

Are supposed to, and generally are, but there is a risk of somebody making unsourced changes and you seeing the article before it’s caught. Not a big deal for popular articles, but there are a lot of niche topics.


Are supposed to, and generally are, but there is a risk of somebody making unsourced changes and you seeing the article before it’s caught. Not a big deal for popular articles, but there are a lot of niche topics.


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.
They said cool dungeons, which I understand, BotW shrines all have the same visual style, same enemy types, they can be boring.


One thing I’ll say is that Chants of Sennaar is, to my knowledge, usually compared to metroidvanias, part of a subgenre sometimes called “metroidbrainia”, also known as knowledge-gated/rule-discovery puzzle games. Though it’s a bit debatable in terms of how much of it is gated by knowledge, and how much is built to be mechanical progression, but the general idea holds.
I’m also not sure if you can really bruteforce your way through it, but it’s been a while since I’ve played it.


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 I think the last one is outdated, but the rest are significant components of what makes roguelikes… roguelikes.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.


I haven’t played souls games, but perhaps the difference is how central that is to progression? In a metroidvania the world is typically littered by both paths you can’t go through and secrets for you to find, both of which require abilities you’ll be gathering consistently as the main method of progression. As you wander the same paths, the abilities make it easier and faster while letting you find those secrets and now-usable paths to progress further.
It can’t be FOSS but not Libre, the Free in FOSS means Libre. And it also can’t be FOSS but not opensource, of course.
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.


the likelihood of reinstalling is high.
At least with Arch, I don’t imagine needing to reinstall, worst case I should be able to reinstall all packages from a live image.


But the removed count only includes a one year period and caps out at 250, how would you find the new average?


It’s surprisingly simple, if you have two cameras side by side, you’re capturing two images where the camera is moved horizontally relative to the subject. If you now instead take two pictures where you move the subject horizontally relative to the camera, you’re achieving the same effect on the subject in the images. This means you won’t get a correct effect on every video, and the background will be unaffected, but it can work.


Regarding osu’s source code, I think the original osu (osu!stable) is closed-source, and I think the servers might be closed-source, but I believe osu!lazer, the new reimplementation in C#, is fully opensource. It’s an ongoing effort and a long-term migration it’s in the middle of, but lazer looks great and I think it’s already meant to be the main version now.
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.


I think that might be losing a $100 discount from the other configuration, possibly because they have excess smaller drives that don’t meet win11 requirements?


Also pretty sure embrace extend extinguish doesn’t apply to a straight up buyout, it’s about taking a competing (often opensource) technology, embracing it and supporting it, then moving to take control over it by extending it (thus becoming the de facto main implementation, as others struggle to keep up with changes), waiting for competition to die out before finally dropping support, thus killing the technology
I’ve played a bunch of medical in SS13, so CMO immediately makes me think Chief Medical Officer


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.


Worth noting is that C# generally uses compiled libraries, not quite binaries but CIL rather than source code, so that’s what you get when adding references and NuGet packages. And at the same time, compiled C# files include a lot of metadata about the code, like class structure and method signatures, so one .DLL is all you need to use a library.
NPM is a more complex situation. To say there is one build system is already misleading, since there isn’t a build system built into JS - packages can be source distribution, or they can use a variety of tools, minifiers, packages for web or for Node, and occasionally include native libraries/binaries or otherwise compile native code from other sources.
I think generally new languages have their own package managers primarily because older languages weren’t planned for convenient dependency management, so solutions for that are stapled on top of their stuff, aren’t compatible with existing libraries, often have some annoyances, and there are often multiple alternatives that were independently developed. On the other hand, new languages can just plan things out from the start, tweaking the language to work well for libraries, and establishing a single tool to avoid fragmentation.
I’m a fan of thunderstore, having been there when it was made for RoR2. Not sure how I feel about the UI redesign, but it’s simple and as of yet unenshittified.