DistractionRect
Joined 7 years ago
Joined 7 years ago
For discoverability. Someone's trivial finding may be someone else's key to a major breakthrough, but little good it does if it can't be easily found
Lineageos on the otherhand, provides scaffolding that volunteers can use to support phones of their choosing. It's very best effort and ymmv between phones. A universal upgrade option is just asking for trouble as it's not guaranteed all phones will behave the same/well.
There are plenty of cases where you want to manipulate an object but it's not guaranteed that it exists before your code is run. You get similar functionality with:
while not parentObj:FindFirstChild("childObj name") do wait() end
AFAIK, wait() is >= 1/30 of a second, if you wanted to be extra timely you'd instead run every heartbeat.
It's kinda like how the police need warrants to request cellphone data, but cellphone companies could sell realtime data to third parties who in turn sold it to the police.
I hadn't heard of wolf [0], but it checks a lot of boxes that sunshine does not. Namely, it supports multiple clients at once, multiple streams, and virtual displays out of the box (Linux + container first is almost neat). Sunshine is more for allowing your gaming desktop to be used as for game streaming. There's also a fork of sunshine, Apollo [1], that's more similar to wolf.
[0] https://github.com/games-on-whales/wolf [1] https://github.com/ClassicOldSong/Apollo
Zelda makes sense to a degree, but IMO they lost the plot on what made Zelda games interesting. Old Zelda games were kinda open, but had (mostly) fixed sequence. The games were basically lock and key puzzles with a lot of back tracking. As you went you unlocked more items (keys), but having to key wasn't enough. You had to figure out how/where to use it. The way everything layered was elegant. You were excited to get to a dungeon, they always need a new gimmick(s)/mechanic(s), you got a new toy, and two boss fights. Once you were done, you got to see how this new thing unlocked more of world.
New Zelda games have puddle deep dungeons and shrines to quickly get you back into the overworld, and you've already unlocked all the mechanics before the tutorial is over. So all that's left is exploring the overworld for the sake of exploration, which has a thousand seeds and a hundred shallow shrines to encourage you overturn every stone in it.
I get I might not be the target demographic, open world games aren't inherently bad, and the new Zeldas enjoyed great commercial success. However I do feel this shift to open world misses and loses what made Mario Kart and Zelda beloved series to begin with.
I figured that since you had a strong opinion on the subject you probably had strong evidence and could steer us to more directed reading to understand your viewpoint. Certainly we all should investigate things for ourselves, but sometimes it helps to have a place to start. You've certainly given us plenty to read through and consider. I'll read it with an open mind - some prereading thoughts that come to mind, is the citation bias proportional to factual accuracy (some outlets are more factually accurate than others, so one would expect to see them cited more often)? What's the distribution of the population of potentially citable sources (I.e. Is the bias a reflection of the population, or selection bias)? Is editor sanctions selective in enforcement or are conservative editors more likely to engage in behavior that warrants sanctions?
In other words, are we confusing correlations with causation? I don't know, I'll have to dig into the sources you provided and do my own research. I posit the questions now because it's the only thoughts I can contribute to the discussion at present.
I like the idea of a community FOSS or source available offering, I have a lovely pile of ram from the before times (when it didn't cost an arm and a leg).