this post was submitted on 12 Feb 2025
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Microblog Memes

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[–] BradleyUffner 12 points 6 days ago* (last edited 6 days ago)

I've joked with coworkers that our entire job as programmers is to find ways to light up pixels on someone's screen in patterns that they find pleasing.

[–] [email protected] 9 points 6 days ago

Well. I mean. Both release dopamine for me anyway.

[–] [email protected] 125 points 1 week ago (11 children)

The opposite actually - rows are dramatically added to a database. In most games save files grow the longer you play.

[–] [email protected] 48 points 1 week ago (7 children)

and even if some idiot put every zombie npc in a database (or if you want to think of it that way), you wouldn't just delete the rows! the bodies would disappear, so instead you would update that row like (npcState = KIL, bodyLocation = ) or something. Especially if you wanted to keep player stats

[–] [email protected] 22 points 1 week ago (2 children)

Isnt there this graveyard off map somewhere in Skyrim, where all the bodies get teleported?

[–] FordBeeblebrox 9 points 1 week ago (4 children)

Why would that even be necessary? Sounds like one of those “make a guy with a train for a hat and run up and down this hall” moves they like to do

[–] [email protected] 7 points 1 week ago (1 children)

Their code is literally spaghetti

[–] WillFord27 1 points 6 days ago

l-.. literally?

[–] [email protected] 5 points 1 week ago

I wouldn't be surprised if it is true though. Bethesda games are not exactly winning awards for coding elegance.

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[–] [email protected] 6 points 1 week ago (1 children)

i can't speak to that, but it sounds plausible. in that case the body location would be updated to those coordinates

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[–] [email protected] 12 points 1 week ago (1 children)
[–] Tangent5280 3 points 6 days ago

Where was you when

[–] [email protected] 8 points 1 week ago (3 children)

This is how it works in many game engines.

You set up the monsters and just hide them/disable them. They're already allocated to memory.

And it's a performance cost to create/delete versus just moving a dead enemy out of view, then respawning that enemy later in the level.

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[–] NocturnalMorning 17 points 1 week ago

This is why Breathe of the Wild did the blood moon thing, periodically they'd just bring all the dead enemies back so file size didn't get too large.

[–] marcos 8 points 1 week ago

Also, it's an unreasonably fast database. That makes lots of trade-offs that normal ones aren't willing to do.

[–] Lemminary 5 points 1 week ago

*Noita file save on the 7th parallel world intensifies*

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[–] ThatGuy46475 47 points 1 week ago (3 children)

And spectator sports are watching people exercise and reading is staring at a tree while hallucinating

[–] [email protected] 14 points 1 week ago

staring at a tree while hallucinating

Same with taking shrooms

[–] [email protected] 8 points 1 week ago

Fantasising based on looking at ink blots on a butchered tree.

[–] [email protected] 6 points 1 week ago

Staring at a tree while hallucinating. I love this.

[–] Lemminary 40 points 1 week ago (1 children)

Hah! Joke's on you, player! I pooled my game objects and you're endlessly killing the same bad guys with the same bullets over and over.

[–] roguetrick 9 points 1 week ago
[–] TempermentalAnomaly 35 points 1 week ago (2 children)

Macrodata refinement in cold harbor

[–] [email protected] 12 points 1 week ago

Kier, chosen one, Kier. Kier, brilliant one, Kier.

[–] [email protected] 9 points 1 week ago (2 children)
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[–] [email protected] 28 points 1 week ago

Reductionism when "it isn't murder I just deleted your row from the national health government database"

[–] [email protected] 27 points 1 week ago (1 children)
[–] [email protected] 13 points 1 week ago

(rofl!)
Or you know, monetary & financial systems we humans trust in.

[–] aeronmelon 21 points 1 week ago

After hours of trial and error, I finally changed the integer on the BossKill parameter from 0 to 1!

[–] uservoid1 18 points 1 week ago

I like to dramatically DELETE rows FROM slow_database

[–] [email protected] 17 points 1 week ago

No, I'm not playing. In reality, I'm just bumping atoms in a galactic billiards game with the biggest chain reactions.

[–] [email protected] 17 points 1 week ago* (last edited 1 week ago) (1 children)

Pretty much them zombies would be in active memory

Incidentally, just decided my new band name, active memory zombies

[–] [email protected] 5 points 1 week ago (2 children)

I'm going to name mine "Random Access Zombies"

[–] ivanafterall 5 points 1 week ago

The Zombie Cache

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[–] [email protected] 16 points 1 week ago (1 children)

In the engine I've worked on it's even less dramatic than deleting a row. It changing a single boolean from 1 to 0.

"Single bit state CHANGED!!!”

[–] [email protected] 7 points 6 days ago* (last edited 6 days ago) (2 children)

Honestly excel would be more exciting if the commentator from mortal kombat described my actions if I correctly use a function.

[–] [email protected] 6 points 6 days ago* (last edited 6 days ago)

DRAGGED A CELL BY ACCIDENT
RESET ALL THE FILTERS BY ACCIDENT
FLEW TOO CLOSE TO THE SUN AND MADE IT CRASH AGAIN, DIPSHIT

[–] _stranger_ 5 points 6 days ago (1 children)
[–] [email protected] 4 points 6 days ago

Exactly!! Do you know how much happier I'd be at work???

And can you imagine the outlook integration? If an email says "as per my previous email" you get the FATALITY soundbite when you hit send.

[–] [email protected] 14 points 1 week ago (4 children)

I've been working on a survival/RTS game and it's funny that even though the game development framework I'm using (Unity) tends to push you to put most of the code on the visual objects level and that was my original approach, over time I've figured out the whole code is way cleaner and works better (in other words, the best architeture for that software) when almost all of the game is really just a Data layer being manipulated by the player and a separated View layer for the players to visualized it in a nice way - basically a Model-View Controller Architecture, same as you'll find in systems were a server-side application has web and/or smart app UIs.

That said, I have the impression that something like an FPS is a lot less data-driven than an RTS because things like the 3D models that make up the world are a lot more important for data decisions (has the bullet hit an object, can the player move to this position). You can still say that stuff is data (3D models are data, specifically collections of vertices in 3D space with some additional information attached), but model data is generally way more visualization-oriented than what one could metaphorically call a "database".

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[–] [email protected] 12 points 1 week ago (1 children)
[–] [email protected] 2 points 6 days ago

I don't remember it, because I am learning of this for the first time, which I am very glad to do. Thanks!

[–] Hobbes_Dent 11 points 1 week ago

LittleJohnnyTables > Get rekt

[–] [email protected] 10 points 1 week ago (1 children)

ON ⬆️➡️⬇️⬇️⬇️ CASCADE;

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[–] [email protected] 10 points 1 week ago (4 children)

I would play a database management roguelike.

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[–] [email protected] 8 points 1 week ago (1 children)

This reminds me of when I found a project combining Quake and SNMP, you walked around on a map with the routers and switches on the network and you have different guns representing different tools, you could shoot a router/switch with one gun and it would ping it, another gun with run a traceroute, a third would reboot it and so on.

[–] [email protected] 5 points 1 week ago (1 children)
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[–] [email protected] 7 points 1 week ago

What if killing the zombies is actually alleviating processing power where the server and database are able to function better because you are eradicating the zombies. Technically, that's world conservation

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