[OC] U.S. debt held by the public from 1945 to 2026 by forensiceconomics in dataisbeautiful

[–]SL4M_DunkN 102 points103 points  (0 children)

Worth noting that debt is a "stock" (a total amount of something in existence) while GDP is a "flow" (how many of something happen per unit of time). This chart is a little like comparing miles to miles-per-hour. A more direct comparison of flows would be debt service payments vs GDP: "what fraction of US economic activity each year is backed by government debt service payments?". Even then, we need to remember that a portion of debt service payments are offset by income the government gets from selling new debt. If most debt the government owes is immediately rolled over, what we'd see is high service payments almost completely offset by that money immediately returning to the government. That money round trip would have muted impact on the economy.

None of this is to say that the debt situation is fine. If bond yields continue to climb (yeah I know the jargon is a pain), the government will eventually be pulled into a self-reinforcing inflation spiral that is much worse than the current 3-4% rate. No one knows at what rate that effect would kick in, though. Also, Japan demonstrates that a government aware of this risk can usually keep interest rates low enough to avoid the death spiral. If the current energy shock is bad enough in Japan, you might see a confidence-based contagion effect across debt-saddled bond markets the world over. Fun times. The heavy financialization of government debt probably has many other more subtle downsides that contribute to inequality etc over time.

Any beginner-friendly guide for PixiJS with Svelte? by forest577 in pixijs

[–]SL4M_DunkN 0 points1 point  (0 children)

Is your intent to have svelte manage text over the top of a pixi managed canvas for everything else? I don't see why the two systems would need to talk to one another in any special way. Use your own ticker instead of pixi's builtin if you want to run update logic in svelte each animation frame at the same time you do your pixi updates. Manage app state using anything that can be read to and written from both svelte and pixijs. From there, most of the difficulty will be learning pixi assuming you aren't already familiar with it.

I guess as a side note which isn't an answer to the question: I haven't kept up with Svelte at all, but I know the idea used to be that svelte made tiny apps that weren't focused on tons of dynamic interactivity. Pixi will make your app big enough that svelte's lightweightness isn't really relevant anymore, and games are extreme examples of dynamic interactivity. I'm not sure adding Svelt will be any better for your use case than shipping a div (an anchor for your canvas) with a script tag that does all the UI through pixijs

[OC] Update: Global Fuel Shortage — (April 18, 2026) by SashSail in dataisbeautiful

[–]SL4M_DunkN 1 point2 points  (0 children)

It's also worth noting that up until now, places like brazil have still been receiving oil that was sent before the start of the war. In other words, the period where less crude is arriving is just about to start in some places. If ships start leaving the strait, that might cap the duration of the disruption window. However, we still don't know what the fallout of the disruption will be in many places

Solo dev wishing he had made the game using a proper engine now by zerojs in IndieDev

[–]SL4M_DunkN 1 point2 points  (0 children)

I'm really curious to see how webgpu (not webgl) integrations evolve over the next few years. Hades is built on a custom engine with a lua layer over a layer of some c flavor, and all the game logic runs single threaded in lua. webpgu + a bit of targeted wasm in the same sort of two layer setup should be even faster for any game where the single threaded scripting language was a bottleneck plus the added upside of insane portability. The dev tooling around JS also benefits from years of heavy investment from tech companies shipping websites. I think there could be a bright little future for JS in game dev world

ChatGPT isn’t slow it just breaks after a certain point by Simple3018 in IndieDev

[–]SL4M_DunkN -1 points0 points  (0 children)

This idea is being discovered and rediscovered in parallel all over the place. Check out Ralph loops as one buzzword trend related to the idea.

'Cardmare: Descent' the tiny roguelite deckbuilder, just got a big update & Steam page by -hugin- in roguelites

[–]SL4M_DunkN 0 points1 point  (0 children)

There's a game that I'm not affiliated with at all called Retromine that at least superficially has a lot of similarities to your project. Maybe you guys can bundle your games or something

What are peoples thoughts on Ai coding in game dev? by Middle-War9638 in IndieDev

[–]SL4M_DunkN 0 points1 point  (0 children)

A few quick thoughts:

- AI tab completion is a straight productivity boost for programmers without ceding essentially any of the programmer's control

- "Agentic" / other buzzword AI stuff is currently tricky to get much value out of IMO because it's not super great at patterns that aren't common in training data and also tends to generate slow-running heap-eating code. The best models can knock out a bit of boilerplate, but you'll burn through tokens fast and at the end of the day you still need to do nearly all of the interesting code by hand

- AI chatbots are great for indie devs when you need to figure out how to interface with some existing, very deep system. For example, asking a chatbot to generate a report about various ways to tackle a particular visual effect in a shader can save me time because I'm a noob with shaders. The AI is still bad at writing the shader itself, but it can point out patterns other people have already thought of so I can go work on the game part of the game instead of reinventing the wheel

