AeonFelis

joined 2 years ago
[–] AeonFelis@lemmy.world 9 points 23 hours ago (1 children)

Why wouldn't they be? It's not like they're getting royalties from these journals...

[–] AeonFelis@lemmy.world 1 points 23 hours ago* (last edited 23 hours ago)

I don't think this statistic should be that alarming. One of the main roles of the jail is to be the place where suspects are held pretrial. If convicts were taken to prison directly from the courthouse immediately after conviction, and if short term sentences were served in prison rather than jail, the percentage of unconvinced people in jail would have risen to 100% - and note that these are two technical changes that don't worsen the incarceration problem.

And there is a problem. I'm not saying there isn't. I'm just saying this number is not a good indicator of it.

[–] AeonFelis@lemmy.world 13 points 23 hours ago

This is not a driver. The README itself says:

Piper is merely a graphical frontend to the ratbagd DBus daemon

ratbagd itself, BTW, is also not a driver.

The unofficial open source license is called logiops, and according to the Debian site most of its builds are also under 2MB (and the two builds that aren't are only slightly bigger)

There is also RatSlap, which I can't find information on how big it is (and I'm not going to bother installing it just to find out)

[–] AeonFelis@lemmy.world 3 points 3 days ago (3 children)

Is it misinformation this time though?

[–] AeonFelis@lemmy.world 17 points 4 days ago (2 children)

Don't be ridiculous. The machine that crushes the mother is not the orphan crushing machine - that's the orphan making machine. Different part of the same pipeline. Don't confuse them - they are maintained by different companies.

[–] AeonFelis@lemmy.world 5 points 1 week ago

But then they'd know they are not real ICE agents, which kind of defeats the purpose.

[–] AeonFelis@lemmy.world -2 points 2 weeks ago (5 children)

Publishing opinions you disagree with - no matter how bad these opinions are - is categorically different from committing an actual crime.

[–] AeonFelis@lemmy.world 6 points 2 weeks ago

You can't get a good view of the bombing of Tel Aviv all the way from Iran.

[–] AeonFelis@lemmy.world 4 points 3 weeks ago (4 children)

What makes you think any arab nation cares about the Palestinians' well-being?

[–] AeonFelis@lemmy.world 2 points 3 weeks ago

Not that hard. Kill half the universe as a scientific experiment. Leave the other half alive as the control group.

 

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?

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