Posted by speckx 3 days ago
"Announcing TORMENT HEXUS, a match-3 roguelike about putting technofascist CEOs on the wrong side of skyscraper windows!
[...]
And remember: they SHOULD be afraid of us. #indiedev #indiegame"
Weird times.
Like, yes, the most likely people to respond to such a call for "stuff to put in an article on Kotaku" are probably developers that want some publicity. But this is hardly surprising.
Or was it by The Joker from Batman?
Or was it when protesters in Latin America sat down blocking a road to protest environmental destruction and an American driver was so angry that he was mildly inconvenienced that he got out of his car and murdered one of them with his gun. And Joe Rogan's podcast commentary was "what did they expect?", more annoyed at the inconvenience to drivers than the murder of a human.
Or maybe when Just Stop Oil protestors threw soup and mashed potato on the glass in front of a painting, with the idea "look how angry you are at the damage to a valuable and irreplacable object, this is how angry you should be at the damage to the valuable and irreplacable environment which keeps all humans alive" and Fox News laughed at them for both damaging something important and not causing any real damage so they were ineffective. Then the judge gave them 2 years in prison on the grounds that throwing a can of soup at someone's face would be violence, so throwing it at a painting is violence. But no oil executives overseeing the Exxon Valdez disaster or the Gulf of Mexico disaster faced any jail time at all.
Or when the suffragette movement cut a painting of Venus de Milo to protest against Emmeline Pankhurst being arrested and rough-handled, and people were angrier about the harm to the painting of a woman than about the harm to a real woman.
Or when Fox News says "they aren't protesting the right way" so Kapaernik asked actual verterans how to peacefully protest respectfully and they told him to kneel during the national anthem, and the complainers didn't care a whit and said that was still the wrong way and disrespectable, and he lost his job and the president tweeted rude things about him personally, and the national football thingy made that kind of protest forbidden, almost as if the objection "protesting the wrong way" was all bullshit.
Yes, probably Hannnah Arendt could put it eloquently.
But you're right, murder is wrong, and that's all there is to it.
Health insurance companies don't kill people, quite the opposite. If it weren't for health insurance, a lot more people would die. Murdering their CEOs is crazy extremism.
> Murdering their CEOs is crazy extremism.
When a system doesn't have a pressure release valve, the pressure doesn't go away. When a system blocks or ignores peaceful protest, the pressure doesn't go away. The thread running through my comment is that harming humans is wrong, yes murder is wrong - but sticking a label on it and saying "leftist extremism" and then denying real issues is not helping. The system needs ways to hear people saying "things aren't fine" before those people go crazy extremist, not after.
[1] https://pnhp.org/news/estimated-us-deaths-associated-with-he...
[2] https://www.opensecrets.org/federal-lobbying/industries/summ...
I'm not saying the number is zero. I'm saying the number is vastly negative. They are overall saving a lot of people rather than killing them. Health insurance companies are hugely net-positive.
> but sticking a label on it and saying "leftist extremism" and then denying real issues is not helping.
Talking about murdering CEOs is helping far, far less.
Imagine I believe that the Democrats are net-negative. Would this justify people saying that Democrat leaders should be murdered? Or that labelling these justifications of murder as "rightist extremism" is "not helping"?
Observation 1: you are bothered by the murder of the CEO. You dismiss the business-as-usual harms to hundreds of thousands of poor people. You consider yourself to have a good grasp of what is crazy.
Observation 2: when faced with claims that insurance companies kill people, you turn to dreaming of a world where you can talk of killing Democrat leaders. You still consider yourself to have a good grasp of what is crazy.
Complaints, letters to the editor, letters to congresspersons, achieved nothing; the murder of a CEO has achived nothing; what size event would make you notice?
> "Imagine I believe that the Democrats are net-negative"
Just feels important to say, for the record, that facts don't support that position; the Economic Policy Institute[1], and the Senate Joint Economic Committee[2] found that since 1949 the economy performs better under Democrat administrations than under Republican administrations. Job growth is greater. GDP growth is faster. Unemployment is lower. Small business creation is higher. Manufacturing investment is higher. Stock market returns are higher. Wage growth is faster. Recessions start less often.
> "Would this justify people saying that Democrat leaders should be murdered?"
