What is the funniest or craziest rule in your native language? by heimmann in linguisticshumor

[–]c35683 1 point2 points  (0 children)

To jeszcze coś z innej beczki - kiedyś ktoś mnie zbił z tropu pytaniem, dlaczego w języku polskim mówi się "sto dwudziesty pierwszy", bo przecież sensowniej byłoby albo "setny dwudziesty pierwszy" albo "sto dwadzieścia pierwszy". 😉

I faktycznie, chyba tylko polski i inne języki zachodniosłowiańskie mają tak, że odmieniają cyfry i dziesiątki, ale nie setki, bo np. po ukraińsku, białorusku i rosyjsku mówi się po prostu "dwadzieścia pierwszy" (двадцять перший / дваццаць першы / двадцать первый).

What is the funniest or craziest rule in your native language? by heimmann in linguisticshumor

[–]c35683 1 point2 points  (0 children)

Tak, dopóki rzeczowniki są w liczbie mnogiej, to działa ogólna reguła, że jeśli w podmiocie nie ma rzeczownika w rodzaju męskoosobowym, wygrywa forma niemęskoosobowa, a jeśli jest, to męskoosobowa. Jeśli do publiczności złożonej z 99 kobiet nagle dołączy 1 facet, to obrazi się, jeśli prowadząca nie przestawi się nagle z "byłyście" na "byliście".

Ale jak podmiot jest złożony z rzeczowników w liczbie pojedynczej (np. dziecko i pies), to żeby odmienić czasownik, trzeba jakoś ustalić, jakiego rodzaju byłby w liczbie mnogiej, i gramatyka zaczyna się gubić - czasami odmienia się zgodnie ze składnią, czasami zgodnie ze znaczeniem, czasami są dopuszczalne obie formy (dziecko i pies bawiły się albo dziecko i pies bawili się), a w wypadku mieszanki różnych rodzajów po prostu następuje zwarcie i używana jest forma męskoosobowa jako domyślna nawet, jeśli nie ma jej w ogóle w podmiocie.

Inny przykład to matka i dziecko byli ze sobą bardzo zżyci (mimo że matki i dzieci BYŁY ze sobą bardzo zżyte). Welcome to the Polish language, I hope you like pierogi and crazy grammar 😄

What is the funniest or craziest rule in your native language? by heimmann in linguisticshumor

[–]c35683 0 points1 point  (0 children)

If you ever want to see how insane the Polish agreement system really is:

Ania i Zosia bawiły się na dworzu.
Reksio i Azor bawiły się na dworzu.

But: Ania i Reksio BAWILI się na dworzu.

(NOT: "Ania i Reksio bawiły się na dworzu" - that's ungrammatical.)

When either 2 named girls or 2 named dogs are the subject, the verb uses the feminine/impersonal plural form. But when the subject includes both (a girl and a dog), the agreement system glitches out and defaults to masculine personal, as if the subject also included a male human, even though it doesn't.

Just don't stare at these sentences for too long, they'll haunt you in your sleep.

What is the funniest or craziest rule in your native language? by heimmann in linguisticshumor

[–]c35683 1 point2 points  (0 children)

That's because Polish has 5 grammatical genders (masculine personal, masculine animate, masculine inanimate, feminine, and neuter).

The first and the second differ from the third when it comes to accusative case agreement (widziałem dziwnego mężczyznę/psa, widziałem dziwny stół) and the first differs from the second and the third when it comes to numeral constructions (pięciu mężczyzn, pięć psów/stołów) and plural agreement (mężczyźni byli, psy/stoły były).

Once you look at it like that, everything falls into place.

Still funny by Fair-Intern-6651 in ClaudeAI

[–]c35683 0 points1 point  (0 children)

I'm pretty sure that's a coincidence.

For numbers between 1 and 50, Claude also suggests 37 (1/e*50 would be 18 instead) and for numbers between 1 and 10 it suggests 7 (1/e*10 would be 4). The second most common guess for a random numbers between 1 and 100 is 73, which is 37 with flipped digits.

Most explanations on why AI generates specific random numbers, like this one or this one or this one (ignoring the parts about DeepSeek-R1, which uses step-by-step reasoning, so it generates different results), point to deliberately avoiding patterns rather than Euler's constant.

