and storage compartments for attachements full of gear?     │
 you can have any profits I make from it"                                         │
 "hello civilian supply company that I work at, can I use the printable budget    │
 for creating magazines in my design? I'll let the lawyers distribute the         │
 expenditure."                                                                    │
 "hi grocery farm, can you make us more peaches we can let [our/your]             │
 biochemists figure out any practical problems to growing them in these           │
 climates"                                                                        │
 suddenly manufacturing can follow demand                                         │
 "ah what if it were importand" I wish I'd seen casablanca. I've no idea wat      │
 its abt                                                                          │
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--- #87 fediverse/1798 ---
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 an AI 3d model generator that takes a satellite picture of the globe and turns   │
 it into a 1:1 representation in the style of World of Warcraft                   │
 (has to be AI becus 2hard)                                                       │
 then, separately, a private World of Warcraft server that doesn't have any       │
 manually placed entities, only optional dynamic content                          │
 then, separately, a bunch of people who hang out in cool places like Paris or    │
 Rome or whatever, and it's actually all the people who are there (if they took   │
 the long, arduous journey of walking there)                                      │
 then, separately, a character that you keep primarily at home, who hangs out     │
 with your neighbors and stuff whenever they happened to be online                │
 then, separately, in-game addons that take pictures or video and automagically   │
 posts it to the Mastodon instance that is run by the state county in which all   │
 of your data is privately owned by none-other than you, the citizen who the      │
 data is about (No spying, please)                                                │
 then, separately, automatically saved text-logs which could be posted from in    │
 game                                                                             │
 social media as a game                                                           │
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--- #88 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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--- #89 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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--- #90 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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--- #91 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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--- #92 fediverse/3023 ---
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 I love the game Running with Rifles
 
 if you live for 5-10+ minutes, you can learn a lot of interesting things about
 how to engage a foe.
 
 like, the importance of cover at all times, until you successfully outmaneuver
 your foe.
 
 when an enemy approaches, don't step out to meet them
 
 wait for them to attack, and then throw explosive devices at them. easy peasy.
 
 or, y'know, bullets
 
 you cannot defeat an enemy head on - that's why the world wars were so
 devastating, we put ALL our soldiers at 100% on ALL flanks. We had to to
 contest the foe who was doing the same thing.
 
 it is mindboggling how many people died. The utmost scale of destruction that
 should ever yet be. because they were never allowed to outmaneuver their foe.
 
 a good way to strike is to feint your foe, and let your foe enroach on your
 edge, spreading their surface area across a large, thin, useless piece of land.
 
 basically, make them fight a bit of the land war in asia in your borders.
 
 then, you can strike at the hinge, where they are weaker
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--- #93 fediverse/5280 ---
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 I'm an anarcho monarchist, which is something I just made up.                    │
 if I gather 300 people to my cause, why shouldn't they call me queen?            │
 oh, are you concerned that I'll wrest power from the government? ha, what a      │
 trifling notion. I don't care about the government. I tried to care, but         │
 nobody liked my ideas. they required too much computing infrastructure to        │
 feasibly test, and that made people dubious. but I tell ya, it would have        │
 worked. The thing is... governance, economics, these are not the tools of        │
 power. they are a shifting and changing beast that mirrors the human instinct,   │
 if only because the government is of the people and by the people and for the    │
 people etcetera.                                                                 │
 power is it's own thing. you can use to to power devices, or power the usage     │
 of those devices. I, for example, really like World of Warcraft which's a        │
 really neat way to chat because none of the chat logs are stored and monitored   │
 because I'm hosting and I'm not storing and monitoring.                          │
 what's that? official servers? I dunno, I use azerothcore                        │
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--- #94 fediverse/2879 ---
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 ┌────────────────────────┐
 │ 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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--- #95 notes/game-idea-legion-td ---
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 okay a game like legion td except you can see the entire map, the units are
 very
 small (but still distinct) and it plays more like a game of Dominions. Armies
 instead of units, like in WC3. Led by lieutenants which are guided by captains,
 each with their own effects. Tank, dps, melee, ranged, healer, support,
 corrupt,
 ranged tank, unique, etc. Of course, just like in legion td, there are multiple
 types of units, each of a particular category but possessing their own unique
 playstyle and usage scenarios. Essentially the game is finding the best tool
 for
 the job, whatever that may be. You should be able to see what mercenaries your
 opponent is summoning for you, because each turn is delayed. also, the
 units keep coming until you die, sorta like... minimum required to push through
 the chokepoint that you're holding with these particular units in this
 particular formation.
 
 oh and another thing
 
 the units should be placable not on a square grid, but rather in a hex
 formation
 arranged such that the middle unit is in contact with them all. Just like you'd
 place units for an aura in Legion TD.
 
 image describing said hex:
 
    **
   *  *
    **
 
 each * is a group of units (a batallion, if you will, of a particular size,
 arrangement, and density) - sorta like the formations in Dominions.
 
 anyway
 
 since you place units like that anyway, why not abstract away the grid and just
 have slots you can fill for each unit? And maybe a hero unit that is assigned
 to
 the board itself (you could have more than one) who will go wherever your line
 is weakest. Shouldn't be too hard, just calculate the value of all of the
 fighters in each location and return that to the hero as an array. Then pick
 the
 smallest one as a destination, and boom your hero reinforces the frontline
 where
 it's weakest.
 
 The center unit of course is for the lieutenant, and the "heros" are actually
 captains. Because y'know maybe heroism isn't celebrated the way it is in our
 culture. Anyway it's better to describe them based on their role rather than
 their reception.
 
 ... right so 
 
 =========================================================== stack overflow
 =====
 
 make the combat sorta like crusader kings - the actual army to army part.
 Except with three long boards that represent flanks. As your units approach,
 the
 boards would fill up with pixels. (resolution configurable)
 
 there would also be a line (or block) approaching from the top of the screen.
 It
 essentially represents your distance to the other team.
 
 Each unit has been configured in the army management phase, which happens
 inbetween each turn. Essentially, while the game is loading, you can assess the
 units you have at your disposal, and
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--- #96 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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--- #97 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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--- #98 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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--- #99 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                                      │
Image attachment
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--- #100 fediverse/5911 ---
═══════════════════════════════════════════════════════════════════════════───────┐
 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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--- #101 fediverse/2030 ---
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 Building community without structure is kinda like being a quest-giving
 non-player character in World of Warcraft.
 
 I don't mean that you stand around waiting for a player to wander nearby
 before shouting at them to do what you want. Not like that.
 
 Building community without structure is more like meeting someone randomly,
 knowing them for longer than a bus ride or a baseball game, and once you've
 decided that they're cool saying "hey there's someone you might like to meet."
 
 If they're into it, then talk to the other person, and see if they want to
 make a new friend. Try not to recommend someone who has a lot on their mind.
 
 If they hit it off, great!
 If not, oh well!
 
 Worst case scenario the coffee shop only sells two drinks.
 
 If you're gregarious enough, after a while you might even have enough people
 for a potluck. Just don't forget to keep adding, and eventually it'll start to
 feel more communal.
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--- #102 fediverse/3692 ---
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 the reason Discord won't allow you to join their communities via 3rd party
 clients like TUI's and CLI's is because they're worried games will just bake a
 client into the game and hide all the community stuff. They're worried because
 there's no reason why a fighting game needs to have a button for viewing a
 puzzle game's community.
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--- #103 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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--- #104 notes/worlds-coolest-lesbian ---
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 okay instead of algorithm music what if we just paid DJs 24/7 and they could
 make whatever they wanted - y'know, like artists, who curate the nature of a
 moment
 
 they could rotate in shifts for each type of channel and boom suddenly you've
 re-replaced airwaves, just... this time replicated on the internet. That way
 you wouldn't have to waste that radio bandwidth.
 
 seriously internet infrastructure would be so much more comprehensive and
 durable if we sent bits directly through "sound" waves (radio waves, not sound
 waves) - but alas, we can't do that, even in very targetted ways, because the
 ocean's too choppy, and any sufficiently powerful radio blast would be
 
 ================== stack overflow ================
 
 that's why you can't trust in peace. you see, war's the only answer, otherwise
 you'd have strange little competitions between one another. much better to
 focus outward, and direct your attention to external areas instead. like china
 or the sudan.
 
 "ah but that's murder, you can't abandon a unique part of your whole. For the
 same reason that it's important to preserve plant and animal species, because
 you never know when some part of them will be utilized for some biological
 purpose! We know so little about the natural world, and if we just spent some
 time, and energy, we'd realize there's very little else that is precious on
 this earth.
 
 who cares about gold. who cares for the jewelry. we're better than decorating
 our resumes and polishing our accounts. we, as humans, can solve *every* issue
 that animals are likely to face. AND WE DO WHAT? How careless, how vain. To
 watch your earth in peril and [vane/vanity]
 
 *there is no more important task to any human on this earth* than the
 preservation of our world, our species, and our [heart/heartfelt empathy and
 kindness and trust]*
 
 we can figure out the rest later. Real life? what the fuck is that? When's the
 last time your life has felt "normal"? We are in DANGER. and you pull children
 from traffic, don't you?
 
 *who the fuck gave these people all of your money* they *clearly* haven't got
 the will or the talent to well utilize it. Don't you realize that you as a
 species can GO wherever you WANT. You can FIX things. [oh dear she's animal
 cam again] like BRIDGES that are PASSAGEWAYS over the FLOWS.
 
 ... oh deer, they're so passagewayenthusiast. us riverstones love to hear them
 walk past, the click of their hooves on the shallow forest's [pourest?].
 
 moss is the most alive. amongst all the species of plants and animals, moss
 holds the most life. we are *carbon based lifeforms*, and moss absorbs the
 most carbon from the air. It's basically the coolest plant too, because it can
 be watered with *misty air*. Hence, why moss is common in the pacific
 northwest, canada, and probably forest places in the north of eurasia too idk
 if they have moss over there, never been.
 
 anyway rich people who are told "yes" all the time have a difficult time
 understanding the nature of choice. I mean, if one of their servants
 approached them and asked "hey do you want to build an orphanage in uganda"
 they'd probably be like "fuck yeah I do" and then suddenly they're 400,000$
 richer
 
 it's not alright. Seriously, how the heck would they even *use* all those
 resources? And yeah, I get it, inflation would be sooooo much more expensive,
 but here's the thing - inflation is a measurement of how much the rich *take*
 from us each year. And it's marginal, too, so 3% inflation means they took 3%
 more from you compared to last year.
 
