The fact that you used the namespace for cout
but not for endl
inordinately bothers me
The fact that you used the namespace for cout
but not for endl
inordinately bothers me
My first instinct would be that it would equivalent to putting another celestial body the mass of the earth at the distance from the earth is from each portal. Since gravity is a wave, it, in theory, would affect a region beyond what would considered “around” the portals.
So if you put one portal on the ground, and another 100 meters up, it would be similar to there being a second earth 100 meters from the surface of the earth, experienced by the entire earth (once the gravitational wave propagated.) How that would evolve over time is too complex for my basic understanding of physics, but a simulation of it would be a neat experiment.
My friend group refers to Left 4 Dead 2 versus mode as “the grand finals” for this reason; the players in it treat it like it’s the most important event that’s ever happened in their life, and a single mistake is completely unacceptable
My favorite randomly generated name I’ve gotten was “Trash”.
From later in the article (emphasis author’s)
Earlier in this article I intimated that many of us are already dependent on our fancy development environments—syntax highlighting, auto-completion, code analysis, automatic refactoring. You might be wondering how AI differs from those. The answer is pretty easy: The former are tools with the ultimate goal of helping you to be more efficient and write better code; the latter is a tool with the ultimate goal of completely replacing you.
I personally think MOBA should be used to broadly describe a style of game rather than what’s done while playing it. I know that when Riot coined the term, they were referring to games like DotA, LoL, etc.; to me the whole approach to a match’s flow is echoed similarly enough throughout multiple games, that applying the term MOBA to other games is a logical extension.
To me a game is a MOBA if:
Following these criteria, something like Overwatch is a MOBA, as is DotA, and ironically LoL isn’t as you have to unlock options meaning you don’t satisfy the arena condition. To differentiate games like DotA, Smite, Awesomenauts, Deadlock, etc., I prefer the term lane-pusher as that’s a lot more specific and understandable.
Does it really matter what it’s called? Not really. I mostly just do it so I can feel superior to Riot for coming up with a vague term that is applied, how I deem, incorrectly, while also excluding their own game from the term that they made to describe it.
When I managed a pool, I remember the Virginia Graeme Baker act being something I was told about pretty early on; it was a prevalent enough of a thing that sometimes trying to start up my spa’s motor wouldn’t provide a clear enough suction, and the motor would shut off for safety. A properly managed pool should never have had this risk.
I feel like I’m the only one who prefers the original, gamecube controls. Playing through the switch remake, I played with the new controls for, like, 10 minutes before switching to the original control scheme and playing the rest of the game with it.
I would recommend going and watching the pannenkoek video because it is so good.
The quick version is that it has been known to be possible to clip through the wall to get to the door, but Mario has to be in the walking state to open it. Since the floor directly under the door hitbox is all covered by wall, and the part that isn’t covered by wall doesn’t have a floor directly below it, it seems like there’s no way to actually be in the walking state to open it.
However, by abusing an exploit where Mario finishes his turn around animation the same frame he leaves the ground, the transition to the freefall state is overwritten by the transition to the walking state; this lasts one frame until a check is run next frame — which properly puts him in freefall. Timing the turn around right lets you be past the wall and walking, so you can open the door.
The Finals has been my default game — if none of my friends are playing anything else — since it launched
I remember abusing the pause bug, so I don’t actually remember how hard it was without that
I used to work on printer firmware; we were implementing a feature for a text box for if you scanned a certain number of pages on a collated, multi-page copy job. The text box told you it would print the pages it had stored to free up memory for more pages; after those pages had printed, another text box would come up asking if you wanted to keep scanning pages, or just finish the job.
The consensus was that it would be a relatively simple change; 3 months and 80 files changed — with somewhere in the ballpark of 10000-20000 lines changed, — proved that wrong.
Awesomenauts
It’s a 3v3 2D platformer lane-pusher with an art style reminiscent of a saturday-morning cartoon. The upgrade system is very simple compared to other lane-pushers, and the games tend to go a lot quicker (15-25 minutes.) It’s very intuitive to get into, but still has room for a lot of expression of skill.
Unfortunately Ronimo (the company who made it) went bankrupt in late August, so the matchmaking server went down in September; but recently Atari bought the rights to the IP, so it’s possible it will come back soon.
This is how I approach these: that square only has a single traffic light, not multiple traffic lights like the prompt is asking for
The company I contract with has been pushing hard on getting people to use LLMs (Copilot specifically) in their day-to-day; so much so that they put out a survey to everyone who hasn’t used it yet, asking why they haven’t used it. One of the questions was selecting checkboxes of reasons you haven’t used it; for the “Other”, free-form answer field I put: