I'd expect Israel to see the decline at 2024. For Russia I'd expect it to be at 2022. By 2025 these countries probably didn't see a decline simply because they started from a low baseline.
I also didn’t mind the two extra buttons, and was a little sad when they went away, because they were largely replaced by the joystick buttons, which I think are hard to use properly.
Weren't the black and white buttons replaced by triggers? The joystick buttons already existed in the first XBox.
The original PS1 controller didn’t have joysticks, and when it did, the position sucked for larger hands. I have always preferred the XBox layout.
Right. I meant the second PS1 controller, not the original one. The design changed over the years, but the general specs stayed as the baseline of controllers.
The XBox layout with its six face buttons did not stick, and the XBox 360 conformed with Sony's design of four face buttons and two triggers. Which makes more sense for shooters (since you have more buttons while keeping your thumb on the right thumbstick)
The entire industry has agreed on a de-facto standard for controllers, which is pretty much the PS1 controller:
- Two clickable thumbsticks
- Four face buttons
- D-pad
- Four triggers
- Two menu buttons
- The only thing the PS1 didn't have (but games can't use it, so maybe it doesn't count?) - a button for showing the platform's menu
You can add things on top of that (trackpads, gyros, making some of these digital buttons analog), but if you don't have that - your controller won't work for games that expect these inputs to be available.
If I had to put a date on when this became the established standard, I'd say 2005 or 2006 - the years when the XBox 360 and the PS3 were released, since both consoles had these capabilities (Nintendo kept doing its own thing, and only supported this standard starting with the Wii U). So when the Steam controller was released in 2015 - this standard was already established, controllers for PC made sure to support it - and even PC games stuck to it.
This is why I think the Steam Controller failed - you had to map it. You couldn't use it like you would a standard controller even if the game was made for standard controllers.
Just how docile are your cats? If I'd take my cats to the bus without a container I'd have to run back and forth trying to fish them from the overhead storage racks when I reach my stop.
I tried releasing them in my car once, and they managed to squeeze under the driver and passenger seats. At least that was an environment fully under my control.
The hate being picked up in general, even if there is no threat of vet, so they'll struggle to get out of my arms and if they succeed - I've lost the element of surprise.
Also - I have two cats, and if I need to take both to vet then even if I manage to place one in a carrier he'll alert the other that something is wrong.
The problem is getting a hold of them in the first place. They just bolt from one hiding place to another, and I say "hiding place" but they're not as much "hidden" as "hard to reach when you are a human-sized human". The only reason I eventually manage to catch them is that ambush predators get tired quicker than persistence predators.
Persistence predation is the only way I can manage to take my cats to the vet.
Order of magnitude better. Three orders of magnitudes better once you also fix the misuse of percentages.
No matter where you click, it'll open some pop-unders for the first few clicks.
Plot twist - the one calling out your anime pfp has a furry pfp
People died in concentration camps too - they are still distinct from death camps. There may be death camps in the near future, but there aren't yet.
Concentration camps are bad enough as is, and calling facilities like Alligator Alcatraz concentration camps has the advantage that it's the truth - they check all the boxes in the concentration camp definition checklist. If you make stuff up for dramatic effect your argument is no longer factually correct - which means it can be disputed using facts.
If neither driver is going for ice cream, it makes little sense to make ice cream the sole topic to base your voting (or non-voting) decision on.
I mean, clapping between words (syllables in this case, but who cares) automatically makes your claims the indisputable truth. Anyone with some internet experience can tell you that.
Is voting for continuing to drive on the road harm reduction? It'd keep the bus from getting ice cream until people vote to drive off the cliff out of boredom.
Reading the article to see what ridiculous name he's going to give it.
"The America Party"?
TBH, pretty tame in Musk standards. At least it's pronounceable.
Why wouldn't they be? It's not like they're getting royalties from these journals...
I don't think this statistic should be that alarming. One of the main roles of the jail is to be the place where suspects are held pretrial. If convicts were taken to prison directly from the courthouse immediately after conviction, and if short term sentences were served in prison rather than jail, the percentage of unconvinced people in jail would have risen to 100% - and note that these are two technical changes that don't worsen the incarceration problem.
And there is a problem. I'm not saying there isn't. I'm just saying this number is not a good indicator of it.
This is not a driver. The README itself says:
Piper is merely a graphical frontend to the ratbagd DBus daemon
ratbagd itself, BTW, is also not a driver.
The unofficial open source license is called logiops, and according to the Debian site most of its builds are also under 2MB (and the two builds that aren't are only slightly bigger)
There is also RatSlap, which I can't find information on how big it is (and I'm not going to bother installing it just to find out)
So? He lived with his mom and had little contact with his dad, which means his stepdad filled the role of his father.

Looking for a value fine-tuning tool
I have this idea for a certain game development tool, but before I start another side project I want to check if something similar already exists.
An important part of game development is fine-tuning numeric values. You have some numbers that govern things like character motion, weapon impact, enemy AI, or any other game mechanic. For most of these there is no "correct" value that can be calculated (or even verified!) with some algorithm - you have to manually try different values and converge to something that "feels right".
The most naive way to fine-tune these numbers is to have them as hard-coded values, tweak them in code, and re-run the game every time you change them. This, of course, is a tedious process - especially if you have to go through long build times, game loading, and/or gameplay to reach a state where you can test these values (that last hurdle can often be skipped by programming in a special entry point, but that too can get tedious)
A better way would be to wr

Does it make sense to use a narrative scripting language for scripting the silent parts of world progression?
Narrative scripting languages like Yarn Spinner or Inkle were originally meant for writing dialogue, but I think they can also be used for scripting the world progression even when no dialogue or even narration is involved.
Example for something silent that can be scripted with a narrative scripting language:
- When the player pulls a lever...
- Move the camera to show a certain gate
- Open the gate
- Move the camera to show something interesting behind the gate
- Return the camera to the player
Even though no text nor voice are involved here, I think a narrative language will still fit better than a traditional scripting language because:
- Narrative languages describe everything in steps. Scripting languages will need to work a bit harder to generate steps the actual game engine can use.
- Narrative languages have visual editor that can help showing the flow of the level as nodes.
- The interface between a narrative language and the game engine tends to be seems to tend to b