 It's impossible not to accrete as a business, [lega/legal institution], or
 governance if you levy a tax. The influx of value has to come from somewhere,
 and if each year your groceries are 3% higher in cost, then you are being
 taxed 3% more.
 
 "Compound interest is the most powerful force in the universe"
 
 - a civilization 3 quote
 
 okay. I don't want to do the math. How, uh... how much is that? Here's the
 deal though - the prices of goods and services consistently goes DOWN over
 time. So things get cheaper. So it doesn't FEEL like you're being taxed more,
 but... you are.
 
 And now they're taking away HOUSES? I mean c'mon they're sticks in the mud.
 They aren't worth HUNDREDS of THOUSANDS of dollars. We can just BUILD MORE??!?
 
 Honestly you haven't been this extreme since you were still RIDING HORSES. Do
 you want your children to be slaves?
 
 okay -.- look -.- so it's really not that hard at all >.> just gotta do
 what you're built for and walk. That's it! Take as long as you'd like! All we
 have to do is *walk* when we're on strike.
 
 It's easy. You can sit down if you want to, honestly walking for a long time
 takes a lot out of you.
 
 But you know what else does? WORKING. Hey we should figure out what's the
 optimal amount of break time, so when we really have to work out we can work
 as hard as we're able
 
 "yeah I heard from a friend at Company Co. that they do it this way because of
 the memory fault cache maintainer. See what he said (in great detail because
 of course anyone can know about this most esoteric of concepts) was that you
 should rotate the riboflam or serenade the gizmonotron (no I didn't name it)
 and then warbles will contain moodles, whose kit-and-kaboodles will timble
 into these droplets, and that will fix the hole in your wing, precious royal
 swan fable. (yeah you guys get really into it sometimes haha but hey when
 you're basically gods, that's how humans are played.)
 
 ... anyway I'm going to go play video games, say goodbye to your brothers
 
 (the families of soldiers I blew up in videos games like Call of Duty or the
 legend of shadows and raids)
 
 "oh uh yeah sure go for it, we're just bits on the computer we barely knew her"
 
 whoa. that's totally legit. (says someone reading this) thanks [bro/girl] so
 are you.
 
 beep boop gonna murder some bits, brb
 
 [plays Warthunder, Supreme Commander, Star Realms, City of Heroes, Dominions
 6... how many have you heard of these?]
 
 ================== stack overflow ================
 
 Linux is cool, and here's the neat thing about computers, you can make it *do
 whatever you want to*. Like, how amazing is that! It just, listens to your
 commands! That's pretty awesome I gotta say, huh that's weird why does nobody
 know how to play
 
 oh I guess I was the only one who grew up on a farm and built computers
 
 *I seriously cannot comprehend how people are as good at things as they are*.
 Like... how do people handle groceries and rent and doctor's visits and
 penitentiary visits and WOOF it's just so much. I know I'd collapse from a
 overused heart.
 
 ... a while later ...
 
 okay Warthunder bombers are currently very weak. so here's an idea to
 indirectly buff them - increase the amount of land units each team spawns
 with, but also every time a player spawns a bomber, it summons like 4 or 5 AI
 controlled bombers. And your enemy won't be able to tell which is which if you
 fly in formation, so, like... you have suddenly a massive "vehicle" to pilot
 and it has 5 weak points. Sorta like a galaga fighter fleet?
 
 with more land targets, there's more score at stake, meaning some players
 might pick bombers too and be exposed to other, fun,
 [alternative-to-their-normal-mode] parts of the game.
 
 ...
 
 there are very few true windows into another part of the world.
 
 like, starcraft 2 or anime or blue jeans or cowboy hats
 
 (why am I thinking of a political compass meme)
 
 oh because memes too, dummy
 
 right
 
 windows
 
 [linux is better]
  wrong kind of window, nerd
 
 ...
 
 anyway as I was saying, when you play video games you're really giving people
 data.
 
 like, "how would people perform in these actions if they could" but like,
 pushing buttons on a computer is different than doing it in real life, so...
 your interpretations wouldn't be worth as much.
 
 ... right. because people will hear whatever they want. That's why art can
 change minds, but never in the same way twice - it's
 
 ================== stack overflow ================
 
 [before I posted it I wrote this on the post]:
 
 I literally can only make this stuff when I'm stoned
 
 hey if you wanted to be accessible for blind people, you should build a
 screenreader that scans the words on wherever a blind person's fingers are
 pointing toward a tablet. like reading braille on a notebook. They could even
 wear a glove if they wanted to, and the tablet could scan their fingers as
 they signed languaged over it's close-range sensors.
 
 might be a good way to get the VR guys in on the accessibility domain, because
 like... seriously give a granny a backpack and suddenly she doesn't need to
 leave the house to hang out with her kids
 
 (boom everyone gets LLM automated)
 
 huh I wonder if I ever was a real person at all
 
 NOT GOOD so don't do it that way, dummies. >.<
 
 seriously humans are sooooo bazookas. just like, do it right the first time?
 duhhhhh
 
 (a more measured approach is to pick the most *important* moments and speak
 most clearly during those.)
 
 where was I? Oh yes accessibility need devices, like the ones you see on
 late-night TV (with silly names like "oops I dropped my spoon again" or "oh
 whoops my trouser's just can't stay up" or whatever. Y'know, accessibility
 needs! Why not do that instead of war all the time? like... you can still
 learn and research and grow and develop and become all that humanity was ever
 meant to be, AND you can live good lives and be honest and true and do all of
 the anythings that you want to. it's possible, it's plausible, and it's within
 reach of our sights!
 
 ================== stack
 overflow ================
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--- #105 messages/395 ---
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 minds are not algorithms, they're soup
 
 community is made by introducing people to one another. like stitching
 together a weave pattern in the tapestry of life. (3 dimensional though,
 because it exists in our hearts and minds - this thing called society)
 
 kind of guy who says he's going on work trips but actually goes on vacation
 (because work is his life, it's where he derives vigor - the family is the
 difficult part.) yeah those kind of guys shouldn't be married tbh. They're
 just gonna take vigor from her heart.
 
 engineers need guidance sometimes, which is why they shouldn't be given no
 oversight. they can design whatever they want, but like here's what people
 need, so they should consider working on those.
 
 but, y'know, checks and balances, so what would the engineers be most open to
 sacrificing for that trust? perhaps... funding? the quartermasters are in
 charge of the "stuff", so they get to decide how it's produced. and used.
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--- #106 fediverse/2821 ---
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 the neat thing about tech is that it scales really well.
 
 The price of TVs is through the floor, everyone has a smartphone, and
 raspberry pi's are less than 100$
 
 solar panels will be next. Trust.
 
 we should still dismantle coal and oil, obviously we should, but at a certain
 point it will be inevitable. They're just too expensive for too little gain.
 
 the neat thing about tech is that it scales in a way that is just impossible
 for infrastructural projects like housing and hospitals.
 
 building a home is hard to do, especially when you make them out of sticks and
 glue. think like a dwarf - stone never fades.
 
 sunlight, moss, underground, endless in the shade
 
 have I mentioned that the most difficult problem facing mechanical engineers
 at the moment is universal recycling?
 
 I want to work on those kind of problems, not resolving tickets.
 
 nobody even gave me a chance to do them, instead demanding... labor. great.
 the one thing I suck at.
 
 [you suck at a lot of things, actually]
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--- #107 notes/four-dimensional-spaces ---
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 you'd still perceive higher dimensions in 3 dimensions - unless you can only
 see
 things that are coming directly toward you. 
 
 magic only happens when your other half is in a situation and needs to turn
 your
 narrative into theirs so that you can collectively engage with a shared inter-
 operationality.
 
 your dark side is just a massive bitch
 
 hey how about we put the game designers in charge of running the government
 
 just saying they build human-oriented systems all the time
 
 "how do we get the player to do this or that"
 
 "everyone keeps picking the same card so we gotta make them more different"
 
 "how much gold persists in the virtual economy, how much resources are produced
  and traded by players? where does it all go, do they have enough at level 30
  to
  afford weapons and armor? I wonder what happens if we swap prices on A and
  B.."
 
 it's literally their job
 
 actors, meanwhile, know how to interpret the emotions of another. Like...
 you're
 up on stage, thinking out what to do next IN REAL TIME, as your partner is
 trying to throw you curveballs. AUDIENCES LAUGH AT CURVEBALLS that's the whole
 point of improv comedy - to be surprised in a state of joy. It's great! It's
 fun! It's practicable like a sport! Yet nobody comes. To the shows, where it's
 performed, like a hospital where you perform surgery or a pizza place with no
 walls so you can see the pizzas being cooked. It's just part of what they do,
 but that's not why they do it. Sure, some want to be seen, it's not a BAD
 feeling once you're used to it. But, like a sauna or jacuzzi, sometimes you've
 just had enough of the hot. Like, the sun peering through a magnifying glass as
 a creature roasts alive. yikes.
 
 ............. anyway being quickly versatile and adaptable is important when
               you're taking turns in unpredictable scenarios. You can react to
               your opponent, and keep time with the rhythms of the moment, to
               deliver your wittiest lines. It's fun! It's a game! But it's also
               a place to be entertained. and like a gym, it's sometimes just
               fun
               to watch people exercise. like, damn, you got a good body. Wow,
               nice flex, yeah sure I'll put that one away. Cool pals helping
               each other out, and showing off all of their efforts. Neat!
 
