• 0 Posts
  • 142 Comments
Joined 1 year ago
cake
Cake day: July 22nd, 2023

help-circle









  • A few things to note here. It is comparing deuteranomaly to protanopia. The first is anomalous trichromacy, the latter dichromacy - meaning the first type has all three cone types but one is malfunctioning, the latter is completely missing a (different) cone type. So this is not really a good comparison.

    Second, as far as I know, no good anomalous trichromacy simulations exist. They all work by (usually linearly) interpolating between normal vision and dichromacy, but this is not supported by empirical evidence.

    Third, this does not seem to take into account the lightness differences caused by missing cones.

    Finally, while there are multiple types of “total colourblindness”, most if not all suffer from severe acuity problems as well, and usually many other vision problems. The final picture is very unrealistic.

    Source: several years of an amateur’s interest in the topic.









  • I started playing through the series a few years ago, having never played them before (I finished Origins a while ago and am now on a break).

    AC2 is quite playable still - in fact all of them are. But there are some things that I would’ve liked to know beforehand.

    The keyboard and mouse controls are bad. Unity is the worst here: I’d try to run from an enemy and suddenly the character would decide to jump onto a fountain and run around on top of it. AC2 has less of this, but the parkour can feel clunky.

    There are too many collectibles, and they all get icons on the map. It’s hard to ignore these, but in trying to collect everything I started to resent the games. To a lesser extent, the same is true for trying to get perfect scores on missions, or doing all side content. The problem is that some of the side content is actually good, but some is just filler and you can’t really know in advance.

    Something that bothered me a lot: often you’d get a new mechanic thrown at you looong before the main story introduced that mechanic.

    Overall my advice is to play the game - and others in the series - by picking and choosing what you want to do, not by trying to do or see everything.


  • I think of std::any as a void* that retains type info.

    A typical use case for void* is user data in callback functions. If you’re writing a library that offers callbacks to client code, you may want to provide a way for the user to pass along their own data when registering a callback. Then when calling it, you return that data unmodified*. The library doesn’t know nor care what this user data is. Since the days of K&R C, this has been done with void*.

    But void* erases the type. The library may not care about the type, but the client code does. The only way to get the original type from a void* is an unsafe cast. std::any mitigate this.

    *edit: unmodified, not modified!