--- Log opened Wed Apr 05 00:00:41 2017 |
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--- Log closed Wed Apr 05 08:18:03 2017 |
--- Log opened Wed Apr 05 08:18:11 2017 |
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14:50 | <@Pi> | https://xkcd.com/1820/ |
15:37 | < RchrdB> | oh no |
15:37 | < RchrdB> | someone is going to get confused and follow all of those |
15:38 | < Jessikat> | Someone already does |
15:57 | < sshine> | that blue checkmark next to authentic people's names is generally undervalued. |
15:58 | < sshine> | I've wanted to change name to Simon Shine â |
15:58 | < sshine> | but the social security system doesn't seem to allow it. |
15:59 | < sshine> | actually, a friend of mine seems to have found a loophole in which certain unicode characters will break the social security system. |
16:00 | < sshine> | like, some systems use the name, rather than the social security code, as a primary key, and if you write your name differently, it might appear the same but still not match in automated comparisons. |
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20:44 | <&McMartin> | ... huh, apparenly Naughty Dog used a Lisp system for the Crash and Jak&Daxter games |
20:45 | <&McMartin> | Also apparently this didn't scale to large and high-turnover software development teams |
20:45 | < Jessikat> | yup :) |
20:45 | < RchrdB> | game oriented assembly lisp? |
20:46 | <&McMartin> | That was the J&D one; the Crash ones was "Game Oriented Object Lisp" |
20:46 | <&McMartin> | GOAL in particular shows up in the J&D post mortem as one of the things that went horribly wrong |
20:46 | < RchrdB> | oh right |
20:47 | < RchrdB> | whereas GOOL shows up in Crash Bandicoot as one of the things that went horribly right? |
20:47 | < RchrdB> | I seem to remember reading one of the devs talking about how it let them nicely implement really compact state machines for all the entities. |
20:48 | <&McMartin> | "Gone Horribly Right" covers a lot of Crash Bandicoot |
20:48 | < Jessikat> | :D |
20:48 | <&McMartin> | My favorite aspect of it being the streamed level geometry |
20:48 | < RchrdB> | you heard the thing about the playstation disk reader? |
20:48 | <&McMartin> | Had it half typed out :D |
20:49 | <&McMartin> | I stomp around in 8-bit demoscene land a lot |
20:49 | <&McMartin> | The disk reader thing from the PS1 is a kind of "slam the hardware" the 8-bitters never got up to. |
20:49 | < RchrdB> | one of the things that was mentioned in one of the articles they wrote about it, was that the streaming caused the PS1's CD drive to perform like 100k seeks during a full game |
20:50 | <&McMartin> | "... the PS1's disk drive is rated for 70k seeks over its entire lifetime." |
20:50 | <&McMartin> | *pause* |
20:50 | <&McMartin> | "... let's just not tell anyone" |
20:50 | <&McMartin> | They didn't. |
20:50 | <&McMartin> | Nobody noticed. |
20:50 | < RchrdB> | heehee |
20:50 | | * RchrdB sigh |
20:50 | < RchrdB> | I kinda miss overengineered hardware. |
20:50 | <&McMartin> | This also implies things about how hardware rating worked back in '94. |
20:50 | <&McMartin> | Yeah |
20:50 | <&McMartin> | OTOH, I can't tell if, say, the 2600 was overengineered |
20:50 | <&McMartin> | It's three chips and no moving parts. |
20:53 | <&McMartin> | The other possibility is that Naughty Dog's software guys were miscounting CD hits |
21:05 | < RchrdB> | You just count the number of "doot" or "sccccrnch" noises you hear. |
21:06 | <&McMartin> | Right, but I don't think that was any 1/100,000th of the game |
21:06 | <&McMartin> | Which makes me think some of those seeks were actually just "hey, we're here already, let it spin" |
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22:39 | <&McMartin> | http://www.omgubuntu.co.uk/2017/04/ubuntu-18-04-ship-gnome-desktop-not-unity |
22:39 | <&McMartin> | trombone.aiff |
22:40 | < RchrdB> | Probably a good thing. |
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22:49 | < sshine> | McMartin, I recall that the PS1 would get insanely bad at reading disks eventually. I'm not sure if that's related to excessive reading. |
22:49 | <&McMartin> | Not unlikely |
22:49 | <&McMartin> | Since that's an issue for old floppy drives - the read heads would get misaligned over time |
22:50 | <~Vornicus> | WACKWACKWACKWACKWACKWACKWACKWACK |
23:17 | <&ToxicFrog> | The solution was to tip the PSX on its side so that gravity would hold the laser head against the worm gear. |
23:23 | < RchrdB> | That's beautiful. |
23:30 | <&McMartin> | Mechanics |
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23:41 | < Jessikat> | We had a PSX that we used to play worms at lunchtime in the lighting gallery at school - it only worked if you turned it nearly upside down :D |
--- Log closed Thu Apr 06 00:00:42 2017 |