From 9f31c637bedc1fdc4175ff089990cd2189de4fca Mon Sep 17 00:00:00 2001 From: Miloslav Ciz Date: Wed, 11 Oct 2023 16:13:53 +0200 Subject: [PATCH] Update --- chess.md | 14 +++++++++----- doom.md | 4 +++- 2 files changed, 12 insertions(+), 6 deletions(-) diff --git a/chess.md b/chess.md index 10953fa..9b93d98 100644 --- a/chess.md +++ b/chess.md @@ -25,7 +25,7 @@ Chess evolved from ancient board games in India in about 6th century. Nowadays t A single game of chess is seen as consisting of three stages: **opening** (starting, theoretical "book" moves, developing men), **middlegame** (seen as the pure core of the game) and **endgame** (ending in which only relatively few men remain on the board). There is no clear border between these stages and they are sometimes defined differently, however each stage plays a bit differently and may require different skills and strategies; for example in the endgame king becomes an active man while in the opening and middlegame he tries to stay hidden and safe. -The study of chess openings is called **opening theory** or just *theory*. Playing the opening stage is special by being based on memorization of this theory, i.e. hundreds or even thousands of existing opening lines that have been studied and analyzed by computers, rather than by performing mental calculation (logical "thinking ahead" present in middlegame and endgame). Some see this as weakness of chess that makes players spend extreme energy on pure memorization. One of the best and most famous players, Bobby Fisher, was of this opinion and has created a chess variant with randomized starting position that prevents such memorization, so called *chess 960*. +The study of chess openings is called **opening theory** or just *theory*. Playing the opening stage is special by being based on memorization of this theory, i.e. hundreds or even thousands of existing opening lines that have been studied and analyzed by computers, rather than by performing mental calculation (logical "thinking ahead" present in middlegame and endgame). Some see this as weakness of chess that makes players spend extreme energy on pure memorization. One of the best and most famous players, Bobby Fischer, was of this opinion and has created a chess variant with randomized starting position that prevents such memorization, so called *chess 960*. **[Elo](elo.md) rating** is a mathematical system of numerically rating the performance of players (it is used in many sports, not just chess). Given two players with Elo rating it is possible to compute the probability of the game's outcome (e.g. white has 70% chance of winning etc.). The FIDE set the parameters so that the rating is roughly this: < 1000: beginner, 1000-2000: intermediate, 2000-3000: master. More advanced systems have also been created, namely the Glicko system. @@ -101,7 +101,7 @@ You can try to derive your own stats, there are huge free game databases such as Besides similar games such as [shogi](shogi.md) there are many variants of chess, i.e. slight modifications of rules, foremost worth mentioning is for example chess 960. The following is a list of some variants: - **antichess** ([suicide](suicide.md), ...): The goal is to lose all men or get stalemated, rules are a bit changed, e.g. castling and checks are removed and taking is forced. -- **chess 960** aka **Fisher's random**: Starting position is randomly modified by shuffling the non-pawn rows (with these rules: king must be between rooks, bishops on opposite colors and black/white's positions are mirrored). The rules are the same with a slight modification to castling. This was invented by Bobby Fisher to emphasize pure chess skill as opposed to memorizing the best opening moves, he saw the opening theory as harmful to chess. Chess 960 is nowadays even advocated by some to become the "main" version of chess. +- **chess 960** aka **Fischer's random**: Starting position is randomly modified by shuffling the non-pawn rows (with these rules: king must be between rooks, bishops on opposite colors and black/white's positions are mirrored). The rules are the same with a slight modification to castling. This was invented by Bobby Fischer to emphasize pure chess skill as opposed to memorizing the best opening moves, he saw the opening theory as harmful to chess. Chess 960 is nowadays even advocated by some to become the "main" version of chess. - **[chess boxing](chess_boxing.md)**: Chess combined with box, players switch between the two games, one wins either by checkmate or knockout. - **crazyhouse**: When a player captures a