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540,000 IQ bellybutton inspector ᓚᘏᗢ extremely peaceful ☧

they're designing new engines to have worse piston ring sealing because it means lower friction, which improves fuel efficiency and power... sort of. the piston rings are supposed to wipe excess oil off the ignition chamber walls on the down stroke and if they don't do a good job, that oil gets consumed

I don't think anyone admits that they're doing it on purpose, but they're doing it on purpose

this has negative consequences overall. it's bad for spark plugs, it's bad for sensors in the exhaust, it's bad for the catalytic converter, all that stuff will wear out sooner on top of having to add oil to your car between oil changes

so basically they're gaining ground in a metric the government mandates -- fuel economy -- while at the very least making the vehicles significantly more expensive to maintain over time

tell me more, Real Patriot JML907_WA

how bout no, krispy

maybe you dumb motherfuckers shouldn't have offshored semiconductor production to an island on the other side of the planet

mole rat encounters of the third kind

yes I haven't played in awhile so I'm starting a new game

this lady's dress glitched out

nostr:npub15fkerqqyp9mlh7n8xd6d5k9s27etuvaarvnp2vqed83dw9c603pqs5j9gr nostr:npub1w7x9m8xutlezyzmu7d78d8ygzk6sdpncfuuds8jsz2wnwk8f52dqkrpc4w yeah that was back when RNG was insanely expensive to do in realtime. It still is if you're doing it for graphics (noise functions). Ultimately though it's hard to verify that the precomputed list is any better. It MIGHT be but I wouldn't personally know how to test that in a way that isn't insanely placebo effecty

I had some references about this but thanks to youtube being full of trash now it's hard to find them

though for the purposes of a game, urandom isn't really what we want if we want to avoid clumping. seems to me you'd want to start with the random numbers from whatever source, then remove the clumps with some transform

even if you're burning lots of numbers per frame and have to generate on the fly, I'd rather massage the numbers toward "feels good" gameplay than rely on the PRNG output directly. which means batch producing numbers, then transforming them, instead of making discrete calls as needed. could do an RNG batch every frame and throw it away at the end of the frame, that would be pretty cheap for game state updates, and if you have a rare frame where you have to do more state updates than you have numbers for, just go back to the beginning of the array. nobody's going to notice that in a single frame

old console games did stuff like this and it's the basis for speedrun exploits, but they would use like 256 values

lol look at how much the canoe rolls when xir moves the barrel a few inches laterally

so uh if they fire abeam do they capsize

because canoes are hardly the most stable vessels afloat

the OS offers an entropy pool, but many people don't seem to know about it

I would lay a lot of blame on developers not really understanding probability well, in games specifically

PRNGs do have weird clustering issues though. maybe because of modulo operations? idk

soon they'll need a front bumper camera to compensate for the blind spot extending 50 feet in front of the truck

why is the graph incomplete, car buyers have a very justified fuck you to everyone on the chart including themselves

nostr:npub15fkerqqyp9mlh7n8xd6d5k9s27etuvaarvnp2vqed83dw9c603pqs5j9gr symptoms of using the rand() call because they didn't know any better.

Tip though of you ever want to put RNG and stuff you do: you really need to put in anti-streak mechanisms. The way I do it is that I have the outcomes have counters and each time you get that outcome it gets some percentage less likely that you'll get that outcome, changing the weights each time.

So of you start with A/B with a 50/50 chance, of you hit A the offs next time will be 45/55, then hit A -> 40/60, then hit B -> 45/55. That makes it no longer true random but computer RNG does not at all resemble real life probability in the short term and this is a smoke and mirrors fix for it.

Note that this is bad for security it just feels good.

that's basically what I imagined I would do when I was running into this problem, with the addition that I'd probably guarantee success after a few fails depending on the circumstances (above some threshold base chance, for high value things)

so for example in this game, repairing animal skin clothing requires more animal skins. some of them are easy to come by, some aren't, but all require a lot of time to cure. and that means it's going to feel like shit if you have a ~75% chance of success and you lose three hides in a row trying to repair something. it starts to look like a better idea to just make a new item than try to repair them at all, which it in fact is at lower levels of mending skill

another mechanic might be to have a temporary skill modifier for that specific task, explicitly stated to the player, after each fail. because in real life, even if you're not very skilled at something, if you try repeatedly to do the *exact same thing* you'll probably get it right eventually

so then the player could choose to burn 5x the resources guaranteeing success, if they wanted to. of course to avoid exploits there might be things that mechanic wouldn't apply to

never had any reason to implement such a thing though

nostr:npub15fkerqqyp9mlh7n8xd6d5k9s27etuvaarvnp2vqed83dw9c603pqs5j9gr well now I know that I can just save scum and get it to happen in 3 hours in-game time thanks to the janky RNG system. I burned through just about all of my resources waiting for it because I didn't know this the first time.

I never tried that

the RNG is not great and I don't think they plan on fixing it (maybe they don't know how, idk). it's very streaky and plenty of times I've had an "85% chance of success" fail 5 times in a row. then it'll succeed every time for a long time

cope

why should any chinese feel loyalty to america? especially first generation immigrants

civnats couldn't believe it