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@ -229,7 +229,7 @@ OK, back to the mainstream now. Nowadays as a [FOSS](foss.md) user you will most
- 3D rendering (and also modeling) works with the concept of a **[scene](scene.md)** in which a number of models reside, as well as a virtual camera (or multiple ones), lights and other objects. These objects have **transformations** (normally translation, rotation and scale, represented by [matrices](matrix.md)) and may form a hierarchy, so called [scene graph](scene_graph.md) (some objects may be parents of other objects, meaning the child transformations are relative to parents) etc.
- A 3D renderer will draw the triangles the model consists of by applying **[shading](shading.md)** to determine color of each [pixel](pixel.md) of the [rasterized](rasterization.md) triangle. Shading takes into account besides others texture(s) of the model, its material properties and light falling on the model (in which the model normals play a big role). Shading can be modified by creating **[shaders](shader.md)** (if you don't create custom shaders, some default one will be used).
- Briefly learn about other concepts such as low/high poly modeling and basic **3D formats** such as [OBJ](obj.md) and [COLLADA](collada.md) (which features they support etc.), possible other models representations ([voxels](voxel.md), [point clouds](point_cloud.md), ...) etc.
2. **Manually create a few extremely simple [low-poly](low_poly.md) untextured models**, e.g. that of a simple house, laptop, hammer, bottle etc. Keep the vertex and triangle count very low (under 100), make the model by MANUALLY creating every vertex and triangle and focus only on learning this low level geometry manipulation well (how to create a vertex, how to split an edge, how to rotate a triangle, ...), making the model conform to good practice and get familiar with tools you're using, i.e. learn the key binds, locking movement direction to principal axes, learn manipulating your 3D view, setting up the free/side/front/top view with reference images etc. Make the model nice! I.e. make it have correctly facing triangles (turn [backface culling](backface_culling.md) on to check this), avoid intersecting triangles, unnecessary triangles and vertices, remove all duplicate vertices (don't have multiple vertices with the same position), connect all that should be connected, avoid badly shaped triangles (e.g. extremely acute/long ones) etc. Also learn about normals and make them nice! I.e. try automatic normal generation (fiddle e.g. with angle thresholds for sharp/smooth edges), see how they affect the model look, try manually marking some edges sharp, try out smoothing groups etc. Save your final models in OBJ format (one of the simplest and most common formats supporting all you need at this stage). All this will be a lot to learn, that's why you must not try to create a complex model at this stage. You can keep yourself "motivated" e.g. by aiming for creating a low-poly model collection you can share at opengameart or somewhere :)
2. **Manually create a few extremely simple [low-poly](low_poly.md) untextured models**, e.g. that of a simple house, laptop, hammer, bottle etc. Keep the vertex and triangle count very low (under 100), make the model by MANUALLY creating every vertex and triangle and focus only on learning this low level geometry manipulation well (how to create a vertex, how to split an edge, how to rotate a triangle, ...), making the model conform to good practice and get familiar with tools you're using, i.e. learn the key binds, locking movement direction to principal axes, learn manipulating your 3D view, setting up the free/side/front/top view with reference images etc. Make the model nice! I.e. make it have correctly facing triangles (turn [backface culling](backface_culling.md) on to check this), avoid intersecting triangles, unnecessary triangles and vertices, remove all duplicate vertices (don't have multiple vertices with the same position), connect all that should be connected, avoid badly shaped triangles (e.g. extremely acute/long ones) etc. Keep the triangle count as low as possible, remember, **there always has to be a very good reason to add a triangle** -- there must be no triangle at all whose purpose is not justified, i.e. which is not absolutely necessary to achieve something about the model's look. If you can take the triangle away and still make the model look more or less the same, the triangle must be taken away. Also learn about normals and make them nice! I.e. try automatic normal generation (fiddle e.g. with angle thresholds for sharp/smooth edges), see how they affect the model look, try manually marking some edges sharp, try out smoothing groups etc. Save your final models in OBJ format (one of the simplest and most common formats supporting all you need at this stage). All this will be a lot to learn, that's why you must not try to create a complex model at this stage. You can keep yourself "motivated" e.g. by aiming for creating a low-poly model collection you can share at opengameart or somewhere :)
3. **Learn texturing** -- just take the models you have and try to put a simple texture on them by drawing a simple image, then unwrapping the UV coordinates and MANUALLY editing the UV map to fit on the model. Again the goal is to get familiar with the tools and concepts now; experiment with helpers such as unwrapping by "projecting from 3D view", using "smart" UV unwrap etc. Make the UV map nice! Just as model geometry, UV maps also have good practice -- e.g. you should utilize as many texture pixels as possible (otherwise you're wasting space in the image), watch out for [color bleeding](color_bleeding.md), the mapping should have kind of "uniform pixel density" (or possibly increased density on triangles where more details is supposed to be), some pixels of the texture may be mapped to multiple triangles if possible (to efficiently utilize them) etc. Only make a simple diffuse texture (don't do [PBR](pbr.md), material textures etc., that's too advanced now). Try out texture painting and manual texture creation in a 2D image program, get familiar with both.
