47 karma · joined March 21, 2022
In smaller companies the people are definitely worth their weight in gold as if they are not doing the work its very visible.
Yeah, I am jealous, but such is life...
Instead of the two players having their own base, they are running a shared base against a single bot. This makes it challenging as now the players are forced to communicate, or one can sandbag, but overall adds a bit of complexity. Though a shared base should allow one player to manage one aspect of the game while the other player manages the other aspect; such as building units and the base, while the other player navigates or harasses the bot.
It is possible to logically work together to get a better outcome, but the tools we have currently don't support that. I find this multiplayer approach intriguing as with the right formula could unlock a nice super power. As I would imagine having twice the mental bandwidth available such that more things are noticed or caught or imagined...
"Observed EMP555 step on loop heat pipe. Conducted visual inspection of the affected area; no damage found, pipe remains nominal."
I guess its more the rapid start-up mindset to get it up and running fast to sell the company, and leave the problem for someone else which is why a lot of our world is falling apart...
> Making apps is so complicated now
Well that is not entirely true, I recall trying to learn game development. A lot of the time I spent was searching posts on web forums or asking questions in DAL/EF/Free/etc net and getting told to learn how to ask a question... not only that but I had learned it was better to write games not engines. Though I still managed to find out about GDI, which led me to DirectX, OpenGL, and then SDL. Those were scary... This is also when I learned about modding games, specifically Half-Life modding, which for some reason led me to creating bots for Counter-Strike just because I could and that is when I learned ladders are really difficult.
This is something I wasn't aware of, are you on 2nd gen Zepbound then?
My wife has been plateaued at an undesirable weight and has been wanting to try this, however, the VA refuses to support it regardless of the fact she fits their guidelines and requirements to receive it. They recently banned it due to costs.
I prefer her to use Zepbound if we can get it, the question is how? We refuse to use the alternative methods where the drug is hand made to be equivalent to them as that seems very sketchy.
php had also been a thing of mine, I spent many months in DALnet and EFnet #php. Primarily around the time of v3 prior to v4's big launch...
> Assume a computer would need several minutes to simulate everything that would've happened in the stick. I clearly got the output faster than a computer (and with more precision), so does this imply I'm doing anything particularly fascinating?
You assert that you have output faster than a computer with more precision. However, you do not have any empirical data, just observable data; as stated by zdragnar:
> The difference between you breaking a stick and the computer modeling it is that you've measured nothing. You don't know, with any precision, the amount of force you used, the rate the stick broke at, how much mass remains in the two pieces and how much was lost to splintering, etc.
Then you further state that you can measure those with a ruler and a scale; however, this inherently takes time with significant uncertainty in your measurements and calculations. Whereas a computer will provide all of those numbers.
The other thing to consider is the method of simulation such as finite-element analysis (FEA) and the resolution you need. You can get segmented data all the way to down a specific volume of that stick, good luck with the hand calculations on that.
But I am also likely wrong, so I am hoping someone can challenge/confirm this thought.