AeonFelis

joined 1 year ago
[–] AeonFelis 2 points 1 day ago (1 children)

They couldn't collaborate when they wanted to do it together, so instead they are taking turns?

[–] AeonFelis 4 points 1 day ago

I'd worry less about the heat death of the universe and more about your hardware's heat from all that load.

[–] AeonFelis 6 points 1 day ago

Also invite some friends for BBQ. You don't even need to remember where you put your old grill - you won't be using it.

[–] AeonFelis 5 points 1 day ago (2 children)

Even if they used more powerful hardware than you, the model they ran is still almost 6 times bigger - so if you got two tokens in 10 minutes, one token in 30 minutes for them sounds plausible.

[–] AeonFelis 2 points 1 day ago (1 children)

So you end up with the same number of days off but a bit of flexibility on how to use them.

That's the problem - sick days should not have a "flexibility" aspect to them. You take them when you are sick, so that you can heal and so that you can avoid infecting other people.

Since you don't have a choice about being sick, ideally there shouldn't be a choice about whether or not you take a sick day - but realistically this can't be tightly enforced (at least not with reasonable measures), that it ends up relying on good will, and that there will always be incentives to fake sickness in order to take sick days and incentives to ignore sickness and still go to work (and these incentives don't balance each other out - they incentivize different people differently, widening the gap of unfairness)

But still - even if you accept that real life have such deficiencies - this does not mean one should create policies that make them even more deficient!

[–] AeonFelis 11 points 2 days ago (3 children)

There are pros and cons to each. Sick days are usually not paid out if your employment ends. But if you just have PTO, that would be paid out.

I get why you consider "getting more money" a pro, but in my book any financial incentive to avoid taking a sick day when you are actually sick and instead try to power through and infect everyone in the office should be considered as con.

[–] AeonFelis 1 points 2 days ago (1 children)

There’s no defense for that.

Not even Qualified Immunity?

[–] AeonFelis 11 points 3 days ago

As long as they don't offer to teach poster design...

[–] AeonFelis 3 points 4 days ago (2 children)

I don't speak the language, but my guess is that the Portuguese equivalent of "beating a dead horse" uses a dog instead?

[–] AeonFelis 15 points 5 days ago

He originally appeared as a minor villain in Captainman #743, so you'd have to read that first. And the previous issues, for context.

[–] AeonFelis 7 points 5 days ago
[–] AeonFelis 2 points 5 days ago

Double negatives FTW

 

Encountering one of these embedded tweets in a blog post, my hand instinctively moved to click the X and close it. That took me to the website.

Could this be a clever ruse to generate more visits? Is Elon Musk actually more cunning than we give him credit?

 

I have this idea for a certain game development tool, but before I start another side project I want to check if something similar already exists.

An important part of game development is fine-tuning numeric values. You have some numbers that govern things like character motion, weapon impact, enemy AI, or any other game mechanic. For most of these there is no "correct" value that can be calculated (or even verified!) with some algorithm - you have to manually try different values and converge to something that "feels right".

The most naive way to fine-tune these numbers is to have them as hard-coded values, tweak them in code, and re-run the game every time you change them. This, of course, is a tedious process - especially if you have to go through long build times, game loading, and/or gameplay to reach a state where you can test these values (that last hurdle can often be skipped by programming in a special entry point, but that too can get tedious)

A better way would be to write these numbers in configuration file(s) which the game can hot-reload - at least while in development mode. That way you can just edit the file and save it, and the game will reload the new values. This is a huge improvement because it skips the building/loading/preparing which can drastically shorten the cycles - but it's still not perfect because you have to constantly switch between the game and the configuration file.

Sometimes you can use the game engine editor to tweak these while the game is running, or create your own UI. This makes the context switches hurt less, and also lets you use sliders instead of editing textual numbers, but it's still not perfect - you still have to switch back and forth between the game controls and the tweaking interface.

Which brings us to my idea.

What I envision is a local fine-tuning server. The server will either update configuration files which the game will hot-reload, or the game could connect to it via WebSocket (or some other IPC. But I like WebSocket) so that the server could push the new values to it as they get updated.

After the server deduces the structure of the configuration (or read it from a schema - but providing a schema may usually be a overkill) you could use its webapp UI to configure how the values would be tweaked. We usually want sliders, so you'll need to provide a range - even if the exact value is hard to determine, it's usually fairly easy to come up with a rough range that the value must be in (how high can a human jump? More than 5cm, less than 5m). You will also decide for each slider if it's linear or logarithmic.

The server, of course, will save all that configuration so that you won't have t reconfigure it the next time you want to tweak values (unless there are new values, in which case you'll only have to configure the sliders for them)

Since this would be a server, the tweaking of the values could be done from another device - preferably something with a touchscreen, like a smartphone or a tablet, because tweaking many sliders is easier with a touchscreen. So you have the game running on your PC/console, gamepad in hand (or keyboard+mouse, if that's your thing), and as you play you tweak the sliders on the touchscreen until you get them just right.

Does anyone know if a similar tool already exists?

 

Narrative scripting languages like Yarn Spinner or Inkle were originally meant for writing dialogue, but I think they can also be used for scripting the world progression even when no dialogue or even narration is involved.

Example for something silent that can be scripted with a narrative scripting language:

  1. When the player pulls a lever...
  2. Move the camera to show a certain gate
  3. Open the gate
  4. Move the camera to show something interesting behind the gate
  5. Return the camera to the player

Even though no text nor voice are involved here, I think a narrative language will still fit better than a traditional scripting language because:

  • Narrative languages describe everything in steps. Scripting languages will need to work a bit harder to generate steps the actual game engine can use.
  • Narrative languages have visual editor that can help showing the flow of the level as nodes.
  • The interface between a narrative language and the game engine tends to be seems to tend to be higher level (and less powerful) than the one with a traditional scripting language.

On the other hand, flow control seems a bit more crude and ugly with narrative scripting languages than with traditional scripting languages. It should probably still be fine for simple things (e.g. - player activates a keyhole. Do they have the key?), but I wonder if a game can reach a point where it becomes too complex for a narrative language (I'm still talking about simple world progression, not full blown modding)

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