07 Mar 2021

Closing tabs

History / Edit / PDF / EPUB / BIB / 1 min read (~162 words)
browser tabs

  • Want to read but
    • Too long -> Transfer to pocket
  • Want to watch but
    • Too long -> Add to a youtube watchlist (which I'll never watch)
  • I need them open to quickly enter data
  • I want to watch them again and again
    • Download with youtube-dl and watch using VLC
  • Would maybe read one day, but definitely not now (very low priority)
    • Transfer to pocket

  • If a tab is scanned more than 5/10 times, it goes into the backlog bin
08 Aug 2020

Decision log

History / Edit / PDF / EPUB / BIB / 1 min read (~116 words)
  • Do you understand what is at stake?
  • Do you know what already exists?
  • Can you take an informed decision?
  • What did you consider during your decision?
  • What are your unknowns (things you'd need to know before your can make a decision)?
  • Do you have experience with the problem which needs a decision?

  • Indicate who has the most expertise to make the decision

  • You should be allowed to cast a vote if the decision will impact you. If it doesn't (i.e., you're not a stakeholder), your vote will not be counted towards any option
29 Dec 2018

Factorio

History / Edit / PDF / EPUB / BIB / 1 min read (~143 words)
games

An initial seed is computed and stored in the game save file
Based on this seed, the world is pseudo randomly computed, using a certain chunk/block/tile size (e.g., 32x32, 128x128)
The world map is only generated on-demand, that is, as far as the player can see
When a new chunk is discovered, its blocks are computed and persisted in the save file
If there are no active components in a chunk that is not visible, the game will obviously not render it, it will only simulate it (position, item, velocity, etc)
Certain thing, for instance alien types and alien base size, may only be computed once they are observed. At first, maybe only a location anchor will exist to indicate where they should spawn, but the rest will be generated only when needed.

29 Dec 2018

Diablo

History / Edit / PDF / EPUB / BIB / 1 min read (~150 words)
games

A table of probabilities is built
The ratio 1/drop chance is used to compute a total drop chance
A number is generated in the range 0-total drop chance
A table lookup is done to find the associated item
Item properties are randomly rolled
Different table lookup may be built depending on the difficulty setting as well as the current act
The rarity of an enemy pack may either change the random generator distribution or some other mean to modify the probability of higher quality items from dropping
The pseudo random number generator is initialized each game and does not depend on the current time (to avoid issue with reading some timer which may have the same value over many iterations or may be slow to read)
When an enemy is killed, we want to determine how many items will drop

29 Dec 2018

League of legends

History / Edit / PDF / EPUB / BIB / 1 min read (~86 words)
games

Client/server
Per region servers
Login/authentication server
Lobby server
Store server

  • buy champion/runes
    Transfer player from lobby to game server
  • champion selection
  • spectators
    Per game server
  • Coordinates all 10 players within the game
  • controls game events dragon/baron/npc/player gold
  • compute damage
  • end game lobby
    Game client
  • Display animations
  • play game state according to server