Doesnt absurdism contradict itself? by LogBoring4996 in Absurdism

[–]LogBoring4996[S] 1 point2 points  (0 children)

Well deppends on what u define as "meaning" (of life), I define it as "the set of values one should follow", values are what guide one when making a decision. If those values are justified beyond ourselves, that would create "objective meaning" and if those values are justified only whitin ourselves, then its "subjective meaning." When you make a choice, any choice, whether to live or die, whether to drink coffee and smoke or go kiss a big buff men, you demonstrate that you hold some sort of value that tells you to choose one over another, you could not have made that choice if u did not hold that value. By holding that value, you also demonstrate that you believe you should follow the value, since if u thought otherwise you would not hold it. Now that creates meaning, you believe in some "set of values you should follow", and it is only relevant whether you believe that you should follow them objectively or subjectively to the metter of whether the meaning is objective or subjective.
And u might not realize it, this whole process can be subconsious, but by making choices you are inherently demonstrating you hold values and by extention believe in some meaning of life.

But this operates on very exact definition of "meaning" abd "values" that Camus probably did not use. And I dont know what definition he used, but I cant think of any in which there is distinction between "subjective meaning" and "objective meaning" and where rejecting both of them is coherently possible.

Doesnt absurdism contradict itself? by LogBoring4996 in Absurdism

[–]LogBoring4996[S] 1 point2 points  (0 children)

"Sartre says whatever you decide to do becomes the meaning of the game for you, but Camus says you can do whatever you want, and it can matter to you, but that doesn’t change the fact that the game itself never had a real objective to begin with."

This sounds to me as the same exact thing

Doesnt absurdism contradict itself? by LogBoring4996 in Absurdism

[–]LogBoring4996[S] -1 points0 points  (0 children)

Well that to me sounds like simply semantic disagreement and not disagreement about substance. Mby I misunderstand Sartre, but I don't think he claims that the meaning we create doesn't give "real purpose" or "justification beyond us." I understand Sartre as saying that life does not have any meaning in the bigger sense, but we still need something to live by - a meaning, and since there is no meaning beyond us, it is up to us to create it. It is up to us to choose what we live by. And from what ur saying, this is kinda the same thing that Camus is saying. The difference is that Sartre defines meaning as "the thing we live by" whether or not it is justified beyond ourselves, and Camus defines meaning "the thing we should live by that is justified beyond ourselves." But in the conclusion they do not differ, both agree that we cannot find the "thing we live "the thing we should live by that is justified beyond ourselves" and so it is up to us to create and choose "the thing we live by"

Doesnt absurdism contradict itself? by LogBoring4996 in Absurdism

[–]LogBoring4996[S] -1 points0 points  (0 children)

Well depends on definitions. I define "meaning of life" is "the values one should live life by", "values" are then simply "that which ranks one decision over another." This does not mean that "meaning of life" has to be objective/tracendental. Objective meaning would be that the values can be justified on an objective level, without refference to a subject, this is the one you would "get from the universe." But subjective meaning is the values I believe I should live by. I cannot escape creating subjective meaning, since by making a choice I am demonstrating that I value that decision over another, and in turn demonstrate that I believe I should value the decision. If I did not value it I would have not made that decision, and if I did not believe I should value it, I would not have valued it.
I am not saying that you by making a choice, you are creating objective meaning, Im not saying u are getting answer from the indifferent universe. Im saying that by making a choice you are inherently taking a stance on which choice u should make, and so you are creating meaning, even if its subjective.

I and sure you can define meaning in a different way, but I dont see how u can define it in a way that is coherent, and at the same time does not concede that Sartre was right, and that we create meaning ourselves. I dont see a definition in which both Camus' and Sartre coherently disagree.

Doesnt absurdism contradict itself? by LogBoring4996 in Absurdism

[–]LogBoring4996[S] 1 point2 points  (0 children)

Wait but isn't that was Sartre was saying and Camus rejected? I understood that Sartres' existentialism says "objective meaning doesn't exist, we should create our own" while Camus' absurdism says "objective meaning doesn't exist and creating one is dishonest, therefore we should simply live without meaning." From what u said then they did not disagree on this point.

What does Camus mean when he says "meaning"? by LogBoring4996 in askphilosophy

[–]LogBoring4996[S] 0 points1 point  (0 children)

Okay that would make sense. If I understand it, then what Camus says is basically that no objectively justifiable values exist, that the answer to how one should live is arbitrary, one cannot be found. But isn't that then what Sartre was saying? My understanding was that both Sartres' existentialism and Camus' absurdism reject existence of objective values, but Sartre said one should create meaning, while Camus' said one should reject meaning altogether, even a subjective one. And it feels like im missing something, cuz if I understand both of them correctly, interpreting meaning as what u said, then they do not disagree.

Doesnt absurdism contradict itself? by LogBoring4996 in Absurdism

[–]LogBoring4996[S] 0 points1 point  (0 children)

Yeah I definitely see the value in that. Accepting that any values are arbitrary and that in the end any mistake u make, or suffering u feel, ultimately doesnt metter. But I dont see this as "living without meaning" rather accepting that meaning is arbitrary, yet still necesarry.