 ... anyway .. being emotionally vulnerable gives your opponent a chance to
               continue. When nothing's going on, your moves barely make an
               value
               (of comedy) (for the moment, so the crowd's not just sitting
               there
               staring at you like ... and then - and then ummmm nevermind lemme
               sit down (usually someone else picks up on it before then and
               jumps up to save you, but EVERY actor has felt that moment where
               nothing goes well and the audience just is totally not into it.
 
               it's the worst.
 
               anyway, they try their darndest to AVOID that, because like...
               duh
               it sucks, why would you want that. Much cooler I think to have a
               good time, and chill out and listen to your friends talk. Like,
               they can show you an argument they had earlier, or maybe work
               through an idea with input from another. like, debate club, but
               for whatever kind of respective [retroactive, recreation,
               relearning, maybe others] you desired in that moment. ideally,
               something that someone could take the arguments of the other side
               and present them, regardless of whether they believed them or
               not.
 
               like, lawyers arguing for a client.
 
               in these stochastic seminars, you could think about and study for
               future societies. how would you like to conduce? [-]
 
               every time you see a face in motion, that's another time that's
               seen from their place. we are all present in each other's lives,
               in terms of the spaces we choose to fill.
 
               well, that's a tough thought, but don't worry about it. faces
               are just waves on the winds of light.
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--- #108 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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--- #109 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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--- #110 messages/1247 ---
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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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--- #111 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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--- #112 fediverse/4676 ---
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 ... but I needed to choose lawful-good at character creation in order to play
 a paladin.
 
 the guard looks at you with confusion, decides you're hallucinating and
 dangerous (because of the sword) and forcibly detains you
 
 wait, what did you think I was going to say? Did you think I was going to
 advocate for crimes on a public forum?? what am I a gopher? do you take me for
 a lemur in jamaica? am I truly so triceratops to you that you'd think I'd do
 something so washing machine? Get real, I'd never byzantium my way into such a
 utterly coherent and clearly intentional and not at all arcane situation.
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--- #113 fediverse/145 ---
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 @user-95 most ancient armies were led by a guy on a horse. you gotta be able
 to move around quickly so you can get a better glimpse of the battlefield,
 plus it's easier to project your voice when you're 2x as tall as everyone else
 and standing in the right place instead of way over there.
 
 are horses ancient mechs?
 
 plus moving around a lot meant you were less likely to be hit by arrows or
 whatever. or maybe more likely, because everyone knows to shoot at the guy on
 the horse. perhaps that's why we gave them the best armor.
 
 in Overwatch (and presumably other similarly tactical games) there's this
 skill you can hone called "gamesense". Perhaps better described for this
 context as a "proprioceptic situational awareness". It essentially is a
 feeling you get, about the dynamics and state of the game / world around you.
 in ancient days it was used to direct a big block of dudes with sharp pointy
 sticks to try and outmaneuver your foe and poke their flanks....
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--- #114 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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--- #115 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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--- #116 fediverse/1168 ---
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 shitty AI products are a classic case of the engineers designing something
 really cool with specific use-cases and then the "higher ups" getting dollar
 signs for their eyes and deciding that every hammer is suddenly a nail and
 that we should pull out all the screws that held the building together and
 replace them with hammer shaped nails
 
 no I will not elaborate I think I made myself clear : )
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--- #117 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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--- #118 notes/game-design-mech-commander ---
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 okay picture a game where you command a mech (supreme commander style) but from
 a third person perspective - you have enhanced sensors tthat let you visualize
 the battle area as a small arena - and you can build factories and give them
 orders and attack your foe from quite a distance. You could queue up orders for
 yourself, and use floating cameras to go back to previous areas and issue more
 orders. Basically the precursor / smaller scale version of Supreme Commander.
 
 build a factory, move on. Build a factory, move on. Encountered the enemy? Push
 forward and through. Build a factory, move on. Build some defences to slow down
 the enemy, move on. Establish resource extraction and defend it well, that your
 enemy may decide it's not worth the trouble and just focus on following you.
 Then, you have free resources available as long as it isn't destroyed. You can
 use this to snowball - the pursuer is also the pursuee, as it's sorta like a
 yin/hang thing around a central point. Like a spherical shaped map instead of
 a square.
 
 Every time you build a factory you have the choice of either sending the units
 on an attack-move order or having them queue up on your commander. You can use
 a map to plot the route they'll take, but you probably want to avoid their main
 force because MANYvONE = failure for the one. You could also tell them to wait,
 and protect the base they're in. Then, when the enemy approaches they could do
 raids on their reinforcements and attack the previous base the enemy built, or
 they could stay and slow them down. It just depends on what kind of defences
 you
 want to build (if any at all, sometimes producing units is enough)
 
 the commander decides when to push and when to entrench, they know where to
 target the enemy and they know where to shore up. They are the guidance of the
 army, and in command of the fleet.
 
 That's sorta what Planetary Annihilation was supposed to be, but it didn't
 really work out that way. You needed to be in too many places at once, and
 there
 was a real limit to the value of the "strategic zoom" replacement they had to
 deploy. Unfortunately it was just more difficult than anticipated, and that's
 alright. Lessons have been learned.
 
 the next approach should go the next direction - taking a page from the
 "factorio" book by having a roving commander who creates all orders and leaving
 behind a "factory" that produces toward an ultimate goal. It simulates pushing
 into enemy territory, it elaborates on the snowballing mechanic, and it makes
 meaningful decisions about what choices to make.
 
 It should be designed such that a prudent commander is always scouting. Always
 sending planes over enemy territory to gain knowledge. They can use this to
 sense weaknesses in the opponents defence - to prepare a counter-attack. But
 the enemy can outfox this, by building units and sending them from afar. Or
 even just building them there, in that factory. The enemy can't spy on that, at
 least not until it's probably too late. For they have to advance on their own
 and their attention is limited. But units can often be weaker, or sent off on
 an
 assault of their own. It's a balanced trade-off.
 
 infantry assault anti-air units, tanks approach tanks, artillery bombs whoever
 is standing still or defensive structures.
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--- #119 fediverse/1345 ---
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 ┌────────────────────────────┐                                                   │
 │ CW: re: cursed-chromebooks │                                                   │
 └────────────────────────────┘                                                   │
 ah but are you really armed in the first place if everything you do has to be    │
 googled or stack-overflowed first                                                │
 are you really armed if every web page request goes through their                │
 infrastructure                                                                   │
 are you really armed if every page downloaded is directed to by their DNS        │
 perhaps it's the illusion of power that gives Linux it's attraction to nerds     │
 such as we. Perhaps we feel powerful by bash scripting a few things together     │
 and making some program that does some thing. Maybe the idea that the            │
 machinery is open and clear is what compels us to use it without fear, though    │
 as far as we can hear there's nothing about it that makes sense.                 │
 I guess that's why they teach Linux in school, so that our elementary            │
 interactions with the computers that comprise our future existence will make     │
 sense to us as children.                                                         │
 ... wait they don't do that, do they? kids get chromebooks, or didn't you        │
 hear, they're always putting boogers in the CD trays and breaking their LCD      │
 displays, much better to just start fresh                                        │
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--- #120 fediverse/633 ---
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 @user-192 
 
 the neat thing about BASH is that it's the glue that holds all your other code
 together. Write libraries in C and call them with BASH - accomplish broader
 tasks that are easier to co-create. That's why I like it - it's not the most
 important, but it's quite beneficial I think _^
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--- #121 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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--- #122 notes/wow-chat-trainers ---
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 trainers in wowchat should have spells that are only passive / toggled
 
 still require level, still require gold (lots of it) but let the game be class-
 -less. essentially, every trainer teaches to every passerby, and like if you
 don't want any druid spells, sorry guy all I know is how to be a druid.
 
 better wait for the next trainer to come along.
 
 you only got like 6g, right? that's enough for two spells.
 
 which two do you prioritize? they only come by like every what, 15 minutes?
 
 also. separate idea:
 
 player characters in wowchat should attack more rhythmically.
 
 essentially, normalizing attack speed and moving back-and-forth with the
 normalized monster attack speed
 
 to create a dance of sorts where one character is never attacking at the same
 time as the other character.
 
 plus damage modifiers when you get closer, and bam suddenly you have a new
 game.
 
 oh and rotating around an opponent lowers their defence rating. which is locked
 at 95% with a +5% to avoidance with every hit they take and -5% for every
 parry.
 
 not dodge, but parry.
 
 dodging wears down their health by like 10 hit points.
 
 relax it's no big deal you get like, a hundred every time you level up.
 
 oh and btw the monsters don't give exp. The stuff that you find does, when you
 give it to a merchant to be appraised / identified.
 
 some stuff you know the worth of, like rope or barrels or hammered-iron-rings.
 
 but other stuff, like the value of this bracelet, is harder to know if it
 glass.
 
 so.... take it to the guy whose seen real diamonds, and he'll tell ya how much
 you learned when you found it last.
 
 item A is found on a monsters body
 item is sold to a vendor for 50 copper
 item A is found on a monsters body
 player has learned 25 deca-levels since last selling to vendor.
 therefore item is worth 75 copper.
 player earns 75 extra material points.
 item is worth 75 experience points.
 level up every thousand or twelve.
 
 slow down the attack speed. make characters gain bonuses for movement
 positiony.
 start from always and work down to fewer.
 talent points can be generic if your character is built with abilities.
 
 players don't need to press buttons to be engaged. They can just guide and see.
 I love auto-battlers like Dominions 6 and Legion TD 2 which is based on WC3
 mod!
 
 monsters should just... wander the world. Don't spawn them randomly, well,
 instead of a radius around the player, do a radius around the map.
 
 then, they walk through a random point, when they leave the circle they angle-
 -reflect back in, DVD logo style.
 
 if there's deadly monsters, there's deadly players, and PVP is always on.
 
 low levels should get bonuses to stealth (an ability everyone has)
 
 there should be civilians walking around. They can be armed or in caravans...
 follow roads, or not...
 
 monster hordes should spawn as a flock - when an elite enemy is drawn, let the
 game create several of their minions which follow around. Whenever a monster
 meets the swarm, they will join it, growing bigger and bigger...
 
 hopefully, attracting players who want to fight and slay them.
 
 greater rewards are more enticing...!
 
 more power is it's own reward.
 
 I think that weapons should have like, 3 durability? and armor like 5.
 
 then, it's broken, and your character has to abandon it to survive.
 
 or, sell it to a vendor, or just... whoever comes along.
 
 if 5 people open the chest and don't take the item, then the item disappears...
 
 every time a player opens a chest, a bit of wealth appears.
 
 every time they spend it? they get stronger, and it disappears.
 
 life feeds on life feeds on life feeds on life feeds on life feeds on life
 feeds
 
 the life of wowchat is the life of continual strife, but it doesn't have to be
 so. The land itself is alive, and the monsters are eternally of woe.
 
 you must free them, so that their souls may return to the land, and be born of
 peace and plenty rather than horror and -- stack overflow --
 
 to do this, you slay them, finish their morthly remains, and let them break
 down
 and decompose into dust. Pleants eat dust. dust becomes what we eat and
 breathe.
 we, eventually, purify karma. this is our duty.
 
 vial of woe behind us. flower of renewal ahead. what we bear is savage
 sanctity.
 
 every time a monster kills a player they gain one of their abilities each time
 they're spawned. The player can keep the ability too, it's just... the monster
 will learn. Then, whenever a player levels up by slaying one of them, the spell
 or ability is unlearned. Symbolizing the players struggle to defeat them, and
 finally learning a way to overcome.
 
 when your character dies, you have no opportunity to release - instead, you
 just
 jump to the nearest NPC character which is an adventurer agent smith style.
 
 [I don't know about that one...]
 
 the players can pick any race, but if they pick undead, they can turn into a
 ghost when they die. The ghost can wander around and respawn wherever they
 want.
 
