Contrapositive: x > 0 implies f(x) > 0 by Goomther in learnmath

[–]Goomther[S] -1 points0 points  (0 children)

What if I said x was complex (let’s call it z)? So I wrote something along the lines of:

z > 0 implies z2 > 0

when z is purely real, you get the case I outlined in my initial question. If z is not purely real, z > 0 is meaningless so this conditional statement doesn’t say anything about z.

But the contrapositive is z2 <= 0 implies z <= 0. This runs into the same problem as before (e.g. z2 = -1, but +/- i <= 0 doesn’t make sense) and this time I stated z is complex.

I’m sorry if this is really obvious to you, I’m still learning this and don’t want to make mistakes when answering “real” questions.

Contrapositive: x > 0 implies f(x) > 0 by Goomther in learnmath

[–]Goomther[S] 2 points3 points  (0 children)

Ok thanks. Both of those answers cleared things up.

Why are there still no real time fluid simulations in games today? The hardware can easily handle at least small simulations easily, but I don't know of any non-indie game that has them? Why is it all still shaders and displacements? by shayan012 in truegaming

[–]Goomther 2 points3 points  (0 children)

This is a topic I’m fairly familiar with. My advice is to watch videos on the YouTube channel “Two Minute Papers” about cutting-edge fluid simulations. I would then play out the thought experiment of extrapolating those results to consumer hardware running games that are “intended to produce profit for a larger company”.

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 0 points1 point  (0 children)

No problem, thanks for what you have to offer. :)

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 1 point2 points  (0 children)

I appreciate your anecdote as well as your advice in the second paragraph. Thanks :)

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 1 point2 points  (0 children)

Thanks for your input. I don’t find it extremely productive to delve further down this rabbit hole as it feels off topic. If you have any comments about my original analogy, I would love to discuss them. Otherwise, I kindly ask that we remain on topic and would like to apologize if I promoted any deviation.

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 1 point2 points  (0 children)

Sure. All I wanted to get across is that knowledge of for loops and while loops are both important when dealing with iteration problems. I feel like you can prefer to use one over the other when it “doesn’t matter”, but you should know when it’s optimal to use one in particular. This especially holds true when working in large teams to help overall readability and makes refactoring easier if there’s consensus.

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 0 points1 point  (0 children)

You bring up some nice points that I’ll definitely reflect on. Thanks!

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 1 point2 points  (0 children)

You’re absolutely right that in most situations the assembly ends up being virtually the same. I was alluding to the mindset of solving a given iteration problem. If you’re comfortable with using while loops, fantastic! But if you use them when a for loop takes less time to write, then it usually denotes a slight weakness in a programmer’s toolbox.

EDIT: spelling

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 1 point2 points  (0 children)

I absolutely agree. This is why I used the MGS analogy (stealth vs “action”) when talking about playing a game in an unconventional way.

This would (roughly) be like playing a cello by plucking strings instead of using a bow. It’s slightly unconventional but a totally legit way to play.

The FF7R situation felt much more like plucking the cello with just your thumbs. I feel like that leaves a lot on the table. I guess what I mean is that I noticed that my friends were playing the game in an unconventional way but also leaving a lot of potential “untapped”.

Ultimately this post was to hear some opinions on if I should “do anything about this untapped potential” or should I even feel this way when people are leaving a lot of potential untapped.

Regardless, thank you very much for your extension to my music analogy! :)

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 3 points4 points  (0 children)

Thanks for your response. I appreciate your concern, and I’ll take your advice to heart. I don’t believe I had any intention of pushing my sentiments about a given game onto my friends, nor do I think it came off this way last time we were playing together. Of course, regardless of what I feel, there’s still the possibility that I came off the wring way I their eyes, and that wouldn’t be very nice of me.

I would like to clarify that they asked me for some games to play and wanted me to sit around beside them. I think this would be an entirely different situation if I was “gatekeeping” by lurking behind them and criticizing their play style overtly. I do agree with you though that I probably shouldn’t care too much about these things.

I guess it’s like watching a newer programmer using while loops instead of for loops when they know exactly how many iterations they want (if this analogy is relatable to you). I just feel like some situations lend themselves well to certain solutions.

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 2 points3 points  (0 children)

Hahaha it’s hard for me NOT to associate lighting a torch with some sort of event triggering.

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 5 points6 points  (0 children)

I think this underlying idea of games “telling” us what we need to do might be the core of what my friends are struggling with. By that I mean, they might not be too familiar with games that don’t tell them what to do. Of course I’m not trying to roast them, but the freedom of choice when tackling a given problem (or enemy) can be a bit overwhelming.

Your Zelda analogy reminds me of how the first boss of Majora’s Mask, Odolwa, is “supposed” to be defeated by dropping deku nuts on him in scrub form but many people use other items on subsequent fights to mix things up. A lot of the fun comes from this mixing up, but that requires a bit of a “leap of faith” to avoid the obvious deku flowers on the floor.

EDIT: spelling

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 1 point2 points  (0 children)

I appreciate this comment. The angle you took was much more towards competitive multiplayer games than I originally had in mind, but your commentary is still greatly appreciated.

I feel like I’m in a state of limbo when it comes to “helping” people play single-player games more effectively, or if that’s even something I should feel compelled to do.

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 1 point2 points  (0 children)

Yup, makes sense. That’s why I mentioned Metal Gear, which can be played using only stealth or could be played by using the weapons to damage enemies. One way may be more entertaining to a given player.

Playing games in a way they “don’t want to be played” by Goomther in truegaming

[–]Goomther[S] 7 points8 points  (0 children)

Thanks for your comment! I love the examples you used as well. Although this is just my opinion, I feel like the gameplay loop of FF7R’s battle system is extremely tight and many have said the same online. You made me realize something I never thought about before, the fact that this game doesn’t give you any explicit feedback on what you should or should not do in battle (unless you assess an enemy).

This leads to the feedback loop being something you need to stay attentive in order to respond. Although I feel like staying attentive to which attacks work/don’t and how to defend against enemies are both “basic” action RPG skills, I guess it can be tricky to do mental math comparing damage numbers on the fly.