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mauvia

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That really doesn't make your point. "I guess so" is the absolute opposite of what a hawk would say. "I guess so" is what the comment you're replying to is still implying he'd say.

I have no idea if they edited this in later or you removed it but just pointing this out: > not a 60's style pacifist

Don't know what he wanted to talk about, but here's one I remembered off hand: https://en.wikipedia.org/wiki/Z-machine All the old Infocom games were ported to this Engine and its existence is why they're so wonderfully well preserved nowadays and can be played in a really playable form with Frotz

Also in the Adventure Game space:

https://en.wikipedia.org/wiki/SCUMM

The oriignal MUD was an engine, and there are hundreds of derivatives of MUD that are also engines, I recommend Richard Bartle's book for a really good history of it, I think it's free online.

https://en.wikipedia.org/wiki/Multi-user_dungeon#Wider_acces...

https://mud.co.uk/richard/DesigningVirtualWorlds.pdf

Bartle's own words:

MUD was programmed in MACRO-10 assembler on a DecSystem-10 mainframe at Essex University, England, in the fall of 1978. Its author was a talented Computer Science undergraduate, Roy Trubshaw. Version I was a simple test program to establish the basic principles by which a shared world could be maintained. When it worked, Roy immediately started on version II, a text-based virtual world that would be instantly recognizable as such even today. It was also written in MACRO-10, a decision that led to its becoming increasingly unwieldy as more and more features were added. Because of this, in the fall of 1979 Roy made the decision to begin work on version III of the game. He split it in two: The game engine was written in BCPL (the fore-runner of C); the game world was written in a language of his own devising, MUDDL (Multi-User Dungeon Definition Language). The idea was that multiple worlds could be constructed in UDDL but would run on the same, unmodified engine (which was effectively an interpreter).

Not only is it clearly the same content generation process as modern engines, he even called it an engine. (this book is from 2005 IIRC but I think it's mostly a moot point what they're named)

PLATO: > There had been graphical virtual worlds before. The seminal PLATO (Programmed Logic for Automatic Teaching Operations) system went live at the University of Illinois way back in 1961, and many games were written to take advantage of both its network connectivity and graphics- capable plasma display units. Some of these laid down principles that would greatly influence the development of later computer games; some came close to being virtual worlds; some actually were virtual worlds. Orthanc, by Paul Resch, Larry Kemp, and Eric Hagstrom, was an overhead-view graphical game that, although not implementing a shared world, nevertheless allowed communication between individual players. It was written as early as 1973. Jim Schwaiger’s 1977 game Oubliette (inspired by Dungeons & Dragons and Chuck Miller’s earlier multiplayer game, Mines of Moria) had a first-person point of view and used line graphics to render the scene ahead. It had persistent characters, but was not a persistent world. Also, the interaction it allowed between characters was very limited; it was almost there, but not quite. In late 1979, the first ever fully-functional graphical virtual world was released: Avatar. Written by a group of students to out-do Oubliette, it was to become the most successful PLATO game ever—it accounted for 6% of all the hours spent on the system between September 1978 and May 198517. Again using a Fantasy setting, it introduced the concept of spawning to repopulate areas automatically after players killed all the monsters.

Have you tried any of Satoshi Kon's movies?

Tokyo Godfathers is an amazing and deeply human christmas comedy about homeless people in the Tokyo streets, filled with magical moments of cinematography.

Paprika is a less lighthearted story about inner lives, dreams and ambitions set across a sci fi backdrop where people are learning to enter each other's dreams and link them together. It has gorgeous dreamscapes and an amazing soundtrack as well as a fascinating plot and interesting characters.

Thre's also Makoto Shinkai's movies, which have good cinematography and interesting themes and soundtrack, as well as somewhat interesting characters (though a bit samey). Your Name is excellent, with Weathering with You and Suzume being good but not great. 5 Centimeters per second is nice as well. Children who chase lost voices underground is his most Ghibli movie and I'd say it definitely gets the tone and aesthetics right for the Nausica/Mononoke era of Ghibli.

On the Ghibli side, I quite enjoyed Studio Ponoc's Modest Heroes, which was a collection of shorts by Studio Ponoc (which has some Ghibli Veterans in it as well as younger talent I believe). Kanini and Kanino has the adventure elements and aesthetics, Life ain't gonna lose has the small child PoV element, Invisible has the social elements.

I loved this back when I was first professionally using Git.

https://learngitbranching.js.org/

It simulates the repo in terms of branches and commits in a graph in the background and introduces every basic command. It also provides exercises in terms of "make A look like B" to prove you understand it.

I kind of already use ChatGPT to surface things because Google's become absolutely useless if you don't know the exact thing you're already looking for.

But Bing has generally been garbage because it just picks a random keyword and reads the first ten links and summarizes them instead of what I'd generally want it to do, hallucinate an answer and verify it against a search result.

Hopefully OpenAI gets something more useful.

I feel like the bit flags structure of this event isn't Javascript-y because javascript doesn't support int primitives. Wonder why they didn't translate it.

Now that the steam controller is dead I kind of wish someone took over that market and produced a controller for steam controller fans.

I loved the layout, the touchpads, the massive customizability, and it had a good price point too. It seemed like there was loads of room for improvement but there hasn't been talk of a controller 2 yet.

I really recommend the youtuber "Your Dinosaurs are Wrong". It's an amateur team going through paleontology history/literature as sources to criticize classic children's toys of dinosaurs. It's really cool and you learn a lot.

https://www.youtube.com/channel/UCmVa-cbCpkd5Cd9Fr_4tCWg

[original channel] https://www.youtube.com/playlist?list=PLaCDmykyjVw_B983AQ2iG...

[spinosaurus] https://youtu.be/6oCqSqY7FiI (This was, I believe before they found or reported the tail)

How is an AI passing the visual reasoning questions?

edit:

But if I translate the image to this (it’s tedious to read for us, who are used to processing such things visually):

If you translate the visual questions they're no longer visual questions, wouldn't this massage the results? Especially given AIs are really bad at context.

The ambiguous they makes this half as likely to read "They're (the surgeons) are removing them (the appendices) because they're (the surgeons) trying to kill the patient. It's funny.

Well, std::array is meant to be a direct replacement for what jenadine mentioned, the C style of doing static arrays. I think under the hood it takes over the array initialization syntax as well (or array initialization of objects got added to the standard to support std::array?) and IIRC there are some functions that are simply unavailable to std::array because of its array based construction.

I don't remember exactly what but I have run into it before, I think the iterator implementation is a raw pointer and that breaks the interface expectations a bit?

I don't know if the author is looking at this comment section but small issue:

Array: Implements a dynamic array similar to std::array in C++.

should read "static array". std::array requires you to state the size.

C++ std::arrays are pretty much just uniformly typed tuple structures, not dynamic arrays.

In fact you can use them directly on the stack with no memory allocations whatsoever.