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@ -57,7 +57,7 @@ Finally a table of some common 3D rendering methods follows, including the most
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The methods may be tagged with the following:
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- *2.5D*: primitive 3D, often called [pseudo 3D](pseudo_3d.md) or fake 3D, having significant limitations e.g. in degrees of freedom of the camera
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- *2.5D*: primitive 3D, often called [pseudo 3D](pseudo3d.md) or fake 3D, having significant limitations e.g. in degrees of freedom of the camera
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- *off*: slow method usually used for offline (non-realtime) rendering (even though they indeed may run in real time e.g. with the help of powerful GPUs)
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- *IO* vs *OO*: [image order](image_order.md) (rendering by pixels) vs [object order](object_order.md) (rendering by objects)
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@ -9,4 +9,4 @@ The principle is following: in normal forward shading (non-deferred) the shading
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This is especially effective when we're using very expensive/complex pixel/fragment shaders AND we have many overlapping objects. **Sometimes deferred shading may be replaced by simply ordering the rendered models**, i.e. rendering front-to-back, which may achieve practically the same speed up. In simple cases deferred shading may not even be worth it -- in [LRS](lrs.md) programs we may use it only rarely.
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Deferred shading also comes with complications, for example **rasterization [anti aliasing](anti_aliasing.md) can't be used** because, of course, anti-aliasing in G-buffer doesn't really make sense. This is usually solved by some [screen-space](screen_space.md) antialiasing technique such as [FXAA](fxaa.md), but of course that may be a bit inferior. **Transparency also poses an issue**.
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Deferred shading also comes with complications, for example **rasterization [anti aliasing](antialiasing.md) can't be used** because, of course, anti-aliasing in G-buffer doesn't really make sense. This is usually solved by some [screen-space](screen_space.md) antialiasing technique such as [FXAA](fxaa.md), but of course that may be a bit inferior. **Transparency also poses an issue**.
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@ -24,9 +24,9 @@ Disease is a bad state of living organism's health caused by failure of its inne
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- [homosexuality](gay.md)
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- hopping:
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- [browser hopping](browser_hopping.md)
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- [distro hopping](distro_hopping.md)
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- [distro hopping](distrohopping.md)
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- [text editor hopping](editor_hopping.md)
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- [git hopping](git_hopping.md)
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- [git hopping](githopping.md)
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- [language hopping](language_hopping.md) and [paradigm hopping](paradigm_hopping.md)
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- [license hopping](license_hopping.md)
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- ...
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doom.md
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# Doom
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Doom is a legendary video [game](game.md) released in December [1993](1990s.md), perhaps the most famous video game of all time, the game that popularized the [first man shooter](first_person_shooter.md) genre and shocked by its at the time extremely advanced [3D](pseudo_3D.md) graphics (yes, **Doom is 3D**) and caused one of the biggest revolutions in video game history. It was made by [Id Software](id_software.md), most notably by [John Carmack](john_carmack.md) (graphics + engine programmer) and [John Romero](john_romero.md) (tool programmer + level designer) -- all in all the game was developed by about 5 to 6 men in about a year. Doom is sadly [proprietary](proprietary.md), it was originally distributed as [shareware](shareware.md) (a gratis "demo" was available for playing and sharing with the option to buy a full version). However the game engine was later (1999) released as [free (as in freedom) software](free_software.md) under [GPL](gpl.md) which gave rise to many source [ports](port.md) and "improved" "[modern](modern.md)" engines (which however look like shit, the original looks by far the best, if you want to play Doom use Chocolate Doom or Crispy Doom, avoid anything with GPU rendering). The assets remain non-free but a completely free alternative is offered by the [Freedoom](freedoom.md) project that has created [free as in freedom](free_culture.md) asset replacements for the game. [Anarch](anarch.md) is an official [LRS](lrs.md) game inspired by Doom, completely in the [public domain](public_domain.md).
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Doom is a legendary video [game](game.md) released in December [1993](1990s.md), perhaps the most famous video game of all time, the game that popularized the [first man shooter](first_person_shooter.md) genre and shocked by its at the time extremely advanced 3D graphics (yes, **Doom is 3D**) and caused one of the biggest revolutions in video game history. It was made by [Id Software](id_software.md), most notably by [John Carmack](john_carmack.md) (graphics + engine programmer) and [John Romero](john_romero.md) (tool programmer + level designer) -- all in all the game was developed by about 5 to 6 men in about a year. Doom is sadly [proprietary](proprietary.md), it was originally distributed as [shareware](shareware.md) (a gratis "demo" was available for playing and sharing with the option to buy a full version). However the game engine was later (1999) released as [free (as in freedom) software](free_software.md) under [GPL](gpl.md) which gave rise to many source [ports](port.md) and "improved" "[modern](modern.md)" engines (which however look like shit, the original looks by far the best, if you want to play Doom use Chocolate Doom or Crispy Doom, avoid anything with GPU rendering). The assets remain non-free but a completely free alternative is offered by the [Freedoom](freedoom.md) project that has created [free as in freedom](free_culture.md) asset replacements for the game. [Anarch](anarch.md) is an official [LRS](lrs.md) game inspired by Doom, completely in the [public domain](public_domain.md).
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Doom has a cool wiki at https://doomwiki.org.
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The game only used [fixed point](fixed_point.md), no [float](float.md)!
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The **Doom engine** (also called *id Tech 1*) 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)** (levels were made of convex 2D sectors that were then placed in a BSP tree which helped quickly sort the walls for rendering front-to-back) that was able to render [realtime](realtime.md) 3D views of textured (all walls, floors and ceilings) environments with primitive lighting (per-sector plus diminishing lighting), enemies and items represented by 2D [billboards](billboard.md) ("[sprites](sprite.md)"). 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), and would also later be brought to Doom by newer community made engines, though the original always looks the best). This had its limitations, for example the camera could not look up and down, there could be no tilted walls and the levels could not have rooms above other rooms. The geometry of levels was only static, i.e. it could not change during play (only height of walls could), because rendering was dependent on precomputed BSP trees (which is what made it so fast). For these reasons some call Doom "[pseudo 3D](pseudo3d.md)" or 2.5D rather than "true 3D", some retards took this even as far as calling Doom 2D with its graphics being just an "illusion", as if literally every 3D graphics ever wasn't a mere illusion. 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. 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](duke_3d.md), Blood and Shadow Warrior. All of these 90s shooters were amazing in their visuals and looked far better than any [modern](modern.md) shit. Build engine games had similar limitations to those of the Doom engine but would improve on them (e.g. faking looking up and down by camera tilting, which could in theory be done in Doom too, or allowing sloped floor and dynamic level geometry).
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The **Doom engine** (also called *id Tech 1*) 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)** (levels were made of convex 2D sectors that were then placed in a BSP tree which helped quickly sort the walls for rendering front-to-back) that was able to render [realtime](realtime.md) 3D views of textured (all walls, floors and ceilings) environments with primitive lighting (per-sector plus diminishing lighting), enemies and items represented by 2D [billboards](billboard.md) ("[sprites](sprite.md)"). 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), and would also later be brought to Doom by newer community made engines, though the original always looks the best). This had its limitations, for example the camera could not look up and down, there could be no tilted walls and the levels could not have rooms above other rooms. The geometry of levels was only static, i.e. it could not change during play (only height of walls could), because rendering was dependent on precomputed BSP trees (which is what made it so fast). For these reasons some call Doom "[pseudo 3D](pseudo3d.md)" or 2.5D rather than "true 3D", some retards took this even as far as calling Doom 2D with its graphics being just an "illusion", as if literally every 3D graphics ever wasn't a mere illusion. 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. 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](duke3d.md), Blood and Shadow Warrior. All of these 90s shooters were amazing in their visuals and looked far better than any [modern](modern.md) shit. Build engine games had similar limitations to those of the Doom engine but would improve on them (e.g. faking looking up and down by camera tilting, which could in theory be done in Doom too, or allowing sloped floor and dynamic level geometry).
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The game data is stored in so called **WAD files** (short for *where's all the data*). While many things are hardcoded in the engine, such as the total number of levels or types of weapons, most other things such as textures, levels, color palettes, weapons and enemy sprites are in the WAD files and so can be replaced without having to mess with the engine itself. There are two types of WAD files (both however still come with the same .wad extension, they are distinguished only by the file magic number): IWAD (internal WAD) and PWAD ([patch](patch.md) WAD). IWAD is the most important one, representing the base game, so for example Doom, Hexen and Freedoom will all have their own specific IWAD. Only one IWAD is loaded at any time. PWAD allows to add or modify things in the IWAD which makes it possible to easily correct bugs in the game data and make mods. Unlike with IWADs, multiple PWADs can be loaded at any time -- when loaded, a resource that's present in the PWAD will override the same resource in the base IWAD. All resources in the WAD files are stored as so called *lumps* which we may simply see as "blobs of data" or "files". A nice [CLI](cli.md) tool for working with WADs is e.g. [deutex](deutex.md).
