I believe you're referring to emotions, which are a separate and distinct concept/term
HN user
thunderfork
Everyone rushing to get these consolidations done before America starts having anti-trust law again, huh?
From the article text of its conclusion:
"the EcoHealth funding was not related to the experiments, but the collection of samples."
Pretty cut and dry?
I feel like "having enough useful context to be jumping in and answering the question in question" and "needing an LLM to shave off 25 minutes of writing on the subject" feel like they're incompatible premises.
I would prefer you give me whatever part of your answer takes you five minutes and then I can work from there on my end, in the method and with the tools I see fit. In other words - give me the prompt.
Totally possible I'm misunderstanding the situation you're presenting, though.
Going over the patch notes, here's some buffs you might have missed:
Mandatory parking minimums, high speed limits, car lanes without bus lanes or bike lanes, tearing down neighborhoods to build interchanges and highways...
And yet, 100% of states, successful and unsuccessful, use violence for various purposes
NIH funded gain-of-function research into coronaviruses in Wuhan
Even this assertion is heavily, heavily disputed:
https://web.archive.org/web/20210706065130/https://www.washi...
They'll send you to collections, probably.
Sometimes you have to nerf something because it's been buffed too many times, beyond what's sustainable or reasonable
I have complex feelings about this subject, but if you can't stop yourself from leaning on "absolute freedom is the only correct option", you're going to have to make sure you're not making the mistake of thinking "absolute freedom" is "some specific balance of freedoms and constraints"
People in jail/prison, for example, would not have the opportunity to access an account even if they wanted to keep it
My tools will catch string matches in docs, but if you're using reflection or etc where it's "too weird" for tools I can see it being useful there, yeah.
Picking on a particular nit here, but I think it is indicative of the broader flaw with this argument:
To rename `PostgreSQLClient`, I press F2 and type the new name, and I'm done.
I don't have to wait for an agent to "perform the refactor, update references, run the tests, fix the missing pieces, and mark the relevant checkboxes in the ticket" (btw, what checkboxes..?)
I press a key, type my change, and I'm done.
Wasting time waiting for tokens is also wasting time.
Whether the performance difference between Go and JS (via node or whatever) matters depends on your use case - it definitely matters for the TS compiler, but it might not matter at all for your CRUD app.
A lot of games are less latency-constrained than you'd expect. FPSes are obviously rough with input lag, but stuff that's turn based and even many platformers feel "good enough" up to like 150ms
I see plenty of references in the articles I clicked on.
Surely if Odin is all that notable, somebody somewhere's written something about it in a SIGGRAPH paper, at least?
Cited sources are as-close-to-truthful-as-one-can-manage. This is how one avoids having the truthiness of the editors matter.
I'm no Catholic, but I'm not sure that "tu quoque" overrides papal supremacy
The person you're replying to isn't me (the person you're quoting above), but to be clear:
I'm not trying to be insulting, here, it's just kind of a bizarre, eyebrow-raising thing to see. There's a reason you're not seeing any AAA games doing this, y'know?
If you're doing something that's really unusual, you're going to have people going "this is really unusual".
Please don't take this the wrong way - this is sincere, well-intentioned advice: have you ever watched Shark Tank? The best people on there can still give a good pitch when their ideas are challenged.
The games industry - and especially the multiplayer games space - are brutal, and players are going to be way more critical, way more rudely, than anyone on HN.
It would benefit you and your game greatly to practice selling your idea in the face of criticism and doubt.
Taking 2.5 megabytes per second of compressed new state information, uncompressing it, and applying it (across the "thousands and thousands of networked entities", etc, that keep being talked about) to the game state? All the memory thrash that implies, along with the knock-on effects (animation updates, yadda yadda)?
Yeah, that has a performance cost.
Will this impact a big-money gaming rig? Probably not? Will it run good on the Steam Deck? Probably not.
Generally, in a game loop, all this stuff is going to be single-threaded and blocking, right? It's mutating the game state, that's the classic why-games-suck-at-thriving-on-many-small-cores problem. So your performance capacity ends up being tighter than you might think relative to other "ingest data" tasks.
Let's say your game's networking runs at 30 ticks a second, and you've done a great job in uncoupling rendering from the game loop, so you're lucky enough to not have to worry about that. You still only have 30ms, on a single thread, to handle networking (likely no special kernel-skipping stuff on clients!), unpack, apply and propagate your changes, and also do your local game loop stuff. If you miss that interval once, the game starts to fall behind and feel bad to play.
Now, you could say "lower the tick rate", but then you'd need less data, too, and your game gets less responsive (fine for some games, not for others)
Client performance characteristics? Speaking very broadly... I can't imagine a game that'd need that much data unless it involved a lot of streaming assets (audio, video, etc) or really, really naive netcode.
If you're using stream compression, 20mbps would likely be a lot more than 10 times as many objects (and you shouldn't be serializing the whole state every update, and... yadda yadda)
You can fit a lot of game in 2mbit/s with a little bit of work.
Yeah, this strikes me as strange. If you're sending that much data constantly, you're either syncing too much stuff too often, or you're not using compression when you should be (shout-out to Oodle)
Something that this article doesn't mention that's going to be a big constraint: each of your clients parsing 20mbps of updates is going to have a performance impact on those clients.
At the end of the day, you can only "democratize" while you have players, and performance constraints on end users aren't getting any looser
Game data and video data have very different constraints. Depends on the nature of the game, of course, but with jitter and all that, video can just run a buffer and manage network conditions (more) trivially, but a game needs things to be a lot tighter to avoid gameplay-impacting desync
"one can say a group took an action in some cases, so it must be right to say a group took an action in this case" is not compelling.
Responsibility is a separate question from correctly reporting on the events that occurred. "A protestor shot someone" is correct, "a protestor shot someone and the group is culpable" could be argued, but "the protestors shot someone" is simply untrue.
Insane charges, insane justifications, and judging by the comments in this thread, I feel insane for having ever believed in the myth of the "decent conservative".
An individual shot someone, unless you think multiple people were helping pull the trigger.
It's almost like American democracy has been dysfunctional and degrading further for more than half a century