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Joined 2 years ago
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Cake day: August 15th, 2024

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  • Honest question: what about cigarette butts makes them not biodegradable, exactly? To my vague understanding of what they’re made of, I know them to be cheifly comprised of paper and extract from dried leaves. Even after considering all the other additive compounds in cigs added for taste and effect, I can’t picture a lot of it by mass being forever chemicals like plastics.

    That asked, I’m not convinced littering is acceptable even for biodegradable things. Far from all “biodegradable” materials completely disintegrate on a short timescale. Even IF cigarette butts degrade like plain paper and dry leaves, they wouldn’t do it quickly. If it’s a place where even a single smoker haunts multiple times a week, smoking and discarding multiple cigs at a time, they can pile up faster than they disappear.

    And that’s not even considering all the toxins that would leech out from the things that will remain at elevated levels for as long as the littering continued.


  • I feel like the “we don’t know what this function does” meme is kinda bad. There’s no reason beyond maybe time crunch why you shouldn’t be able to dissect exactly what it does.

    Despite this, the notion of a load-bearing function is still very relevant. Yeah, sure, you know what it does, including all of the little edge case behaviors it has. But you can’t at this time fully ascertain what’s calling it, and how all the callers have become dependant on all the little idiosyncracies that will break if you refactor it to something more sensible.

    It has been several times now where a part of my system of legacy code broke in some novel fantastic way, because two wrongs were cancelling out and then I fixed only one of them.






  • I think you can have it, but you’d need to spend a pretty penny.

    All it would take is calling an electrician to run the appropriate wiring from the place you want the kettle plugged in to you breaker box, connect it to the breaker box with the appropriate breaker, cap off the other end with the appropriate plug (a 240V plug does exist in America), and then buy a kettle capable of receiving the rated voltage and current and splice on the appropriate plug (because I presume you won’t find one sold with that plug).

    An extremely expensive way to save maybe three minutes boiling water, but you can do it.





  • Worse still, the pattern does not continue like one would expect.

    • Nominal: 2x4 – Actual: 1.5" x 3.5"
    • Nominal: 2x6 – Actual: 1.5" x 5.5"
    • Nominal: 2x8 – Actual: 1.5" x 7.25"
    • Nominal: 2x10 – Actual: 1.5" x 9.25"
    • Nominal: 2x12 – Actual: 1.5" x 11.25"

    There’s just an arbitrary point where they decided to take an extra 1/4" bite out of it. I’m not sure whether that’s more of an effect of shrinkage from kiln drying being proportional to the original length or an effect of industry practice to mill smaller boards to eke out more cuts per tree.

    And for the record, yes, I am aware the discrepancy is not entirely explained by shrinkage. They do a planing step after drying. But the shrinkage is a not insignificant part of it. They have to round down to the nearest convenient dimension from wherever the shrinkage stops.

    If longer boards shrink more, the finished boards would necessarily have to be smaller. I question whether that’s the effect at play, though, because I believe there was a phase in the industry where that extra quarter inch wasn’t taken off, and they changed their minds about it later.




  • It’s bad for me, but not for that reason.

    It’s bad for me because I piss a whole hour or two of my morning away doomscrolling. That makes me late to work. So I end up staying later to make up lost time, I get home late, and then I wonder why I have no time at the end of the day to do anything…

    I’m doing it right now, in fact. I will stop.



  • It depends.

    The root comment specified “hyper-realistic cinematic” games. Yeah, I would describe Breath of the Wild to be a complex, immersive, good-looking game. But hyper-realistic? No way. It’s hyper-stylized. The graphics have lots of leeway to heavily cater to gameplay clarity. The cartoonish aesthetic also allows it to get away with more uncluttered level design that emphasizes interactibles without the world feeling empty or hollow. Objects and setpieces are more readily permitted to be chunky, brightly colored, and spaced far apart without looking out of place.

    But if you want a game where hyper-realism with all the little, cluttered details, objects, and general disorder are part of the desired aesthetic, it’s challenging to draw focus to important things in a natural way. The real world doesn’t work like this. So in making a game setting that approximates the real world as convincingly as possible, the game itself often can’t either without some kind of uncanny intervention. Painting interactibles bright yellow is one particularly egregious method. Intentional level design that draws focus to interactibles is usually more subtle, but is also not cost-free, as things that are unnaturally arranged can be its own kind of immersion breaking.

    Subtlety and clarity are diametrically opposed. You must sacrifice one for the other. So if subtlety of detail in your art direction is treated as virtue, you either compensate for that clarity drop somehow, or cope with having a cryptic game that feels awful to play.

    Of course, this leads to a question about whether hyper-realistic games are worth it in the first place. We could choose to value only stylized games that are less bothered by this trap. Personally, that’s my preference. But that’s a question of taste. It’s a discussion worth having, but isn’t really in-scope of this one.