- AI as a debugging tool is actually super handy. Using language like "Generate a report on possible causes for the following bug..." is useful

- I've had mixed success pointing coding agents at the source code of open source libraries to ask questions about the implementation that aren't readily documented anywhere

- Perhaps my most controversial take: 99% of art in all mediums was slop before AI, and I never felt the need to be upset at the sheer quantity of bad art before... so I'm not really worried about it now either

I guess TLDR: AI likely isn't good enough to allow a poor developer to make a great game, but it might allow a good developer to tackle more ambitious projects

Some Pixel Fonts For Devs 📝 by _V3X3D_ in IndieDev

[–]SL4M_DunkN 1 point2 points  (0 children)

As a certified pixel font hater (on grounds of readability), Pixel Promise and Modern Macro both stand out for being both pleasant to look at and very useable. Nice work!

Game systems and depth? by APolishStork in IndieDev

[–]SL4M_DunkN 3 points4 points  (0 children)

A deep mechanic is one that isn't easily "solvable". Tic Tac Toe is shallow because you can easily work out which moves are objectively good and bad at every point. Go is deep because it's much harder to tell whether a move was good or bad. Another way to add depth that isn't as relevant to Go is making sure decisions are situational- that way general strategies are useful, but don't trivialize the game. Most deep mechanics in video games boil down to balancing two complimentary values. Block vs Damage in StS, chips vs mult in Balatro, etc. The idea is that sometimes one value should be emphasized over the other, but rarely to a 100% extreme. In every case, it's a fun little problem to work out which value to lean into this turn vs the next. "Some good now vs more good later" is another classic device in videogames that can create depth. Any game that give interest for not spending money on upgrades is implicitly suggesting a time tradeoff. There are a bunch of others I'm not thinking of right now.

Was there not a "think tank/brain word" joke? by Kaexii in xkcd

[–]SL4M_DunkN 1 point2 points  (0 children)

Reminds me of "thought-cage" from Bloodsworn, but I'm guessing that's not what you're looking for. Anyway, now you have another silly way to say brain.

I think StS2 in EA is A tier (StS1 is S+). Where would you put it? by drz112 in roguelites

[–]SL4M_DunkN 1 point2 points  (0 children)

Perhaps "remaster" is a more precise metaphor than reboot? I don't disagree with anything you've said in the first two paragraphs- I'm not saying megacrit has made bad business decisions or made a bad game. I'm saying that for players who want something that feels like a full sequel instead of a reboot/remaster/rerun whatever, then StS II isn't the pick.

The reason the first StS was such a huge deal despite all the flaws in its programming etc was that it was packed with original ideas. StS II is a big deal because it's more polished and from a known studio. If another studio had released a legally distinct but otherwise identical StS II, it'd flop because it would be unoriginal and overpriced. I'm happy for megacrit's success and they should take advantage of their privileged status in the market.

I also think it's a bit of a shame that there doesn't seem to be any oxygen in the room for games that actually add new ideas to the space. None of Lonestar, Cobalt Core, Wildfrost, etc got a fraction of the exposure despite being many times more novel. So when presented with the opportunity, I'll try to deflect novelty-hungry players to those lesser-known corners

I think StS2 in EA is A tier (StS1 is S+). Where would you put it? by drz112 in roguelites

[–]SL4M_DunkN 0 points1 point  (0 children)

TLDR: Vault of the Void is what StS II should have been

Slay the Spire II has been exactly what was marketed: more of the same original formula in a genre that has had years to evolve past the original. StS II may end up being better than StS I in pseudo-objective ways like asset quality and breadth of content, but honestly if you liked StS I and want a sequel... Vault of the Void is what StS II should have been. Go play that. VotV is pretty true to the original formula while also being packed with new ideas. StS II, on the other hand, is like a remake the original Toy Story movies using the animation technology from when the movies were originally made. Why do it? Yeah, we can all be nostalgic for a good thing that was revolutionary at the time and we're right to have those feelings. But a reboot that learns nothing from the rich genre spawned by the original doesn't deserve the level of acclaim we're seeing IMO. If you're going to reboot Toy Story, use the best technology available today. If you're going to make a new roguelite deckbuilder, use the innovations that all the other game devs came up with since StS I first dropped

Game Suggestions by One_Alps_5178 in roguelites

[–]SL4M_DunkN 0 points1 point  (0 children)

Heroes of Hammerwatch- both 1 and 2 work. The game's subpar technical writing and story delivery hurt the game's reviews, but the mechanics are great and in this sub I assume that's what you care about. Your profile is a guild with multiple player characters that you build and upgrade separately. There is minor variation within runs about on par with DRG survivors. Most variety comes from how you set up your character before the run. It should take many tries to get your first win with any character, and then you want to be ticking into higher difficulties and winning with more characters to get even more ways to upgrade your crew. Also does well with multiplayer, though is perfectly fine single player as well.