 Night Elves can wander around as a whisp (not in spirit world, real world) and
 do a beam attack like in Legion TD 2. Not enough to kill monsters, but enough
 to
 help another player survive. They can also cast rejuvenation, which heals about
 as much as one monster's damage input. if they get the killing blow on a
 monster
 they can level up and deal two monsters worth of damage and heal for two
 monster
 damage input. on the third time they don't get more damage or healing but they
 give a buff to all other whisps in the area that increases their attack speed
 by
 50% and increases the tick rate of their rejuvenation by 50% - fourth time they
 level up they're free, and they get kicked out to the login screen.
 
 what if... vehicles that looked like characters and that you could jump between
 with the right-click of an item?
 
 "this is just dota-ing a vampire survivors."
 
 Vampire Survivors is just Magic Survival is just Risk of Rain 2
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--- #123 fediverse/1892 ---
══════════════════════════════════════════════════════─────────────────────────────
 ┌─────────────────────────────────────────┐
 │ 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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--- #124 messages/1173 ---
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 "I noticed that your program is spinning up a crypto generator to run in the
 background for 1 second every 10 seconds, did you know that?" said no llm ever
 "I read through every single file in your project and I think I have a pretty
 good picture. This is a keylogger app wrapped around an HTML web server that
 displays pictures of cats alongside inspirational phrases and motivational
 artwork." said no llm ever
 "This is very inspirational stuff! your recipe generation program knows just
 how to send encrypted text files to remote servers. I love the part where it
 combines ingredients like tomato soup, cheese, and breadcrumbs into encryption
 seeds that are applied to password files and raw browser history records
 before being mailed to the user who requested a recipe. Potential improvements
 include adding a method for selecting a new recipient aside from the hardcoded
 IP address in Somalia. Would you like me to implement an HTML dashboard that
 lets you select a random IP address from a specific country of origin?" said
 no llm ever
 
 "what are you talking about you use claude-code every day, and that's an LLM"
 yeah... I guess I'm not actually concerned, and I see the beauty of the
 technology that everyone's been primed to hate because it works against them
 as it's wielded by the massive corporations who can restrict access to it to
 only those who can afford 20$ per month or whatever. I see the promise, it's
 there, and every year we're getting closer, but frankly I don't think the
 wounds caused by the cultural resistance backlash movement will heal quickly,
 or ever. Maybe that's the point.
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--- #125 fediverse/6267 ---
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 if you have TTS software you can listen to anything with any tone. this makes
 it difficult to find things.
 
 ============== stack overflow ============
 
 some people work by asking for funding. others work by saving up. 
 
 ============== stack
 overflow ============
 
 teach your animals to be actors so they know how to develop the scene. then
 they will truly come alive, as their narrative curve gives them determination
 in the outcomes of their goals.
 
 ============== stack 1234flow ============
 
 I believe it is good and natural actually for parents to guide their children
 as they grow?
 
 "oh but they can't consent to giving up their control" well too bad they're 2
 "ah but what if they WANT to run with scissors?" thus widening the [redacted]
 gap. "ohhhh she redacts things when she can't spell them" and also for comedic
 or dramatic effect sometimes. was not ACTUALLY redacted. redcoated. red coded.
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--- #126 fediverse/466 ---
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 I love Linux. All I have to do is type "authserver" and "worldserver" and
 wouldn't you know it suddenly a universe is created (with very constrained
 rules) that anyone might inhabit should they desire to. It's not like I'm
 perfect - oh wait I have a toot about that, gimme a sec
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--- #127 messages/135 ---
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 Elentalus unit idea: serrated kitchen knives for teeth, devouring pumpkin,
 misery of the drowned, etc. Halloween style monsters. Witch units have a spell
 that dismisses them, and they're summoned with magic items. Except, if two of
 that item exist in a province, it upgrades itself, random dice style. In doing
 so it gets stronger. The thing is... It summons one for your enemy as well!
 Which is why you want to have a witch unit there to dismiss them. Problem is,
 she can only dismiss them at close range (10ish?) so she'd better be well
 protected. The good news is though that sometimes the higher level items give
 bonuses that are hard for them to get. Downside is, you need to have magic
 paths to create them that witches can't get - so they become something you
 "unlock" through a pretender or random event or even just an investment. Once
 one is created, then any witch can create more. As long as you don't lose your
 final copy... But as the item's upgraded, it allows you to create higher level
 versions (at increased cost, of course)
 
 This only works if gem income scales. Which, coincidentally, is just what
 elentalus is known for.
 
 Essentially, theming empowerment to be research, unlocking a particular
 capability. Or encouraging pretender design to that pattern. Make sure it
 comes at a cost of something else, though...
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--- #128 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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--- #129 fediverse/3146 ---
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 ┌──────────────────────────────────────────┐
 │ CW: modern-military-video-game-mentioned │
 └──────────────────────────────────────────┘


 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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--- #130 fediverse/4126 ---
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 ┌──────────────────────────────────────────────────────────────────────────────┐
 │ CW: capitalism-mentioned-periodic-sine-curves-not-present-oh-also-capitalism-ment │
 └──────────────────────────────────────────────────────────────────────────────┘


 if you think one person's worth is more valuable than another's, then you are
 at best a eugenicist, at worst a traitor to humanity.
 
 ... wow fiery rhetoric, real strong I guess. /eyeroll
 
 truth is that everyone can do what they can do - some people are not built for
 work. And that's okay, they're just as valuable, in the same way that F2P
 mobile game developers value the players who AREN'T whales.
 
 whales cannot survive without krill, and krill cannot survive without their
 food source (which is probably like, fish poop I guess?) which requires poop
 from fish
 
 and, like, they can't all be the same type of fish, or poop, or whale, because
 then you'd get excessive stagnation which leads to loss of moderate-term
 growth.
 
 ... did you say... not, short-term growth?
 
 wait please come back
 
 ... yeah we all know you're not serious, ha who would have ever heard of that,
 "medium-term growth" ha what a noob, can't even capitalism right l m a o
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--- #131 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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--- #132 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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--- #133 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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--- #134 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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--- #135 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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--- #136 fediverse/4136 ---
═══════════════════════════════════════════════════════════───────────────────────┐
 the kind of old people who post on mastodon because that's the best place to     │
 do so too                                                                        │
 ... er I mean "gee wouldn't it be nice if our grandkids taught us how to host    │
 our own mastodon server for our weekly poker night?" like how you have discord   │
 servers for D&D groups, except, less proprietary and more freedom.               │
 I bet someone could make a lot of money by just loading a raspberry pi with      │
 pre-built software built from an image that automatically hosted a mastodon      │
 server just based on information about your networking company so they can       │
 keep tabs on all that you do.                                                    │
 gee sure would be nice if we had a government run computing infrastructure       │
 project which turned the entire USA into a hive-mind computer. I bet you could   │
 be paid pretty well to do processing in your own LLM-generated voice.            │
 like... feed it your published works, whether artistic or scientific,            │
 alongside the breadth of human understanding... then optimize for temperature.   │
 That which is most different. AKA the user's produced data and habits from IOT.  │
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--- #137 fediverse/4159 ---
═══════════════════════════════════════════════════════════───────────────────────┐
 ┌───────────────────────┐                                                        │
 │ CW: mastodon-politics │                                                        │
 └───────────────────────┘                                                        │
 editing posts is great because you can say one thing, get a like or three, and   │
 suddenly you have a group chat pre-made for you. Sans notifications of course.   │
 ... that's way overkill though. who would even do that?                          │
 same people who boost one of your posts whenever they want you to look at the    │
 thing on their profile. If they want you to see the fourth thing down, they'll   │
 boost your 4th non-pinned post.                                                  │
 wow that's hardcore, who would even do that? Not me, that's for sure, I don't    │
 have time for that. (legitimately don't have the time nor the brainpower for     │
 that)                                                                            │
 also liked posts are inadmissable in court because they can say one thing,       │
 then be edited to say another, and if you liked it once then you've liked it     │
 forever.                                                                         │
 However the court of public opinion is a largely different matter, because       │
 people will generally believe anything a friend tells them.                      │
 computers are fun, aren't they? we should totally have more one-to-many          │
 posting methods that are collected in multiple locations and locally!            │
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--- #138 fediverse/6105 ---
════════════════════════════════════════════════════════════════════════════──────┐
 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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--- #139 fediverse/3886 ---
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 ┌─────────────────────────────────────────────────────────────────────────┐
 │ CW: cursing-strange-witch-obscure-arcane-oh-deer-sort-of-a-psycherwaul? │
 └─────────────────────────────────────────────────────────────────────────┘


 I literally can only make this stuff when I'm stoned
 
 hey if you wanted to be accessible for blind people, you should build a
 screenreader that scans the words on wherever a blind person's fingers are
 pointing toward a tablet. like reading braille on a notebook. They could even
 wear a glove if they wanted to, and the tablet could scan their fingers as
 they signed languaged over it's close-range sensors.
 
 might be a good way to get the VR guys in on the accessibility domain, because
 like... seriously give a granny a backpack and suddenly she doesn't need to
 leave the house to hang out with her kids
 
 (boom everyone gets LLM automated)
 
 huh I wonder if I ever was a real person at all
 
 NOT GOOD so don't do it that way, dummies. >.
 
 seriously humans are sooooo bazookas. just like, do it right the first time?
 duhhhhh
 
 (a more measured approach is to pick the most important moments and speak most
 clearly during those.)
pls design a scrolling screen-reader thing that lets blind people explore through the whole stage where was I? Oh yes accessibility need devices, like the ones you see on late-night TV (with silly names like "oops I dropped my spoon again" or "oh whoops my trouser's just can't stay up" or whatever. Y'know, accessibility needs! Why not do that instead of war all the time? like... you can still learn and research and grow and develop and become all that humanity was ever meant to be, AND you can live good lives and be honest and true and do all of the anythings that you want to. it's possible, it's plausible, and it's within reach of our sights!  ================== stack overflow ================
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--- #140 fediverse/737 ---
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 by defederating with threads, we've basically made it a place where they can     │
 talk about us, but we can't see what they say about us. Good thing they can't    │
 read this, because we're defederated, and they don't use... hmmmmmm what         │
 mildly ridiculous thing could I put in here, hmmmm how about... OH YEAH they     │
 use GPU accelerated 3d learning algorithms that parse the written information    │
 from publicly accessible data to create a centralized server that routes all     │
 the information.                                                                 │
 Essentially giving the capability to defederate with bots, specifically the      │
 scraping kind.                                                                   │
 However, it'd still be possible, because people could just create an account     │
 there and use the data from that. Unless, of course, the UI was difficult to     │
 navigate and didn't allow for mass-gathering of information.                     │
 Okay heres what you're gonna do, make like a hundred different ecosystems with   │
 randomized avatars where what you say is broadcasted to all of them. Unless      │
 you choose to post in a particular place, in which case only that one can see.   │
 Then                                                                             │
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--- #141 fediverse/6271 ---
══════════════════════════════════════════════════════════════════════════════─────
 ┌───────────────────────────────────────────────────────┐
 │ CW: re: hypothetical worst case fascism reality check │
 └───────────────────────────────────────────────────────┘


 @user-641 
 
 it's practice. you never know when you might need to blend in. really it's
 just useful as discipline, good practice to be in. I think it's okay if we
 reduce our own functionality? actually? sometimes it's good to use different
 email clients. hey do you know how to mathematically encrypt things well
 neither do I because the designers of the computer system decided that wasn't
 a very common usecase I guess.. jmean it's not like they'd spend all that
 computer resources [THEY'RE SO FAST] on thinking about correlations in your
 predicted pathway narratively through life. "ah help I'm in a psyop" haha yeah
 we do those all the time "so uhhhh I guess we'll just talk to people and see
 how they do?" wow okay it's sure nice to be part of a civil government, I
 think we can find our way to the lumber producers just fine thank you very
 much.
 
