Ergo42

joined 5 months ago
[โ€“] [email protected] 1 points 5 months ago

No. I don't that would be a good solution. Maybe create a law that the military has to give informed information. The intention would be to prevent propaganda in the first place. Then age or wisdom would be less impactful because education on the horrors of war would be more universal.

[โ€“] [email protected] 3 points 5 months ago (2 children)

The human brain is really good at keeping two conflicting ideals "harmonized". I don't think it's much of a stretch to fall to the romanization of the military while also recognizing the killing part of it.

It's easy to fall to propaganda. Is it the recipients fault? Is it the sender of propagandas fault?

I would argue both to some degree, but mostly I will blame the sender because they are generally older and better at rational thinking when compared to younger people. (I'm grossly generalizing here. I know younger people who can think more critically than some older generations).

Summary: by the time they realize they don't want to be part of it, it's too late and they have to serve their time.

 

Hey, just uploading here at lemmy, so I can link an attachment to a Godot forum (new users to godot forum can't upload attachments).

But, if anyone here is a Godoteneer or programmer, I'd love to hear your ideas.

The attached demo is a simulation I did on Blender showing the type of interaction I mean. The green wire mesh represents a vertical plane that has the horizontal edge shaped by a bezier curve. The ball has a physics simulation on the up and down (z axis) with only horizontal movement on the (let's call it the c-axis). So, all linear movement on the c-axis is translated to a x and y position using the bezier plane.

My initial thoughts on how I might approach such a setup would be to create all nodes in 3d space except for the physics shapes. This might allow using the 2d physics shape but keep the 3d model meshes and lights. But the it would have to be a 2d RigidBody, and I'm not sure if I could translate a 2d position space to a 3d position space ... I think I need a broader understanding of the core code of Godot. In the past, I've been successful in a c++ Godot module, then later refactoring it to a GDExtension. But that was needed for a high performant line gesture engine. I haven't yet delved too much into the guts of Godot.

Any pointers? Or inspired thoughts?