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**Does drummyfish have [divine intellect](terry_davis.md)?** Hell no, he's pretty retarded at most things and would be a complete failure wasn't it for some of his special features -- thanks to his extraordinary tendency for isolation, grand curiosity and obsession with [truth](truth.md) he is possibly the only man on [Earth](earth.md) completely immune to propaganda, he can see the world as it is, not as it is presented, so he feels it is his moral duty to share what he is seeing. He is able to overcome his natural dumbness by tryharding and sacrificing his social and sexual life so that he can program more. If drummyfish can learn to program [LRS](lrs.md), so can you.
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**What is drummyfish's fucking problem?** The biggest burden for drummyfish -- the one that he has always struggled with (even if he realized this very late in his life) and which will be with him until death -- is that he is simply extremely, extremely alone. NO, not "alone" in the [incel](incel.md) sense, and not alone in the "[geeky](geek.md)" way, not alone as in being introverted and shy or hated, missing sex or company or attention or compassion, not at all. He has been struggling his whole life to find a HUMAN, a true human being like himself -- of perhaps we should rather say human subspecies of which drummyfish is and always will be the only member. On the Internet he found a considerable number of "followers" through [LRS](lrs.md), the expression of his life philosophy, but he never really met a being of the same human subspecies as he is himself. He is alien in a sense -- people exist around him, even what would be called "friends", supporters, "fans", but he has never met a single true human being of the same kind as himself, someone to find absolute mutual understanding with and someone to have a true admiration for. { The closest is probably my mom, only her I ever really admired and felt the closest bond with. I think no one else ever came closer to understanding me and loving me like that. This is probably nothing surprising though. ~drummyfish } A feeling perhaps similar to what the last member of a species that is dying out must feel, except that he doesn't even have any ancestors to think of, it is a feeling of being absolutely alone in the whole Universe, the whole timespace. { Also please don't try to fix me or comfort me by saying nice things like "I was like this too, you will find someone", it just pisses me off, you don't know what's going on. I know your intentions are good but don't do it cause it's no use. ~drummyfish } But the feeling of loneliness is only part of the whole tragedy -- it would even be bearable, however the worst part is that drummyfish LOOKS LIKE a normal human so others treat him so, they try to apply things that normally work on people on drummyfish, like talking to him or thanking him or keeping him in company of other people because apparently "humans are social animals" or whatever, and it's just fucking killing him. It's as if you try to treat literal fish like a human, trying to keep it out of water because humans dislike breathing water, trying to feed it human food, put it in human clothes -- you're just going to torture the animal to death.
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Drummyfish will probably [kill himself](suicide.md) one day -- likely not that soon, but it's planned, after all there is nothing worse than living under [capitalism](capitalism.md), death sounds like such a relief. There are still some [projects](needed.md) he wants to finish first; unless something triggers him and he just randomly jumps under a train one day or gets nuked by Putin, he is planning to finish some of the projects to leave something behind. The current plan is to try to live somehow, outside or on the edge of society, minimize contact with people, do good and avoid evil as much as possible. Once closest relatives are gone, then with no more ties to the current [shitty place](czechia.md), he will walk on foot towards the Mediterranean sea, a place that has always attracted him more than anywhere else, and there he will simply die either of illness, injury or hunger, or he will simply swim for the sunset and never return. That's a death one can even look forward to. There, at his beloved sea, drummyfish will meet his fate and find his final resting place and the peace he so much desired and struggled for through his whole life. Hopefully his body will feed a few hungry fish.
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## See Also
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The original system requirements were roughly following: 66 MHz [CPU](cpu.md), 16 MB [RAM](ram.md) and 30 MB storage space.
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Duke ran on **[Build](build.md) engine**, a legendary [software rendering](sw_rendering.md) [primitive 3D](pseudo_3d.md) engine that had limitations similar to those of [Doom](doom.md) engine, i.e. the camera could not genuinely rotate up or down (though it could fake this with kind of a "tilting") and things like rooms above other rooms in a level were allowed only in limited ways ([hacks](hacking.md) such as extra rendering passes or invisible teleports were used to allow this). The engine was not unsimilar to that of Doom, enemies and other objects were represented with 2D [sprites](sprite.md) and levels were based on the concept of sectors (a level was really made as a 2D map in which walls were assigned different heights and textures), however it had new features -- most notably [dynamic](dynamic.md) environment, meaning that levels could change on the fly without the need for [precomputation](precomputation.md), allowing e.g. destructible environments. How the fuck did they achieve this? Instead of [BSP](bsp.md) rendering (used by Doom) Build engine used **[portal rendering](portal_rendering.md)**: basically (put in a quite simplified way) there was just a set of sectors, some of which shared walls ("portals") -- rendering would first draw the sector the player stood in (from the inside of course) and whenever it encountered a portal wall (i.e. a wall that sees into another sector), it would simply [recursively](recursion.md) render that too in the same way -- turns out this was just fine. Other extra features of the engine included tilted floors and ceilings, fake looking up/down, 3rd man view etc. The Build engine was also used in many other games (most notably [Shadow Warrior](shadow_warrior.md) and [Blood](blood.md)) and later incorporated even more advanced stuff, such as [voxel](voxel.md) models, though these weren't yet present in Duke. Just like Doom, Build engine **only used [fixed point](fixed_point.md)**, no [float](float.md)! { Hmm, actually maybe there was a small exception, see the link below. ~drummyfish }
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Duke ran on **[Build](build.md) engine**, a legendary [software rendering](sw_rendering.md) [primitive 3D](pseudo3d.md) engine that had limitations similar to those of [Doom](doom.md) engine, i.e. the camera could not genuinely rotate up or down (though it could fake this with kind of a "tilting") and things like rooms above other rooms in a level were allowed only in limited ways ([hacks](hacking.md) such as extra rendering passes or invisible teleports were used to allow this). The engine was not unsimilar to that of Doom, enemies and other objects were represented with 2D [sprites](sprite.md) and levels were based on the concept of sectors (a level was really made as a 2D map in which walls were assigned different heights and textures), however it had new features -- most notably [dynamic](dynamic.md) environment, meaning that levels could change on the fly without the need for [precomputation](precomputation.md), allowing e.g. destructible environments. How the fuck did they achieve this? Instead of [BSP](bsp.md) rendering (used by Doom) Build engine used **[portal rendering](portal_rendering.md)**: basically (put in a quite simplified way) there was just a set of sectors, some of which shared walls ("portals") -- rendering would first draw the sector the player stood in (from the inside of course) and whenever it encountered a portal wall (i.e. a wall that sees into another sector), it would simply [recursively](recursion.md) render that too in the same way -- turns out this was just fine. Other extra features of the engine included tilted floors and ceilings, fake looking up/down, 3rd man view etc. The Build engine was also used in many other games (most notably [Shadow Warrior](shadow_warrior.md) and [Blood](blood.md)) and later incorporated even more advanced stuff, such as [voxel](voxel.md) models, though these weren't yet present in Duke. Just like Doom, Build engine **only used [fixed point](fixed_point.md)**, no [float](float.md)! { Hmm, actually maybe there was a small exception, see the link below. ~drummyfish }
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The game uses [256](256.md) [colors](color.md) and [palettes](palette.md).
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- **type A fail**: Is anticapitalist, anticonsumerist, may incline towards minimalism, supports [free software](free_software.md) and [free culture](free_culture.md), may even be a vegan, [anarchist](anarchism.md), [C](c.md) programmer etc., however falls into the trap of supporting [pseudoleft](pseudoleft.md), e.g. [LGBT](lgbt.md) or [feminism](feminism.md) and things such as censorship ("[moderation](moderation.md)", [COCs](coc.md)), "just violence and bullying" (violence against fascists, e.g. [antifa](antifa.md)), falls for memes such as "[Rust](rust.md) is the new [C](c.md)".
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- **type B fail**: Is against [pseudoleft](pseudoleft.md) bullshit and propaganda such as political correctness, is a [racial realist](racial_realism.md), highly supports [suckless](suckless.md) software, hacking and minimalism to achieve high freedom, usually also opposes [corporations](corporation.md) and state, however falls into the trap of being a [fascist](fascism.md), easily accepts violence, believes in "natural selection/wild west as a basis of society", supports and engages in [cryptocurrencies](crypto.md), believes in some form of [capitalism](capitalism.md) and that the current form of it can be "fixed" (["anarcho" capitalism](ancap.md) etc.)