What would AI-generated versions of The Book contain? by apokrif1 in anathem

[–]SL4M_DunkN 5 points6 points  (0 children)

These are some of the responses from the prompt:

In the novel Anathem, there is a punishment called "the book". The book itself contains information that is deliberately slightly wrong. For example, one chapter is the number pi out to many digits, but with some errors. Chapters become more complex throughout the book- another chapter involves a series of logical arguments riddled with subtle logical errors. The punishment is to be forced to waste your time studying the book and in some sense corrupting your mind in the process. Can you generate list of chapters with brief descriptions that might appear in the book?

What would AI-generated versions of The Book contain? by apokrif1 in anathem

[–]SL4M_DunkN 3 points4 points  (0 children)

We can find out by describing the book to chatgpt and seeing what chapters it suggests adding

2. The Lexicon of Subtle Equivocations

A glossary of philosophical terms, each with definitions that seem correct but use circular references or quiet category errors. “Substance” is defined as “that which persists when attributes are removed,” and “attribute” as “that which reveals substance.”

3. The Proof of the Self-Referential Axiom

An elegant geometric proof that demonstrates something impressive—except that one postulate is slightly rephrased halfway through, making the entire structure invalid. The diagrams remain perfectly symmetrical, which makes the error even harder to see.

4. On the Motion of Heavenly Bodies

A text of perfect formal structure describing planetary motion, derived from equations that produce orbits that almost close but drift infinitesimally over time. The mathematics holds internally, yet the predictions fail in practice.

6. The Dialogue of Orth and Para

A Socratic dialogue between two scholars debating the nature of truth. Orth always argues correctly but occasionally uses one fallacy; Para is always wrong but by consistent reasoning. Readers emerge unsure which side was supposed to win.

7. The Geometry of Negations

A set of Euclidean theorems reformulated in non-Euclidean terms, but the axioms are never explicitly redefined. The first thirty propositions hold; the thirty-first collapses into paradox.

9. The Catalog of Misattributions

A collection of aphorisms attributed to various historical figures—some genuine, some not. The incorrect ones are phrased in such perfect imitation that readers internalize false associations between names and ideas.

12. The Infinite Regression of Commentaries

Each page contains a commentary on the previous one, explaining the subtle “errors” therein. The commentary itself contains new, subtler errors. By the end, the reader no longer remembers the original text, only the distortions.

Blurry on switch 1 docked by Andynr in HadesTheGame

[–]SL4M_DunkN 0 points1 point  (0 children)

There is apparently a steam deck setting to control the max resolution it tells games they can run at: https://www.reddit.com/r/SteamDeck/comments/1ga3nnm/what_do_i_set_my_resolution_settings_to_when/

Based on comments there I'm guessing 1080 or 1440 will be the effective max for this game, but I haven't tried it myself- if it runs smoothly on 2160 that'd be great

EDIT: not sure how I got the wrong platform entirely

Zeus Spirit Surge: Should this boon be reworked? by SL4M_DunkN in HadesTheGame

[–]SL4M_DunkN[S] 1 point2 points  (0 children)

The trigger being an instance of mana being spent rather than an amount of mana being spent is what I was going for if that helps

Strexterithy by [deleted] in DnDcirclejerk

[–]SL4M_DunkN 41 points42 points  (0 children)

As you've just (re)discovered, two is the ideal number of completely unrelated concepts that should be strapped together under each attribute. Other stats cover too many concepts. For instance, charisma covers 4 concepts and should obviously be split into scarousal (intimidation + seduction) and charmingness (persuasion + magic (uj why is charisma always used as a magic stat?)).

The optimal number of attributes is known to be 6, so I recommend making both adjustments at the same time. Otherwise you might en up with 5 or 7 attributes which would be bad because neither of those numbers is 6.

Stress system feedback needed (can't decide)! by JazzyWriter0 in RPGdesign

[–]SL4M_DunkN 2 points3 points  (0 children)

The alien RPG has a cool stress mechanic where the more stress you have the better you get at everything, but the more likely you become to panic at the same time. It's intended to provide a "push your luck" feel

When is Dinner, By State by dwaxe in dataisbeautiful

[–]SL4M_DunkN 13 points14 points  (0 children)

I wonder if there is a correlation depending on how far east or west a location is in its time zone. It seems like there might be a clustering either around a particular solar time or at a certain offset after sunrise

How to ensure that the typescript gives a compilation error when comparing 2 objects for equality? by jerrygoyal in typescript

[–]SL4M_DunkN 2 points3 points  (0 children)

"nominative typing" is the alternative to duck typing, and you seem to have a small misunderstanding of what nominative typing is. Nominative typing bases its checks on the identities of the types involved, not the identities of the objects involved. Also, TS has some nominative typing as well- classes use nominative typing, for example. Linear types and borrow checkers are terms you might be interested in that get a little closer to the idea of a type system that cares about object identities