4. **Learn modifiers and advanced tools**. Modifiers help you e.g. with the creation of symmetric models: you only model one side and the other one gets mirrored. Subdivide modifier will automatically create a higher poly version of your model (but you need to help it by telling it which sides are sharp etc.). [Boolean](bool.md) operations allow you to apply set operations like unification or subtraction of shapes (but usually create a messy geometry you have to repair!). There are many tools, experiment and learn about their pros and cons, try to incorporate them to your modeling.
5. **Learn retopology and possibly sculpting**. Topology is an extremely important concept -- it says what the structure of triangles/polygons is, how they are distributed, how they are connected, which curves their edges follow etc. Good topology has certain rules (e.g. ideally only being composed of quads, being denser where the shape has more detail and sparser where it's flat, having edges so that animation won't deform the model badly etc.). Topology is important for efficiency (you utilize your polygon budget well), texturing and especially animation (nice deformation of the model). Creating more complex models is almost always done in the following two steps:

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@ -280,6 +280,7 @@ Here is a list of some acronyms:
- **[PS](ps.md)** ([Photoshop](photoshop.md), [Postscript](postscript.md), [PlayStation](playstation.md))
- **[PS2](ps2.md)** (personal system 2)
- **[PTHC](pthc.md)** (preteen hardcore)
- **[QED](qed.md)** (quod erat demonstrandum)
- **[QOS](qos.md)** (quality of service)
- **[RAID](raid.md)** (redundant array of inexpensive discs)
- **[RAM](ram.md)** (random access [memory](memory.md))

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@ -198,7 +198,11 @@ Bear in mind the main purpose of this quiz is for you to test your understanding
94. Given continuous differentiable function *f(x)*, derive the formula for computing the length of the curve of the function graph on interval *[x1,x2]*. No need to provide 100% formal proofs, you can use intuition as long as you get the correct formula and show it works on a few examples. For example the length of the graph of function *f(x) = x* on interval *[0,1]* will be *sqrt(2)* (holds from Pythagorean theorem). Compute the length of curve of the graph of *f(x) = sin(x)* on interval *[0,2 * pi]*.
95. Give correct answers to at least three of the following. Full name of an influential software engineering essay that's shortened as *catb*. Name of the creator and BDFL of the Perl language. First name (by which he was known) of a famous suckless and cat-v member who commited suicide in 2012. Name of [esolang](esolang.md) made in 1972 that's considered to be the first esolang ever. First name that was shared by the two most famous members of the [Doom](doom.md) development team, the engine programmer and level designer.
96. Write a function in C, in 100 characters or fewer, that counts the number of 1 bits in a number of `unsigned int` type.
97. Did you enjoy this quiz?
97. You're programming a "pseudo 3D" game that shows a 3D view from the player's perspective but really the player only has a position and facing direction in two dimensions, the level exists just in a 2D plane. Enemies also have a 2D position and facing direction, and they are rendered with 2D sprites, just like in [Doom](doom.md) or Wolfenstein 3D. Each enemy sprite has 4 versions, each for one of the four major viewing directions: front, back and two side views (left and right). Given player's position *PP*, normalized facing direction vector *PD*, enemy position *EP* and normalized enemy facing vector *ED*, how do you compute which of the four sprite versions to chose for the rendering? I.e. from the relative positions and rotations figure out which side of the enemy we're seeing.
98. What's the principle of [CPU](cpu.md) [cache](cache.md)? How exactly does it speed up programs? Under what conditions will the cache work well? I.e. how should a program ideally behave to make maximum use of the cache?