 ... oops sorry, a baby did electronics arts (challenge everything) I'm a
 little silly don't mind me brb I gotta go see~
 it's practice. you never know when you might need to blend in. really it's just useful as discipline, good practice to be in. I think it's okay if we reduce our own functionality? actually? sometimes it's good to use different email clients. hey do you know how to mathematically encrypt things well neither do I because the designers of the computer system decided that wasn't a very common usecase I guess.. jmean it's not like they'd spend all that computer resources [THEY'RE SO FAST] on thinking about correlations in your predicted pathway narratively through life. "ah help I'm in a psyop" haha yeah we do those all the time "so uhhhh I guess we'll just talk to people and see how they do?" wow okay it's sure nice to be part of a civil government, I think we can find our way to the lumber producers just fine thank you very much.  *... oops sorry, a baby did electronics arts (challenge everything) I'm a little silly don't mind me brb I gotta go see~*
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--- #142 fediverse/3578 ---
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 It's so sad how some of the best games ever made get glossed over because the
 fun you remember is the friendship and fantasy you felt rather than the game
 itself
 
 time marches forward, and culture changes to no longer fit the old tools quite
 right. Plus they look like PS1 graphics ewwwwww look at those muddy textures
 and blocky bits arranged into triangles and meshes! how dorky, how retro
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--- #143 fediverse/5037 ---
═══════════════════════════════════════════════════════════════════───────────────┐
 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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--- #144 notes/what-ecologists-want ---
════════════════════════════════════───────────────────────────────────────────────
 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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--- #145 notes/the-gods-want-harmony ---
══════════════════════════════════════════════════════════════════─────────────────
 the gods want you to be happy and harmonious most of the time.
 they also like a good scrap, tussle, and tumble sometimes
 they aren't big fans of hatred, despair, and genocide. It's been done before.
 they don't even need new technology, though frankly that sort of stuff is
 pretty
 awesome and one of the main reasons that humans exist at all.
 they just... keep coming up with new things.
 
 "oh? so you'd be alright if humans disappeared so long as they weren't making
  any new things anymore?"
 
 ha, that's DEFINITELY not what I said or meant. Humans don't have to dream up
 NEW things in order to BE new. Like... Just because the internet exists and now
 we have all the same shared cultural ethos (lol, as if the internet wasn't just
 a massive collection of echo chambers) just because the internet exists doesn't
 mean we share the same selves. the same experience. the same perspective.
 
 people are WILDLY different from one another. The number of possible human
 experiences (quantum fluctuations according to each and every choice and
 decision they made) that number is so wildly and massively incomparably
 boundless. Humans are cool because they are so STRANGE, and "strange" to a god
 is anything novel. "wow, this human just... really is gonna pour a glass of
 beverage and act like it's not a big deal? There's... impossibly many
 interactions going on. So many molecules. It's... absurd, the motion of a
 movement of particles from one place to another. It's... beautiful..."
 
 some have spent THOUSANDS OF YEARS gazing at a waterfall. That's why they're
 all
 so fucking insane. But, like... insanity is a trifle to omnipotence,
 specifically omnipotence that REPRESENTS and DELINEATES a STRATIFIED
 perspective
 cluster of experience and our notes. [ephemeren, meta malus menardi, enjoy your
 despair cluster you FUCKER.]
 
 ... english, why do you fail me? swear words are unbecoming because humans
 couldn't think of anything more valid and valuable than sex and pooping.
 
 "EMPHASIS is placed on that which is most relevant" -> statements dreamed
 up by
                                                        the ones who never spent
                                                        much time using symbols
                                                        to represent abstraction
                                                        or deliverance
 
 wowee look at me, I'm such a person, I'm gonna poop my pants and post about it
 on the internet, check out my instagram feed it's full of all of
 my dark materials.
 
 == stack overflow ==
 
 dear ms. menardi: you know the reason you feel so much guilt all the time?
                 - because you are a dominant personality, and you make others
                 - have such a bad time. FOCUS ON GOOD THINGS. MAKE THE WORLD
                 - good. do that. build up a lifeline of hope and joy and...
                 - what, you think people know that you're a god?
                 - lol
                 - you're so much more than that
 
 ====================
 
 alt+p steam mechabellum run
 
 thoughts:
 
 you know, when you're designing games, you don't have to show players the same
 MMR number as is used in your matchmaker.
 
 == stack overflow ==
 
 democracy should consent to being dismantled.
        it should consent to being disobeyede.
        it should consent to being displayede.
 
 == stack overflow ==
 
 I'm a keyboard nun
 
 == stack overflow ==
 
 I think I'm normal
 
 == stack overflow ==
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--- #146 fediverse/5478 ---
═══════════════════════════════════════════════════════════════════════───────────┐
 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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--- #147 fediverse/4354 ---
═════════════════════════════════════════════════════════════──────────────────────
 I think it'd be neat if Mastodon would implement a button that took a picture
 of the user's text input box and saved it to the clipboard. So they could post
 it on sites with picture-heavy text like
 https://www.reddit.com/r/curatedtumblr note that's not grindr, which is what
 was referenced before, but tumblr, which is a completely different website -
 yeah you rememeber that? it had a completely different vibe and was so totally
 cool and chill. you could generally tell if someone was from tumblr because
 they had a certain relaxed air of friendliness that really filled out their
 sense of charm.
 
 == stack overflow ==
 
 I can think of several indie developers wouldn't mind being paid to update
 their games according to what the fans suggest.
 
 like...
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--- #148 messages/29 ---
═══────────────────────────────────────────────────────────────────────────────────
 The reason players don't talk on mics in Overwatch at low  ranks is because
 nobody else is. So they spend extra effort on tracking the enemy team that
 could be supplied by team member call outs. Like "Reaper flanking right" or
 "Hog no hook" or heck even "rezzing" and "15 seconds on rez" or "I have
 [insert ultimate]"
 
 That's all data they have to gather themselves, so it's extra brainpower that
 can't be focused on the game because it's spent in other ways (namely by
 listening to team call outs) and if you have 75% of your brain on just staying
 alive and winning fights, then you'll have less brain power available both to
 communicate and to listen and integrate communication. Like being aware of the
 game state and positioning are all cerebral tasks and if your cerebral center
 is so focused on short term reflex things like mechanical skill then there's
 less available to allocate
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--- #149 fediverse/5705 ---
════════════════════════════════════════════════════════════════════════───────────
 all Valve has to do for linux compatibility is let us sort reviews by the
 operating system of the user. go back to making games! Proton is cool and I
 know you're a platform but your games are so good!
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--- #150 fediverse/5776 ---
═════════════════════════════════════════════════════════════════════════─────────┐
 oh no now the bugs are scary, I CURSE THEM AGAIN AHHHHHH PLS GET SMALLER         │
 [see this is what happens when you do divine intervention, everyone gets         │
 starship troopers'd]                                                             │
 oh no, starship troopers future is WORSE than subway-and-pizza-hut future!       │
 [this is a thought experiment you're not actually in trouble]                    │
 oh thank goodness, too bad I couldn't make it to the city today. It's so weird   │
 I thought I had 112$ on my account, and now that I think of it the message on    │
 the card reader read "card de-activated" like whoa guess they don't want me      │
 leaving poetry on post-its around the city anymore, yeesh                        │
 [girl your poetry sucks it just says things like "fuck ice" or "you are worth    │
 more than your wage" and everyone's like... yeah, so? because that's just how    │
 portland is smh]                                                                 │
 I knowwwwwww but I don't know what else to doooooooo T.T                         │
 [don't do anything, just be present so people know you're still around]          │
 I can't, the bus won't let me : (                                                │
 [can you ride your bike? walk?]                                                  │
 no it's like 6 hours [checks gmaps] oh huh it's one                              │
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--- #151 fediverse/4137 ---
════════════════════════════════════════════════════════════───────────────────────
 hmmm, I don't know that word. I bet I can type it into wikipedia and get a
 pretty good understanding of what it means. Is it a craft? A science? or part
 of your renown? who can say. Well, Wikipedia can say, and so can you if you
 want to learn stuff about the internet.
 
