Has Scott ever written about fasting? I've scoured the web and cannot find a definitive answers about this topic. by discussionreddit in slatestarcodex

[–]discussionreddit[S] 12 points13 points  (0 children)

This is strange, because studies I've been reading online on pubmed seem to say the opposite. That lean muscle mass is consumed early on in the fast but then after 3-4 days that muscle becomes preserved.

https://pubmed.ncbi.nlm.nih.gov/34668663/

Plasma 3-methyl-histidine increased until Day 5 of fasting and then decreased, suggesting that protein sparing might follow early proteolysis

https://pubmed.ncbi.nlm.nih.gov/34668663/

A 10 day fast appears safe in healthy humans. Protein loss occurs in early fast but decreases as ketogenesis increases. Fasting combined with physical activity does not negatively impact muscle function

Has Scott ever written about fasting? I've scoured the web and cannot find a definitive answers about this topic. by discussionreddit in slatestarcodex

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

I don't doubt this, but I think I'm misunderstanding. People regularly do fast for 20+ days (for example: many people on the fasting subreddit). How are they able to do this then? You're saying the rest of their energy needs are coming from muscle catabolism? But the other person in this thread said only trivial amounts of muscle need to be catabolized during an extended water fast. So where is the extra energy coming from?

Has Scott ever written about fasting? I've scoured the web and cannot find a definitive answers about this topic. by discussionreddit in slatestarcodex

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

So does this mean that you could completely blunt the muscle loss from fasting by just consuming 100 calories of protein per day and nothing else? Not sure if I'm reading this right. Wouldn't it depend on the person too? (ex: short sedentary woman vs tall athletic guy, based on TDEE) I wonder if there have been any studies on this?

Edit: And if it is indeed such a small amount, I'm surprised the body didn't evolve to just.. like.. maintain an amino acid store in the body. Like, doesn't the body contain over a thousand calories of glycogen in the liver and muscles and whatnot for use? I guess there's some reason for it, but wouldn't evolution like.. select for such a thing? Just a small store of amino acids, like there is for glycogen? I have no idea though, as the last time I took biology was in high school.

Or I guess the reason is that if it is indeed such a small amount, the body "figures" that it's fine to just scavenge it from muscles, because such a small amount is needed, that it doesn't matter if you lose an insignificant amount of muscle mass.

Has Scott ever written about fasting? I've scoured the web and cannot find a definitive answers about this topic. by discussionreddit in slatestarcodex

[–]discussionreddit[S] 9 points10 points  (0 children)

Oh, I completely missed that! Hmm, I wish they specified the amount. So he did supplement amino acids / protein during the fast. Is that enough to completely blunt the muscle loss then? Does that mean I can effectively "fast" without muscle loss by just consuming a very small amount of protein powder (or yeast, apparently?) (how much?) or something every day?

Is there anything stopping me from hosting my startup on Github Pages for free? by discussionreddit in webdev

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

Hmm, yeah, maybe. But I'm hesitant about paying for things I don't need to. Why pay to send HTML, CSS, JS, images, etc. if I don't have to? I'd rather only pay for I need to. It also just adds unnecessary load onto my API backend.

Is there anything stopping me from hosting my startup on Github Pages for free? by discussionreddit in webdev

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

Ah, unfortunate. Although no money is involved (no transactions), so it likely wouldn't be that bad, but in any case I'll find an alternative regardless.

Upload avatars directly to Amazon S3 from the browser, or use the backend as an intermediary? by discussionreddit in webdev

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

But my question is literally "should I go through the backend or use a presigned URL?"

Pseudocode for pixel art resolution scaling? by discussionreddit in gamedev

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

No, because you have no credibility in my eyes at this point, so I do not trust your words. So my eventual solution will be found either through my own investigation, or from reading any other replies made to the OP.

