I watch things from unknown-to-me creators in a private window, then copy the URL over to logged in window if it's any good. Same idea, might be an easier workflow.
Absurd that we have these sorts of workarounds, but of course the view numbers are better if it keeps fishing for just the right kind of clickbait trash that you'll wolf it down endlessly.
When I was a kid, we'd host the pics we want to post on forums on geocities and rename the file extensions to .txt to get past its "no hotlinking images" policy. So it's not like much has changed.
There are a lot of barriers between kids and better solutions, one of which is that anything needs a domain and a server, and that means a credit card.
Modern AAA games take tons of people because of ballooning scope and graphical fidelity expectations. Games like Super Mario World have went from highly technical team efforts to something a person with no training can accomplish solo. (However, 3D tools have lagged behind dramatically. Solo dev Mario 64 is possible but needs way more specialized knowledge.)
My favorite maze algorithm is a variant of the growing tree algorithm - each time you carve a cell, add it to a random one of N lists. When choosing a cell to visit, pop the last cell off the first non-empty list. It's considerably faster than the standard tree algorithm, but more importantly, changing N has a dramatic impact on the texture of the maze (compare 1 2 4 8 etc on a decently large maze).
Generally yes, but we're still working on it all these years later! This article by Chris Brejon offers a very in-depth look into the differences brought about by different display transforms: https://chrisbrejon.com/articles/ocio-display-transforms-and...
The "best" right now, in my opinion, is AgX, which at this point has various "flavours" that operate slightly differently. You can find a nice comparison of OCIO configs here: https://liamcollod.xyz/picture-lab-lxm/CAlc-D8T-dragon
People are working on recovering PBR properties, rigging, and editing. I think those are all solveable over time. I wouldn't start a big project with it today, but maybe in a couple years.
If you want a real cursed problem for Gaussian splats though: global illumination. People have decomposed splat models into separate global and PBR colors, but I have no clue how you'd figure out where that global illumination came from, let alone recompute it for a new lighting situation.
Also, since it's slightly hidden in a comment underneath the abstract and easy to miss, here's the link to the paper's project page: https://stopaimme.github.io/GI-GS-site/
> The kernel is still adding support for some 32-bit boards, he said, but at least ten new 64-bit boards gain support for each 32-bit one.
And
> To summarize, he said, the kernel will have to retain support for armv7 systems for at least another ten years. Boards are still being produced with these CPUs, so even ten years may be optimistic for removal. Everything else, he said, will probably fade away sooner than that.
Punctuation characters tend to be pretty consistent; there's a few lineages of roguelikes that copy them from each other, and only a handful of things a given mark can mean. ! means potion
Letters are almost always monsters, but which monsters are in which game is anyone's guess.
Absurd that we have these sorts of workarounds, but of course the view numbers are better if it keeps fishing for just the right kind of clickbait trash that you'll wolf it down endlessly.