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Cake day: June 25th, 2023

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  • Nope, the rise in water shows exclusively the volume. Density is derived using volume and mass, with mass being measurable by weighing. The only factor density plays directly is indeed floating, but you can just push the sphere under with a thin rod without significantly impacting the measurement.

    It’s generally simple - water has some volume, sphere has some volume. Assuming a cylindrical container, the base of the cylinder is known, and the volume of it is equal to the volume of water, which means you can derive the height (or vice versa). If you now add the sphere, the sphere pushes out the water, which means you add the volume of the sphere to the water - and if you measure the height, you can calculate the total volume of water+sphere, and subtract the initial volume of water to isolate the volume of the sphere.




  • Roguelike is more complex, there’s no governing body to decide on a proper definition, but I think the consensus that was reached long ago includes elements like turn-based, grid-based, non-modal, playable in an ASCII terminal. I think the last one is outdated, but the rest are significant components of what makes roguelikes… roguelikes.

    Modality in games is a particularly interesting aspect when you start looking at various other games, and something that matches up with things I dislike in games. One fun example is movement in FPS games, which can be built either on universal mechanics or a predefined moveset - some games will allow you to perform a vault move when next to a low obstacle, other games might let you crouch, jump, and crouch while jumping to get over low obstacles.


  • There are plenty of games with that that suck, so it can’t be the foundation of what Souls-likes are.

    I’m sure there are also plenty of games with exploration that suck, I don’t think that really makes it a valid point. I can’t speak to what soulslikes are, since I haven’t played the original games, but a game can implement one element well and still fail at being an interesting game, which doesn’t invalidate that element in any way.

    Realistically, can’t both combat and exploration be foundational elements of soulslike? I got the impression a big part is the way the combat works, usually involving a lot of commitment into your combat moves, with animations on attacks, dodges, heals, and multiple ways to be punished (and punish enemies), including plain damage, wasting items, wasting stamina.




  • Technically vanilla RimWorld already has “Lovin’”, which colonists sharing a bed can do, and the DLC has colonist pregnancy, IUDs, babies, and I think even artificial insemination (though it’s been a long time since I played without mods, so I could be mixing something up)

    But really, given sufficient time, any sufficiently moddable game will have a horny mod made.






  • As a person that generally dislikes onions, it’s different - I’m not a fan of onion flavor and don’t like the texture, but I know it can positively contribute to a dish for me, primarily if it’s not overly prominent.

    It’s like seasoning, eating some seasoning alone might make it taste bad, you might dislike dishes that use it as a main flavor, but if it’s just a small component of a dish it might be a good thing. I haven’t had marmite, but from what I’ve seen it seems kinda like that, very strong offputting flavor that complements other things very well.





  • Yeah, it’s so annoying how every crossplatform project is having to do that, it’s such a burden on all those indie developers all managing so much hardware and automation to support those platforms. /s

    I think I’ve seen the same argument against Linux package managers in general, and it’s bullshit in the way that it’s not on the projects to package for each distro, it’s on the project to provide a functioning build system, or at least binaries, and from there it’s on the distribution maintainers to figure out packaging.

    But also, in cases where packaging is more complex than just one dependency system for a whole language, it would be beneficial to have one unified system - if all languages are packaged in a unified way for specific system package managers, then you only need to develop a system for them once across all languages, and then you might have one system you need to plug your project into, and from there it could be automatically packaged into all those systems.