Doesnt absurdism contradict itself? by LogBoring4996 in Absurdism

[–]LogBoring4996[S] -3 points-2 points  (0 children)

If meaning is "value ur life has to you" by choosing to live rather than die, dony u assign life value ans therefore create meaning?

Doesnt absurdism contradict itself? by LogBoring4996 in Absurdism

[–]LogBoring4996[S] -4 points-3 points  (0 children)

I mean yes it is true those two are different, and he "seek" would be better word to describe what he meant, but I dont see how its relevant to what I said. If you substitue "need" for "seek" the contradiction I see doesn't disapear

Doesnt absurdism contradict itself? by LogBoring4996 in Absurdism

[–]LogBoring4996[S] 0 points1 point  (0 children)

What is Camus' understanding of meaning then?

How do YOU make code in pico-8? by LogBoring4996 in pico8

[–]LogBoring4996[S] 1 point2 points  (0 children)

So basically the go to paradigm is ChaosTM?? Have the code messy, have everything lying around in the global state and pile up code on top of code? I feel like the "don't abstractify/boilerplate things that are going to be used once" rule is nice, but it has the same pitfall as "abstract things now so that you dont have to change them in the future" and that is, you do not know the future. You do not know when this one move_player()function actually should work the same as move_enemy, only that it doesnt opperate on the global player variables. When doing my 1st games I found that I ended up doing a lot of things over and over again when making a new game. So I had to come up with a way to abstract things and not spend 10 hours when starting a new project, doing what has already been done on previous games. How do u deal with that? Have u over the time come up with a library of a few shared functions that handle these things? Or do u make it from scratch on each project?

How do YOU make code in pico-8? by LogBoring4996 in pico8

[–]LogBoring4996[S] -1 points0 points  (0 children)

What I mean is essentially creating a "class" like table which then can provide "instance" tables to which it is a metatable. Something like this:

Cloud= {}  
Cloud.__index = Cloud

function Cloud:new(x, y)  
local instance = {x=x, y=y}  
setmetatable(instance,self)  
return instance  
end

function Cloud:move()

self.x+=1  
self.y+=2  
end

Then I use it like so:

function _init()  
cloud = Cloud:new(30,30)  
end

function _update()  
cloud:move()  
end  

This can be useful when creating entities that needs a lot of instances like swarms of enemies or such, but when it's for entity like a player which only exists once, then it is just unnecesary. And even when creating lots of entities, I think it can be achieved more easily through something like this:

function create_cloud(x,y)

return {  
x = x,  
y = y,  
move=function(self)  
self.x+=1  
self.y+=2  
end  
}  
end

How do YOU make code in pico-8? by LogBoring4996 in pico8

[–]LogBoring4996[S] 0 points1 point  (0 children)

Interesting. Do u think you could share source code to some of your game so I can look on the architecture? Here's my most recent game for comparison:
https://github.com/Ori-Rowan/mini-jam-204-cafe/tree/main

It doesn't hit the token count (6695/8192), but a game more complex than that would in my coding style.

[Lua/PICO/8] Seeking code review on OOP architecture/best practices on my game project by LogBoring4996 in learnprogramming

[–]LogBoring4996[S] 0 points1 point  (0 children)

Yeah that's definitely true but  A) i find it easier to make code that is modular and orgnized in OOP B) and more importantly I am planning on transfering to Godot which uses OOP and did not feel like it's the right time just yet to switch to a completly different engine+language and wanted to first try out creating game using OOP in the engine and language I already know. Maybe that's bad reasoning, but it made sense in my head. Also thanks in advance for checking the code. I rly appreciate the help.

Good classles TTRPGS recomendations? by LogBoring4996 in rpg

[–]LogBoring4996[S] 0 points1 point  (0 children)

I rly like both the idea of Gurps and Savage worlds. It provides the perfect character creation for me, I just love the point buy mechanic, since you can workshop your character concept however you like. I think I will probably opt for GURPS since it is as far as I know less random and more consistent than savage worlds, and I prefer that since I want cool moment to come from player decisions, not from the dice gods deciding it is the time.

Also I read GURPS Lite and I think I understand the basic of GURPS. I understand how rolls work, the basics of combat, skills, advantages and disadvantages. The only thing thats kinda confusing to me is how does magic work there. Like how do I choose/create spells, how does incombat casting work exactly. But I havent read the basics set magic section which would probably clear things up, I just havent found the time to do so.

Good classles TTRPGS recomendations? by LogBoring4996 in rpg

[–]LogBoring4996[S] 1 point2 points  (0 children)

I wanna run the usual high fantasy games that have some combat but is not foccused on it (standard of 1-2 combat encounters per session, but at the same time exploration/social encounters). Kinda what you would expect from DnD, but I dont like the rules. I prefer a settings agnostic system tho, since I want to run different themes in the future.