man, it goes into his reserve. From the reserve a man can be dropped (as a man of the current player's color) to an empty square instead of making a normal move. This is a rule taken from [shogi](shogi.md). - **different men**: Some variants use different men, e.g. empress (moves like rook and knight) or amazon (queen/knight). @@ -194,6 +194,7 @@ Some general tips and rules of thumb, mostly for beginners: - "Knight on a rim is dim" (knights are best placed near the center). - An extremely strong formation is both rooks and the queen on the same open file. - Blocking the opponents man so that it can't move is almost as good as taking it. And vice versa: you want to activate all your men if possible. +- Nubs are weak against long range bishops, they can't see them. Place a bishop to corner on the long diagonal and just snipe the opponent's material. - Don't play "hope chess", always suppose your opponent will play the best move he can. - If you can achieve something with multiple men, usually it's best to do it with the weakest one. - TODO: moar @@ -206,12 +207,15 @@ If you do this in a world championship match I will suck your dick. - OTB (over the board) only: - Turn your knights to face backwards or in another weird way (always face the opponent's king etc.). Also place the pieces unevenly on the squares to piss off opponents with OCD and autism. - - Behave weirdly, make weird faces, go away from the board and walk in circles, constantly sneeze, make extremely long eye contact with the opponent while smiling as if you know what he's thinking, call the referee constantly, pretend to fall asleep etc. + - Behave weird, make weird faces, go away extremely far away from the board and walk in circles, constantly sneeze (try to sneeze every time the opponent touches a piece), make very long unbroken eye contact with the opponent while smiling as if you know what he's thinking, call the referee constantly, pretend to fall asleep etc. Overeat on beans before the game so you fart a lot and always try to fart as loud as possible. Wear nice clothes but right before the game go sweat to the gym so that you smell like a pig and distract the opponent with toxic fume. If you're a [wimmin](woman.md) behave sexually, keep grabbing your boobs, lick your lips and silently moan sometimes as if you're having an orgasm; if your opponent is male he is almost definitely smarter than you, you gotta use your woman weapons, but it will probably work easily on the chess virgins. + - In a tournament change play based on opponent's race or sex, for example play only one opening against white people and another opening against black people, see if anyone notices the pattern :D - online only: - Be annoying and offensive in chat, if opponent blunders write `gg`, spam `ez` when you win. - - Constantly ask for takebacks, offer draws, report legit opponents for cheating etc. -- Play the bongcloud, fool's mate, 1. h3 or similar offensive opening, especially against a stronger player. Offer a draw after 1st move. Just play knight F3 and back constantly. Play the exact mirror of opponent's moves -- if he tries to break it then just always try to get back to mirrored position. + - Constantly ask for takebacks, offer draws, report legit opponents for cheating and offensive behavior. +- Play the bongcloud, fool's mate, 1. h3 or similar offensive opening, especially against a stronger player. Offer a draw after 1st move. Just play knight F3 and back constantly. Castle manually even if you don't have to. Play the exact mirror of opponent's moves -- if he tries to break it then just always try to get back to mirrored position. - When losing constantly offer draws, before the last move leave the game and let the clock run out. +- Repeatedly try to make swastikas on the board, especially against colored opponents. +- Underpromote pawns e.g. to knights or bishops. - ... ## LRS Chess diff --git a/doom.md b/doom.md index eb2f681..8cafa41 100644 --- a/doom.md +++ b/doom.md @@ -6,7 +6,9 @@ Doom is a legendary video [game](game.md) released in 1993, perhaps the most fam Partially thanks to the free release of the engine and its relatively [suckless](suckless.md) design ([C](c.md) language, [software rendering](sw_rendering.md), ...), Doom has been [ported](port.md), both officially and unofficially, to a great number of platforms (e.g. [Gameboy Advance](gba.md), [PS1](playstation.md), even [SNES](snes.md)) and has become a kind of **de facto standard [benchmark](benchmark.md)** for computer platforms -- you will often hear the phrase: **"but does it run Doom?"