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Both types are furthermore prone to falling a victim to [privacy](privacy.md) obsession, [productivity](productivity_cult.md) obsession, [hero worshipping](hero_culture.md), use of violence, [diseases](disease.md) such as [distro hopping](distro_hopping.md), tech [consumerism](consumerism.md) and similar defects.
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Both types are furthermore prone to falling a victim to [privacy](privacy.md) obsession, [productivity](productivity_cult.md) obsession, [hero worshipping](hero_culture.md), use of violence, [diseases](disease.md) such as [distro hopping](distrohopping.md), tech [consumerism](consumerism.md) and similar defects.
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Type A/B fails are the "great filter" of the rare kind of people who show a great potential for adhering to LRS. It may be due to the modern western culture that forces a [right](right.md)-[pseudoleft](pseudoleft.md) false dichotomy that even those showing a high degree of non-conformance eventually slip into the trap of being caught by one of the two poles. These two fails seem to be a manifestation of an individual's true motives of [self interest](self_interest.md) which is culturally fueled with great force -- those individuals then try to not conform and support non-mainstream concepts like free culture or sucklessness, but eventually only with the goal of self interest. It seems to be extremely difficult to abandon this goal, much more than simply non-conforming. Maybe it's also the subconscious knowledge that adhering completely to LRS means an extreme loneliness; being type A/B fail means being a part of a minority, but still a having a supportive community, not being completely alone.
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- **[Cube2](cube2.md)**: 3D [voxel](voxel.md) outdoor shooter engine with real-time editable levels, used e.g. in Cube 2: Sauerbraten.
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- **[Godot](godot.md)**: A successful but [bloated](bloat.md) [FOSS](foss.md) ([MIT](mit.md)) [framework](framework.md) engine, alternative to the proprietary [Unity](unity.md) engine, written in [C++](cpp.md), supports many platforms, has 3D/2D graphics and physics engines, scripting in many languages and many "advanced" features. [Capitalist software](capitalist_software.md).
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- *id Tech* engines (engines by [Id software](id_software.md))
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- **id Tech 0**: Simple 2D [raycasting](raycasting.md) engine, written in [ANSI C](C.md), used mainly in [Wolf3D](wolf3d.md) (1992).
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- **id Tech 0**: Simple 2D [raycasting](raycasting.md) engine, written in [ANSI C](c.md), used mainly in [Wolf3D](wolf3d.md) (1992).
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- **id Tech 1**: [BSP](bsp.md) rendering engine used mainly in [Doom](doom.md) and Doom 2.
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- **[Chocolate Doom](chocolate_doom.md)**: Doom engine [fork](fork.md) aiming to be very similar to the vanilla version, even including bugs. Keeps the original [software renderer](sw_rendering.md). Due to keeping it oldschool, this is a very KISS/suckless engine.
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- **[Crispy Doom](crispy_doom.md)**: Slight enhancement of Chocolate Doom: increased resolution ([640x480](640x480.md)) and removed hardcoded engine limits, sometimes also seems to run faster. Along with Chocolate Doom a very KISS/suckless engine.
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- **[SAF](saf.md)**: Official [LRS](lrs.md) library for tiny and simple portable games.
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- **[Torque3D](torque3d.md)**: 3D game engine in [C++](cpp.md).
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- **[proprietary](proprietary.md)** (no go!):
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- **[Build Engine](build_engine.md)**: Old portal rendering "[pseudo 3D](pseudo_3d.md)" engine used mainly in [3D Realms](3d_realms.md) games such as [Duke3D](duke3d.md). It is [source available](source_available.md).
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- **[Build Engine](build_engine.md)**: Old portal rendering "[pseudo 3D](pseudo3d.md)" engine used mainly in [3D Realms](3d_realms.md) games such as [Duke3D](duke3d.md). It is [source available](source_available.md).
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- *id Tech* engines (engines by [Id software](id_software.md))
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- **id Tech 5**: 3D engine used e.g. in Rage and some shitty Wolfenstein games.
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- **id Tech 6**: 3D engine adding [Vulkan](vulkan.md) support, used e.g. in Doom 2016.
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# Geek
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|
||||
Geek is a wannabe [nerd](nerd.md), someone who wants to identify with being smart and adopt a certain image rather than actually being smart or educated. Geeks are basically what used to be called a *smartass* in the old days -- overly confident conformists occupying [mount stupid](mount_stupid.md) who think [soyence](soyence.md) is actual science, they watch shows like Rick and Morty and Big Bang Theory, they browse ["Rational" Wiki](rational_wiki.md) and [reddit](reddit.md) -- especially [r/atheism](atheism.md), and they make appearances on r/iamverysmart -- they wear T-shirts with cheap references to 101 programming concepts and uncontrollably laugh at any reference to number [42](42.md), they think they're computer experts because they know the word [Linux](linux.md), managed to install [Ubuntu](ubuntu.md) or drag and drop programmed a "game" in [Godot](godot.md). Geeks don't really have their own opinions, they just adopt opinions presented on [9gag](9gag.md), they are extremely weak and don't have extreme views. They usually live the normal conformist life, they have friends, normal day job, wife and kids, but they like to say they "never fit in" -- a true nerd is living in a basement and doesn't meet any real life people, he lives on the edge of [suicide](suicide.md) and doesn't nearly complain as much as the "geek".
|
||||
Geek is a wannabe [nerd](nerd.md), someone who wants to identify with being smart and adopt a certain image rather than actually being smart or educated. Geeks are basically what used to be called a *smartass* in the old days -- overly confident conformists occupying [mount stupid](mount_stupid.md) who think [soyence](soyence.md) is actual science, they watch shows like Rick and Morty and Big Bang Theory, they browse ["Rational" Wiki](rationalwiki.md) and [reddit](reddit.md) -- especially [r/atheism](atheism.md), and they make appearances on r/iamverysmart -- they wear T-shirts with cheap references to 101 programming concepts and uncontrollably laugh at any reference to number [42](42.md), they think they're computer experts because they know the word [Linux](linux.md), managed to install [Ubuntu](ubuntu.md) or drag and drop programmed a "game" in [Godot](godot.md). Geeks don't really have their own opinions, they just adopt opinions presented on [9gag](9gag.md), they are extremely weak and don't have extreme views. They usually live the normal conformist life, they have friends, normal day job, wife and kids, but they like to say they "never fit in" -- a true nerd is living in a basement and doesn't meet any real life people, he lives on the edge of [suicide](suicide.md) and doesn't nearly complain as much as the "geek".
|
||||
|
||||
## See Also
|
||||
|
||||
|
|
|
@ -154,6 +154,6 @@ int main(void)
|
|||
- [Resnick's termite](resnicks_termite.md)
|
||||
- [game of life](game_of_life.md)
|
||||
- [turmite](turmite.md)
|
||||
- [rule 110](rule_110.md)
|
||||
- [rule 110](rule110.md)
|
||||
- [cellular automaton](cellular_automaton.md)
|
||||
- [turtle graphics](turtle_graphics.md)
|
||||
|
|
2
line.md
2
line.md
|
@ -17,7 +17,7 @@ Line is a one [dimensional](dimension.md) shape, i.e. any of its points can be d
|
|||
|
||||
## Representing Lines With Equations
|
||||
|
||||
Mathematically lines can be defined by [equations](equation.md) with space coordinates (see [analytic geometry](analytic_geometry.md)) -- this is pretty important for example for [programming](programming.md) as many times we need to compute intersections with lines; for example [ray casting](ray_casting.md) is a method of 3D rendering that "shoots lines from camera" and looks at which objects the lines intersect. Line equations can have different "formats", the two most important are:
|
||||
Mathematically lines can be defined by [equations](equation.md) with space coordinates (see [analytic geometry](analytic_geometry.md)) -- this is pretty important for example for [programming](programming.md) as many times we need to compute intersections with lines; for example [ray casting](raycasting.md) is a method of 3D rendering that "shoots lines from camera" and looks at which objects the lines intersect. Line equations can have different "formats", the two most important are:
|
||||
|
||||
- **point-slope**: This equation only works in 2D space (in 3D this kind of equation will not describe a line but rather a [plane](plane.md)) and only for lines that aren't completely vertical (lines close to vertical may also pose problems in computers with limited precision numbers). The advantage is that we have a single, pretty simple equation. The equation is of form *y = k * x + q* where *x* and *y* are space coordinates, *k* is the [slope](slope.md) of the line and *q* is an offset. See examples below for more details.
