filiph
I'm mostly a front-end person so some of the Ansible/Kamal stuff, I'm sure I did pretty badly. The gamedev / CLI UX stuff is closer to my expertise, but of course that doesn't mean I didn't bork it.
It's hard for me to imagine _dividing_ by -1~1 in a real-world scenario, but let's say we divide by 0~10, which also includes zero. For example, we are dividing the income between 0 to 10 shareholders (still forced, but ok).
Clearly, it's possible to have a division by zero here, so "0 sharehodlers would each get infinity". And in fact, if you try to compute 500 / 0, or even 500~1000 / 0, it will correctly show infinity.
But if you divide by a range that merely _includes_ zero, I don't think it should give you infinity. Ask yourself this: does 95% of results of 500 / 0~10 become infinity?
Thanks for the link!
The HN mods gave me an opportunity to resubmit the link, so I did. If I had more time, I'd have also upgraded the tool to the latest version and fix the wording. But unfortunately, I didn't find the time to do this.
Apologies for the confusion!
The reason I'm asking: unsure also has a CLI version (which is leaps and bounds faster and in some ways easier to use) but I rarely find myself using it. (Nowadays, I use https://filiph.github.io/napkin/, anyway, but it's still a web app rather than a CLI tool.)
The problem with similar tools is that of the very high barrier to entry. This is what my project was trying to address, though imperfectly (the user still needs to understand, at the very least, the concept of probability distributions).
Show HN: Unsure Calculator – back-of-a-napkin probabilistic calculator
Performance vs. Preference
There's intellectual immersion. Flow. You can be intellectually immersed reading a book or playing chess.
Then there's sensory immersion. Put a VR on, you're immersed this way.
If so, you are in the minority. For most people, it is easier and more natural to put down a book and go do something else, than it is to quit a video game. Media consumption metrics seem to corroborate this.
> That sounds an awful lot like the good old "why do we build space rockets when people are starving".
If you want to simplify the article this way, sure, but then it's "why do we build ever-more immersive entertainment when we could build space rockets or try to address starvation". I think there's a difference. (And of course, even then we're losing all nuance of the actual article, but I guess there's no way around that.)
Using your neurosurgeon example, I posit that having fewer VR headsets will not prevent the doctor from unwinding. Nor will having mobile phones with less vibrant colors or application with lower engagement metrics.
The article's title isn't "immersive games are bad".
Yes, I'm sure there were some people in the past who said that reading books is an indulgent waste of time. I'm sure you could find articles in old newspapers.
That in itself doesn't mean that working on a VR headset technology is as meaningful as working on a more sustainable energy source or developing software for cancer research, does it? Just because you find a similarity with something that happened in the past doesn't mean you can just abandon all critical thought.
We need technology that is less immersive, not more
> #36 Any run-of-the-mill engineer can design something which is elegant. A good engineer designs systems to be efficient. A great engineer designs them to be effective.
Akin’s Laws of Spacecraft Design
That was my point with the original article. I'm with you that it would be fantastic to have memex that's described in 'As we may think' (only better), but until we do, I'm doing it the hard/manual way.
And to add to your point about crosshairs as bitmap files. When you install a game nowadays, half the time you don't even know where the files are, and even if you do, they're in the part of the file system we've been conditioned never to touch (for good reasons). When everything was "somewhere at C:", and you ran games by literally cd'ing into the game's directory and running that one executable there, modifying the game was a lot more "in your path".
I was about 16 and had no idea what I was doing. But, at the very least, binary files stopped being some incomprehensible magic. They were just data that you can change, if you know what you're doing.
Videogames that teach you stuff
[1]: https://github.com/filiph/edgehead/raw/nanogenmo2017/output2...
To clarify, the way to address repetition was not so much making battles shorter, but making effects less numeric and more radical. You can still spend a long time battling, but instead of decreasing hitpoints, you: fall on the ground, stab a leg, stand up, get leapt at, dodge, chop off a hand, get stabbed in the eye, and finally break a skull.