They are better while they are still frozen. Love me a bowl of frozen mixed berries, even worth the seeds that stick in the teeth.
They are better while they are still frozen. Love me a bowl of frozen mixed berries, even worth the seeds that stick in the teeth.
Yeah but the difficulty won’t be “we have nowhere to put our shit”, it will be “how do we put our shit into this hole in our bathroom?” Which will probably turn into getting a bucket or two to anyone that doesn’t already have one and getting creative with fashioning funnels while the supply lines ramp up and deal with toilet scalpers and the other grifts that are sure to pop up. That 2.2 billion pounds of fecal matter can still be handled in the same way it currently is, we’d just be improvising the interface to it.
Though that is from a purely rational point of view. I do agree that there will be many infections that happen because of the average intelligence level and some thinking “all toilets broke means I gotta shit in the river” or “all toilets broke means I get to shit in the river” (ie some people fucking shit up because they don’t know any better and others fucking shit up because they like fucking shit up).
If all toilets on the planet are destroyed, how long would it take to replace them? The plumbing should still be fine; the toilet is just a fixture. You might need to rush to turn off the water, but there will still be a functional pipe to take any waste away. Toilets are pretty much just funnels into that hole, plus some extra plumbing to help wash away whatever goes into them.
In the short term, it would suck, but I think the problem would be solved pretty quickly, maybe even as humanity’s top priority. Probably with funnels, buckets, and chairs with holes cut in them at first, then the market will be flooded with new toilets.
It’s the laugh track for memes.
He did have a habit of showing men his penis at any available opportunity.


He’s just using it, not marketing it.


I think the biggest thing holding VR back is that it still happens within our physical world. Physics can’t really be done properly while that’s still the case because in game inertia can’t affect things outside of the game. So you can swing a 5kg sword as easily as a controller and your arm doesn’t stop when your swing is parried, and you’ll pass right through in game objects while still bumping into real world objects.
I agree that physics could still be improved a lot but just don’t think it’s going to have that big of an effect on the popularity of VR, at least in the current “goggles strapped to your face” incarnation. Though any improved versions would still benefit from improved physics and I do agree that such improvements would be essential to that working well.


My upgrade plan for my PC life included a move from 1440p to 4k for my display a few years ago, but when it came time to do that, I realized that I didn’t even really want it. I already had a 4k monitor at work where the UI was scaled because no scaling made it unreadable. Why add more pixels only to scale them away?
Which left gaming and media. For gaming, I realized I never had a problem with the amount of pixels on the screen. While 4k probably does look better (assuming it’s actually rendered at 4k and not just upscaled 1440p or something), I’ve never felt like adding more resolution would improve the experience. Similar for media, looks great when it is 4k but I don’t really miss it when it isn’t (and it’s usually not even available). Plus I do have a 4k TV I can use if I really want to.
So I just stopped the search for a display with decent specs other than 4k and instead got an ultrawide 1440p.
Anyways, I’ve applied the same logic to 8k TVs.
I’m not sure I’d call video game graphics “solved”, as there can always be more fidelity and accuracy for things other than resolution, but it’s just the tech geek in me that’s interested in that. And that might occasionally come out during a game, but it’s not an important aspect, more of a “oh this isn’t quite right, I wonder how it could be implemented to be correct” that I don’t even notice most of the time while playing.
Threats of taking a walk over a sewer grate make for very well-behaved children.
And then there’s the “ok, fine, time to eat now, oh but my plants are wilting so I need to water them. And now I need to clean some dishes in order to use them. I might as well deal with this mess on the counter and load the dishwasher for all the non-hand wash dishes. Oh right, I need to do some laundry, so I’d better put a load in while I’m thinking about it. Ah what was I doing? Oh yeah, washing the dishes. Might as well clean a fridge shelf while I’ve got the hot soapy water ready and dryer rack space. Fuck I’m hungry already? Didn’t I just–oh wait, I didn’t yet eat, time to check the fridge and freezer. Bah, everything needs time to cook and I want food NOW, no more effort. Maybe this one would be good–40 MINUTES!? I’ll probably die of starvation by then.”
Followed by procrastinating for another hour or so before giving up and just getting fast food.
Or another time, notice the large carrot on the counter is showing signs that it will need to be thrown out soon and somehow end up with carrot cake cookies less than an hour later, at around midnight. Haven’t made them since lol.