|
||||
- **parametric**: This is a system of *N* equations, where *N* is the number of dimensions of the space the line is in. This way can describe any line in any dimensional space -- obviously the advantage here is that we can can use this form in any situation. The equations are of form *Xn = Pn + t * Dn* where *Xn* is *n*th coordinate (*x*, *y*, *z*, ...), *Pn* is *n*th coordinate of some point *P* that lies on the line, *Dn* is *n*th coordinate of the line's direction [vector](vector.md) and *t* is a variable parameter (plugging in different numbers for *t* will yield different points that lie on the line). DON'T PANIC if you don't understand this, see the examples below :)
|
||||
|
|
2
linux.md
2
linux.md
|
@ -40,7 +40,7 @@ Some alternatives to Linux (and Linux-libre) and GNU/Linux are:
|
|||
|
||||
2024 UPDATE: Don't switch to it, switch to something else now.
|
||||
|
||||
One of the basic mistakes of [noobs](noob.md) who just switched from [Windows](windows.md) to GNU/Linux is that they try to continue to do things the *Windows way*. They try to force-run Windows programs on GNU/Linux, they look for program installers on the web, they install [antiviruses](antivirus.md), they try to find a [GUI](gui.md) program for a thing that is solved with 2 lines of [shell](shell.md) script (and fail to find one), they keep [distro hoppoing](distro_hopping.md) instead of customizing their system etc. Many give up and then go around saying "brrruh, Loooonix sux" -- yes, it kind of does, but for other reasons. You're just using it wrong. Despite its corruption, it's still a [Unix](unix.md) system, you do things elegantly and simply, however these ways are naturally completely different from how ugly systems like Windows do them -- and how they nurture normal people to do them. If you want to convert an image from *png* to *jpg*, you don't need to download and crack a graphical program that takes 100 GB and installs ads on your system, you do it via a simple [command line tool](cli.md) -- don't be afraid of the [terminal](terminal.md), learn some basic commands, ask experiences people how they do it (not how to achieve the way you want to do it). Everyone single individual who learned it later thanked himself for doing it, so don't be stupid.
|
||||
One of the basic mistakes of [noobs](noob.md) who just switched from [Windows](windows.md) to GNU/Linux is that they try to continue to do things the *Windows way*. They try to force-run Windows programs on GNU/Linux, they look for program installers on the web, they install [antiviruses](antivirus.md), they try to find a [GUI](gui.md) program for a thing that is solved with 2 lines of [shell](shell.md) script (and fail to find one), they keep [distro hoppoing](distrohopping.md) instead of customizing their system etc. Many give up and then go around saying "brrruh, Loooonix sux" -- yes, it kind of does, but for other reasons. You're just using it wrong. Despite its corruption, it's still a [Unix](unix.md) system, you do things elegantly and simply, however these ways are naturally completely different from how ugly systems like Windows do them -- and how they nurture normal people to do them. If you want to convert an image from *png* to *jpg*, you don't need to download and crack a graphical program that takes 100 GB and installs ads on your system, you do it via a simple [command line tool](cli.md) -- don't be afraid of the [terminal](terminal.md), learn some basic commands, ask experiences people how they do it (not how to achieve the way you want to do it). Everyone single individual who learned it later thanked himself for doing it, so don't be stupid.
|
||||
|
||||
TODO: more
|
||||
|
||||
|
|
2
main.md
2
main.md
File diff suppressed because one or more lines are too long
|
@ -98,7 +98,7 @@ int main(void)
|
|||
}
|
||||
```
|
||||
|
||||
Trying it out on the text of [this wiki](LRS_wiki.md) may output something like this:
|
||||
Trying it out on the text of [this wiki](lrs_wiki.md) may output something like this:
|
||||
|
||||
```
|
||||
Ther thellialy oris threstpl/pifragmediaragmagoiby s agmexes, den
|
||||
|
|
|
@ -38,7 +38,7 @@ Up until recently in [history](history.md) every engineer would tell you that *t
|
|||
- [neoluddism](neoluddism.md)
|
||||
- [reactionary software](reactionary_software.md) (bordering with [pseudominimalism](pseudominimalism.md))
|
||||
- [plan9](plan9.md), [openbsd](openbsd.md), KISS GNU/Linux and similar (however often obsessed with [bloatcryption](encryption.md), may contain [pseudominimalism](pseudominimalism.md))
|
||||
- [100rabbits](100rabbit.md) (beware of [SJW](sjw.md) poison)
|
||||
- [100rabbits](100r.md) (beware of [SJW](sjw.md) poison)
|
||||
- [small Internet](small_internet.md), web 1.0, web 0.5, [gopher](gopher.md), [gemini](gemini.md) (watch out: gemini is SJW pseudominimalist bloatcryption poison), ...
|
||||
- [primitivism](primitivism.md)/[anarcho primitivism](anprim.md), [low tech](low_tech.md), ...
|
||||
- for potential weaker links to minimalism also check out [retro](retro.md)/[old](old.md)/[boomer](boomer.md) tech, [salvage computing](salvage_computing.md), [degrowth](degrowth.md), [Amish](amish.md), [technophobia](technophobia.md), [demoscene](demoscene.md), [code golf](golf.md), [lightweight](lightweight.md) software, [fantasy consoles](fantasy_console.md) (sadly mostly pseudominimalism), communities around [plain text](plain_text.md), [pubnixes](pubnix.md), some GNU/Linux distros (e.g. [Arch](arch.md), [Gentoo](gentoo.md), KISS Linux, ...), [IRC](irc.md) communities and so on.
|
||||
|
|
|
@ -109,7 +109,7 @@ There are many terms that are very similar and can many times be used interchang
|
|||
- **[nationalism](nationalism.md)** vs **[patriotism](patriotism.md)**
|
||||
- **[NP](p_vs_np.md)** vs **[NP-hard](np_hard.md)** vs **[NP-complete](np_complete.md)**
|
||||
- **[paging](paging.md)** vs **[virtual memory](virtual_memory.md)**
|
||||
- **[path tracing](path_tracing.md)** vs **[ray tracing](ray_tracing.md)** vs **[ray casting](ray_casting.md)**
|
||||
- **[path tracing](path_tracing.md)** vs **[ray tracing](ray_tracing.md)** vs **[ray casting](raycasting.md)**
|
||||
- **[principal square root](principal_sqrt.md)** vs **[square root](sqrt.md)** (especially when defining [i](i.md))
|
||||
- **[probability](probability.md)** vs **[probability density](probability_density.md)**
|
||||
- **[pseudo](pseudo.md)** vs **[quasi](quasi.md)**
|
||||
|
|
|
@ -4,7 +4,7 @@ Operating System (OS) is usually a quite complex [program](program.md) that's ty
|
|||
|
||||
There is a nice [CC0](cc0.md) wiki for OS development at https://wiki.osdev.org/.
|
||||
|
||||
Examples of operating systems are [Unix](unix.md) (one of the first and most influential systems), [GNU](gnu.md) ([free software](free_software.md) clone of Unix), various [BSD](bsd.md) systems, [Windows](windows.md) (harmful parody of an operating system) or [Android](android.md) (another highly harmful software, this time for mobile platforms), [TempleOS](templeos.md) etc.
|
||||
Examples of operating systems are [Unix](unix.md) (one of the first and most influential systems), [GNU](gnu.md) ([free software](free_software.md) clone of Unix), various [BSD](bsd.md) systems, [Windows](windows.md) (harmful parody of an operating system) or [Android](android.md) (another highly harmful software, this time for mobile platforms), [TempleOS](temple_os.md) etc.
|
||||
|
||||
From programmer's point of view a serious OS is one of the most difficult pieces of software one can pursue to develop. The task involves an enormous amount of [low-level](low_level.md) programming, development of own tools from scratch and requires deep and detailed knowledge of all components of a computer, of established standards as well as many theoretical subjects such as [compiler](compiler.md) design.
|
||||
|
||||
|
@ -46,7 +46,7 @@ Below are some of the most notable OSes.
|
|||
- [ReactOS](reactos.md)
|
||||
- [Replicant](replicant.md)
|
||||
- [Solaris](solaris.md)
|
||||
- [TempleOS](templeos.md): simple [meme](meme.md) OS written by a [Terry Davis](terry_davis.md)
|
||||
- [TempleOS](temple_os.md): simple [meme](meme.md) OS written by a [Terry Davis](terry_davis.md)
|
||||
- [Unix](unix.md)
|
||||
- [Windows](windows.md): very bad [proprietary](proprietary.md) [capitalist](capitalist_software.md) OS
|
||||
- [9front](9front.md): OS based on Plan 9
|
||||
|
|
|
@ -40,7 +40,7 @@ Here is a list of people notable in technology or in other ways related to [LRS]
|
|||
- **[John von Neumann](von_neumann.md)**: early 20th century multidisciplinary genius, one of the greatest [computer scientists](compsci.md) of all time, also famous for huge [IQ](iq.md) and being a human calculator
|
||||
- **[Jonathan Blow](jonathan_blow.md)**: Mainstream proprietary indie game developer of puzzle games, kind of a celebrity of indie game dev, mostly retarded but sometimes says something based out of context, some people love him, some hate him.