First problem here is your implication that I would support the Democrats being awful and not be on the side of people objecting [although not calling for murder]. Second is the implication that I would want to silence your free speech instead of, say, supporting your right to say things I disagree with, or sarcastically mocking you. Third (or really, first) problem is that you're replying to claims that insurance company behaviour causes humans to die with "Left bad".
[1] https://www.epi.org/press/new-report-finds-that-the-economy-...
[2] https://www.jec.senate.gov/public/index.cfm/democrats/2024/1...
[3] https://en.wikipedia.org/wiki/U.S._economic_performance_by_p...
You could use a knob to slow down any game to a stop. You could also press a button to go to a console that let you change memory.
It would even figure out which bit of memory kept the number of lives of you deliberately lost a life and it could see what decremented.
The best approach would be using something like if(game_is_paused) return; in the game loops.
Slowing down time applies it universally. Otherwise you're going to need that condition to every single object in the game.
E.g. when you open the ingame menu, the inventory (etc) you usually want to pause the gameplay, but still want to interact with the UI. Sometimes that means that at least also some of the gameplay logic needs to remain alive (inventory management, crafting, levelling up, etc...).
There are also a lot of games which need some sort of 'active pause', e.g. the gameplay needs to stop while the user can issue commands to units (traditional example: real-time combat with pause like in Baldurs-Gate-style RPGs).
Sometimes the underlying engine also doesn't properly separate gameplay logic from rendering, e.g. you can't skip one without also skipping the other (which is an engine design bug, but similar situations may also happen up in gameplay code).
Finally: pausing and the save-game-implementation is often an afterthought, but really should be implemented as the very first thing. It's quite easy to run into the trap that a frame also needs to advance time. If the game has the concept of a fixed-duration 'game logic tick' which is independent from the frame rate you're already halfway there though, but many games simply use a variable-length game tick which is identical with the frame duration.
I'll add that the notion of the "time scale" variable as mentioned in the article is something that's only solidified/codified since Unity and the like came about. And at the same time, the way Unity et al. works[0] doesn't really encourage thinking about what I'd call "main loop logic" in the bottom-up way that's required to build a really robust system for managing states. You can do it, of course, (you can write as much code as you want) but by default, everything in the scene is "active" and somewhat independent from everything else, and you don't have direct control over the various major systems.
[0] I guess I should say "worked" -- I mostly used 3.x and a little bit of early version 4 -- I'm sure it's improved but I wouldn't expect anything drastically different.
The added fact is that many systems still need to continue running, such as audio, video, and input otherwise the program doesn't appear to respond to input and so isn't in a useable state any more.
I haven’t tried this yet, but for a custom engine I would introduce a second delta time that is set to 0 in the paused state. Multiplying with the paused-dt „bakes in“ the pause without having to sprinkle ifs everywhere. Multiplying with the conventional dt makes the thing happen even when paused (debug camera, UI animations).
Also there's a need for different time domains - like imagine, in a paused state the menu animations still need to play, or if the player enters a conversation, the game logic needs to pasue (depending on designer intent etc.)
Do people actually do that? What's the plan for when the user sleeps their machine? All the events just inexplicably happen all at once when they wake it?
Inside the game loop, we would keep the global tick counter that incremented on every tick, and timeouts would be based on that rather than on UTC.
The tick counter was updated only when the game logic was actually running. Our approach to pausing was to not run the functions that handled frame updates or physics updates, and to only run the rendering functions.
Generally we would never care about actual world time other than for some timeouts like for network (as the time passes for everyone), or for easter eggs like changing the tree models for Christmas or so.
I don't think anyone serious would implement event timers based on real time.
In other domains, adding the delta time of your main loop to your timers can cause (logical) clock drifts in the long term because of resolution errors.
Many game systems need to remain active in paused state (the UI needs to remain working for example, and actions in the UI may also manipulate game state (inventory, crafting, levelling up...). There are also plenty of games with 'active-pause' where the user can issue commands to units while in paused state.
Live migration boils down to copy memory over the network, stream the page faults till you converge enough, and resume execution on the other host. It’s not a hard problem but a precise and tedious one.
Pausing a game might involve a lot of GPU contexts to freeze, network resources to pause, storage streams to pause, input handling, sound, etc. Add to that physics engine that may be tied deeply in the system and you end up with a hard problem.
What a VM does is not the role of the hypervisor, thus it can apply its hammer that works in pretty much all cases, and VMs are pretty much all the same. On the other hand, all games are bespoke with custom plugins and custom integrations, which make them the opposite of "generic pause implementation".