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~makosanders

The forgotten become ghosts
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What goes

Wed Sep 2, 2009, 5:26 PM
Dang monks on the street. Now I've gotta look into Ian Stevenson's study on reincarnation.
Also, university, signing up for Logic and Computation.
I feel immobilised whenever I attempt to plan on getting this wart dealt with. Maybe it's an incentive to stop doing things they way I've been doing them, since it hasn't worked thus far. I need to look at my options for GPs.
Lastly, I'm deliberating over the fact that things go horribly wrong whenever my intelligence is impaired in dreams. Why must failure result in catastrophe, with me.
A small part of my brain hallucinates sometimes, is the solution to cut it out of the process?

  • Mood: Tense
  • Reading: Various Lovecraft.
  • Playing: Spelunky, Tentai Show, game with a kitty.
  • Eating: variety for once.

No Bisexuals.

Mon Aug 10, 2009, 6:12 AM
There is an innate tendency to take the standing that true bisexuality is impossible. I've felt it myself.
I suppose the truth is one can only be passionate about one thing at a time.
That is my conclusion on the matter.

Also, there should be an Absinthe promo on DA, that stuff is the shit man. Like I was programming right, and I come up against this bug that two complex folmulai are producing infinity, and they're supposed to, it's a part of the design, but they're coming out with -inf when it should be +inf and vice versa.
So after looking at the code for a while, a part of me sees that there must be a mismatch between two stages in it, but I can't think of a way to solve it while preserving elegance.
I drink some Absinthe, and it's like a zen moment, bhudda parts the clouds and guides my finders, by adding two = characters I have solved the bug where an object was able to pass through walls.

  • Mood: Pirate
  • Reading: The Pleasure Instinct
  • Playing: Cave Story
  • Eating: Harroway's oats[now with roaches]
  • Drinking: Development Absinthe

Pikmin 3

Mon Jul 27, 2009, 2:52 AM
Playing Pikmin2, every now and then you descend the surface into a roguelike dungeon crawl. The random generation is actually very limited here, it's actually just random placement of items and gates, but inspiration seems to have been heavily taken from some ancestor cause I'm noticing a lot of familiar roguelike elements in these. It makes perfect sense to have a procedural element in Pikmin. Items are merely strewn about the landscape, random enemy/structure combinations will produce interesting situations[I must praise the excellent enemy design], and you never get stuck: If something horrible and unfair happens, you probably have reserve pikmin, or you can easily go back and grow some[a mission in itself, and joyous, playing to our hunter/marauder instincts], all the while crafting a new strategy with which to attack, and you can always go off in another direction and do something else if you're repeatedly beaten by the same obstacle.
It's all great for procedural generation!

After playing Pikmin1, my mind became abuzz with ideas about this, a notable feature of the corpus was the migration idea, where one is traveling in a single direction over vast distances. I strongly suggest Nintendo find a way to implement this in Pikmin 3, perhaps use ship parts[or some replacement] as incentive to migrate between disparate points. A new form of shelter must be devised though, one of the challenges to the player will be how far they should extend themselves and when they should start making shelter. One may be afraid to walk away from the previous shelter longer than midday, that would be the point of no return past which there's no guarantee one has time to find lodgings for the night.
This would necessitate genuine nocturnal predators, thus far they've only been mentioned as reason to get home by sunset, and like the bogey who eats children who don't listen to their parents, never experienced. This could raise the issue of player death. Though it could happen previously, it rarely did. Like humans, Olimar has no niche in the ecosystem and isn't in a lot of danger from the predators, when night fell he was said to go straight back with his squad and abandon all other Pikmin. In Pikmin Migrations, when night falls, Olimar will either have to watch his Pikmin get picked off by formidable predators as he reluctantly returns to camp, or forget the Pikmin and just run for his own life in fear. I think having Olimar learn to selfishly disregard the lives of his Pikmin is the necessary path, not only do players sometimes become too emotionally affected by inevitable losses, but they must be taught to fear the night like the Pikmin do to agree with the game that it was ever fair to give up on those poor little lost Pikmin out there. I also believe also that the final countdown to an abrupt cutoff is a little silly, nocturnal predators should emerge over time, not wash over the earth like positive shadow.


-Nintendo Entertainment Analysis and Development, I am totally unknowen, don't expect anyone to notice if you use this idea ^^.

  • Mood: Daily Needs
  • Reading: The Pleasure Instinct
  • Playing: Pikmin 2
  • Eating: Harroway's oats
  • Drinking: Development Absinthe

Sky demons conclusion.

Tue Jul 14, 2009, 9:03 PM
  • Mood: Daily Needs
  • Reading: Big book of glowing praise for Richard Dawkins
  • Playing: Set of All Wii games [off a USB hard drive]
  • Eating: Homemade cheezeburger
I found a really complete skeptic's explanation, unfortunately these are quite rare [link] Usually they put it down to one thing or another and ignore the stories that don't fit. Ugly theories.

Anyway I used to identify with Whitley Striber, seeing him as just a man having undeniably disturbing experiences looking for an explanation. But according to this he's corrupted as anyone now, you see hypnosis is actually less effective at recovering memories than it is at fabricating them. Striber's hypnotist actually specializes in alien abductees, thus providing a church and playing the role of the priest.
Yeah I'm pretty much just regurgitating ideas at this point. But I must say, it's good to see an obsession put to rest.
Maybe there's more to read, like how the generation happens.

Hmmm. There's a lot more work to be done. This is just a starting point I happen to have liked. What I'm looking at is the very origin of religion, an affliction that a lot of cultures suffer from. Mad fantasies with no basis, floating around the meme pool incomplete.
Maybe one day someone'll find a cure.

Programming

Sat Jul 4, 2009, 6:04 PM
I'm not programming games because I believe I'll need hardware acceleration to do anything cool and to get that satisfactorily I'll need a shader language and I'm not wasting my time learning one of those when I know GPGPU APIs are on the way. Or maybe OpenCL is ready, I'll have to look into that.

But I am enjoying solving general problems, GNU debugger is great and I'm starting to love C++. The question is, what's the next problem to solve? I can't think of any ideas, the last one was a long shot at being useful.

There is the problem of loading code from the disc selectively. There doesn't seem to do be a way to do that with C++, only with slow assed scripting languages[JAVA!! :shakefish:]. Reason is I want to make that squad level turn based strategy game extremely modular.
Yeah my problem is I'm an idealist. If it's not a bulletproof solution, it's not worth considering. I'm insane of course, but hopefully it'll pay me a nice niche.

  • Mood: Amused
  • Reading: Richard Dawkins' biography
  • Playing: Geometry Wars. Chocobo's Mystery Dungeon.
  • Eating: Homemade Biryani.

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