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Cake day: April 10th, 2025

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  • The ‘good’ news is you might not live through the next one.

    Food.

    Yeah our entire modern agricultural system is basically a process of squirting refined oil into the ground and then food comes out.

    Drive up the precursor cost?

    Well a whole bunch of that process breaks, and that’s not even considering the oil burned to move things from one place to another.

    Even if you solve that problem: Climate’s broke, ain’t gonna fix it at this point. That’ll fuck up food production massively as well.

    Population control (culling) via food prices doubling or tripling every few years, and the chaos that results from that.

    They’re hoping enough of us will die before we actually try to eat them.

    I suggest making what stockpile of edible reserves you can now, keep cycling through it, eat a bit of it, replace more of it, etc.

    We got the worst el nino in recorded history, AMOC is currently giving out, as is the ‘doomsday’ glacier… and roughly 1/5 to 1/4 of the world’s oil just stopped, it’ll take years to recover from the damage thats already done.

    Everything that has happened so far will be a footnote compared to what happens next.



  • Yeah, the whole plan is to have every US citizen’s 401k’s autobuy into the SpaceX IPO.

    Your retirement fund is Elon’s exit liquidity.

    Its a truly fantastic fraud.

    Because… the Nasdaq… well a few weeks ago it changed its rules on the delay time between an IPO and it being part of the index, the index that everyone’s 401k’s buy into.

    I guess you could say its going to be ‘epic’ when this all blows up.

    See this is basically how the us economy works:

    Poors roll over negative equity into their next car loan.

    The ever diminishing ‘middle class’ basically does the same with homes, helocs, etc.

    The owners roll over debt via corporate amalgamations.

    But because the rich have a magical legal barrier of ‘all the bad and dumb things i do are a legal fiction doing them, not me personally’, well, the legal fiction gets what its due and/or evaporates when it can’t pay what it owes… and the rich remain on top.

    Yeehaw!





  • Kenshi

    Caves of Qud

    Entropy Zero / Entropy Zero 2

    MINERVA

    Squad

    Road to Vostok

    Citizen Sleeper / Citizen Sleeper 2

    Risk of Rain / Risk of Rain 2

    Terra Invicta

    Ghost Song

    Sifu

    … and if you have an inkling toward the OG ‘walking simulator’…

    Dear Esther: Landmark Edition


    I am mostly confident that all of those are either self published or published via what was at least at the time of original release of the game, a fairly small indie publisher.

    EZ and EZ2 are technically mods for HL2 but they are pretty darn good and then quite good, respectively.

    Dear Esther and MINERVA are also HL2 mods.

    Squad is basically the old Project Reality mod for Battlefield 2, but made in Unreal Engine by at least originally about 75% of the old PR mod team.

    Anyway, I tried to pick some games that are indie, but are not as well known, largely due to not being cutesy.


    EDIT

    Forgot this one:

    If you want a tank combat simulator game, on approximately the same level of fidelity of a flight simulator:

    GHPC / Gunner, Heat, PC!

    For when you finally get tired of Warthunder/Gaijin’s bullshit, lol.

    I guess technically you could describe the ARMA games as ‘indie’ in that they are self published, but they’re also fucking huge, and ARMA is basically the consumer grade version of the military simulators they literally sell/lease to real world militaries.

    Also, I would say Disco Elysium, but at this point, you should pirate it, after all the bullshit the publisher has done.

    (which is arguably the more cannonically accurate way to play the game, if you haven’t yet)


  • So if you want an actual technical explanation…

    Games on Steam have Steam Achievements because they are coded in such a way that certain game events/conditions hook into the Steam API and then award you the achievement on Steam.

    To take a game that has achievements that work with Steam, or … whatever Xbox Live is called now, or PSN… and make them work on GOG… you have to recode the parts of the game that trigger achievements, you have to add in the API that links to your GOG account and triggers the achievement to flag.

    That takes work. Its arguably, technically, a kind of porting.

    So either GOG or the game’s devs would have to do that work.

    If nobody does, no cheevos.

