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Cake day: July 1st, 2023

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  • Spuddaccino@reddthat.comtocats@lemmy.worldI YEARN
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    8 months ago

    I suppose in that respect, it does mean “I yearn!” but I’ve taken it to mean “Something’s wrong!”, with the nuance being that he’ll want his food bowl filled even if he’s not hungry or me on the couch even if he doesn’t immediately want a lap.


  • Spuddaccino@reddthat.comtocats@lemmy.worldI YEARN
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    8 months ago

    My cat knows exactly what it wants when it yells at me. I just had to learn how to speak cat.

    The meowing is just to get my attention. Once walk over to him, he’ll walk over to the place he wants me to go. At that point I have to figure out what he wants me to do there, but it’s usually food dish/water dish/couch for lap sitting.



  • For SSD’s, it’s 100% a logical table, because data is stored all over the place for load balancing purposes, so it already uses a logical table to keep track of what each block is for at any given point in time.

    For HDD’s, historically they were physically separated, and they mostly are still, but there’s still a logical table, and there’s no reason the logical table can’t say “Blocks 0 through 1234 and 2000 are part of partition 1” if you have something somewhere else that you want on that partition.



  • Honestly, he’s right. Game prices are the same 60-70 dollars they’ve been for 30 years, but nothing else has stayed the same price that long. With inflation, a game should be around 200 dollars.

    Super Mario Bros 3 came out in the last half of 1988 and costed $50 dollars, or around 127 dollars. It also costed about $800,000 to develop, which is about $2 million today.

    Nowadays, it costs around $80 million (about 40x) on average to make a AAA title that costs $60 (about half). This is why all these games have cash shops and battle passes and paid dlc and whatnot: they need to make up that extra cost somewhere.


  • Well, firstly you need to decide how accurate you want your wind modeling to be, but generally, the less complicated an equation you can use for your desired level of accuracy, the better. It’ll end up being a vector field, but I would probably make simple rules for how the wind interacts with objects in a given tile and the tiles around it, rather than trying to model fluid dynamics precisely.

    Another approach might be a ray-tracing style approach, where the rays can bounce off object geometry and lose some momentum, objects can respond to ray impacts and gain momentum, and you do some vector math to figure out what happens when rays and moving objects intersect.

    The exact approach depends on the specifics of your game, and the “right” answer might be neither of these.