Yeah, the game was exactly what I wanted prior to realizing how the enemy AI worked, but then it just took all the wind out of my sails and I didn’t even want to scale up to overwhelm that increasing resistance. That momentum is what I love about strategy games, where at some point you get over the hump and things get easier because you’re strategically dismantling your opponent’s war machine. They should obviously push back, which then becomes a part of your strategy, where to defend to prevent a halt to that momentum as much as where to attack to continue building it.


I liked that game until I realized that the enemies were just spawning random attacks rather than playing against a peer level opponent, which meant there wasn’t any strategy involved in taking the enemy positions. It’s just whack a mole on the attacks on you while you take their bases (also defended by random fleet spawns).


What’s the problem with it, exactly? As long as it lives up to its promise and is a better machine, why shouldn’t they market it as a better machine or make direct comparisons?
It’s not even saying the steam one is bad, just that it is better.
There’s different levels of broken. Like a drawer that doesn’t close all the way still works as a drawer, and while I would call a drawer with its bottom busted out more broken than one that just won’t close, both could use some repairs.


Those look like offers, sales involve both a buyer and a seller agreeing to the transaction.


That would require having enough inventory to meet total demand at the set price.
IMO the best they can do is cut the scalpers out by starting the price off high themselves and lowering it as supply increases. Low supply and high demand will always lead to increased prices and trying to avoid that by keeping prices low will result in others taking advantage of that market inefficiency.
And the best we can do is just not buy the higher priced options and wait for supply to come up.
Ah that sucks, I like KBM but it seems like a good controller candidate as it just needs two vectors (movement and aiming) plus two buttons (at least as far as I got so far, there’s only main fire and secondary fire). Sounds like something that shouldn’t even take long to implement with steam input.
I actually just used steam input for the first time yesterday and thought you might be referring to the same thing as it was annoying during the process of figuring out the correct setup. It’s a Nintendo layout but was being detected as an Xbox layout, so all the buttons were reversed. Either that or Binding of Isaac deliberately set up the controls to be counter-intuitive and my using steam input to remap to more intuitive controls is cheating lol. And it didn’t help that I had another controller that also identifies as an xbox controller and spent some time remapping that one and wondering why it wasn’t doing anything in the game before I noticed it was being picked up (but doesn’t really function so I didn’t even realize it was still plugged in).


Yeah, it’s likely just a buffer needs to be filled with amplitude samples, and sample frequency plus bit depth needs to be programmed (and volume). Then from there it’s just a matter of adding codecs to decode/decompress various audio formats from media (which would be the same code as on desktops, though complied for ARM or whatever instruction set the phone’s CPU uses).
Oh also, there’ll be determining the method it handles multiple channels (separate buffers or some sort of interleaving in a single buffer?).
And then adding virtual buffers can help with output device management, as each output might use a different buffer, so having apps writing their audio to a virtual buffer means your code can manage things like the user switching from phone speaker to aux cable or bluetooth (which is a whole other beast and involves encoding the audio to specific codecs to make up for the relatively low bandwidth available).
Though whatever is already there could add complexity, but my guess is it’s just a matter of matching memory mapped addresses up and then the existing linux audio code will handle the rest.
I’ve been playing through the first Hollow Knight and don’t know why I slept on it for so long (but am glad I did as I get to currently experience it).
Going in another direction, but ramen is great if you fry it after boiling it. Just drain the water (save it if it’s a broth type as you can add the noodles back after frying), then drop them in a pan with heated oil, fry them for a few minutes, just to the point where the noodles on the bottom start to burn a bit (don’t stir them before this but do stir after to interrupt the burning) and your ramen will have a satisfying crunch.