Itβs very nice and thumpy. That era has some real all-timer gun audio like the original AR and the HL2 MP7.
Itβs very nice and thumpy. That era has some real all-timer gun audio like the original AR and the HL2 MP7.
I used to think the AR in 1 and 3 felt wimpy while Reach nailed it, but 90% of that difference might be about how the reticle animates π
The theme sure adds a lot of heft. Reminded me of Toolβs Descending and how hard its first half hit due to the lyrics, though the doom in that one is more open to interpretation.
Maybe they felt Hardspace: Shipbreaker was so OP someone had to attempt a counterbalanceπ·
I'm still baffled by the design of our oven where it turns off its internal light as an "energy saving" measure. I have already forgotten that oven on once for half an hour or something and that surely negated any energy savings from the light for the entire lifetime of the oven...
Indika is a really interesting
Ideally UI, black and peak levels are standardized into OS calibration and in-game could be as simple as scene exposure. Give me a bright/dim toggle in my PS5 quick menu to flip both the OS and game calibration presets.
I often donβt want my S90C blasting at full power in my dimly lit living room late at night. Calibrated black levels also vary depending on ambient lighting. It's not that the user has to calibrate per game to get an optimal experience, it's that they might have to re-calibrate every time they play!
The recent HDR discussion seems to be missing some of my gripes with the current state of affairs. Never mind bad highlight clipping behavior on my TV(?), mismatching raster/sampled light power in some games and questionable side-by-side comparisons: a single calibration profile is not enough.
I found that an already narrow focus really amplifies the tunnel vision of βmustβs and βhave toβs that can drive one into burnout. Hopefully you find your way through to the other side well.
The tech is pretty mathy by nature, but I found the SIGGRAPH course notes quite well structured. They clarify quite a bit of confusion in the terminology and equations coming from the first few papers when the theory wasnβt as generalized as it got in ReSTIR PT intro-to-restir.cwyman.org
On second thought, an absurdist comedy show, like the US shows tend to be, could make fully generated visuals the aesthetic
The anime industry is something like 10 years into trying to figure out how to use 3d without a vocal part of the fanbase losing their shit about it. I suspect AI as in GenAI has similar issues if applied to a show across the board π
For tech questions, start your answers simple/high level. Itβs easy to forget βobviousβ things if you start dropping nitty gritty details before laying the groundwork.
New endpoint cybersecurity software
Iβve mostly used throwables to hit adds and panic spamming when I think the boss is about to drop π
The Hornet statuette and Fixer statue in Silksong is probably one of my all time favorite pieces of video game storytelling. The rollercoaster of emotions getting the statuette with its description first and then walking past the statue. I love this medium.
It feels weird that the needolin and map get prime bindings and offensive tools are behind an awkward button combination. Itβs as if the game actively doesnβt want you to use the tools
Itβs been interesting to see the direction of the API dev on the Vulkan side. While Vulkan has been adding streamlining extensions aimed for desktop, DX12 also got render passes to cater for the Windows on Arm -crowd and enhanced barriers to flesh out the original sync model.
βResolutionβ not meaning *resolution* is really confusing π
Iirc those basically control display scaling on mac instead of changing the actual output resolution. I guess itβs that way to make legacy non-DPI aware apps trivially compatible with retina even if they scale their fonts etc. based on the queried display resolution.
Iβve seen a βHLSL-like python into Blender material node graphβ implementation and even the MVP was very usable. It would be great to have seamless to/from conversion in both directions as the default workflow.
Meant commit, not submit
You can also submit partially staged changes this way and use fixup in interactive rebase to combine commits after reordering. The rebase view in git fork is real nice.
This sounds very similar to how Breath of the Wild handled Zeldaβs arc in the past timeline π
I'm also still dreaming of a version where the drafts are seeded on the existing rooms to make the RNG entirely deterministic. I know that's probably a recipe for never hitting certain conditions but it's such a neat idea with the logbook of previous layouts and all.
Blue Prince taught me that I often really prefer to pull on the most interesting thread until I'm stuck before switching gears. Being forced to constantly change puzzles seemed to make all of the mysteries feel less and less worthwhile. I'm curious how much a zero "wasted" time mode would affect it.
I think the point about players trying to play "optimally" applies here too as "optimal" means you try to keep *everything* in mind at all times just in case. That's a lot of mental overhead even if you have clear notes.
Graffathon happened again and this time I went for an executable graphics looping animation thingy instead of a full demo. There has to be a less messy way to create SDF character rigs, right? www.shadertoy.com/view/tfdSzf
It would be very Microsoft UI if that was localized Ctrl-E(tsi) based on some arbitrary OS locale settingπ