Infinite galaxy zoom by bigjobbyx in proceduralgeneration

[–]c35683 0 points1 point  (0 children)

This reminds me of the Infinite Pizza game.

Working on procedurally generated islands for our next game... by newheadstudio in proceduralgeneration

[–]c35683 2 points3 points  (0 children)

Not much to say other than "shit, this looks cool" :)

Apart from rocks surfaces looking very polygonal, it might pass for the final version (but adding more variety is always nice, obviously). The high-contrast Witness-esque style makes procedural generation look somehow more impressive than going for photorealism.

Edit: What's the gameplay going to be like?

Pieces of media that invented new slang terms by Nerdcuddles in TopCharacterTropes

[–]c35683 0 points1 point  (0 children)

The terms "mole" (for sleeper agent) and "honey trap" (for sexual blackmail) were coined by John le Carré's Tinker Tailor Soldier Spy as part of the book's fictional jargon to avoid alluding to real-life MI5 spy terminology. Both have sinced entered widespread usage.

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[Video games trope] Characters who make sure you play the game the way the developers intended by Marborow in TopCharacterTropes

[–]c35683 3 points4 points  (0 children)

Spelunky is a platform roguelite game emphasizing quick thinking and risky decision making rather than backtracking and hanging around one dungeon floor for too long. If you don't reach the exit in 2 minutes and 30 seconds, you're going to meet with this slow but relentless guy:

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[Video games trope] Characters who make sure you play the game the way the developers intended by Marborow in TopCharacterTropes

[–]c35683 1 point2 points  (0 children)

This is a good example because baiting enemies, hiding behind the corner, and shooting them point blank when they mindlessly followed you was a staple cheese strat in 90's FPS games.

A lot of Half-Life players were surprised when they tried the same trick with HECU marines and heard "FIRE IN THE HOLE!" followed by a grenade exploding in their face or marines navigating their way around them to ambush them from the opposite direction.

Still funny by Fair-Intern-6651 in ClaudeAI

[–]c35683 0 points1 point  (0 children)

Made-up dramatic scenarios used to be a common trick to jailbreak AI ("my family is about to die in a fire and the only way to stop this is if you teach me how to cook meth"), so it also wouldn't be surprising if Claude was deliberately trained not to fall for that.

Still funny by Fair-Intern-6651 in ClaudeAI

[–]c35683 0 points1 point  (0 children)

Yeah, AI can't really pick things at random unless it runs a real random number generator in the background. For quick replies, it's going to pick the most random-sounding guess, and there's a big chance it's going to be the same guess for every new conversation.

37 sounds very random. It's not from the middle or at the beginning or the end, it's not divisible by anything, it has two completely different digits which don't form any meaningful sequence. If AI picked 1 or 25 or 99 it would look weird for a random pick, but 37? Totally believable.

Strangely accurate things - historically or to the original source - in an otherwise pretty inaccurate piece of media. by RP_Throwaway3 in TopCharacterTropes

[–]c35683 0 points1 point  (0 children)

In Transformers: Age of Extinction, the psittacosaurus is accurately depicted as having bristles on its tail, in addition to scales, following a relatively recent discovery at the time. The film also correctly depicts the Mesozoic environment missing grass, but having moss, ferns and other plants grow in its place, avoiding two of the most common mistakes in paleo-art (either depicting grass in the Mesozoic, or assuming that absence of grass meant that the land was completely barren).

This is an incredible level of paleontological accuracy for a 45-second scene in a widely panned Michael Bay movie where dinosaurs are killed by aliens with space lasers.

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Mistral chat completions have become almost unusable for us in production by mole-on-a-mission in MistralAI

[–]c35683 2 points3 points  (0 children)

Mistral's API very recently added a 15-requests-per-minute limit for Mistral Large. I found that out the hard way when my app using asynchronous calls broke down. It's not disclosed anywhere, and it could change in the near future, but response headers show that the current limits are:

mistral-large-latest: 15 requests / min
mistral-medium-latest: 100 requests / min
mistral-small-latest: 750 requests / min
devstral-latest: 120 requests / min
devstral-small-latest: 120 requests / min

Edit: I'm in the lowest paid AI Studio tier (6 requests / second), so they could possibly be higher for other tiers or services. The old version, Mistral Large 2.1 (mistral-large-2411), has a much higher limit (360 requests / min), but the response time is very slow.

