It’s a mobile strategy game about sending your armies (ships) to fight your opponents over territory. A game typically lasts about a week. Each action (like sending a ship to a location) typically takes an hour or two to finish. The game lets you scroll time forward and backward to review what happened, or preview what will happen if nobody changes anything. You can schedule actions to happen at a certain time in the future (e.g. as soon as my ship arrives, send another ship).
It’s really neat because you can check in on it periodically throughout the day!
So here’s the thing that confuses me about your use of the word “deterministic”: even if you have balls phasing through collision objects, the game will still be deterministic in the sense that the same initial conditions for the ball will result in the same final location of the ball.
Ways that it can become non-deterministic are usually either intentional randomness, race conditions from multithreading, or using a variable time delta for your update cycle, such that the time delta is dependent on the operating system, physical device, etc.
As long as you aren’t doing any of those things, the game will still be “deterministic”.
Instead of doing only one “update” per frame, do multiple smaller updates per frame. This doesn’t completely solve the issue but it does decrease the threshold of how small an object can be before this becomes a problem.
Compute a region between the before and after locations, and detect if the collision object intersects that region. Then if there is an intersection you have to compute where the object would have intersected it, which is going to be a bit more complicated, depending on the shape of the bounding regions you are using.
Just ignore the problem. Many games have this bug, but design their game so it only becomes noticeable in rare edge cases.
I’m not sure what you mean about decimal point handling - that’s always going on (unless you are trying to work with purely integer variable? Even then, there’s rounding involved whenever you need to divide…)
I’m also not sure what you mean by the engine becoming “nondeterministic”.
Wdym “quarks centralize mass to one point” they are beholden to the probability clouds of quantum mechanics just as much as any other subatomic particle
You don’t need to know the details of the CPU architecture and pipeline, just the instruction set.
Memory addressing is barely abstracted in C, and indexing in some form of list is common in most programming languages, so I don’t think that’s too hard to learn.
You might need to learn the details of the OS. That would get more complicated.
A quick search on EBay shows some results for $100. That’s also relying on the console to be in decent shape besides being heavily used, and you have to deal with getting a video adapter, which is like $20 for a cheap one or $100 for one with fancy features that makes it look nicer.
$250 for a brand new product supporting modern features like HDMI, USB, and Bluetooth sounds reasonable. It’s got a built-in video filter system like the fancier adapters, and if it’s anything like their previous products, it will have support for mimicking other consoles of similar compute power (the original PlayStation 1 potentially?) I checked and their website says it won’t support this feature. However, it does mention it has support for the Expansion Pack, which is another ~$70 although it’s only needed for a handful of games.
Their previous products have sold quite well, so there’s that.
This covers only brute force attacks, meaning you try every different combination. Shor’s Algorithm exploits patterns in RSA keys and is much, much more efficient than brute force.
There actually is an algorithm (Grover’s search algorithm) that can speed up brute force search. However, this speedup is only quadratic, so brute forcing something like a 256 bit key is still infeasible. The discrepancy is quantum information doesn’t flow the same way that classical information does. A related concept is the idea of reversible classical computing: this derivation relies on the assumption that you change set a bit, thereby erasing the information of what that bit was before. If your operation doesn’t erase that information (e.g. if it’s specifically a bit flip, you know what the original bit was, it’s the opposite), then this argument about the minimum required energy falls apart. Most operations in a quantum computer are inherently reversible.
There are no masked people hunting people on the streets and putting them into vans without plates. Videos about that happening almost every day, especially so in last week are all fakes and Russian propaganda (even when Ukrainian sources write about it).
The source you linked doesn’t support your claims at all.
Some people got arrested relating to not following the law relating to the draft. Yes, that’s terrifying. It’s still not even remotely close to what you are claiming.
Thanks for sharing a video to emulate the effect of really bad internet connection. Reminds me of the good times when images take a whole minute to finish loading!
Nintendo is well-known for using emulation in its own products, such as “Virtual Console” releases and the “NES/SNES Classic”. They just don’t like people playing their games in ways they didn’t decide on.
TLDR from the actual interview with her: