We're live with @gaw's stream of the very strange The MISSING. Come hang out for what looks to be a very unsettling game while we talk about game design and censorship.
ยฟEl internet humano muere?, interesante cuestiรณn que las hermosas personas de @sursiendo proponen en este articulo, siguiendo con este y otros que irรฉ recolectando, crearรฉ una ensayo acerca de "Las alternativas libres son el futuro".
Artรญculo: sursiendo.org/2025/11/no-estabโฆ
#foss #web #ia #internet #ensayo
No estaba muertoโฆ estaba federando | Sursiendo
Sobre la Teorรญa de Internet muerto y la idea de encontrarnos de otras formas en el mundo digitalโฆsursiendo (Sursiendo)
#Plushtodon has finally arrived! They are soo adorable and cute!!!
Totally friend-shaped. Already made themselves at home, too! 
Black-spotted Cuscus Spilocuscus rufoniger
The black-spotted cuscus Spilocuscus rufoniger is one of the most striking and rare marsupials in the world. Known for their soft fur with irregular black spots on a reddish or cream background, thโฆPalm Oil Detectives
It really isn't. Read ingredients of the product, when there is palm oil, don't buy it.
EU lawmakers back cutting red tape under EU anti-deforestation law
The controversial law was supposed to come into force in December last year but the latest proposal would see its implementation delayed for a second time to late 2026.Euronews.com
Maned Three-toed Sloth Bradypus torquatus
The Maned Three-toed Sloth live in the Atlantic coastal forests of eastern Brazil. They thrive in areas with high rainfall and no dry season. Remarkably, their reproductive habits are synced with nโฆPalm Oil Detectives
Try Sausage, the word game that runs in a terminal.
Play With Words in Linux Terminal With With Bookworm Style Game
Remember the classic Bookworm game? You can have similar fun in the terminal with Sausage.Abhishek Prakash (It's FOSS)
Partschins 11/2025
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#travel #vinschgau #partschins #sรผdtirol #italy #pentaxmx #kodak200 #analog #filmphotography #ishootfilm #filmisnotdead #35mm
My brother writes music for table top RPGs that you can use/buy. The music is great but these games are not my area so I'm putting this out here to please share his post or follow if ye know anyone who might be interested.
Hi, Iโm the Arcane Composer. Iโm a classically-trained composer who makes music for and inspired by TTRPGs, in particular the D&D gothic horror adventure Curse of Strahd. My main influences are traditional film scores and game scores, and my music is atmospheric and lyrical.
If you think my work sounds interesting, Iโve recently set up a Patreon, and Iโd love your support. patreon.com/c/TheArcaneComposeโฆ
#music #TTRPG #soundtrack #DnD #DungeonsAndDragons #CurseOfStrahd #gothic #horror re-#introduction
Good luck pitching a lunch outing in a work chat with 50+ people.๐ค
Threads keep the discussion focused and contained, and easy to find in your chat list.
Read about Threads and other #Nextcloud Talk features that keep your work chat quiet: nextcloud.com/blog/the-quiet-wโฆ
The quiet work chat app with Nextcloud Talk - Nextcloud
Does your work chat app wear you down? Discover how Nextcloud Talkโs new features keep group conversations quieter and more focused.Mikhail Korotaev (Nextcloud)
En "Zona de sacrificio digital: quรฉ implica un datacenter de IA" se examina el caso del centro de datos que OpenAI planea instalar en la Patagonia, megaproyecto presentado como sรญmbolo de desarrollo tecnolรณgico, pero implica un alto costo ambiental: consumo masivo de agua y energรญa, contaminaciรณn tรฉrmica y desplazamiento de comunidades.
