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fbanon

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But math never decreed that sine and cosine have to take radian arguments!

Ummm, actually it did. The Taylor-series of sine and cosine is the simplest when they work with radians. Euler's formula (e^ix = cosx + isinx) is the simplest when working with radians.

Of course you can work in other units, but you'll need to insert the appropriate scaling factors all over the place.

"Turns" don't generalize to higher dimensions either. With radians you can calculate arc length on a circle by multiplying with the radius. This extends naturally to higher dimensions: a solid angle measured in steradians lets you calculate surface area on a sphere by multiplying with the radius. How do you do the same with "turns" on a sphere? You can't in any meaningful way.

PinePhone couldn't even create a phone that can make voice calls properly like a Nokia 3310, yet you're envisioning them beating Apple (!) with rolling out some futuristic technologies.

Ok, but it Czechia by and large you have Czech people paying for the welfare of other Czech people. On the other hand in the US, you would have mostly white and asian people paying for the welfare of mostly blacks and latinos. No wonder they don't want such a system. Like it or not, solidarity needs kinship, especially when it's your money on the line.

RCS is inferior to iMessage simply because it doesn't work on tablets and desktop computers. Since RCS is tied to mobile carriers, who don't want to give up control over those juicy messages, the problem will persist forever.

120 years ago we knew that some things can fly, because we saw birds. We just had to figure out how to do the same with humans.

On the other hand, we have never encountered anything in nature that goes faster than the speed of light. That's a pretty good hint that it's impossible to do so.

I know. But the second sentence of the article starts with:

"Neverball uses legacy “fixed function” OpenGL."

But also you could simply remap the Z coordinate of gl_Position at the end of the vertex stage, do the clipping in [0,1] range, then map it back to [-1,1] for gl_FragCoord at the start of the fragment stage.