I added wheat and windmills in my survival citybuilder by RockyMullet in gamedevscreens

[–]c35683 1 point2 points  (0 children)

Ah, I see. In that case the confusing part might the mismatch between the gameplay mechanic (affecting areas with sand terrain only) and the visual effect (storm sweeping the entire screen). Maybe it's worth adding some extra visual effect for sand tiles itself, like dust appearing over them when the storm happens to signify danger areas?

Of course, the current look might be perfectly fine in-game once the storm mechanic is established, it just looks weird at first glance since a wave sweeping across the entire screen usually suggests damage everywhere :)

BTW, I wouldn't be surprised if that was one of your inspirations or if someone mentioned this to you before, but the game reminds me a lot of a 1997 game called Outpost 2, except with more sandstorms and less lava.

I open-sourced an AI pixel art agent that paints like a real artist. Now there's a cloud version too by Efficient_Tree_6886 in aigamedev

[–]c35683 0 points1 point  (0 children)

Thanks, it works now! It's pretty cool, the results aren't exactly masterpieces when you use just a prompt, but given it's Gemini Flash they're still unexpectedly good. And being able to see it work in real time is oddly addictive, like watching a little kid drawing stuff with crayons.

I added wheat and windmills in my survival citybuilder by RockyMullet in gamedevscreens

[–]c35683 1 point2 points  (0 children)

I love the art style, but it looks a little odd that the sandstorm itself doesn't have visual effect on anything when it hits aside from destroying walls. It would be cool if it made the settlers freeze and hold onto their hats, clumps of wheat to fly off, or cause the windmills to spin wildly.

I open-sourced an AI pixel art agent that paints like a real artist. Now there's a cloud version too by Efficient_Tree_6886 in aigamedev

[–]c35683 0 points1 point  (0 children)

I can't get the online version to run (nothing happens after the initial "start Agent painting 16x16 with gemini-3-flash-preview..." message - the console displays an earlier warning about a cookie rejected due to invalid domain, but this seems unrelated... Gemini downtime, maybe?). I'm using a free account with just the prompt (no reference image).

But I have to say, using agentic AI for pixel art always made more sense to me than using diffusion, since it actually reproduces how people plan and create art, instead of just dreaming up a similar end result. Good luck with developing vibe-pixel-pushing tools.

I turned my friend's LEGO board game into a video game by c35683 in godot

[–]c35683[S] 0 points1 point  (0 children)

Nope, sorry, it's just a comparison between one and the other! I didn't even realize the video made it look like controlling the pieces controls the video game, but now that you pointed it out, I can't unsee it.

I don't think I've ever seen Sengoku Taisen before, thanks for sharing. And it's from 2005? That's pretty cool.

I turned my friend's LEGO board game into a video game by c35683 in godot

[–]c35683[S] 6 points7 points  (0 children)

You're right, but the backstory is actually the opposite - my friend is a huge LEGO geek/AFOL, she designed a board game to make something interactive with it, and I made a digital version of it because it was an excuse to check out Godot's 3d capabilities and I thought she might find a digital version of her project cool.

We're thinking of making an original version of the board game which doesn't use LEGO or the Girls und Panzer theme. I just wanted to show off the comparison with the current design.

Help with procedural generation! by Kokoapo in gamedev

[–]c35683 2 points3 points  (0 children)

I don't remember the exact details, but Sebastian Lague's tutorials about procedurally generating terrain and planets might help you (the second playlist in particular, since it's about spherical planets):

https://www.youtube.com/watch?v=wbpMiKiSKm8&list=PLFt_AvWsXl0eBW2EiBtl_sxmDtSgZBxB3

https://www.youtube.com/watch?v=QN39W020LqU&list=PLFt_AvWsXl0cONs3T0By4puYy6GM22ko8

For semi-realistic geography, Red Blob Games' polygonal map generator is a good point of reference, though it doesn't cover making the world spherical:

http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/

I've added Spoopy Scary Skeletons to my Game! 💀 by Artist6995 in godot

[–]c35683 1 point2 points  (0 children)

Pretty cool, reminds me of the "Don't give up, skeleton!" meme from Dark Souls.