|
||||
- **[Karl Marx](karl_marx.md)**: jewish intellectual, philosopher, started [Marxism](marxism.md)
|
||||
- **[Ken Silverman](key_silverman.md)**: famous oldschool 3D engine programmer ([Duke Nukem 3D](duke_3d.md)'s [BUILD engine](build_engine.md), ...), sadly proprietaryfag
|
||||
- **[Ken Silverman](key_silverman.md)**: famous oldschool 3D engine programmer ([Duke Nukem 3D](duke3d.md)'s [BUILD engine](build_engine.md), ...), sadly proprietaryfag
|
||||
- **[Ken Thompson](ken_thompson.md)**: co-creator of [Unix](unix.md), [C](c.md) and [Go](go.md)
|
||||
- **[Kurt Godel](kurt_godel.md)**: mathematician famous for his groundbreaking incompleteness theorems proving that [logic](logic.md) itself has intrinsic limitations, was a tinfoil schizo and died of starvation believing his food to be poisoned
|
||||
- **[Larry Sanger](larry_sanger.md)**: co-founder of [Wikipedia](wikipedia.md), also one of its biggest critics
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
{ [LRS](lrs.md) now has a very small 3D physics engine called [tinyphysicsengine](tinyphysicsengine.md). ~drummyfish }
|
||||
|
||||
Physics engine is a [software](software.md) (usually a [library](library.md) or [framework](framework.md)) whose purpose is to simulate mechanical laws of real life physics, i.e. things such as forces, [rigid](rigid_body.md) and [soft](soft_body.md) body collisions, [particle](particle.md) motion, fluid dynamics etc. Where to draw the line between physics engines and "other software" is not exactly clear, a lot of software somehow takes real life physics into account without being called "physics engine", typically e.g. [3D rendering](3D_rendering.md) software, but in general if it focuses on motion, forces, collision etc., it may fall into this category.
|
||||
Physics engine is a [software](software.md) (usually a [library](library.md) or [framework](framework.md)) whose purpose is to simulate mechanical laws of real life physics, i.e. things such as forces, [rigid](rigid_body.md) and [soft](soft_body.md) body collisions, [particle](particle.md) motion, fluid dynamics etc. Where to draw the line between physics engines and "other software" is not exactly clear, a lot of software somehow takes real life physics into account without being called "physics engine", typically e.g. [3D rendering](3d_rendering.md) software, but in general if it focuses on motion, forces, collision etc., it may fall into this category.
|
||||
|
||||
{ When it comes to classic 3D rigid body physics engines, they're extremely hard to make, much harder than for example an advanced 3D rendering engine, especially when you want to make them [LRS](lrs.md) (without floating point, ...) and/or general and somewhat physically correct (being able to simulate e.g. the Dzhanibekov effect, satisfying all the conservation laws, continuous collision detection etc.). Good knowledge of mechanics and things like [quaternions](quaternion.md) and 3D rotations is just the beginning, difficulties arise in every aspect of the engine, and of those there are many. As I've found, 32 bit fixed point is not enough for a general engine (even though it is enough for a rendering engine), you'll run into precision problems as you need to represent both relatively high and low energies. You'll also run into stability issues such as stable contacts, situations with multiple objects stacked on top of each other starting to bounce on their own etc. Even things such as deciding in what order to resolve collisions are very difficult, they can lead to many bugs such as a car not being able to drive on a straight road made of several segments. Collision detection alone for all combinations of basic shapes (sphere, cuboid, cylinder, capsule, ... let alone general triangle mesh) are hard as you want to detect general cases (not only e.g. surface collisions) and you want to extract all the parameters of the collisions (collision location, depth, normal etc.) AND you want to make it fast. And of course you'll want to add acceleration structures and many other thing on top. So think twice before deciding to write your own physics engine.
|
||||
|
||||
|
@ -10,7 +10,7 @@ A sane approach may be to write a simplified engine specifically for your progra
|
|||
|
||||
Physics engine is a quite wide term -- even though one usually imagines something akin the typical real time 3D rigid body engine used in [games](game.md) such as [GTA](gta.md), there are many other types with vastly different purposes, features and even basic paradigms, some may e.g. be specialized just for computing precise ballistic trajectories for the army, only spitting out numbers without providing any visualization, some may serve for simulating and forecasting weather, some may simulate the evolution of our [Universe](universe.md) etc. Some common classifications and possible characteristics of physics engines follow:
|
||||
|
||||
- **[2D](2d.md) vs [3D](3d.md)**: 2D engines are generally much more simple to implement than 3D, for example because of much more simple math for rotations and collision detection. Graphics and physics are usually loosely interconnected (though they should be [decoupled](coupling.md)) in that the way in which we represent graphics (2D, general 3D, [BSP](bsp.md), [voxels](voxel.md), ...) usually also determines how we compute physics, so that there may also exist e.g. "[pseudo 3D](pseudo_3d.md)" physics engines as part of "pseudo 3D" renderers, e.g. the one used in [Doom](doom.md) etc.
|
||||
- **[2D](2d.md) vs [3D](3d.md)**: 2D engines are generally much more simple to implement than 3D, for example because of much more simple math for rotations and collision detection. Graphics and physics are usually loosely interconnected (though they should be [decoupled](coupling.md)) in that the way in which we represent graphics (2D, general 3D, [BSP](bsp.md), [voxels](voxel.md), ...) usually also determines how we compute physics, so that there may also exist e.g. "[pseudo 3D](pseudo3d.md)" physics engines as part of "pseudo 3D" renderers, e.g. the one used in [Doom](doom.md) etc.
|
||||
- **[real time](real_time.md) vs [offline](offline.md)**: Real-time ones are mostly intended to be used in the entertainment industry, i.e. [games](game.md), movies etc. as they can compute somewhat realistic looking results quickly but for the price of dropping high accuracy (they use many [approximations](approximation.md)). Scientific engines may prefer to be offline and taking longer time to compute more precise results.
|
||||
- **[rigid body](rigid_body.md) vs [soft body](soft_body.md)**: Rigid body engines don't allow bodies to deform while soft body ones do -- in real life all bodies are soft, but neglecting this detail and considering shapes rigid can have benefits (such as being able to consider the body as a whole and not having to simulate all its individual points). Of course, a complex engine may implement both rigid and soft body physics.
|
||||
- **paradigm**: The basic approach to implementing the simulation, e.g. being [impulse](impulse.md)-based (applying impulses to correct errors), constraint-based (solving equations to satisfy imposed constraints), penalty-based (trying to find equilibriums of forces) etc.
|
||||
|
|
|
@ -56,7 +56,7 @@ So you can only use your own original creations and other public domain works wi
|
|||
|
||||
In cases where you DO reuse other PD works, try to minimize their number and try to make sure they belong to the actual **safe** public domain (see above). This again minimizes legal risk and additionally makes it easy to document and prove the sources.
|
||||
|
||||
As a next step make sure you clearly **document** your work and the sources you use. This means you write down where all the works contained in your work come from, e.g. in your [readme](read_me.md). Explicitly mention which things you have created yourself (*"I, ..., have created everything myself except for X, Y and Z"*) and which things come from other people and where you have found them. It is great to also archive the proofs of the third party source being public domain (e.g. use the [Internet Archive](internet_archive.md) to snapshot the page with a PD texture you've found). For works that allow it (e.g. source code, text, websites, ...) it is good to use [version control systems](vcs.md) such as [git](git.md) that record WHAT, WHEN and by WHO was contributed. This can all help prove that your work is actually safe and/or remove contributions that caused some legal trouble.
|
||||
As a next step make sure you clearly **document** your work and the sources you use. This means you write down where all the works contained in your work come from, e.g. in your [readme](readme.md). Explicitly mention which things you have created yourself (*"I, ..., have created everything myself except for X, Y and Z"*) and which things come from other people and where you have found them. It is great to also archive the proofs of the third party source being public domain (e.g. use the [Internet Archive](internet_archive.md) to snapshot the page with a PD texture you've found). For works that allow it (e.g. source code, text, websites, ...) it is good to use [version control systems](vcs.md) such as [git](git.md) that record WHAT, WHEN and by WHO was contributed. This can all help prove that your work is actually safe and/or remove contributions that caused some legal trouble.