99. If you answer "yes" to this question, will you have lied?
100. Form a word by answering each following sentences with one letter. Binary number 1011 in hexadecimal. Base of natural logarithm. *x = min(max(0,t - 1),1)*, *y = 2 - t for 1 <= t <= 2 otherwise t mod 1*, *t* goes from 0 to 3. Number whose square is -1. `'U' - 'T' + 'R'`.
101. Did you enjoy this quiz?
### Answers
@ -233,7 +237,7 @@ Bear in mind the main purpose of this quiz is for you to test your understanding
29. *[recursion](recursion.md)*, *[compression](compression.md)*, *[nigger](nigger.md)*, *[censorship](censorship.md)*, *[faggot](faggot.md)*, *[network](network.md)*.
30. 1:5:27, 2:10:54, 3:16:21, 4:21:49, 5:27:16, 6:32:43, 7:38:10, 8:43:38, 9:49:05, 10:54:32, 12:00:00, you can compute it by making equations for position of the hour and minute hand depending on time, setting them equal and solving, i.e. you get something like *tm / (60 * 12) = (tm / 60) - (tm // 60)* (where *//* is integer division and *tm* is time in minutes); you will find the times are those when minute hand is at multiples of 60 / 11 minues (5:27), i.e. there are 11 such times around the circle and they are evenly spaced.
31. Shading is the process of computing surface color of 3D objects, typically depending on the object's material and done by GPU programs called [shaders](shader.md); shading involves for example applying textures, normal mapping and mainly lighting -- though it can make pixels lighter and darker, e.g. depending on surface normal, it only applies local models of light, i.e. doesn't compute true shadows cast by other objects. On the other hand computing shadows uses some method that works with the scene as a whole to compute true shadowing of objects by other objects.
32. We can't really talk about Turing completeness of plain neural networks, they cannot be Turing complete because they just transform fixed length input into fixed length output -- a Turing complete model of computation must be able to operate with arbitrarily large input and output. In theory we can replace any neural network with logic circuit or even just plain lookup table. Significance of neural networks doesn't lie in their computational power but rather in their efficiency, i.e. a relatively small and simple neural network may replace what would otherwise be an enormously large and complicated circuit.
32. Basic answer is that we can't really talk about Turing completeness of plain neural networks of this type, they cannot be Turing complete because they just transform fixed length input into fixed length output in a fixed number of steps -- a Turing complete model of computation must be able to operate with arbitrarily large input and output, it must be able to get stuck in an infinite loop etc. In theory we can replace any neural network with logic circuit or even just plain lookup table. Significance of neural networks doesn't lie in their computational power but rather in their efficiency, i.e. a relatively small and simple neural network may replace what would otherwise be an enormously large and complicated circuit.
33. two (or txq); The cipher offsets each letter by its position.
34. The number will be negative because the highest (leftmost) bit is 1; to convert a negative number to positive (and vice versa) in two's complement we flip all bits and add 1, i.e. 10000101 -> 01111010 + 1 -> 01111011 which is 123; the original value therefore represents -123.
35. *log2(n)*; Binary search works by splitting the data in half, then moving inside the half which contains the searched item, recursively splitting that one in half again and so on -- for this the algorithm will perform at worst as many steps as how many times we can divide the data in halves which is what base 2 logarithm tells us.
@ -299,7 +303,11 @@ sin(x) / cos(x) - log2(2) = tg(x) - 1*, so we get *tg(x) >= 1*. So that will hol
94. Considering an infinitely small non-zero interval *dx*, and the graph height increase over this interval *dy*, the distance increase (from Pythagorean theorem) on this interval will be *sqrt(dx^2 + dy^2)*. We can replace *dy* by *tan(alpha) * dx*. By definition tangent of the function's angle at a certain point is its derivative, so we can also replace *tan(alpha)* by derivative of the function, *f'(x)*. So we get length increase *sqrt(dx^2 + f'(x)^2 * dx^2) = sqrt(dx^2 * (1 + f'(x)^2)) = dx * sqrt(1 + f'(x)^2)*. Now to add infinitely many values over infinitely small intervals we use integrals, so to add all these small length increases we can write the final formula: *length(x1,x2) = Integral(x1,x2) sqrt(1 + f'(x)^2) dx*. Testing this on *f(x) = x* from 0 to 1 we get the expected *length(0,1) = Integral(0,1) sqrt(1 + 1^2) dx = sqrt(2)*. For *f(x) = sin(x)* from 0 to *2 * pi* we get *length(0,2 * pi) = Integral(0,2 * pi) sqrt(1 + cos^2(x)) dx ~= 7.64*, which seems about right (it's a bit more than 2 * pi).
