@Alex Papadimoulis said:
these are not as close as you believe/remember
I just found one of them in a book, so you are full of shit.
Ion Storm did that with Daikatana. 3DRealms is still trying with Duke Nukem Forever...
Doesn't seem so smart now, does it?
Neither of these are relevant examples. Daikatana was rewritten three times and put all their efforts into making flashy-looking demos for shows, and then when it came to a final product, they rushed it out without finishing it properly. DNF has been rewritten endlessly without anybody ever trying to make an actual product.
Rewriting from scratch is not polishing your game.
@Alex Papadimoulis said:
And come up with some original material, rather than just regurgitating old sterotypes and pretending that this is funny.
(It was funny when dilbert did it in 1995; now it is just dull)
In the interest of construtive critisism (especially since I've heard this comment several times before) can you expand on this? Ideally, based on one/more of the six posted so far (or even tomorrow's, the seventh).
The first one is just a wordy form of "Uphill both ways, in the snow", with no apparent joke.
I'm pretty sure that the second one actually was a Dilbert strip a few years ago (or very close to one), but unfortunately the Dilbert archives are not available online so I can't check.
The third one is an illustration of a very old stereotype that originated in corporate FUD back in the 1990s. Again, no apparent joke.
The fourth one is a redrawing of a Dilbert strip, I remember this one. It's in one of the books. Exactly the same joke, just with different characters.
The 5th is just Catbert - no particular strip, it could be any of them. This sort of thing is only funny when it's original.
The top half of the 6th is another Dilbert strip. I think it was with Dilbert and Asok originally, just switched "intern" to "contractor".
Whereas in socialist society "you only get what the government/com-party allows you to get".
You mean communist, and I don't think that any of us lives in one, so I fail to see the relevance, regardless of how true this may be.
Capitalism, with all its evils, rewards entrepreneurship and hard/smart work.
It really doesn't. It mostly rewards marketing and bribery, and punishes people who do work rather than simply stealing somebody else's work.
so the example provided could be ::0023:d445:6ea6:7822 or it could be 0023:d445:6ea6:7822::
No. It's defined as being ::0023:d445:6ea6:7822. Bare numbers without colons build up from the low byte, just like ipv4 (where the address "16" is 0.0.0.16, not 22.214.171.124).
You may collapse any leading zero in any group of four hexidecimal groups in IPv6, as well as any consecutive group of four zeroes (but only one set of consecutive groups of zeroes may be collapsed)
If AND ONLY IF you are using colon notation, which you were not. Furthermore, any consecutive groups of zeroes may be collapsed only into ::, not into nothing.
You can't just make up your own ways to write addresses. There are very clearly defined rules for how ipv6 notation works.
The difficult part is the timing accuracy.. cache misses etc. make it difficult, let alone making it portable between processors of different speeds.
Much easier than you think, it's all interrupt-driven.
3.3V vs. 5V,
USB is not a strict 3.3V system, it will accept any logic levels of about 0..0.5V for low and in practice anything 2.5..6 for high. Parallel port outputs are close enough.
even low-speed USB needs 1.5MHz bandwidth
No. This is a popular but wrong notion. Low-speed USB is limited to 1.5MHz bandwidth. It does not need this much bandwidth, and under normal circumstances it does not use it.
By the way, does anyone else think that the ludicrous game requirements are the real WTF?
Ironically enough, it's mostly sloppy engineering work. I've had the misfortune to inspect the codebases of a few commercial games, and a lot of the time they could have been made orders of magnitude faster by (a) not reinventing the stick, badly, and (b) actually working on making it faster. There is this mentality in the games industry that a game must be shipped as soon as it possibly can be, and it does not lead to efficient or reliable work.
Unsurprisingly, much of the really groundbreaking work has come out of those few studios who don't do this. And yet the others persist in sacrificing everything for an early release, even though everybody knows that it's a bad idea. That's probably the real WTF.
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