|
||||
|
||||
If you collaborate with someone on the work, it must be clear that ALL contributors to the work follow what we describe here (e.g. that they all agree to the license/waiver you have chosen etc.). It is safer if there are fewer contributors as with more people involved the chance of someone starting to "make trouble" increases.
|
||||
|
||||
|
@ -78,9 +78,9 @@ There are quite a few places on the Internet where you may find public domain wo
|
|||
- **[Wikimedia Commons](https://commons.wikimedia.org/wiki/Main_Page)**: Contains only free as in freedom works among which are many PD ones. You can search for them with queries such as `cat incategory:cc-zero`. This site is quite reliable and serious about licensing, if you find a work marked as PD here, you can be reasonably sure this information is true.
|
||||
- **[Internet Archive](https://archive.org/)**: The biggest Internet archive, huge amount of mainly old works such as scanned books and photos. Beware that this site contains all kinds of works from PD to [proprietary](proprietary.md) and works marked as PD should be checked as there can be errors. There is an *advanced search* tool that can help in searching for PD works, for example [this query](https://archive.org/search.php?query=possible-copyright-status%3A%28NOT_IN_COPYRIGHT%29%20OR%20licenseurl%3A%28%22http%3A%2F%2Fcreativecommons.org%2Fpublicdomain%2Fmark%2F1.0%2F%22%29%20OR%20licenseurl%3A%28%22http%3A%2F%2Fcreativecommons.org%2Fpublicdomain%2Fzero%2F1.0%2F%22%29) tries to achieve this.
|
||||
- **[Opengameart](https://opengameart.org/)**: Site for sharing free as in freedom [game](game.md) art (pictures, 3D models, sounds, ...) among which are many under [CC0](cc0.md), i.e. PD. Submitted works are checked reasonably well so any CC0 work you find here is likely truly PD.
|
||||
- **[Freesound](https://freesound.org/)**: Site for sharing sound recordings and sound effects, contains many [CC0](CC0.md) sounds that should be PD.
|
||||
- **[Freesound](https://freesound.org/)**: Site for sharing sound recordings and sound effects, contains many [CC0](cc0.md) sounds that should be PD.
|
||||
- **[Project Gutenberg](https://www.gutenberg.org/)**: Archive of old digitized books. NOT ALL are PD, but the real old ones should be. Generally books from before the 20th century should be PD.
|
||||
- **[Stocksnap](https://stocksnap.io)**: Quality photos and "stock images" under [CC0](CC0.md), i.e. PD.
|
||||
- **[Stocksnap](https://stocksnap.io)**: Quality photos and "stock images" under [CC0](cc0.md), i.e. PD.
|
||||
- **[Librivox](https://librivox.org)**: Public domain audiobooks made by volunteers that read PD books from Project Gutenberg.
|
||||
- **[Wikisource](https://en.wikisource.org/wiki/Main_Page)**: Repository of texts, similar to Project Gutenberg, same rules apply (not all texts here will be PD but the real old ones should be).
|
||||
- **[Openclipart](http://openclipart.org)**: Vector graphics, all under [CC0](cc0.md), i.e. PD in theory, **however** there do appear pictures that are derivative works of copyrighted works for which of course this is irrelevant. Check very well anything you download from here.
|
||||
|
|
2
race.md
2
race.md
|
@ -38,7 +38,7 @@ There is a controversial 1994 book called *The Bell Curve* that deals with diffe
|
|||
|
||||
It is useful to know the **differences in intellect** between different races (no matter whether the cause is genetic, cultural or other), though cultural and other traits linked to races may also play a big role. Of course, it is important to keep in mind intelligence isn't one dimensional, it's one of the most complex and complicated concepts we can be dealing with (remember the famous test that revealed that chimpanzees greatly outperform humans at certain intellectual tasks such as remembering the order of numbers seen for a very short period of time) and that other traits than raw intelligence may be equally or more important for good performance in intellectual tasks, e.g. personality traits such as curiosity (imagine a fast CPU running shit software versus slower CPU running good software). We can't generally simplify to a single measure such as [IQ](iq.md) score (though it can still give some rough ideas, IQ is not absolutely useless), but we can measure performance at different tasks. Let intelligence here mean simply the ability to perform well in the area of given art. And of course, there are smart and stupid people in any race, the general statements we make are just about statistics and probabilities.
|
||||
|
||||
The smartest races seem to be [Jews](jew.md) and [Asians](asian.md) (also found so by the book *Bell Curve* and many old books). Asians have always been regarded as having superior intelligence and their [religions](religion.md) and [culture](culture.md) also seem to be the most advanced, with very complex ideas (as opposed to e.g. Christianity based on trivial rules to blindly follow), closest to [nonviolence](nonviolence.md), [socialism](socialism.md) and true [science](science.md) (e.g. [Buddhism](buddhism.md)). There is no question about the intelligence of Jews, the greatest thinkers of all times were Jewish ([Richard Stallman](rms.md), [Einstein](einstein.md), [Marx](marx.md), Freud, [Chomsky](chomsky.md), even [Jesus](jesus.md) and others) -- the man often regarded as the smartest human in history, William James Sidis, was a Jew. Jews have dominated despite being a minority, they seem to have a very creative intelligence and some of them decide to gain further edge by giving up their morality (i.e. becoming [capitalist](capitalism.md)), while Asians are more disciplined and mechanically inclined -- they can learn a skill and bring it to perfection with an extremely deep study and dedication (funnily this observation was also shared e.g. by Grubby, a Warcraft III legend pro player, on a stream ranking Orc units, where he contrasted the Asian mechanical genius with European creative thinking, swiftly realizing the politically incorrect slip and playing it to the out). Closely following is the general white race (which according to studies is also seen as most physically attractive by all races): white people have of course absolutely dominated history and there is always that one white guy at the top even in areas more dominated by other races (e.g. Eminem in rap, Carlsen in chess, Grubby in Warcraft 3, ...), however whites are still primitive in many ways ([individualism](individualism.md), [fascism](fascism.md), violence, simple religions and cults, e.g. that of economy, money, simplified commandments of Christianity etc.). The African black race known as the *negro* is one of the least intelligent according to basically all literature -- this makes a lot of sense, the race has been oppressed and living in harsh conditions for centuries and millennia and didn't get much chance to evolve towards good performance in intellectual tasks, quite the opposite, those who were physically fit rather than smart were probably more likely to survive and reproduce as slaves or jungle people (even if white people split from the blacks relatively recently, a rapid change in environment also leads to a rapid change in evolution, even that of intelligence). However the more primitive, less intelligent races (blacks, indians etc.) were found by some to e.g. have significantly faster reaction times, which sometimes may be an advantage -- this is suspected to be cause be a tradeoff; the "smarter" races perform more complex processing of input information (in terms of computers: having a longer processing [pipeline](pipeline.md)) and so it takes longer, i.e. the more primitive individual acts more impulsively and therefore quicker. The 1892 book *Hereditary Genius* says that the black race is *about two grades* below the white race (nowadays the gap will most likely be lower). Hispanics were found to perform somewhere in between the white and black people. There isn't so much info about other races such as the red race or Eskimos, but they're probably similarly intelligent to the black race. The above mentioned book *Hereditary Genius* gives an intelligence of the Australian aboriginal race *at least one grade below that of the negro*, making possibly the dumbest race of all. The brown races are kind of complicated, Indian people have Asian genes and showed a great intellectual potential, e.g. in [chess](chess.md), [math](math.md), philosophy (nonviolence inherently connected to India is the most intellectually advanced philosophy), and lately also [computer science](compsci.md) (even though many would argue that "[pajeets](pajeet.md)" are just trained coding monkeys, really their compsci "universities" are mostly a meme); they may be at the similar level to Hispanics.