Las โzonas de sacrificio digitalโ muestran cรณmo el extractivismo adopta nuevas formas bajo la etiqueta de #IA
#info
ladobnews.com.ar/p/zona-de-sacโฆ
Zona de sacrificio digital: quรฉ implica un datacenter de IA
El anuncio de OpenAI en La PatagoniaIrina Sternik (LadoBnews - Por Irina Sternik)


Lynnesbian
in reply to Lynnesbian • • •Sensitive content
on the first day of every simulated month, the game freezes for several seconds as the poor beleaguered AMD ryzen Z1 extreme calculates trade routes, diplomatic agreements, declarations of war, treaties, spy movements, economic downturns, et cetera.
europa universalis was originally a board game. paradox's first game in the series, titled -- and you're not gonna believe this -- europa universalis, went far beyond what the board game could achieve by making the simulation vastly more complex and adding dozens (idk how many, again, i haven't played it) of computer-controlled opponents.
with each sequel, the games got more complicated, and EU5 simulates such a dizzying array of factors that i'm frankly shocked that it runs somewhat acceptably on a handheld computer.
even more impressively, the AI manages to put up some resistance. i've been told that the AI "sucks" and "is shit at the game", but the person who told me that has played EU4 for nearly seven thousand hours. so. there is a distinct possibility that they're just really good at the game.
Europa Universalis
BoardGameGeekLynnesbian
in reply to Lynnesbian • • •Sensitive content
paradox games gave an incredible presentation (slides available as a PDF) at a conference two years ago where they talked about how their engine has evolved over time. they showed that previous games would spend โฅ80% of their time waiting on The Gigathread to simulate almost everything, and how each further game added more explicit parallelism. they would realise "oh, the spy calculations don't need to read or write the economy data, so they can run in parallel".
all of this information was stored exclusively in the minds of the dev team. new devs would spend a few months learning by trial and error while a senior dev told them what would and wouldn't work.
some of paradox's new games tried different approaches. victoria 3 (2022) did something different to crusader kings 3 (2020). eventually, through experimenting by building entire goddamn video games, paradox discovered their strategy for the future of multithreading, described on page 68 and onwards of the PDF: what if each task -- the spy checks, the goods market, the diplomacy -- knew which resources it needed, and whether it would need read or write access to those resources? that way, rather than the developers adding ad-hoc parallel tasks here and there, the game engine itself could automatically discover which tasks could be run in parallel!
the presentation ends there. two years later, EU5 has been released. a developer claims the game scales evenly up to at least 32 cores (!). this is a feat of engineering. games released only a few years ago could scale up to only six or eight cores before benefits diminished drastically.
- YouTube
www.youtube.comLynnesbian
in reply to Lynnesbian • • •now, i'm not that interested in europa universalis V as a game. it doesn't really appeal to me. that's not to say it's bad (it's very very good), just that it's not for me.
i'm interested in europa universalis V as a program. i NEED to know how they pulled this off. i NEED to watch a two hour talk about this. what they've done is a borderline miracle and i need to know the details.
so if anyone at paradox is reading this: PLEASE give another presentation about multithreading in paradox games!!! or at least make a dev diary post about it!
Lynnesbian
in reply to Lynnesbian • • •we don't know for certain that the "every task knows its requirements" approach is how they did it, but i mean... i'm almost certain that's what they've done.
but i need to know for certain. and i need to know how. and how long it took. and what the challenges where. etc etc
Lynnesbian
in reply to Lynnesbian • • •your Intelยฎ Coreโข i5-12600 when Europa Universalis 5 asks the NT kernel to push eight thousand transparently compressed text files through windows defender so it can parse them in serial
#eu5
vae
in reply to Lynnesbian • • •Lynnesbian
in reply to vae • • •@vae you're right, bevy does do that, however, you have to write your game using the ECS paradigm. EU5 builds on literal decades of clausewitz engine games -- not just EU4, but CK3 and vicky 3 and HoI4 etc etc.
using ECS would mean a complete rewrite, throwing almost everything out the window. given how long it took them to make EU5 (and how many issues it's had on launch...), i don't think something like that was ever in the cards.
besides, it'd likely mean throwing out (or at the very least entirely redesigning) their paradox scripting language. this would be bad for the same reason that bethesda moving away from their janky modding setup to unreal engine 5 would be bad
software architectural pattern used in video game development, with entities composed from components of data, and with systems which operate on entities' components
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