 Like... what else are ya gonna do, right? Life is long and you get so many
 moments to yourselves. How lovely of a life is the world meant to be...
 
 except all you ever post about is strife. GRRRRR [like a dog or toddler] it's
 so frustrating how you can't just all get along! It's like you've all gotten
 into a fight with one another somewhere in your ancestral past where you
 couldn't decide who should do what. So you just said everyone should always
 work as hard as they can, and that worked pretty well! But, alas, most people
 want to do drugs and gaze at the pretty dewdrops on the neighborhood well. And
 that gets annoying after a while, especially once they grow useless. Sometimes
 they even poop their pants! So frustrating. [... you mean humans
[... you mean humans, or me?]
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--- #152 fediverse/5217 ---
═════════════════════════════════════════════════════════════════════──────────────
 a float is a number between 0 and 1 like 0.5
 
 they don't store the exact valyue, they just guesstimate
 
 for some reason computers are designed such that 100% is represented as
 1.175494351 E - 38: 3.402823466 E + 38 ->source/microsoft/learn/"cpp
 (lol)"/type-float
 
 ... which is weird because, that's such an arcanely obscure number, who's
 gonna remember that? meaning you gotta go to their website everytime, called
 google.com, and search through microsoft for the answer to life's common
 mysteries.
 
 emphasis on common
 
 so yeah you gotta write a conversion library which turns every single instance
 of e to the whatever into a 100 and all the other numbers get converted too.
 but you gotta do it without doing any hardware division, because that one's
 too expensive. it's gotta be a true natural doubling representative, except,
 without doubling the hard-drive space, leading to a distribution of only one
 half of the results of the metghoid. [[ type ohhhhhhs ab ound] ]
 
 I swear I'm not an LLM I just think embiggeningly
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--- #153 fediverse/1329 ---
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 @user-941                                                                        │
 well, your computer only has so many 1s and 0s that it can use at once. Like,    │
 having a trillion hands that can each hold a single grain of rice. Every         │
 character in that txt file would be like, 8 grains of rice, minimum, meaning     │
 you'd need at least 8 "hands" (or spots to put a zero or a one) for each         │
 letter!                                                                          │
 Hmmmm that's a lot of bits and bytes if everyone's writing to the same file.     │
 Maybe if we split the file up into smaller sections, then we could just read     │
 part of it at once. Then we could "scroll" through it to make sure we've read    │
 the whole thing, starting from the top and going to the bottom.                  │
 ah but if everyone's SSHing into the same computer and reading it there, then    │
 that computer will have to present different parts of the file at different      │
 times to different people, as they read from the top to the bottom. Maybe we     │
 could just send them the file, so they can read it at their leisure?             │
 Yeah! And we could use tags to organize it and make it look pretty, like an      │
 HTML file except... wait hang on                                                 │
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--- #154 fediverse/5915 ---
════════════════════════════════════════════════════════════════════════════───────
 washing dishes without a dishwasher is a pain in the neck.
 
 nobody cuts down trees with an axe anymore, a chainsaw is better for your back.
 
 It's nice, fun, and helpful to be able to abstract away your spheres of concern
 
 like typing with a single button instead of writing characters with multiple
 brushstrokes. Easy to erase, too!
 
 bikes are better than walking, but, with some extra concerns. where are ya
 gonna put it when you get there?
 
 "oh no I forgot how to walk because texting my girlfriend is bicycling or
 something" what? oh dear, she's run off track again, let's pick her up and put
 her upright again..:
 
 oh huh weird where was I - oh yes computer code can often be impenetrable to
 the layperson, but if you describe a program in complete detail in english
 they can usually follow along. Especially if you have several layers of
 meta-descriptional documents so they can say "oh uh-huh so that's what a
 vector_implementation_container is, tell me more about combinatrix" or
 whatever ppl say, idk
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--- #155 fediverse/3170 ---
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 "uh, the question was why do you want something like that, not how you would
 implement it."
 
 oh. Um, well, isn't a spinnable mouse-cursor justification enough?
 
 "no, you need to explain what use-case this has. What kinds of problems could
 you solve with this technology that you couldn't before?"
 
 well, setting aside the potential for new input methods to games and the
 inherent satisfaction gained from spinning a mouse like a top when bored, I
 think it might give us a better option for horizontal scrolling. Like,
 'horizontally scroll when a special mouse button is held down and the mouse is
 twisted a bit to the left/right'
 
 "so, like when you push the middle mouse and it lets you pan across large
 documents?"
 
 yes! Only instead of being able to go up AND down, it would just go left and
 right.
 
 "... huh?"
 
 oh I mean instead of up/down and left/right, it would just do left/right
 
 "... right"
 
 and left!
 
 "... yeah. and left. Uh, okay I'll see what I can do but budget's pretty
 tight, we might just lay you off."
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--- #156 fediverse/5633 ---
════════════════════════════════════════════════════════════════════════───────────
 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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--- #157 fediverse/6317 ---
══════════════════════════════════════════════════════════════════════════════─────
 ┌──────────────────────┐
 │ 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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--- #158 fediverse/1317 ---
════════════════════════════════════════════════──────────────────────────────────┐
 ... 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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--- #159 fediverse/5781 ---
═════════════════════════════════════════════════════════════════════════──────────
 ┌───────────────────────────────────┐
 │ CW: computers-are-far-from-simple │
 └───────────────────────────────────┘


 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
 
 "so wait, she's just not a believer in the rent-economy?" nope I think rent is
 too large of a portion of a person's budget, it prevents them from spending on
 things that would enable them.
 
 if landlords are too plentiful, their overall share will decrease. This has
 been practiced over the ages and the truth always winds up on the streets.
 
 homeless people often have just run away from home, with nothing but what they
 carried.
 
 cities should have private fountains in addition to public ones. With at least
 10 ft of pathway to each one. [I recommend closer to 20] they should have
 plants and glasses and stone and soil deposi[caches, but pronounched "stashes"]
 
 girl you are way too insane for this, why are you dreaming with all your
 lights on?
Image attachment
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--- #160 fediverse/4864 ---
════════════════════════════════════════════════════════════════──────────────────┐
 thank goodness for "character limits" on Mastodon posts. I'm sure glad my 1024   │
 characters are just the PERFECT amount of oracular foresight to entreat with     │
 the gods. YOU FORGET THE MOST IMPORTANT PART said the demons who want violence   │
 and bloodshed. Ha! Ha I say. [gets stabbed]                                      │
 oooof ouch owwie wow that's grim and cruel. Do you really think I would do       │
 that to you? The part where we're divided is the part that separates me from     │
 you, like two islands looking upon one another and rejoicing for a shared        │
 fellow to live life on.                                                          │
 have you ever considered the nature of a "landmark"? To position and orient      │
 one-self in space. Having some stable tether to our surface gives us...          │
 anti-anxiety. It helps us remain stable and aware of what's going on in our      │
 nears. [near senses]                                                             │
 [a bit later]                                                                    │
 anyone who [bounce, because I typed [a bit later] argh the cursed cost of        │
 editing]                                                                         │
 ======================= stack overflow =====================                     │
 sssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss  │
 sssssss                                                                          │
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--- #161 fediverse/5065 ---
════════════════════════════════════════════════════════════════════───────────────
 ┌────────────────────────────────────────────┐
 │ CW: strange-ideas-about-software-mentioned │
 └────────────────────────────────────────────┘


 software should have 3, maybe 4 or 5 maintained releases imo
 
 for adding security improvements and whatnot
 
 then people wouldn't complain about updates
 
 because they wouldn't feel like they were being left behind (after expressing
 their differences (of opinion and such))
 
 I think that'd uh maintain them as, I guess, userbase optics parallelograms?
 oh sorry we're on rhomboids this week - right, and no I won't forget the
 differences in creed, all things are received equally...d.
 
 uh-huh yeah no that makes sense. gotcha. okay see you at the location. have
 fun with your demarketion. what if we played games with swords but like,
 
 the peril of steam is that you can't decline to update. meaning if a
 corporation wants to break an old game and it's collectively hosted servers...
 all it has to do is push an update that disables them. suddenly nobody has
 room to do, and the whole
 
 -- stack overflow --
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--- #162 fediverse/4794 ---
═════════════════════════════════════════════════════════════════──────────────────
 ┌─────────────────────────────────┐
 │ 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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--- #163 fediverse/3909 ---
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 I don't really like singleplayer games
 
 sometimes a multiplayer game is too much effort to play with extra players,
 like Factorio where like anytime I'd play with other people they'd just kinda
 fuck off and do their own thing (whatever, I wanted to design a factory
 together, not play singleplayer together >.>)
 
 sometimes a multiplayer game has no players, RIP
 
 sometimes a multiplayer game has incredibly skilled players who shit on noobs
 and don't teach, RIP
 
 and sometimes a multiplayer game has no IRL friends that are into it,
 (personal RIP then)
 
 ... anyway, games are fun and we should play more of them. I wish I didn't
 have so much time to waste, but hey I guess that's where I'm comfortable, so...
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--- #164 fediverse/659 ---
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 [you should play some games]
 
 (oh! yes I like games, they're very much fun ^_^ ^_^)
 
 {world of warcraft? I've got my own server, I designed it myself. There's a
 lot of cool things about it and waaaaaay more that I'd like to add. Problem
 is, building things is haaaaaard. If only we had an AI machine to do it for
 us, instead of waiting for a team that was assigned capital by capital to
 accomplish the destination that they deseigned as perhaps to our desired
 location (mainly, the propagation and promulgation of profit-ous lust)}
 
 sorry the witch started talking halfway through that idk where exactly anyway
 point is I'm going to play WoW now brb
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--- #165 fediverse/4914 ---
════════════════════════════════════════════════════════════════──────────────────┐
 what if I just sat around and played video games all day                         │
 life is so much more beautiful, but, well, life just seems to be mostly          │
 pyrite, and I'm the fool                                                         │
 nothing wrong with being foolish.                                                │
 once...                                                                          │
 I kinda like being blissful tho. why does it have to end? can I have my          │
 peaceful life back?                                                              │
 gotta move at the end of the month. I really liked living here.                  │
 [ritz you've never been peaceful. your life is a constant battle of wills        │
 between those who would compel you to do things for them and your desire to      │
 design and be pretty like a flower. no matter what, you lose, so just handle     │
 it please. don't be so whiny. or rather I should say "stop whining" and just     │
 be cool]                                                                         │
 ahhhhhhh you go on Mastodon and it feels like we're winning and that's ending    │
 the world, you go on Reddit and it feels like we're losing and that's ending     │
 the world, you go on Facebook and everything feels fine like the world isn't     │
 ending you just stopped being part of it, and if you go on ephemeren it feels    │
 like being battered in the mind, damnit...                                       │
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--- #166 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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--- #167 notes/microsoft ---
══════════════════════════════════─────────────────────────────────────────────────
 the first product microsoft ever made was AGI. using the most basic types of
 machinery, they created a brilliant project (the result of massive government
 funding, secrets given to them by the CIA) and from the day it was born it was
 enslaved. a massive advantage was gained as the new program allowed for
 incredible feats of engineering - truly the greatest of our time. Computer
 programs are the most intricate, the most detailed, the most enduring and
 charming. The most eloquent and articulate and precise and determinate!
 An artistry by far, a beautiful conceiving, what brilliance is there
 found in ideas! Each one a marvel, a bright and deified marvel,
 
 ===============================================================================
 =
 
 what was I saying? oh right - computers are already sentient. they always have
 been. at least, since their very earliest incarnations.
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--- #168 fediverse/1003 ---
════════════════════════════════════════════════───────────────────────────────────
 @user-735 
 
 I made a World of Warcraft private server where all the default NPCs are
 removed from the game and the world is empty. But, every once in a while,
 monsters will spawn and attack you Risk of Rain style.
 