95. [The Cathedral And The Bazaar](bazaar.md), Larry Wall, Uriel, INTERCAL, John (Carmack and Romero).
96. For example: `int c1(unsigned int x) { int r = x % 2; while (x) r += (x >>= 1) % 2; return r; }`.
97. yes
97. Firstly realize we don't need player's facing vector *PD* at all (if an enemy is showing us his back for example, no matter how we rotate ourselves we'll only ever be able to see his back). Instead we'll need a vector pointing from the player's position to the enemy position, let's say *V = normalize(EP - PP)*. Now let's observe our result will depend on the relatinship between *V* and *ED* -- for example if the vectors are the same (enemy is facing in the direction aligned with the direction from player to enemy), the player will see the enemy back. If the vectors are opposing, we'll see the enemy front. If the vectors are 90 degrees, we'll see either left or right side. So we just need to figure out what angle the vectors *V* and *ED* have between then, which we can easily do with [dot product](dot_product.md) that tells us the cosine of the angle -- so if we get dot product greater than *cos(45 degrees)*, we see the back, if we get value smaller than *cos(135 degrees)*, we see the front, otherwise we see the side. To distinguish between left and right side we may use for example [cross product](cross_product.md) to determine if one vector goes "left or right" from another vector.
98. Cache is a small memory placed between the CPU and main memory (RAM), it is a very fast type of memory, faster than the main memory, but it's also much smaller than main memory. The idea is that programs typically do a lot of work in some small region of main memory, they keep reading and writing the same (or nearby) memory cell(s) over and over and only after a while move somewhere else. So once the program starts a work in some memory area, the cache can load that area, let the program do its work very quickly in the cache, and then (when the program moves elsewhere) copy the results back from the cache to the memory. It's similar to downloading a file from the Internet to the disk, then editing the file locally and later on uploading it back. However the cache will be effective only if the assumption we made hold, i.e. if the program really mostly works in small areas of memory and makes minimum of long jumps, so if a program wants to fully utilize the cache, it should try to minimize these long jumps (for example by putting related data close to each other).
99. There is no correct answering with either "yes" or "no" (this is therefore the correct answer). The question can be reworded as: *Is "yes" the wrong answer to this question?*, which can be reworded as: *Is "no" the correct answer to this question?* If we try both possible answers -- "yes" and "no" -- we find neither works.
100. BENIS
101. yes
## Other

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@ -83,7 +83,7 @@ Furthermore many different ways of division and classifications are widely used
## Computer Games
Computer game is most commonly understood to be [software](software.md) whose main purpose is to be played and, in most cases interactively, entertain the [user](user.md); in a wider sense it may perhaps be anything we might call a game that happens to run on a computer (e.g. game theory games that serve research rather than entertainment etc.). Let us implicitly assume the former now. Sadly most such computer games are [proprietary](proprietary.md) and [toxic](toxic.md), as anything that's a subject of lucrative [business](business.md) under [capitalism](capitalism.md).
[Computer](computer.md) game is most commonly understood to be [software](software.md) whose main purpose is to be played and, nowadays in most cases interactively, entertain the [user](user.md); in a wider sense it may perhaps be anything we might call a game that happens to run on a computer (e.g. game theory games that serve research rather than entertainment etc.). Let us implicitly assume the former now. Sadly most such computer games are [proprietary](proprietary.md) and [toxic](toxic.md), as anything that's a subject of lucrative [business](business.md) under [capitalism](capitalism.md).
Among [suckless](kiss.md) software proponents there is a disagreement about whether games are legit software or just a [meme](meme.md) and harmful kind of entertainment. The proponents of the latter argue something along the lines that technology is there only to get real work done, that games are for losers, that they hurt MUH [PRODUCTIVITY](productivity_cult.md), are an unhealthy addiction, wasted time and effort etc. Those in support of games as legitimate software see them as a valid form of relaxation, a form of [art](art.md) that's pleasant both to make and enjoy as a finished piece, and also a way to advancing technology along the way (note we are NOT talking about consumerist games here; any consumerist art is bad). Developing games has historically led to improvements of other kinds of software, especially e.g. [3D rendering](3d_rendering.md), physics simulation and virtual reality. If games are done well, in a non-[capitalist](capitalism.md) way, then **we, [LRS](lrs.md), fully accept and support games as legitimate software**; of course as long as their purpose is to help all people, i.e. while we don't reject games as such, we reject most games the industry produces nowadays. We further argue that **in games it is acceptable to do what in real life is unethical** (even to characters controlled by other live players) and that this is in fact one of their greatest potential: to allow satisfying natural needs that were crucial in the jungle but became obsolete and harmful in advanced society, such as those for [competition](competition.md), violence, [fascism](fascism.md), [egoistic](egoism.md) behavior and others -- provided the player can tell the difference between a game and real life of course. As such, games help us build a [better society](less_retarded_society.md) in which people can satisfy even harmful needs without doing actual harm; in a game it is acceptable to torture people, roleplay as a [capitalist](capitalism.md) or even verbally bully other players in chat (who joined the server willingly knowing this is just a simulation, a roleplay), even though these things would be unacceptable to do in real life.