    Or, sometimes, a game will have its own totally internal achievement system that is local to it, basically like a sort of save file, kind of… but then you’d still have to hook that up to whatever platform’s achievement system/API.

    Or or, I guess, it might be possible to make some kind of… basically shim, like a crack, or sort of emulator kind of thing, that ‘hijacks’ the game exe and runs it inside of itself, monitors for the achievement triggers for whatever system the exe you have calls out, and then basically translates that into a trigger for the… GOG or whatever else achievement system.

    Basically Goldberg but for GOG.

    But that would either require GOG’s achievement API being open source, or someone reverse engineering it, or basically ‘acquiring’ the source code through probably not strictly legal means.

    And then if you use this, using it could/would count as hacking PSN or Xbox Live or GOG Cheevos or whatever.

    tl:dr; Many GOG games don’t have cheevos because somebody would have to actually do a significant amount of coding to make that work, and that doesn’t always happen.

    Like, for Godot, the game engine, there is an addon that adds support for hooking into the Steam API to make achievements work on Steam, if you release the game on Steam, and also of course coordinate with Valve and do all the stuff they need from you so that your game and its cheevos are accepted as part of your game and Steam’s support for it.

    But you can also just not do that.

    And save a lot of time.

    Maybe add in cheevo supoort later in an update, or maybe never.



  • Satya Nadella called AI a bicycle for your mind.

    Close.

    It’s training wheels, not the bicycle.

    The training wheels also come from a factory that drains local aquifers, creates so much noise its basically a sonic weapon of mass destruction, and also generates its own significant heat island effect.

    And the training wheels have a very expensive subscription fee and will detonate if you stop paying it.


  • sp3ctr4l@lemmy.dbzer0.comto196@lemmy.blahaj.zonewheel rule
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    2 days ago

    I’m gonna do the thing, I just want everyone to know that I am aware I am doing the thing.

    Fucking general recommened default set up for a character controller in Godot.

    If you want to actually have responsive character physics and collisions, in 3d, the way most people tell you to do it is wrong.

    You want to base if off of a RigidBody3D, not a CharacterBody3D.

    CharacterBody3D works if you are doing a simpler, more arcady, platformer type game.

    It does not work well if you want more complex/interactive/ragdoll-like physics between the character and their environment, such as dynamj inverse/reactive animations, where say a box is thrown at a character, or a character runs into a wall, or a character’s own momentum would dynamically affect their animation and movement.

    Now sure, most people probably aren’t trying to create something approximating MGSV or SplinterCell or Euphoria style character controller systems.

    But some people are.

    … at least I’m not inventing my own entire game engine.


  • sp3ctr4l@lemmy.dbzer0.comto196@lemmy.blahaj.zonewheel rule
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    2 days ago

    I’m gonna do the thing, I just want everyone to know that I am aware I am doing the thing.

    Fucking general recommened default set up for a character controller in Godot.

    If you want to actually have responsive character physics and collisions, in 3d, the way most people tell you to do it is wrong.

    You want to base it off of a RigidBody3D, not a CharacterBody3D.

    CharacterBody3D works if you are doing a simpler, more arcady, platformer type game.

    It does not work well if you want more complex/interactive/ragdoll-like physics between the character and their environment, such as dynamj inverse/reactive animations, where say a box is thrown at a character, or a character runs into a wall, or a character’s own momentum would dynamically affect their animation and movement.

    Now sure, most people probably aren’t trying to create something approximating MGSV or SplinterCell or Euphoria style character controller systems.

    But some people are.

    … at least I’m not inventing my own entire game engine.







  • Jesus fucking christ, did Github expose its own fucking Github credentials?

    Via having LLMs write and push its own updates, live, to production, where they were immediately scruntinized by… other LLMs doing ‘penstesting’?

    We’re gonna run outta honking noses and squirting flowers, the clown show is becoming too immense.

    Either that or we’re going to need to quarantine Github, actually make the fucking Blackwall before these things gain not sentience, but roughly the judgement skills of a toddler, armed with nuclear weapons.