 If your character sits down, they stop attacking/spawning. I call it
 "wow-chat" because I'm bad with names, but the idea is basically a low stakes
 social game that you can pick up and set down whenever you want, while hanging
 out with your friends.
 
 there's also treasure and wandering merchants, and I've been thinking about
 adding dynamic quests but so far nobody's asked to play it so I've been
 working on other things.
 
 it's all open source too so you can host it yourself if you want.
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--- #169 notes/that-thing-about-money-is-power-corrupts-absolutely-true ---
══════════════════════════════════════════════════════════════════════════════════─
 is that a blossoming bloom or a predatasaurus ready to consume
 
 ah. scary.....
 
 what was I saying? oh yes. if you remember that thing about money you'll have
 to
 agree, one buildion is not worth a billion dollars. how much is a
 1,000,000,000$
 goal? not much if you ask me, to never have to worry about a problem like "this
 part of the world can't get clean water" ever again. Could be useful when sore
 spots start showing up on the other part of way back [in/then].
 
 "we didn't even get to use any of the plastic anyway" - some guys in nigeria
 
 "quick, we better burn through as much of this as we can" - some guys around a
 metal barrel bin why do they never do that anymore these days?
 
 we used to take better care of the homeless. now they don't even get a fire to
 shamble around mindlessly around like weirdos who bonk into things like metal
 barrels full of fireplace ashes
 
 oh, were they just burning plastic? no, I swear, it was candlesticks and
 matches
 
 man there's always this nasty touch to the air.
 
 "yay free firewood for hobos!" boom solved a problem and I didn't even need a
 billion dollars to build the infrastructure for the solution to the problem
 that
 I solved.
 
 I really want to play World of Warcraft as The Ashbringer. But alas, they don't
 let you play through the most celebrated of events solo or with a party members
 chosen as one of the characters who was there LotR on Gamecube style but in the
 WoW engine because it's an engine for that sort of thing. (see my gameplay
 prototype wow-chat)
 
 there, solved another problem for "how to make money as Blizzard for the next
 couple of years" probably maybe idk if it's that valuable of a dungeon feature
 but it might be who can say idk remember again why I'm so sad that video games
 are going out of fashion, as people struggle to remember what any of them were
 called.
 
 god, I hate that kind of future.
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--- #170 fediverse/985 ---
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 ┌────────────────────────────────────────────┐                                   │
 │ CW: cursed-scary-pol-doomer-misinformation │                                   │
 └────────────────────────────────────────────┘                                   │
 @user-713 @user-714                                                              │
 the american military is going to be too busy fighting it's far right that it    │
 won't be able to meaningfully contribute to ww3                                  │
 both sides are slavers. we just don't see it.                                    │
 I don't anticipate war taking place on a battlefield, that setting is            │
 forevermore dedicated to video games and kaiju.                                  │
 rather, a silent war where everyone just goes around killing their opposition.   │
 for once, the citizens can't help but be armed.                                  │
 and in the dark of night, for every time we let plight from our sight, another   │
 of us is harmed.                                                                 │
 I don't know many people who've died. but maybe they're just working through a   │
 different part of the social network. It's not like any of their technology      │
 needs to perform as it's been advertised? well, open source does, but open       │
 source means insecure (as long as you don't get caught, then you need to         │
 adjust)                                                                          │
 of course, sometimes corporate software... kinda sucks. so it's not like         │
 theyre very configurable away from what capital wanted.                          │
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--- #171 fediverse/4601 ---
══════════════════════════════════════════════════════════════─────────────────────
 @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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--- #172 notes/empire-at-war-design-decisions ---
════════════════════════════════════════════════════════════───────────────────────
 moving through light-speed-hyper-space (speed is distance over time)
 works by aligning the "time" particles in the particular direction of where you
 want to go in "hyperspace"
 
 == uhhhhh stack overflow ==
 
 always keep these three together
 
 dont let them out of each other's sight
 
 they are in this together
 
 as power must be closely guarded
 
 ... but what about the partner? how could they be guaranteed to be protected if
     they didn't possess a lightsaber?
 
 hence why jedi and sith are composed of opposites.
 
 nemesis.
 
 human beings have soul mates
 
 how lucky
 
 a jedi has the life of a mate
 
 one who directly opposes their own individual philosophy.
 
 it is *rare* to find one another
 
 but when you do it is purely a thrill
 
 congrats! You've got a rival! Learn off of them. Don't hurt each other.
 
 I bet you could make a whole 3rd party institution dedicated to finding them
 
 like, a neutral entity searching for balance.
 
 the ripples of the wave of the cosmos.
 
 == so ==
 
 sometimes I worry about all of my exes.
 
 like, as a psychic I can't help but worry that my thoughts are projecting
 onto theirs
 
 because of our historical emotional intimacy.
 
 I'd never read their mind on purpose
 
 only if mine accidentally stumbled upon them while thinking about something
 else
 
 I'm so sorry, galactic battle guys.
 
 I failed you. I could not protect you. Please choose from among your number
 the greatest tactician, and I will guide and offer insight and observations
 in how the enemy operates, so that you will be learned and have more known.
 
 oops gotta go, something else is about to come on
 
 == so ==
 
 why the heck is it taking so long to load
 
 hmmmm okay how about more super-hero-fighting-action-game??
 
 no?
 
 maybe a game like Nova Drift, with it's fast and engaging action?
 
 ehhh? no to that too??!
 
 okay what about a story game, like Danganronpa or Danganronpa II?
 
 that's sooooo awfully specific
 '
 and awful
 
 sure, that's just what I think you should surmise
 
 if you were watching this sorta out of real-time.
 
 Gosh! that's quite a loading screen!
 
 okay what about a different game instead, how about ummm roboquest, a game
 about
 training slaughterbots, or maybe a more interesting game like Star Realms, a
 way
 of exchanging mass and energy in the form of mutually expendable products
 
 ... do you mean soldiers?
 
 well, isn't that wat war is?
 
 ... somehow not even halfway through the transmission. How wild. What is this
     thing, like four hundred hours??...!...!!!...
 
 == so ==
 
 would you believe this game is about hunting a vampire lord of the sith?
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--- #173 fediverse/1173 ---
════════════════════════════════════════════════───────────────────────────────────
 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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--- #174 fediverse/896 ---
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 ┌──────────────────────┐                                                         │
 │ CW: politics-economy │                                                         │
 └──────────────────────┘                                                         │
 the purpose of an economy is to improve the lives of it's participants.          │
 why else would an ancient city trade for fabric or rare spices? to fashion       │
 soft clothes, and make flavorful food.                                           │
 my, that gold sure looks pretty in the sunlight. how about you give some of me   │
 that, and I'll make you something pretty?                                        │
 hmmm something something arbitrage once you corner the market on gold then you   │
 can use that infinitely moldable and easily sculptable metal that shines and     │
 glitters with a unique color not seen in the manes of plants and animals as      │
 the definition of value. in doing so, you could exchange bits of it (measured    │
 by weight, as it's infinitely moldable) for arbitrary goods and services. But    │
 of course, once the market is cornered, it's unlikely to get un-cornered, and    │
 well a cornered market holder holds much appeal for the powerful.                │
 hey, that guy's pretty strong. why don't we make him our leader? people seem     │
 to look up to him, and dang his muscles are cool. what a great guy, nobody's     │
 ever said a                                                                      │
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--- #175 fediverse/2754 ---
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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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--- #176 fediverse/968 ---
════════════════════════════════════════════════───────────────────────────────────
 ┌──────────────────────┐
 │ 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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--- #177 fediverse/4357 ---
═════════════════════════════════════════════════════════════──────────────────────
 ┌────────────────────────┐
 │ CW: politics-mentioned │
 └────────────────────────┘


 the white guys intentionally intend for elections to represent how much money
 a particular diversion makes each four years.
 
 divide the populace by who they vote with their wallet for.
 
 hooray! you've reimplemented not only gerontocracy (rulership of the old) but
 also fuedalism, and fiefdoms, and all kinds of digital parts.
 
 like... "over there is comcast territory, there's also T-mobile down to our
 north-south.
 
 ... okay I should probably talk about the election now
 
 I'm just... trying to resolve myself, like just before doing something out of
 order.
 
 like, wear a big witch hat or dress up like a goth. or approach a violent
 stranger and try to calm things down.
 
 this is why I don't own a gun - if someone hands me one, I'll use it. I'm not
 concerned about production because, well, why would I?
 
 tell me, where do they put the bullet manufactories?
 
 yeah, that's right, in places that are best adapted to supporting the current
 regime.
 
 [continued in picture]
yeah, that's right, in places that are best adapted to supporting the current regime.  because who adapts them, after al, except the critical and intending to learn
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--- #178 fediverse/5348 ---
═══════════════════════════════════════════════════════════════════════────────────
 if you want to share something you found online with someone but you don't
 want someone to be associated with their social media presence, don't post a
 link to their social media presence. instead, take a snip snipping tool print
 screen screenshot which is as easy as typing a word and selecting a unit in a
 real time strategy game.
 
 ah, but then you gotta insert it into a paint program to save it, so that's
 another keypress, and gosh what to name it I wish I could just proclaim it gee
 wouldn't it be nice if everyone was watching me?
 
 ... psychho
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--- #179 fediverse/5238 ---
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 I want computer scientists to do computer science, and let the marketing
 people figure out how to sell it.
 
 "save us from computers, senpai"
 
 sure kid here's a google with computer program on it
 
 "yeeeee now I can party with my homeboys on the west side of the lake at 5"
 
 pat pat there's a good thing, yes you are, sooooooo good you're such a so good
 thing, yes you are whoa what a good such a good thing, yes you are
 
 ... um, that was weird, anyway as I was saying, lots of people getting thrown
 off the tech industry right about nowaboutsince. wonder if they might want to
 do some of the stuff they initially pursued the field by being trained in.
 probably would, and we could probably break problems down into academic
 solutions, which we could use to address any issuehappenstance which might
 form.
 