** Porting a Doom to any platform has become kind of a [meme](meme.md), someone allegedly even ported it to a pregnancy test (though it didn't actually run on the test, it was really just a display). { Still [Anarch](anarch.md) may be even more portable than Doom :) ~drummyfish } -The Doom engine was revolutionary and advanced (not only but especially) video game graphics by a great leap, considering its predecessor [Wolf3D](wolf3D.md) was really primitive in comparison (Doom basically set the direction for future trends in games such as driving the development of more and more powerful [GPUs](gpu.md) in a race for more and more impressive visuals). Doom used a technique called **[BSP rendering](bsp.md)** that was able to render [realtime](realtime.md) 3D views of textured environments with distance fog and enemies and items represented by 2D [billboards](billboard.md) ("sprites"). No [GPU](gpu.md) acceleration was used, graphics was rendered purely with [CPU](cpu.md) (so called [software rendering](sw_rendering.md), GPU rendering would come with Doom's successor [Quake](quake.md)). This had its limitations, for example the camera could not tilt up and down and the levels could not have rooms above other rooms. For this reason some call Doom "[pseudo 3D](pseudo3d.md)" or 2.5D rather than "true 3D". Nevertheless, though with limitations, Doom did present 3D views and internally it did work with 3D coordinates (for example the player or projectiles have 2D position plus height coordinate), despite some dumb YouTube videos saying otherwise. For this reason we prefer to call Doom a **primitive 3D** engine, but 3D nonetheless. However Doom was not just a game with good graphics, it had extremely good gameplay, legendary music and art style and introduced the revolutionary [deathmatch](deathmatch.md) multiplayer, as well as a HUGE modding and mapping community. It was a success in every way -- arguably no other game has since achieved a greater revolution than Doom. +The **Doom engine** was revolutionary and advanced (not only but especially) video game graphics by a great leap, considering its predecessor [Wolf3D](wolf3D.md) was really primitive in comparison (Doom basically set the direction for future trends in games such as driving the development of more and more powerful [GPUs](gpu.md) in a race for more and more impressive visuals). Doom used a technique called **[BSP rendering](bsp.md)** that was able to render [realtime](realtime.md) 3D views of textured environments with distance fog and enemies and items represented by 2D [billboards](billboard.md) ("sprites"). No [GPU](gpu.md) acceleration was used, graphics was rendered purely with [CPU](cpu.md) (so called [software rendering](sw_rendering.md), GPU rendering would come with Doom's successor [Quake](quake.md)). This had its limitations, for example the camera could not tilt up and down and the levels could not have rooms above other rooms. For this reason some call Doom "[pseudo 3D](pseudo3d.md)" or 2.5D rather than "true 3D". Nevertheless, though with limitations, Doom did present 3D views and internally it did work with 3D coordinates (for example the player or projectiles have 2D position plus height coordinate), despite some dumb YouTube videos saying otherwise. For this reason we prefer to call Doom a **primitive 3D** engine, but 3D nonetheless. However Doom was not just a game with good graphics, it had extremely good gameplay, legendary music and art style and introduced the revolutionary [deathmatch](deathmatch.md) multiplayer, as well as a HUGE modding and mapping community. It was a success in every way -- arguably no other game has since achieved a greater revolution than Doom. + +Other games later used the Doom engine, such as Heretic, Hexen and Strife. The Doom engine was similar to and competing with [Build](build_engine.md) engine that ran games like Duke Nukem 3D, Blood and Shadow Warrior. All of these 90s shooters were amazing in their visuals and looked far better than any [modern](modern.md) shit. However Doom's success wasn't just due to its graphics, it excelled overall in all areas -- it had brilliant fast and gory gameplay, amazing level design (by John Romero), excellent soundtrack and even a revolutionary [multiplayer](multiplayer.md). The game's backstory was simple and didn't stand in the way of gameplay, it's basically about a tough marine (so called *Doomguy*) on a Mars military base slaying hordes of demons from hell, all in a rock/metal style with a lot of gore and over-the-top violence (chain saws n stuff).