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Joined 11 months ago
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Cake day: December 31st, 2023

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  • I haven’t seen inside out 2, but the first one remains one of my favorite Pixar movie ever. I think addiction would make a perfect addition for inside out 3, or whichever number they’ll be on when Riley is old enough for a Pixar movie that talks about addiction to be made about her.





  • Math underlies programming in a similar fashion to how physics underlies automobile driving. You don’t ever need to know about newton’s laws of motion to pass your driver’s license and never get a ticket until you die. At the same time, I will readily claim that any driver that doesn’t improve after learning about newton’s laws of motion had already internalized those laws through experience.

    Math will help your intuition with how to tackle problems in programming. From finding a solution to anticipating how different constraints (notably time and memory) will affect which solutions are available to you, experience working on math problems - especially across different domains in math - will grease the wheels of your programmer mind.

    Math on its own will probably not be enough (many great mathematicians are quite unskilled at programming). Just as driving a car is about much more than just the physics involved, there is a lot more to programming than just the math.



  • cacher does, but cache as in “cache-toi !” (go hide!) and “je me cache” (I’m hiding) are pronounced “cash”.

    Besides, “correct” pronunciation in a different language is pretty meaningless. The word may have come from French but we’re speaking English, not French.

    Also, it might not be a loan word so much as a legacy-of-foreigners-taking-over word (c.f. the Normand invasion of Britain), which doesn’t tend to help the language’s users care about respecting the “original” pronunciation. I’m not certain when exactly cachet entered English.





  • Pretty good review!

    I’ve not yet been to all the new planets. What I have seen lines up well with the characterization of Wube strategically disabling the things in the base game / on the starting planet (“Nauvis”) that I grew accustomed to. Instead of simply adding ever more lengthy production line recipes, they have forced us to approach many existing production lines in a drastically different way.

    In the base game, you can play around with ratios and targeted throughput, but you almost always will have the same machines crafting the same recipes, in the same order. The most significant decision when designing a production line is often whether to bring an item in by belt or instead bring its components and craft it adjacently.

    Space Age shakes that up by introducing several new choices/decisions to make. There are alternate recipes to be unlocked (similar in function to Satisfactory, without needing to hunt for hard drives on a map). There are now multiple “looping” recipes (the input items can be part of the output). Most notably, which recipes are available to you depends on where you are building - not only planetside vs in-orbit, but planetside vs in-orbit across all planets. The planets have different resources on them, and their orbits contain different ratios of resource-laden asteroids. Same goes for the routes between planets!

    I was very afraid that the extension would feel like “more of the same, just longer and more tedious”. That’s the experience I’ve had with most overhaul mods I’ve tried, and notably why I never bothered paying Space Exploration (whose author ended up working with Wube on the Space Age extension). So far my experience has been the exact opposite. It really feels like every single new “thing” feeds back into the core gameplay by “rejuvenating” it in new ways.


  • Wow, I didn’t realize that C.S. Lewis was riffing off of 1 Corinthians: 13 when he wrote (emphasis mine)

    When I was ten, I read fairy tales in secret and would have been ashamed if I had been found doing so. Now that I am fifty, I read them openly. When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up.






  • There’s a scene in the game where the character is taking a shower. The shower stall is glass, and the glass is frosted from around ankle height to neck height.

    I haven’t played the game myself, just came across the scene on YouTube several years ago, so I don’t know how justifiable the choice of the scene is in the first place. At least, from a technical point of view, it makes sense to me that they modeled the full nude body so that the frosted glass would blur what we “see” in a realistic way. It’s a lot easier to model something and then have the glass blur it, instead of directly modelling the blurred version for example.

    Personally I think most of the creep factor comes from the fact that this character is explicitly modeled after a live human being who presumably didn’t sign up for that.