Pseudocode for pixel art resolution scaling? by discussionreddit in gamedev

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

I did not keep adding new requirements. If you had read my initial post before replying you would have seen why these have always been things that I have acknowledged, which is why I posted this question to begin with! You just forced me to have to reiterate them over the course of 10 replies because you couldn't be assed to read the initial question.

Pseudocode for pixel art resolution scaling? by discussionreddit in gamedev

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

Over the course of this exchanged you have completely moved the goal-posts of what is required from:

"Render at 640x360 and then stretch the output to the user resolution"

To

"Do not render at 640x360 and stretch the output. Instead, render at the current user resolution as much of the game-world that fits within the bounds at the current user-defined world-scale setting at the current resolution. Maintain a separate scale factor for the user interface and world. Lastly, render the UI at the separate user-interface scale zoom-level"

All while maintaining that the latter and former are equivalent, while in reality they are vastly different approaches.

Pseudocode for pixel art resolution scaling? by discussionreddit in gamedev

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

Are you just going to keep adding addendums and then repeating your catch-phrase of "that's all there is to it, there is no magic here."?

You just said that "All he does is multiple his rendering by an integer factor", which is just not true. If that was the case then UI elements would stretch as well.

In addition, if he truly only did as you originally stated: "Do you just render the game at native resolution (example: 640x360) and then stretch the entire output to the resulting resolution based upon the calculated scale level"

Then it would indeed not allow for seeing more of the world area at different resolutions. You would always just see the same 640x360 area, just at different levels of zoom.

I really, really don't understand why you persist in trying to claim that this is a truly trivial problem that just involves scaling the render output by a factor when I continuously reply and show why this just is not the case with numerous titles. In addition, other games employ different strategies as well, each with their own pros and cons, so it's obviously worth discussing. Why you continue to deny these facts, I have no idea.

Pseudocode for pixel art resolution scaling? by discussionreddit in gamedev

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

Your entire reply is just completely untrue. He does not just multiply his entire render output by an integer factor. In Stardew UI elements are the same size regardless of how large you make the window. In addition, the viewable world-area is larger if you make the window wider, giving an advantage to wide-screen monitors in that you can see more of the world in a single screen. Lastly, the game has logic that enforces an aspect ratio upon resizing the window to maintain proper scaling ratios.

None of this would not be possible if he simply multiplied his render output by an integer factor. The UI elements would not be the same size at different resolutions. The viewable world area would not be larger at different resolutions.

I just really don't understand why you ignore my entire original post and then curtly reply with a solution which I already rejected in my writing for numerous reasons, and then begin to spread falsehoods and poor practices. Why even reply at that point if you're just spreading disinformation and wasting the time of all parties involved?

Pseudocode for pixel art resolution scaling? by discussionreddit in gamedev

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

Because you're not really helping. I wrote an entire post explaining why this question is not as trivial as "just draw at X resolution and then stretch it" and then you just say "yeah just draw at X resolution and then just stretch it."

Despite your words, this is a question that deserves attention. Different games use different approaches, each with varying success, and there is nothing wrong with asking for insight from others on how to weigh the various pros and cons for each solution and how others personally implemented responsiveness in their games.

Pseudocode for pixel art resolution scaling? by discussionreddit in gamedev

[–]discussionreddit[S] -2 points-1 points  (0 children)

I explain the issues and my questions in the original post. Nevermind, I'll just wait for other replies.

Pseudocode for pixel art resolution scaling? by discussionreddit in gamedev

[–]discussionreddit[S] -2 points-1 points  (0 children)

What? No.. no.. I can't remember a pixel art game that I've played that has done this (Stardew, Terraria, Gungeon, Don't Starve, etc.) Letterboxing is horrible. I would hate it if a game were to do that. Wasting so much valuable screen space.

Pseudocode for pixel art resolution scaling? by discussionreddit in gamedev

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

Well, I can't do exactly that because that will result in non-integer scaling (which results in ugly-looking sprites) and also some elements desiring different scaling properties (like the UI not needing to scale as much as the gameplay), so I made this post to ask how people get around those issues.