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I was pretty disappointed with how Factorio reworked how fluids worked in the expansion. The old system had its quirks and the new system is obviously more performant, but it throws realism out the window which is a bummer.

I don't miss it. I also found Satisfactory's old fluid system (with concepts like sloshing) wildly unintuitive. I'll go so far as to say that accurate fluid dynamics is detrimental to any game that's not about beavers and water table management.

That's the second time I heard the beaver game come up here... Guess I really ought to try it!

It’s rather neat, and recently hit 1.0.

That game, Timberborn, shares some design elements with roller coaster tycoon.

A block based 3d world they can be modified by the player.

Units walking around on player defined paths, with their mood influenced by pretty bushes.

But there are no obvious performance considerations like in the article.


The old system was nonfunctional and any base that used lots of fluids (like modded ones, or new space age ones) were constantly running up against nonsensical mechanics.

One of the main issues with Kerbal Space Program is instability caused by floating point numbers. I know Starcraft 2 was built upon integers.

Floating point issues are less a problem of performance here but one of precision. Particularly being a space game, the coordinates can be massive resulting in the precision deteriorating enough to cause issues.

When is waymo going to be available in the north east?

Hard to predict.

Waymo is trialing in several northeast cities. Search for "waymo trial boston" or "waymo trial nyc".

But beyond the technical issues, there are also political issues. Search for "new york bans waymo".


architects i know say "i designed that", "i worked on that", "i specified that" or "i chose that", they don't say "i built that"

Very annoying UX, I found it felt like it was breaking continuity and making the ideas on each page disjointed.


I would imagine a trajectory similar to AlphaGo, it starts out trying to replicate humans and then at a certain point pivots to entirely self-play. I think the main hurdle with llms, is that there isn't a strong reward target to go after. It seems like the current target is to simply replicate humans, but to go beyond that they will need a different target.


I agree in general, but defining an appropriate target seems intractable at the moment. Perhaps it is something the AIs will have to define for themselves.

I think real intelligences are working with myriad such targets, but an adversarial environment seems essential for developing intelligence along this axis.

I do think if there's a path to AGI from current efforts it will be through game play, but that could just be the impressionable kid who watched Wargames in the 80s speaking through me.


bevy?


If someone is born does that mean my share of land decreases?


Funny you mention nobody uses var anymore when I just saw a post on here yesterday that perf critical code still uses var since it's faster


Bundlers will convert let/const to var, assign classes and functions to var etc but generally people don't write it themselves unless they want to (ab)use its semantics for performance reasons.


Do people often use bundlers for the backend?


is your excise tax really 375? my 2014 honda civic is only $50


Registration is usually far higher with EVs because they aren’t paying into gas taxes that go towards road work.


I wonder how road work is going to be financed once most cars are EVs


Ah you're right, it's 50, I was looking at my 2020 bill


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