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Cake day: August 27th, 2023

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  • Gin and hubris tell me the leading defense will be other drones. Defense still has the range advantage: assholes come to you. You can easily make faster and lighter drones than whatever’s targeting you, and if nothing else, punish attacks with loss of materiel. Which doesn’t even require blowing up your zippy little drone, if the enemy’s rotors can be fucked by anything more substantial than Silly String.












  • C is dangerous like your uncle who drinks and smokes. Y’wanna make a weedwhacker-powered skateboard? Bitchin’! Nail that fucker on there good, she’ll be right. Get a bunch of C folks together and they’ll avoid all the stupid easy ways to kill somebody, in service to building something properly dangerous. They’ll raise the stakes from “accident” to “disaster.” Whether or not it works, it’s gonna blow people away.

    C++ is dangerous like a quiet librarian who knows exactly which forbidden tomes you’re looking for. He and his… associates… will gladly share all the dark magic you know how to ask about. They’ll assure you, oh no no no, the power cosmic would never turn someone inside-out, without sufficient warning. They don’t question why a loving god would allow the powers you crave. They will show you which runes to carve, and then, they will hand you the knife.


  • The lack of game-feel is shocking, considering the Romero-less Quake 2 nailed a lot what’s missing. Q2’s peppy little shotgun and beeftank super shotgun made up for how spongy all the enemies got. The chaingun both let you obliterate scarce foes and quickly ran dry for very Aliens sentry-gun moments. The blaster was both gun and flashlight, and would’ve cast all kinds of sweeping shadows. The machinegun fucked with your aim in a way that was chaotic but controllable, instead of that inexcusable way enemies slap control out of your hands and tank your framerate with double-vision.

    As a weird point of comparison - Jurassic Park: Trespasser had very early bump-mapping. I’m not sure the name was settled yet. But it did the effect in software, so it was slow, even on 3D-accelerated machines… and it only existed on physics-puzzle boxes and enemies trying to eat you. So the framerate was guaranteed to suck during precisely the times you needed it to not suck.

    That kind of “oh come on” detail permeates Doom 3.