|
||||
The smartest races seem to be [Jews](jew.md) and [Asians](asian.md) (also found so by the book *Bell Curve* and many old books). Asians have always been regarded as having superior intelligence and their [religions](religion.md) and [culture](culture.md) also seem to be the most advanced, with very complex ideas (as opposed to e.g. Christianity based on trivial rules to blindly follow), closest to [nonviolence](nonviolence.md), [socialism](socialism.md) and true [science](science.md) (e.g. [Buddhism](buddhism.md)). There is no question about the intelligence of Jews, the greatest thinkers of all times were Jewish ([Richard Stallman](rms.md), [Einstein](einstein.md), [Marx](marx.md), Freud, [Chomsky](chomsky.md), Christophe Colomb, even [Jesus](jesus.md) and others) -- the man often regarded as the smartest human in history, William James Sidis, was a Jew. Jews have dominated despite being a minority, they seem to have a very creative intelligence and some of them decide to gain further edge by giving up their morality (i.e. becoming [capitalist](capitalism.md)), while Asians are more disciplined and mechanically inclined -- they can learn a skill and bring it to perfection with an extremely deep study and dedication (funnily this observation was also shared e.g. by Grubby, a Warcraft III legend pro player, on a stream ranking Orc units, where he contrasted the Asian mechanical genius with European creative thinking, swiftly realizing the politically incorrect slip and playing it to the out). Closely following is the general white race (which according to studies is also seen as most physically attractive by all races): white people have of course absolutely dominated history and there is always that one white guy at the top even in areas more dominated by other races (e.g. Eminem in rap, Carlsen in chess, Grubby in Warcraft 3, ...), however whites are still primitive in many ways ([individualism](individualism.md), [fascism](fascism.md), violence, simple religions and cults, e.g. that of economy, money, simplified commandments of Christianity etc.). The African black race known as the *negro* is one of the least intelligent according to basically all literature -- this makes a lot of sense, the race has been oppressed and living in harsh conditions for centuries and millennia and didn't get much chance to evolve towards good performance in intellectual tasks, quite the opposite, those who were physically fit rather than smart were probably more likely to survive and reproduce as slaves or jungle people (even if white people split from the blacks relatively recently, a rapid change in environment also leads to a rapid change in evolution, even that of intelligence). However the more primitive, less intelligent races (blacks, indians etc.) were found by some to e.g. have significantly faster reaction times, which sometimes may be an advantage -- this is suspected to be cause be a tradeoff; the "smarter" races perform more complex processing of input information (in terms of computers: having a longer processing [pipeline](pipeline.md)) and so it takes longer, i.e. the more primitive individual acts more impulsively and therefore quicker. The 1892 book *Hereditary Genius* says that the black race is *about two grades* below the white race (nowadays the gap will most likely be lower). Hispanics were found to perform somewhere in between the white and black people. There isn't so much info about other races such as the red race or Eskimos, but they're probably similarly intelligent to the black race. The above mentioned book *Hereditary Genius* gives an intelligence of the Australian aboriginal race *at least one grade below that of the negro*, making possibly the dumbest race of all. The brown races are kind of complicated, Indian people have Asian genes and showed a great intellectual potential, e.g. in [chess](chess.md), [math](math.md), philosophy (nonviolence inherently connected to India is the most intellectually advanced philosophy), and lately also [computer science](compsci.md) (even though many would argue that "[pajeets](pajeet.md)" are just trained coding monkeys, really their compsci "universities" are mostly a meme); they may be at the similar level to Hispanics.
|
||||
|
||||
Increasing multiculturalism, globalization and mixing of the races will likely make all of this less and less relevant as time goes on -- races will blend greatly which may either help get rid of true [racism](racism.md), but also fuel it: many will oppose racial mixing, many will become more paranoid (as is already the case with Jews who are sometimes very hard to tell apart from whites) and eventually pure races will actually become a minority that may become target of reversed racism: a pale white guy in a room full of mixed people will stand out and likely get lynched (if not just for the fact of being different, then for social revenge). For now the differences in races are still greatly visible.
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|
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|
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@ -17,7 +17,7 @@ Now it's important to mention that among graphics programmers the term raycastin
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{ Also there is a very cool oldschool book that goes through programming a whole raycasting game engine in C, called *Tricks of The Game Programming Gurus*, check it out! ~drummyfish }
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2D raycasting can be used to relatively easily render "3Dish" looking environments (commonly labeled "[pseudo 3D](pseudo3D.md)"), mostly some kind of right-angled labyrinth. There are limitations such as the inability for the camera to tilt up and down (which can nevertheless be faked with shearing). It used to be popular in very old games but can still be used nowadays for "retro" looking games, games for very weak hardware (e.g. [embedded](embedded.md)), in [demos](demoscene.md) etc. It is pretty cool, very [suckless](suckless.md) rendering method.
|
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2D raycasting can be used to relatively easily render "3Dish" looking environments (commonly labeled "[pseudo 3D](pseudo3d.md)"), mostly some kind of right-angled labyrinth. There are limitations such as the inability for the camera to tilt up and down (which can nevertheless be faked with shearing). It used to be popular in very old games but can still be used nowadays for "retro" looking games, games for very weak hardware (e.g. [embedded](embedded.md)), in [demos](demoscene.md) etc. It is pretty cool, very [suckless](suckless.md) rendering method.
|
||||
|
||||
```
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||||
....................................................................................................
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|
|
|
@ -2,7 +2,7 @@
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|||
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||||
*"I'm not glad he's dead, but I'm glad he's gone."* -- [Richard Stallman](rms.md)
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Steve Jobs (AKA Steve "more jobs for everyone" and Steve Jewbs) was the prototypical evil [CEO](ceo.md) dictator and co-founder of one of the worst [corporations](corporation.md) in the world: [Apple](apple.md). He was a psychopathic entrepreneur with a [cult of personality](hero_culture.md) that makes [Americans](usa.md) cum. He was mainly known for his ability to manipulate people (euphemistically called "reality distortion field") and he worsened technology by making it more [consumerist](consumerism.md), expensive, litter with spyware, less repairable and incompatible with other already existing technology. He was so stupid that he became a role model for most americans -- in fact all americans masturbate daily to Steve Jobs so he can also be considered the most famous US porn star. Someone once said that there are essentially two types of men in technology: those who understand what they don't manage and those who manage what they don't understand. Jobs was the latter.
|
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Steve Jobs (AKA Steve "more jobs for everyone" and Steve Jewbs) was the prototypical evil [CEO](ceo.md) dictator and co-founder of one of the worst [corporations](corporation.md) in the world: [Apple](apple.md). He was a psychopathic entrepreneur with a [cult of personality](hero_culture.md) that makes [Americans](usa.md) cum. He was mainly known for his ability to manipulate people (euphemistically called "reality distortion field") and he worsened technology by making it more [consumerist](consumerism.md), expensive, littered with spyware, less repairable and incompatible with other already existing technology. He was so stupid that he became a role model for most americans -- in fact all americans masturbate daily to Steve Jobs so he can also be considered the most famous US porn star. Someone once said that there are essentially two types of men in technology: those who understand what they don't manage and those who manage what they don't understand. Jobs was the latter.
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```
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_
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|
|
|
@ -22,7 +22,7 @@ Some SW renderers make use of specialized CPU instructions such as [MMX](mmx.md)
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||||
{ In case [small3dlib](small3dlib.md) is somehow not enough for you :) ~drummyfish }
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Difficulty of this task depends on features you want -- a super simple [flat shaded](flat_shading.md) (no textures, no smooth [shading](shading.md)) renderer is relatively easy to make, especially if you don't need movable camera, can afford to use [floating point](float.md) etc. See the details of [3D rendering](3d_rendering.md), especially how the GPU pipelines work, and try to imitate them in software. The core of these renderers is the **[triangle](triangle.md) [rasterization](rasterization.md)** algorithm which, if you want, can be very simple -- even a naive one will give workable results -- or pretty complex and advanced, using various optimizations and things such as the [top-left rule](top_left_rule.md) to guarantee no holes and overlaps of triangles. Remember this function will likely be the performance [bottleneck](bottleneck.md) of your renderer so you want to put effort into [optimizing](optimization.md) it to achieve good [FPS](fps.md). Once you have triangle rasterization, you can draw 3D models which consist of vertices (points in 3D space) and triangles between these vertices (it's very simple to load simple 3D models e.g. from the [obj](obj.md) format) -- you simply project (using [perspective](perspective.md)) 3D position of each vertex to screen coordinates and draw triangles between these pixels with the rasterization algorithm. Here you need to also solve [visibility](visibility.md), i.e. possible overlap of triangles on the screen and correctly drawing those nearer the view in front of those that are further away -- a very simple solution is a [z buffer](z_buffer.md), but to save memory you can also e.g. [sort](sorting.md) the triangles by distance and draw them back-to-front ([painter's algorithm](painters_algorithm.md)). You may add a [scene](scene.md) data structure that can hold multiple models to be rendered. If you additionally want to have movable camera and models that can be transformed (moved, rotated, scaled, ...), you will additionally need to look into some [linear algebra](linear_algebra.md) and [transform matrices](transform_matrix.md) that allow to efficiently compute positions of vertices of a transformed model against a transformed camera -- you do this the same way as basically all other 3D engines (look up e.g. some [OpenGL](opengl.md) tutorials, see model/view/projection [matrices](matrix.md) etc.). If you also want texturing, the matters get again a bit more complicated, you need to compute [barycentric](barycentric.md) coordinates (special coordinates within a triangle) as you're rasterizing the triangle, and possibly apply [perspective correction](perspective_correction.md) (otherwise you'll be seeing distortions). You then map the barycentrics of each rasterized pixel to [UV](uv.md) (texturing) coordinates which you use to retrieve specific pixels from a texture. On top of all this you may start adding all the advanced features of typical engines such as [acceleration structures](acceleration_structure.md) that for example discard models that are completely out of view, [LOD](lod.md), instancing, [MIP maps](mip_map.md) and so on.
