seukari@lemmy.worldtoNews@lemmy.world•Alabama calls nitrogen execution method 'painless' and 'humane,' but critics raise doubts
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8 months agoAt least it was painless /s
I do agree the death penalty should be abolished, by the way
At least it was painless /s
I do agree the death penalty should be abolished, by the way
There’s a great Jacob Geller video about how methods of execution have evolved and why they’ve evolved.
I wouldn’t do it justice but it points out how every time we make a ‘more humane’ way of killing it often just reduces the person’s ability to show suffering, rather than reducing the suffering itself. In many cases the suffering is increased as we say the method is less barbaric; a firing squad has the highest success rate and likely the fastest death.
I can’t recommend this enough https://www.youtube.com/watch?v=eirR4FHY2YY Piped bot do your thing
I’m not very familiar with TotK and I’m not sure how familiar you are with game development, but just in case you’re not very:
When making something like a shadow puzzle it is very unlikely they’re actually checking shadow conditions, and if they are it’s probably very sparse/only a couple of pixels.
For instance, if you know the position of the light source, the position of the shadow catcher and the position of the shadow receiver you could approximate the shadow casting with much simpler geometry. If Link is just treated as a box then you only need to check where each corner would cast a shadow and see if that overlaps the area you care about.
When done correctly the player would think it’s link’s shadow that’s being tested but in reality it’s nothing to do with the shadow, it’s just a much simpler estimation of a shadow that works well enough to trick players.
Game development is all smoke and mirrors. Tell the players one thing such as “This NPC is always at this location” then unload them when the player isn’t looking. It’s all sweet lies and I love it.