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Cake day: June 12th, 2023

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  • Soooo… Interstellar was wrong with all the shaking of the camera?

    All for the cinematography :) I will say that there’s a small caveat in really extreme situations like close to a black hole. Spacetime gets so warped there that your head and your feet take very divergent paths through spacetime, enough to stretch you out and even break you apart at the atomic level. You’d definitely notice that…

    In case of accelerating ship, I wonder what would happen in local frame once you hit/get really close to c. You’d get decelerated out of nowhere? Just as if you hit something?

    Oh boy, special relativity is another fun one. So here’s the thing: there’s no “universal speed” that you’re moving so you’re never any closer to c no longer how long you accelerate for. To accelerate is to change your reference frame and there are no special reference frames.

    Which is to say that any physical test you could run inside your ship will give you the same result, always. Accelerate for 13 billion years at any rate and check the the how fast light moves within your ship, the answer is always c.

    This is where the name relativity comes in. You have to think in terms of relative speed. Your speed relative to earth will indeed advance closer and closer to c but never reach it. There’s a bunch of really wild and crazy implications behind this.

    Like that acceleration doesn’t change the relative speeds of things uniformly. Keep accelerating at 1 meter per second per second and every second Earth’s relative speed changes by less than 1m/s. And look up relativity of simultaneity, another consequence of special relativity. It’s fascinating stuff.


  • One mind-altering fact that I love is that there’s no “acceleration due to gravity,” once you’re in free fall, until you hit the ground. Hop in a space ship with no windows and fly off straight in some direction. Turn off the engines and watch an accelerometer. It’ll never read anything until you run into something.

    You could fly past a planet, a massive star, even a black hole. Your path through space could be full of curves and loops but you’ll never feel it. It’s popular to think of those things as like crazy high G turns but they’re not. You’re just flying in a straight line through space time.

    On the flip side, say someone knocks you out and puts you on that ship. You wake up and instead of being weightless, you can walk around the ship like normal on earth. Are you on earth or is the ship in space accelerating at a constant rate? Again, there’s no way to tell. They are, physically, the same.





  • Hard disagree. There’s plenty of games that are little more than dressed up choose your own adventure stories. Plenty that are meant for chill and relaxing gameplay. Plenty that do little more than guide you through horror scenes. And so on.

    And even beyond that, most people don’t even play a game long enough to have any real “skill development over time.” I read from the Civ7 director recently that if you’ve ever finished a game of Civ you’re literally in a minority of the player base. And that tracks with what I’ve heard about other games as well.

    Most players of any given game never finish it. Most of those quit at the first sign of frustration and most are on the easiest game difficulties. This would indicate to me that the majority’s conception of “fun” has little to no relation to skill development in the game. They’re there for the moment to moment experiences. Rubber band mechanics are there to evoke those fun experiences more often in the majority of the player base.


  • I think you’re overstating the importance of games as a platform for skill development as opposed to a platform for, you know, having fun. The fact is that the vast majority of players play any game on one of its lowest difficulty settings.

    Rubber banding is made for the core of the game’s audience and challenge-seekers are just not large enough to be that core. Some of those rubber banding mechanics can and are disabled at higher difficulty settings. Others are needed at higher difficulty because the AI can’t compete and the investment in dev time to improve the AI just isn’t worth it because, again, very few people actually play the game at those difficulties.




  • I never said story games are shallow. But if the games you like are ones where you can feel like you’ve experienced all the game and the story has to offer in a single playthrough then they are, by definition, shallow. Even a great movie is worth watching multiple times of its story has any appreciable depth. Video games, even more so since there should be more to the story to experience.



  • I’m in the same boat (as far as free time goes) but I have the opposite outlook. Strategy games, and other games with some amount of crunchy complexity, keep me engaged even when I’m not playing. I can spend some time on wikis, crafting theories, and cooking up plans throughout the week and that keeps me coming back.

    I can’t do story games because it’s too easy to forget what’s going on when you spread it out that far. Or there’s online action games (shooters, mobas, etc) but it’s rare that I can guarantee I’ll be on long enough to complete a match.