@Kichae@kbin.social @Kichae@tenforward.social @Kichae@kitchenparty.social

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Joined 1 year ago
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Cake day: July 18th, 2023

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  • We tried and tried in big and bigger Collider to find any trace of dark matter. I think scientist begin to find anything else that could explain the cosmos (even if it is flawed), because dark matter seems more and more unlikely, after all those year looking for it

    We’ve spent years and years eliminating the low hanging fruit – as one should do first – but that doesn’t resolve the dark matter problem at all. The more exotic types are really, really hard to detect in particle colliders the scale of which we can readily build.

    It would be nice to say “we looked for it, but it doesn’t seem to exist”, but we can’t say that. We’re nowhere close to saying that. Detecting particles that are hypothesized to only interact via gravity is insanely difficult.







  • Almost exclusively day-ta.

    I’m a day-ta scientist who grabs raw day-ta from a tay-ta warehouse (using an interface that makes it look like a day-ta base) and manipulates it inside day-ta frames in order to do day-ta analysis. I also design day-ta analytics schemas.

    Sometimes, though rarely, that day-ta warehouse holds rah dah-ta, though, and I can’t tell you how it got there or why.




  • A lot of games developers don’t understand trends in gaming that aren’t explicitly gamist. Even as walking sinulators and cozy games have garnered audiences that make those genres viable, many in the industry have refused to actually look at them with an eye to understand who they appeal to, why, and what about them is doing the connecting with their audiences.

    I worked on a mobile PvP project that rejected purely aesthetic elements because none of the director, designer, not “monetization specialist” could understand why anyone would want them, even as Fortnite was bursting onto the scene making its money on its emotes and paper doll elements.

    Art driven paper doll games were also eating our lunch in the mobile space.

    There are clearly some in the industry who understand the appeal, but most of them are not decision makers in development studios. The decision makers got there by coming up in a much more focused, much less casual, much less inclusive era in gaming, and have a pretty fixed idea of what a game “is” or “is supposed to be”.

    Because of this,aAs things shift towards more IP licensing deal, the results are going to be a lot of conflicts between tone and gameplay on these projects.