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Cake day: June 20th, 2023

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  • Jrockwar@feddit.uktoMemes@lemmy.mlZen Z
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    10 days ago

    The reason is better is because a number on its own doesn’t provide any representation whatsoever of the passing of time. It represents the current observed time, but it does nothing to represent graphically how much of the day is left.

    The arguably best representation of the passing of time is a 24h analogue watch/clock, even if that has its own set of issues which make it a terrible way of displaying the current time.


  • Jrockwar@feddit.uktoMemes@lemmy.mlZen Z
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    10 days ago

    Absolutely not comparable to floppy disks. The hands are a representation, not a technology. Technology-wise, most modern “analog” wristwatches are quartz, and therefore digital, not actually analog. Yet we choose to make them with hands because that provides a better representation of the passing of time.



  • No no no WB, you wanted to make it live service, now you deal with it keep adding content for the next 5 years.

    Obviously very far from reality, but I wish live service games were required to have a clear, binding plan for how long they’re going to be supported and what’s the exit plan. If they’re a service, they should have an enforceable contract.

    That would help buyers not buy a game that is going to be sunset in a year, and/or prevent publishers from releasing cash-grabbing garbage with no evident business plan or idea on why players are going to find the game worthy of giving them money for years.


  • I believe so. I have some roles in my team I’m hiring for, that have reading code and fixing small bugs as one of the requirements, but not developing code from scratch. (It’s a sort-of field engineering role).

    We do test for both things (treating the “developing code from scratch” as bonus points rather than a strict pass/fail) and some people can find and fix bugs in a couple minutes, but are incapable of writing some basic python to iterate through prime numbers and store them in an array.















  • I think it’s the second. Even on No Man’s Sky, with the bazillion worlds, they all exist “as they are” and are consistent from the beginning. If you revisit a planet, it’s exactly as it was.

    Now with what I know about this technology, I suspect the way this happens is every planet had a seed (a number) that you can pass to the “random planet generator” it will generate exactly the same thing over and over. Then basically when you load a new planet it goes “right, with this seed, what would we have in these coordinates?” And the answer is persistent.

    However having seen how that looks in NMS, I feel they’d have had to add a bit of extra spice to be able to sell a single world. In my mind that involves manually crafted areas almost necessarily, as well as checking most of the planet manually to oversee the procedural generator and massage anything that doesn’t pass a level of quality. If I were to make this game myself, I would use procedural generation for the different areas and not for the whole planet, so that I can give certain sections of the map a “reroll” if I don’t like them.