

I feel like that might have been the point. Rather than “using a car to go from A to B” they walked.
I feel like that might have been the point. Rather than “using a car to go from A to B” they walked.
Arithmetic coding is one of my favorite algorithms. Any token predictor can be converted into an entropy encoder!
Nuh-uh! You can configure Minecraft to use all that memory to run buttery smooth. Just make sure to not play longer than 15 minutes so you don’t get the mother-of-god lagspike when the garbage collector finally runs.
10 shannons, that is, 10 bits, each with 50% probability would be equivalent to the amount of information gained from observing an event with 1/1024 chance of occurring, not 1/10. Thats because this unit gets combined multiplicatively. The wikipedia article mentions that if there are 8 possible events with equal probability, the information content would be 3 shannons.
Different perspective here:
I don’t really get why people want to leave lopsided casual matches in the first place. You either get to chill out against easier opponents or get better by playing against stronger opponents. At the end of the day, winning or losing doesn’t matter because, well it’s casual. If you wanted a balanced match every game where everyone is trying their best to win, then you should be playing ranked.
What annoyed me with the old system was when my team would go down 1 point, the teammate insta-leaves and then I get a bot or some unfortunate guy who joins into this match midway through.
The people leaving seemed to care more about winning than the match being lopsided; It was really rare to see someone from the winning team leave. And I know thats a common perspective to have, but for me personally, I like playing matches for more than 1 point. I think comeback games shouldn’t only happen in ranked.
With the changes, the casual playlist has improved in some ways and worsened in others. It is way more likely to get a team that sticks around for the full match, but the mode is more competitive now, which is not what it’s supposed to be like.
I think there was probably a better solution to the problem. The issue seems to occur when one player wants to leave, but the other wants to continue. An idea I had to reduce the chance of this happening was matching together the players who tend to abandon and matching together the players who tend to play out matches.
I’m sure it’s going to be “we got isekai’d into a Minecraft world and now we need to defeat [antagonist] before they ruin everything!”
It’s such a shame because I feel like theres a lot of potential. There are so many faces of Minecraft and ways to play the game (even within the relatively narrow area of vanilla survival multiplayer). Perhaps a better plot would revolve around the friction between these different playstyles.
I uninstalled the YT app on my phone and use the desktop site exclusively now. Can’t stand watching without ad block and sponsor block. I also blocked shorts.
Its pretty clear that Mark and Micheal Reeves don’t focus as much on design and iteration so much as the ideas behind their creations. The content formula for their videos is different from the other youtube creators you mentioned. If that style of video isn’t your cup of tea, thats ok.
As for the inventions themselves, I have to disagree. I think some of Mark’s creations are fairly well designed, such as the later versions of the glitter bombs.
Unity actually gives any class with the name GameManager a special gear icon. You cant just forgo the cool gear icon!
(Its not too terrible from an organizational standpoint because most of the scripts are attached to game objects. MonoBehavior is a component of GameObject. For instance, you’d never have player movement in the GameManager class, you would put it in the component class attached to the player character GameObject.)
You guys are talking about two different things. Random integer vs random float
Open Hexagon is pretty good if you enjoy music reaction/arcade games. It’s an open source successor of Super Hexagon with several community made level packs. The only flaw is the steep learning curve of the gameplay.
I tried Minetest a while ago and was never really able to get into it. The new player experience was rough, a lot of decision paralysis. The texture style can vary between mods and servers. It didn’t feel very cohesive. I don’t know if that has changed since I last played, but to me it didn’t feel like a minecraft killer then.
From what I can tell, Hytale was supposed to be a bit like Terreria in 3D, as well as a platform for minigames. The gameplay and graphics from the trailers looked really good. I’m sure it would have been a Minecraft killer for some. (Ex. players who primarily play for the minigames like bedwars)