Spuddaccino

joined 2 years ago
[–] Spuddaccino@reddthat.com 24 points 2 years ago (6 children)

It's really a pale blue. If it were white, the visible spectrum would be pretty even, but you can see the graph is higher on the blue edge and lower on the red edge. There's enough green and red to brighten it a lot, but it's definitely blue.

In fact, the sun's surface temperature is around 5800K, and you can look up what color that actually is wherever you go light bulb shopping.

This shows the colors based on temperature, and the sun is firmly in the "Day White." It's called white, but you can see it's pretty clearly blue, especially next to the "Direct Sun" color.

[–] Spuddaccino@reddthat.com 10 points 2 years ago* (last edited 2 years ago) (1 children)

Here in the United States, an ESA is a separate classification, distinct from a Service Animal or pet. You go to your psychiatrist with a mental or emotional problem, such as PTSD, and one of the things they may do is give you ESA documentation. Essentially, they prescribe you a cat or whatever.

ESAs usually are not restricted by species or breed, nor do they require any specific training, but the ADA (Americans with Disabilities Act) doesn't have the same protections for them as for Service Animals. Businesses do not have to allow them access, for example, no matter how loudly Karen shouts. In practice, though, business owners really don't want to fuck with the ADA, so they'd rather let fake ESAs in than risk getting in trouble over a proper Service Animal.

[–] Spuddaccino@reddthat.com 17 points 2 years ago

The idea is, each number is expressed as a sum of n factorials, with n being the number of digits in the number post-conversion. You start with the highest factorial that you can subtract out of the original number and work your way down.

1 becomes 1, because 1 = 1!, so the new number says "1x(1)".

2 becomes 10, because 2 = 2!. The new number says "1x(2x1) + 0x(1)".

3 becomes 11, because it's 2 + 1. The new number says "1x(2x1) + 1x(1)".

21 becomes 311: 4! is 24, so that's too big, so we use 3!, which is 6. 3x6 = 18, so our number begins as 3XX.
That leaves 3 left over, which we know is 11. The new number says "3x(3x2x1) + 1x(2x1) + 1x(1)".

[–] Spuddaccino@reddthat.com 2 points 2 years ago

Not a problem. =)

[–] Spuddaccino@reddthat.com 5 points 2 years ago* (last edited 2 years ago) (2 children)

Step 1: Find the area of each chunk. The biggest chunk is your main chunk.

Step 2: Find the distance between the closest edge of main chunk and the center of each other chunk individually.

Step 3: Discontinuity of each chunk is area of chunk * distance from main chunk / total area.

Step 4: Total discontinuity is sum of each chunk's discontinuity.

Bolded parts are important. If you use the center of the main chunk, larger main chunk radii make other chunks seem more discontinuous than they should be. If you use the closest edge of other chunk's, you don't account for the entire area of the other chunk.

This will give you a number that is bigger when there are more and/or bigger pieces that are further away, and smaller when the opposite is true, normalized for the total area of the country so bigger countries aren't penalized just because they're bigger.

[–] Spuddaccino@reddthat.com 20 points 2 years ago (1 children)

I agree with the overall sentiment. The money you're saving in cat food is only going to lead to vet bills later on.

I'll fight you on whether or not chonkers can be cute, though.

[–] Spuddaccino@reddthat.com 0 points 2 years ago (7 children)

Honestly, he's right. Game prices are the same 60-70 dollars they've been for 30 years, but nothing else has stayed the same price that long. With inflation, a game should be around 200 dollars.

Super Mario Bros 3 came out in the last half of 1988 and costed $50 dollars, or around 127 dollars. It also costed about $800,000 to develop, which is about $2 million today.

Nowadays, it costs around $80 million (about 40x) on average to make a AAA title that costs $60 (about half). This is why all these games have cash shops and battle passes and paid dlc and whatnot: they need to make up that extra cost somewhere.

[–] Spuddaccino@reddthat.com 24 points 2 years ago (6 children)

Make sure your litter box is clean, and that your cat thinks it's clean. Cats want to be able to bury their waste, and if there's too much in the box for the cat's liking, they'll go somewhere else, and it's often right outside the box if there isn't something else they could use. It's important to understand that it's the cat's opinion that matters here, not yours: you may need to scoop it every day, even if there's only a little in it.

You may also need to move the litter box and clean the previous area, including and most importantly the place outside the litter box that gets used. Use vinegar if you can: it has a strong smell that cats don't like, but it won't hurt them like bleach can. Lemon juice works well for this, also. What this will do is make sure that this area doesn't smell like a place they have used as a litter box before.

[–] Spuddaccino@reddthat.com 15 points 2 years ago

While I agree with this mostly (permanent is probably too long, maybe X months after you pay for the worker's medical bills), that wouldn't have helped in this instance, since it was a stray dog.

[–] Spuddaccino@reddthat.com 4 points 2 years ago

Well, firstly you need to decide how accurate you want your wind modeling to be, but generally, the less complicated an equation you can use for your desired level of accuracy, the better. It'll end up being a vector field, but I would probably make simple rules for how the wind interacts with objects in a given tile and the tiles around it, rather than trying to model fluid dynamics precisely.

Another approach might be a ray-tracing style approach, where the rays can bounce off object geometry and lose some momentum, objects can respond to ray impacts and gain momentum, and you do some vector math to figure out what happens when rays and moving objects intersect.

The exact approach depends on the specifics of your game, and the "right" answer might be neither of these.

[–] Spuddaccino@reddthat.com 2 points 2 years ago

Not a problem. To elaborate on 3:

The place where the tactile pavement meets the regular pavement is a seam (the line where 2 things are joined into 1), not a crack (the line where 1 thing breaks into 2). The described path would have 8 seams at the places you mentioned, because there would be a tactile strip at each descent from and ascent onto curb, totalling 4, and each strip is surrounded by a seam that the pedestrian crosses twice, once entering the strip and once leaving.

[–] Spuddaccino@reddthat.com 6 points 2 years ago (2 children)

Question 1: These surfaces are defined by having seams. So would it ever be right to rate them as 'seamless'?

I would say that something like cobblestone could be called seamless if the overall 'pattern' flows throughout, and there isn't any obvious place where it breaks. It's not so much "more than the expected number" of seams, because there would be a seam there anyway, but a bigger picture idea of two separate stretches of cobblestone pattern meeting versus one unbroken cobblestone pattern.

Question 2: Tactile paving for blind people. Does that make a surface rough for you? In a way, that's literally how this paving becomes tactile, right?

Yes, it's rougher terrain, by definition, because it's less smooth.

Question 3: A pedestrian crossing going over a traffic isle (but marked as one continuous path). Assuming otherwise perfect surfaces, does it have 'cracks' (since it goes over 4 curbs), and a 'rough surface' if it has tactile paving?

It has rough surfaces and smooth surfaces. Since the surfaces are otherwise perfect, they have no cracks.

Question 4: The marked entitiy is a wide area, not a narrow path. You're asked to rate it's surface quality. The area is mostly flat and smooth, but has some cracks and potholes in a few localized spots.

If there are cracks and potholes, it's clearly not perfect, so don't rate it as such regardless of the ease of finding a path. It's also not bumpy, because it's flat and smooth. You should rate it something like "mostly flat and smooth, but has some cracks and potholes in a few localized spots." Probably 4/5, going off your description.

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