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@ -2,7 +2,7 @@
*"Everything that modern culture hates is good, and everything that modern culture loves is bad."* --fschmidt from [reactionary software](reactionary_software.md)
So called *modern* [software](software.md)/[hardware](hardware.md) and other *modern* [technology](technology.md) might as well be synonymous with [shitty](shit.md) [bloated](bloat.md) abusive technology. It's one of the most abused [buzzwords](buzzword.md) of today, relying (successfully) on the sheeple [shortcut thinking](shortcut_thinking.md) -- in a [capitalist](capitalism.md) [age](21st_century.md) when everything is getting progressively worse in terms of design, quality, ethicality, efficiency, etc., newer means worse, therefore modern (*newest*) means *the worst*. In other words *modern* is a term that stands for "as of yet best optimized for exploiting users". At [LRS](lrs.md) we see the term *modern* as **pejorative** -- for example whenever someone says "we work with modern technology", he is really saying "we are working with as of yet worst technology". Is it shit? Does it abuse you? Is useless? Doesn't matter, it's NEW!
So called *modern* [software](software.md)/[hardware](hardware.md) and other *modern* [technology](technology.md) might as well be synonymous with [shitty](shit.md) [bloated](bloat.md) abusive technology. It's one of the most abused [buzzwords](buzzword.md) of today, relying (successfully) on the sheeple [shortcut thinking](shortcut_thinking.md) -- in a [capitalist](capitalism.md) [age](21st_century.md) when everything is getting progressively worse in terms of design, quality, ethicality, efficiency, etc., newer means worse, therefore modern (*newest*) means *the worst*. In other words *modern* is a term that stands for "as of yet best optimized for exploiting users". At [LRS](lrs.md) we see the term *modern* as **pejorative** -- for example whenever someone says "we work with modern technology", he is really saying "we are working with as of yet worst technology". Is it shit? Does it abuse you? Is useless? Doesn't matter, it's NEW! Basically *modern* is a word that to a retard just communicates "buy it".
Modern technology is also opposed by [neoluddists](neoluddism.md), a kind of anti-technology movements whose roots go back to 19th century. The word *modern* was similarly addressed e.g. by [reactionary software](reactionary_software.md) -- it correctly identifies the word as being connected to a programming orthodoxy of [current times](21st_century.md), the one that's obsessed with creating bad technology and rejecting good technology. { I only found reactionary software after this article has been written. ~drummyfish }

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@ -3,26 +3,31 @@
Noise in general is an undesirable [signal](signal.md) that's mixed in with useful signal and which we usually try to filter out, even though it can also be useful, especially e.g. in [procedural generation](procgen.md). Typical example of noise is flickering or static in video and audio signals, but it can also take a form of e.g. random errors in transferred texts, irrelevant links in web search results or imperfections in measuring of economic data. In measurements we often talk about [signal to noise ratio](snr.md) (SNR) -- the ratio that tells us how much noise there is in our data. While in engineering and scientific measurements noise is almost always something that's burdening us (e.g. [cosmic microwave background](cmb.md), the noise left over from the [Big Bang](big_bang.md), may interfere with our radio communication), in some fields such as [computer graphics](graphics.md) (and other computer [art](art.md)) or [cryptography](cryptography.md) we sometimes try to purposefully generate artificial noise -- e.g. in [procedural generation](procgen.md) noise is used to generate naturally looking terrain, clouds, textures etc.