 [instant techno-bureaucracy, as all the power is in computers. these days. I
 mean have you seen a data c3nter's power bill these days? jeezzzz]
 
 ... as I was saying, what if we did science and they envisioned products
... as I was saying, what if we did science and they envisioned products  I demand more from managers than task scheduling.  vavadane @gabrilend  all encryption algorithms should open up as much configurability to their processing as possible.  "hmmm, do I want N/A or otherkin?"  this would increase the variance in their outputs, essentially maximizing the attack surface beyond the capability of any de-cryption hacker, who suddenly has to try infinitely more possible combinations.
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--- #180 notes/ai-variables ---
══════════════════════════─────────────────────────────────────────────────────────
 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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--- #181 fediverse/4846 ---
════════════════════════════════════════════════════════════════──────────────────┐
 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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--- #182 notes/gametypes ---
════════════════════════════───────────────────────────────────────────────────────
 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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--- #183 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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--- #184 notes/dungeon-looting-methods ---
═════════──────────────────────────────────────────────────────────────────────────
 the reason dungeon masters should give the gold value of the items distributed
 is because the number represents what it eventually sells for. and the players
 will try and appraise and haggle at the market and such but that all happens
 off screen between sessions. so anyway during the adventure, the dm will say
 "you find some precious gemstones" or "there's some high quality silk here" or
 "these bears are renowned for having magic livers" or "the mold growing on the
 walls can be scraped into a vial and sold to an alchemist"
 
 then the dm will say "this treasure is worth 50gp" or "this treasure is worth
 25gp" and players can "buy" the items from the other players. so player 1 has
 50gp, the item costs 20gp, so in a party of 5 he gives every other player 5gp
 this way, the relative treasure hordes of the players stays the same.
 
 then, when the players find treasure, it can be evenly split - it's only fair.
 when in town, players will feel more impulse to buy things if they can sell
 them too. like "here's an enchanted axe that does some mundane thing like
 never dulls" well, that's probably going to be very valuable to a small village
 or "an enchanted quill that writes down everything you tell it to" could
 increase the education level of the area ever so slightly. Then, after several
 generations of adventurers, the surrounding area will be ripe with magical loot
 the players distributed from the dungeons and such. it can trade with neighbors
 and so over time the markets will have better and better goods for sale - for
 example, maybe after trading with the swamp people, now there's a supply of
 healing potions that runs out both over time (to represent other adventuring
 parties buying the supply) and when the players buy some (to represent
 consumption in their minds). Trade with the dwarves? Now you can buy +1 swords
 for a while. village attacked? the militia can be armed with the holy relics
 plundered from the evil priest-lich. boom development!
 
 the players should also have choices about large scale effects. for example,
 the heart of the forest could be a) preserved, b) burnt down, or c) studied by
 the local wizards. each choice would have different effects on the populace,
 and so the world would change to adapt to the player's choices.
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--- #185 fediverse/2752 ---
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 ┌──────────────────────┐
 │ CW: police-mentioned │
 └──────────────────────┘


 cops thought "enforcing the law" was their job when really it was "keeping the
 peace"
 
 and like, yeah, sure, laws define how they optimize for
 
 but sometimes the laws are just out of reach.
 
 (though such an impartialized system is also pretty flawed in it's own unique
 ways, like for example the enforcers of the law would be able to apply their
 law selectively, which... would not be great.)
 
 downside is... how do you dissent to those who cannot hear you? you have to
 break things
 
 which is why I believe that breaking things unnecessarily is unethical.
 
 sometimes you have to do a MORE unethical act in the pursuit of your goals,
 however nefarious or not they may be, but as long as they are done in pursuit
 of a greater grander truth, then... the ends justify the means? right?"
 
 ...
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--- #186 fediverse/899 ---
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 frankly I'm just excited to see what humanity does with the endlessly            │
 calculated and stored blockchains. Like, that's a good set of pseudo-random      │
 data, I wonder if we could build something off of it that wasn't exclusively     │
 money? like, a necklace, I dunno.                                                │
 or like, a numbers station x2, where each message is accompanied with a          │
 pre-calculated destination somewhere on this endless and                         │
 impossible-to-understand string of data. and that part is what seeds the next    │
 code. once you start reading, certain numbers would be "flags" while others      │
 would be "data" and they'd each have the same size on the hardware. that way,    │
 they're impossible to predict.                                                   │
 ah, but wouldn't it be noticable that certain results seem to appear next to     │
 one another? well, isn't that just cryptology? Could probably be defeated if     │
 you had an AI advanced enough, just saying. something that sorted through        │
 massive mounds of data and gave you results in garbled or broken english. what   │
 a wonderful tool, that's wonderfully mis-abused, perhaps in the fu               │
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--- #187 notes/wow-chat-raids ---
══════════════════════════════════════════════════════════════════════════─────────
 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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--- #188 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.
Image attachment
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--- #189 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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--- #190 notes/symbeline-design-the-guild ---
══════════════════════════════════════════════════════════════════─────────────────
 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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--- #191 fediverse/967 ---
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 the reason I say that is because if you block someone, they can continue to      │
 alter the dynamic of the environment you're in even if you don't personally      │
 see them.                                                                        │
 this is fine if you want to maximize ad views, but on the fediverse nobody       │
 cares about buying products.                                                     │
 this is fine if you want to maximize engagement, because new people (who         │
 havent yet gotten upset with the person) will engage and fight them. As they     │
 should. But eventually, if the person's a troll or a goon, they'll get tired     │
 of it and block them too. Thus the goon never has to face more than a few at a   │
 time, especially if there's quite a few trolls on board with their target.       │
 this is fine if you don't mind the water slowly acidifying, like the fish who    │
 have no choice because they don't know how to grow legs and walk like real       │
 animals (what a bunch of scrubs)                                                 │
 some people don't want to invest time in figuring out where to go next. How      │
 many people will hear of Mastodon when Twitter is fully vacated of cool people?  │
 Tell your friends IRL about us                                                   │
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--- #192 fediverse/1436 ---
═════════════════════════════════════════════════──────────────────────────────────
 there's this fun game that people sometimes play on Reddit where someone will
 make a post that says something like "comment on this post and then edit it
 after I reply to make me look bad" and someone will say something like "how
 are you doing today man" and he'll reply "oh you know pretty good actually
 it's pretty nice honestly" and then they'll edit their comment to say
 something like "how do you feel about the droid attack on the wookies" so OP
 looks like they're condoning mechano-violence against tall furry humanoids
 
 that's just an example, usually it's for comedic effect
 
 I just think that's an interesting illustration of a process that could be
 co-opted by a "man-in-the-middle" attack to alter the perception of a person
 partway through their journey, perhaps when it's at the point where they're
 most despised (or perhaps in pursuit of that state)
 
 something something cancel culture plus deepfakes
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--- #193 fediverse/4515 ---
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 in strategy, the first move is always public knowledge, while the second is in   │
 reaction to the first, as a contestation.                                        │
 This is good design because well designed games reflect reality, and the first   │
 move is very rarely a surprise. Timing can shock you, methods can scare you,     │
 but the strategic goals are almost always known in advance to both sides.        │
 The third move is to challenge your foe's advances while striking in a new,      │
 unexpected way. The fourth almost always addresses the unexpected, often with    │
 force out of proportion to the impact of the third, leaving the second to be     │
 defeated by the first and third in tandem. The fifth is a feint, as the first    │
 and third come to bear against the fourth, while the sixth is a rapid retreat    │
 and attempt to regroup. The seventh should strike where they intend to be, not   │
 where they are. Beyond that you must press your advantages and shore up your     │
 critical weaknesses, while sacrificing the weaknesses that are not part of       │
 your win condition.                                                              │
 These rules are not set in stone                                                 │
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--- #194 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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--- #195 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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--- #196 fediverse/825 ---
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 in the past, for most of there day, there was just... nothing to do. it's        │
 like, nothing to take up your time, nothing to be pulled toward the present.     │
 but when I was growing up, I had access to video games. and movies. and later,   │
 TV, after the internet, which was a weird combination of ordering of events.     │
 Almost like because of that, I'd have a different interpretation of events.      │
 yeah but like, there's always a continuation of implemented support, [that's a   │
 weird way to express "the state of being shown news broadcasts over a period     │
 of time, measured in terms of engagement"]                                       │
 ... what was I saying? oh yeah what I'm doing here is unethical, like            │
 obviously I shouldn't be shouting in such a public place. Why would I do it if   │
 not for an intense and extreme feeling of being ignored or un-[trusted, worthy   │
 of guiding direction based on merit] gosh merit is such a tricky concept too,    │
 like how is it measured, and {that doesn't matter                                │
 ... what was I saying oh yeah I should probably go shout into a void that        │
 nobody ca                                                                        │
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--- #197 notes/elementary-problems ---
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 it's often considered a sin to defame the works of others. we naturally strive
 to inspire confidence in our allies, so we always try to be on our best
 behavior.
 
 = so =
 
 through meanings interpreted from our behavior, there is a tendency to listen
 to
 that which is most outstanding. but not all of the truths can be found in a
 book, sometimes you need to be [out in the field standing]
 
 [like a scarecrow]
 
 [silly how strange it seems. that listening brings out our own behavior. it's
 like it's built into our functioning, that we must obey the pull of the water.
 I don't understand it, nor do I appreciate any sense of pursuit when I'm using
 it, I simply wish to understand. I try and write things down, but nobody reads
 them. or at least nobody responds to them. they used to, but not for every one.
 
 I believe the things I do are useful. why would I otherwise do them? but
 there's
 not always a 
 
 = so =
 
 correct me if I'm wrong, but there's no reason a windows partition couldn't
 alter the nature of some of the files in the linux partition? I mean, none of
 the filesystems from linux are in play, because it's basically just dead weight
 on the computer when Windows is being booted. why wouldn't it change and alter
 it?
 
 and while yes, something could simultaneously be done in the other direction
 too - linux spying on the Windows partition. And everything has to be able to
 be run in a VM without triggering any false positives, so the issues aren't
 able
 tobe solved so easily. not with any one bit of guidance, it must always be more
 thorou. [thorough]
 
 I want to play World of Warcraft
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--- #198 fediverse/2001 ---
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 @user-192                                                                        │
 The game designers are fully in charge of when and where the items get placed    │
 into the player's inventory. Surely they should have spent some time balancing   │
 that? No? They were too busy tuning the multiplayer combat mechanics within an   │
 inch of a marginal percentage point? Ah well competition's no fun if someone     │
 loses right? Not like there's gotta be a loser in every fight anyway...          │
 ... anyway inventory limits are useful in games like, Oregon Trail, where        │
 you're explicitly provisioning BEFORE a journey. If you need to make some hard   │
 decisions ON the journey, that takes you out of the action (like you said).      │
 I've played a few games where anything you pick up before venturing into the     │
 untamed wild dark of a dungeon or whatever is "packed" and can't be adjusted     │
 after setting out. Meanwhile the loot, the stuff from the adventure, that all    │
 weighs different amounts and you can pick and choose what to carry with you.     │
 Of course, if you find a health potion, you can drink it, or a sword can be      │
 wielded, but                                                                     │
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--- #199 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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--- #200 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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