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No user record in our sample, but fgsfdsfgsfds has activity below (stories or comments). Likely we have partial data — the full bulk-load will fill profiles in.
No user record in our sample, but fgsfdsfgsfds has activity below (stories or comments). Likely we have partial data — the full bulk-load will fill profiles in.
I have no idea, sorry. It would be very interesting if it were true, but it sounds like a bit of an urban legend. Working within the constraints of limited resources seemed to be a constant in all of Japan's pre-bubble…
Thank you for sharing your experience. Pencil mileage is a great way to sum up the difference between the two traditions. Sorry for sounding so down on Western animation; it's true that I'm more used to the look of…
yeah man who the fuk has time to read two whole PAGES of words this aint social studies LMAO #yolo ☺☺☺☺☺☺☺☺☺☺☺☺ can i get the sparknotes for your middlebrow hacker news dismissal i got SHIT TO DO SON 💩
You hit the nail on the head. Funding is also a big part of it. It's much easier to get funding for a mobile game than for an indie PC game, even though the mobile game is significantly less likely to make a return on…
I meant to imply that they (in the typical case) don't really have an interest in games as a medium, and are simply looking for small distractions to fill gaps in their lives. If they don't appreciate the games…
That's fair, but if you want to make art, there's no sense in trying to appeal to everyone. The guy that disregards pixel art probably wouldn't see your traditional art for what it really is, either. You can be…
A fundamental difference between Japanese and Western animation is their approach to motion. Western animation emphasized fluid motion, attempting to stick to the maximum framerate (24 FPS) allowed by the film medium as…
Sounds like they should have been developing for PC instead of mobile. The average mobile user plays exploitative "freemium" garbage to kill time in lines. How can you expect them to appreciate the art behind it?…
I hate this attitude. It reeks of privilege and naivety of the working world outside the speaker's bubble, which is especially ironic considering that its proponents are usually very liberal (and thus love to talk up…
Because you commented before reading the link.
No, I was talking about iterating over an array of objects calling their virtual functions (or either of the additional cases listed above). Of course it's easy to "do the right thing" with homogeneous arrays, either in…
I didn't say they were dynamically sized. You could either have objects of the same type, but with virtual functions, or you could make a union of all applicable objects (thus guaranteed to be constant sized, at the…
> you would store the concrete structs continously in Rust as well. Rust would also not waste space in the vector for storing a vtable-pointer, and would instead construct fat pointers dynamically when needed (since it…
That's assuming that a "full pointer" (i.e. an unpredictable address to an arbitrary point in heap memory) is the only way to get a reference to an object. What about if you want to stick a bunch of objects in a vector,…