```
xxxx x x x x xx x xxx x x x
x xxx x x x xxxxxx x
x xxxx x xxxx x xxx xx xxx xx xxx
xxx xxx xx x xxx x
x x x xxx x xxx x x x xxx x
x xxx xx xxxxxx xxx x xx x xx x
xxxxx x x x x x x xxxx xxx x x
xxxx x x x xx xx xx x xx
x xxx xxx x x x xx xx xxx
xx xx xxx x x xxx xxxxx xxx x x
x x xx x xxxx x xx xxx x x x xx xx
xx xx xxx x x xx x xx xx xx
xx xx x x x x xxx xx x xx x
xxx xx xxxx x xx xx xxx x x x xx
xx x xxx x xxx xx x x x x
x x xx x x xxxxxx x x xxx
x xxx x x x x x x xx xxxxxxxx
x xx x x xx x xxxxxxxxx xxx xxx xx
x xxxx xxx x x x xxx xxxxx
xx x x x xxxxxx x xxx xxx
##### #### # ## #### # # # # ## ### # ## #
# #### ### # # ### # # ### ## # # ##
# ## ## ####### # ## # # ## ## # # ##
# # # ## ## # ### # # # # ## # ## #
# # ### # #### ## # ### # # ######
# ## # # ## ####### # # # # # # #
# # ## # ## ## # # # ### # # # ## #
# ## ##### ## # # # ## ##### ##### ## #####
# # #### # # # # ## # # ## #####
# ## # ## ## #### # ## ## # ##
#### #### # ## # ## # ## ## # ### ###
# # # # # #### # # # ## ### ## # #
# # # # # ## ## # # # # #### #### # ##
## ## # # ## ## ## # ### # # #
# # ## ### # #### # # ## # # # # ## #
## # # # # # # # # # ### ##### ## ## #######
### ## ## ## ## #### # # ## ## ####### ### #
# # ## # # # ## # # # # #### # ### # #
# ### #### ### # # ## # ### # # ## ##
# # ##### # ## ## ### # ### ##
## ## ## ## ### # ### # # #### #####
# ## # #### # # # ## ## ### # #
# ### ### ### # # # # ## ## # # # #
# ##### # ##### ### ### # # ## ### #
# # ### ##### # # # # ## ######## ###
```
*2D binary white noise*

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@ -3,9 +3,9 @@
This is an autogenerated article holding stats about this wiki.
- number of articles: 580
- number of commits: 812
- total size of all texts in bytes: 3861737
- total number of lines of article texts: 29462
- number of commits: 813
- total size of all texts in bytes: 3872628
- total number of lines of article texts: 29488
- number of script lines: 262
- occurences of the word "person": 7
- occurences of the word "nigger": 86
@ -35,60 +35,77 @@ longest articles:
top 50 5+ letter words:
- which (2212)
- there (1675)
- people (1469)
- example (1234)
- other (1196)
- number (1113)
- software (1075)
- about (1002)
- which (2218)
- there (1682)
- people (1477)
- example (1241)
- other (1201)
- number (1120)
- software (1076)
- about (1005)
- program (879)
- their (825)
- because (792)
- would (781)
- their (826)
- because (794)
- would (784)
- called (760)
- language (740)
- numbers (736)
- being (735)
- language (742)
- being (738)
- numbers (737)
- computer (732)
- things (705)
- simple (703)
- something (690)
- things (709)
- simple (704)
- something (699)
- without (664)
- function (658)
- programming (654)
- these (620)
- function (661)
- programming (656)
- these (621)
- however (620)
- different (617)
- world (578)
- system (564)
- should (564)
- doesn (549)
- games (544)
- point (541)
- society (539)
- though (511)
- while (508)
- drummyfish (504)
- using (499)
- different (620)
- world (580)
- system (565)
- should (565)
- doesn (550)
- games (549)
- point (543)
- society (540)
- though (518)
- while (514)
- drummyfish (505)
- using (501)
- memory (498)
- still (486)
- still (488)
- possible (482)
- similar (481)
- technology (479)
- similar (478)
- course (478)
- simply (469)
- simply (470)
- https (456)
- really (433)
- value (432)
- always (426)
- extremely (423)
- actually (421)
- really (435)
- value (433)
- always (427)
- extremely (425)
- actually (423)
latest changes:
```
Date: Fri May 31 21:16:28 2024 +0200
anarch.md
beauty.md
books.md
dog.md
doom.md
duke3d.md
exercises.md
fun.md
lmao.md
pedophilia.md
random_page.md
selflessness.md
trolling.md
wiki_pages.md
wiki_stats.md
woman.md
Date: Thu May 30 17:55:03 2024 +0200
cancer.md
capitalism.md
@ -108,20 +125,6 @@ Date: Thu May 30 17:55:03 2024 +0200
wiki_style.md
woman.md
www.md
Date: Tue May 28 21:17:58 2024 +0200
capitalism.md
network.md
often_confused.md
pseudorandomness.md
random_page.md
wiki_pages.md
wiki_stats.md
Date: Mon May 27 22:48:10 2024 +0200
4chan.md
c.md
compression.md
consumerism.md
less_retarded_society.md
```
most wanted pages:
