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Cake day: July 9th, 2023

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  • To be clear though, the two defined states are separated by a voltage gap, so either it is on or off regardless of how on or how off. For example, if the off is 0V and the on is 5V then 4V is neither of those but will be either considered as on. So if it is above thecriticam threshold it is on and therefore represents a 1, otherwise it is a 0.

    An analogue computer would be able to use all of the variable voltage range. This means that instead of having a whole bunch of gates working together to represent a number the voltage could be higher or lower. Something that takes 64 bits could be a single voltage. That would mean more processing in the same space and much less actual computation required.


  • That is essentially what gluetun does. It is a little simpler to set up given that it is all preinstalled and you just select your provider and details and it is done. And again, you just specify the network for other containers to use the gluetun service and it is done. Very simple, easy for using many services through one VPN connection, and available on things like CasaOS with simple setup.


  • So broadly you will find categories in games like Smash Bros and so on. Some characters will be heavy, some light, some fast, some slow, some strong, some weak, but each trait creates an axis. The ideal distribution of characters is to have all areas of the multidimensional space filled or if not filled at least alternated.

    For example, you should have one heavy, fast, weak character, one heavy, slow, strong, but maybe not a heavy, fast strong or a heavy slow weak. You can chart them on a two dimension axis at a time, then use the characters from Tuxcart etc to fill the space based on what makes sense, eg the Gnu should be heavy but also fast, but it is definitely a prey animal, while penguins are smaller and fast with a more moderate attack level, maybe even weak.

    Once you have some of the extremes filled you can consider subversions of the paradigm. For example, a compiled language is slow at creation but fast at use, so maybe a mascot for one of those could have two modes, switching state and therefore characteristics.

    Another thing to consider would be the dynamics of your interactions. Are you going for the jumping around of Smash Bros? If so, lots of the details about their camera work can guide your decisions. What about the overall pacing? Do you want frenetic play like Smash Bros? Combos? Strategy? Lots of things to look at there with a narrative approach to the characters as representing their projects, for example Wilbur is smaller and supposed to be super modular, so maybe having quite a few modes with different characteristics would work, while something like puffy is great for water levels alongside tux and any other aquatics.