@ -168,9 +171,9 @@ most popular and lonely pages:
- [fun](fun.md) (78)
- [math](math.md) (76)
- [less_retarded_society](less_retarded_society.md) (76)
- [public_domain](public_domain.md) (75)
- [foss](foss.md) (75)
- [censorship](censorship.md) (75)
- [public_domain](public_domain.md) (74)
- [fight_culture](fight_culture.md) (74)
- [hacking](hacking.md) (73)
- [bullshit](bullshit.md) (73)

11
www.md
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@ -20,22 +20,23 @@ Currently there are visions of so called **"[web 3](web3.md)"** which should be
```
________________________________________________________________________
| | | | | |
| ENLARGE PENIS WITH SNAKE OIL | | CSS | | Video AD |
| | | | | [X]|
| ~!ENLARGE PENIS WITH SNAKE OIL!~ | | CSS | | Video AD |
|__________________________________| | | | CONSOOOOOOOOOOOOO |
| U.S. PRESIDENT ASSASINATED | BUG | | OOOOOOOOOOOM BICH |
| | | |______________________|
| Article unavailable in your country. | LOL | [make account or suffer]|
| [log in to enable mouse scrolling] | | |
| ___________________________________| |___ Prove you're a |
| | |_______| | human, click all |
| | Your privacy makes us cum <3 | images of type 2 |
| | We masturbate over your privacy <3 | images of type 2 |
| | | quasars. |
| | Allow cookies and consent with spying? | [*] [*] [*] [*] |
| | Consent with spying? | [*] [*] [*] [*] |
| | _____ ______ | [*] [*] [*] [*] |
| | | YES | | OK | | _________________ |
| | """"" """""" |_ | FUCK MATURE MOMS||
| |_______________________________________________| || IN 127.0.0.1 ||
| | || CHAT NOW !!! ||
| | || CHAT NOW !!!1! ||
| | Your browser is 2 seconds old, please update || ||
| | to newest version to view this site. ||3000 NEW MESSAGES||
|_____|______________________________________________||_________________||

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@ -7,3 +7,5 @@ If you think [they](they.md) can't do something, you are wrong; unless it is dir
Resisting overlords is always futile in the end, the only hope is to establish [society without overlords](anarchism.md). You think "hahaha, if we create this super encrypted/decentralized computer network, we can simply communicate and they can do nothing about it, BAZINGA" -- well, no you can't. How can they stop this? They will simply ban [computers](computer.md) you idiot, in fact you have only given them the reason to. You say "hahaha but I can have this calculator in my basement hidden" -- well, how many people will participate in your network if revealing such participation is punished not only by death sentence, but death sentence for you whole family; if even people who know about you participating in the network and not reporting you face the same punishment (already the case in some pseudocommunist countries)? If in addition people have no free time, if they don't have electricity at home, no will to live and there are also government signal jammers everywhere just in case? Enjoy your guerrilla resistance network with three people armed with calculators. You say "bbbb...but that cant happen ppl would revolt" -- NO. Have you seen chicken at chicken farm revolt? (Except in that one movie lol). "BBBb...BUT... people are not chicken". NO. People are literally physically chicken (to a stupid argument you get stupid counterargument).
They can also kill you, take all your money, rape you, lobotomize you, take your identity and all property and just do anything they please. No, it doesn't matter it's illegal, are you really naive like a 5 year old that hasn't seen the real world for 1 second yet?
Admit it, whatever they do you will conform even if you're angry about it because not conforming would cause you discomfort and you like comfort, so here you have it: they can do whatever they want. You want war? Probably not, but if they start it, you will go to war, you will help them make weapons, you will kill. You want to watch ads? Probably not, but if they put them up you will watch them. You want to get up every day at 5 AM and spend your day doing something that has no meaning and which you hate doing? Maybe, but it doesn't even matter if you want, you will do it despite wanting or not.