|
||||
Difficulty of this task depends on features you want -- a super simple [flat shaded](flat_shading.md) (no textures, no smooth [shading](shading.md)) renderer is relatively easy to make, especially if you don't need movable camera, can afford to use [floating point](float.md) etc. See the details of [3D rendering](3d_rendering.md), especially how the GPU pipelines work, and try to imitate them in software. The core of these renderers is the **[triangle](triangle.md) [rasterization](rasterization.md)** algorithm which, if you want, can be very simple -- even a naive one will give workable results -- or pretty complex and advanced, using various optimizations and things such as the [top-left rule](top_left_rule.md) to guarantee no holes and overlaps of triangles. Remember this function will likely be the performance [bottleneck](bottleneck.md) of your renderer so you want to put effort into [optimizing](optimization.md) it to achieve good [FPS](fps.md). Once you have triangle rasterization, you can draw 3D models which consist of vertices (points in 3D space) and triangles between these vertices (it's very simple to load simple 3D models e.g. from the [obj](obj.md) format) -- you simply project (using [perspective](perspective.md)) 3D position of each vertex to screen coordinates and draw triangles between these pixels with the rasterization algorithm. Here you need to also solve [visibility](visibility.md), i.e. possible overlap of triangles on the screen and correctly drawing those nearer the view in front of those that are further away -- a very simple solution is a [z buffer](z_buffer.md), but to save memory you can also e.g. [sort](sorting.md) the triangles by distance and draw them back-to-front ([painter's algorithm](painters_algorithm.md)). You may add a [scene](scene.md) data structure that can hold multiple models to be rendered. If you additionally want to have movable camera and models that can be transformed (moved, rotated, scaled, ...), you will additionally need to look into some [linear algebra](linear_algebra.md) and [transform matrices](transform_matrix.md) that allow to efficiently compute positions of vertices of a transformed model against a transformed camera -- you do this the same way as basically all other 3D engines (look up e.g. some [OpenGL](opengl.md) tutorials, see model/view/projection [matrices](matrix.md) etc.). If you also want texturing, the matters get again a bit more complicated, you need to compute [barycentric](barycentric.md) coordinates (special coordinates within a triangle) as you're rasterizing the triangle, and possibly apply [perspective correction](perspective_correction.md) (otherwise you'll be seeing distortions). You then map the barycentrics of each rasterized pixel to [UV](uv.md) (texturing) coordinates which you use to retrieve specific pixels from a texture. On top of all this you may start adding all the advanced features of typical engines such as [acceleration structures](acceleration_structure.md) that for example discard models that are completely out of view, [LOD](lod.md), instancing, [MIP maps](mipmap.md) and so on.
|
||||
|
||||
Possible tricks, cheats and [optimizations](optimization.md) you may utilize include:
|
||||
|
||||
|
@ -39,7 +39,7 @@ Possible tricks, cheats and [optimizations](optimization.md) you may utilize inc
|
|||
These are some notable software renderers:
|
||||
|
||||
- **Bootleg3D/RAL**: Very tiny, flat-shaded, super suckless (< 1000 LOC) renderers ([RAL link](https://codeberg.org/Ilya3point999k/RAL)).
|
||||
- **[Build engine](build_engine.md)**: So called ["pseudo 3D"](pseudo_3d.md) or primitive 3D, this was a very popular [proprietary](proprietary.md) portal-rendering engine for older games like [Duke Nukem 3D](duke3d.md) or [Blood](blood.md).
|
||||
- **[Build engine](build_engine.md)**: So called ["pseudo 3D"](pseudo3d.md) or primitive 3D, this was a very popular [proprietary](proprietary.md) portal-rendering engine for older games like [Duke Nukem 3D](duke3d.md) or [Blood](blood.md).
|
||||
- **[BRender](brender.md)**: Old commercial renderer used in games such as Carmageddon, Croc or [Harry Potter](harry_potter.md) 1. Later made [FOSS](foss.md).
|
||||
- **[Chasm: The Rift](chasm_the_rift.md) engine**: Mysterious proprietary 1997 renderer made specifically for one game, notable especially by being a hybrid of "2.5D" and "true 3D", it managed to make it look very good.
|
||||
- **[Dark Engine](dark_engine.md)**: Old proprietary game engine which includes a SW renderer, used mainly in the game Thief. The author writes about it at https://nothings.org/gamedev/thief_rendering.html.
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
*Amateur is obsessed with tools. Master is obsessed with art itself.*
|
||||
|
||||
Tool slave is someone who, instead of being focused on creating [art](art.md), is rather overly focuses on his tools, he is too dependent on his specific tools of choice, has a fanboy mentality about his favorite brand and rarely creates something because he is too busy just configuring his tools and arguing with others. Typical examples are for example the [Emacs](emacs.md)/[Vim](vim.md) fanboys, Unix [ricing](ricing.md) addicts, [GNU](gnu.md)/[Linux](linux.md) distro [fighters](fight_culture.md) etc. Remember that art is the true goal, a tool is only there to help you make it happen -- a good tool is not that over which you masturbate but rather that which you hardly even notice is there, it's in the background and doesn't bother you as you're being focused on creation of your art. If you spend 80 years looking for the right tools to create something and suddenly you find it's too late to put the tools to good use, you have lived your life wrong, you completely wasted all of it by getting ready to do good instead of doing good. Only a reasonable time should be spent on finding a [good enough](good_enough.md) tool, then one must start creating in order to become a master -- a master will transcend his tools and won't even care anymore about which tools he's using -- a mediocre musician will refuse to play music with a cheap instrument, a master will play beautiful music with any instrument you give him. A tool must be slave to you, not vice versa. Tool is not you [tamagotchi](tamagotchi.md) pet -- once you start to feel emotion, [pride](pride.md) or attachment to your tool, something is wrong.
|
||||
Tool slave is someone who, instead of being focused on creating [art](art.md), is rather overly focuses on his tools, he is too dependent on his specific tools of choice, has a fanboy mentality about his favorite brand and rarely creates something because he is too busy just configuring his tools and arguing with others. Typical examples are for example the [Emacs](emacs.md)/[Vim](vim.md) fanboys, Unix [ricing](ricing.md) addicts, [GNU](gnu.md)/[Linux](linux.md) distro [fighters](fight_culture.md) etc. Remember that art is the true goal, a tool is only there to help you make it happen -- a good tool is not that over which you masturbate but rather that which you hardly even notice is there, it's in the background and doesn't bother you as you're being focused on creation of your art. If you spend 80 years looking for the right tools to create something and suddenly you find it's too late to put the tools to good use, you have lived your life wrong, you completely wasted all of it by getting ready to do good instead of doing good. Only a reasonable time should be spent on finding a [good enough](good_enough.md) tool, then one must start creating in order to become a master -- a master will transcend his tools and won't even care anymore about which tools he's using -- a mediocre musician will refuse to play music with a cheap instrument, a master will play beautiful music with any instrument you give him. A tool must be slave to you, not vice versa. Tool is not your [tamagotchi](tamagotchi.md) pet -- once you start to feel emotion, [pride](pride.md) or attachment to your tool, something is wrong.
|
||||
|
||||
It could possibly even be argued that using a shitty tool could make you better at the art. Everyone can win a race if he is sitting in the fastest car on the track, so sitting in the fastest car won't improve your skill, you don't have to try very much to win. If you instead learn to win races in an average car, your will acquire real skill -- and then if you sit in the fast car you will become a god.
|
||||
|
||||
|
|
|
@ -18,6 +18,20 @@ Is it OK to be German? Yes, of course, Is it OK to be a [Nazi](nazi.md)? No, tha
|
|||
|
||||
Hopefully that's enough examples to demonstrate the difference. Really you must see it even if with a quarter of average [IQ](iq.md), only extreme brainwashing can possibly make you not see the difference. You know this is the voice of reason and you know tranny fascism is a voice of cult, you know listening to one means doing the right thing and listening to the other doing the cowardly conformance to evil. You can choose to be good or evil.
|
||||
|
||||
**Why are there suddenly so many transsexuals?** And why are 99.99% of them male to female? Well, again, some of them are legit, but these are extremely rare (and remember, they suffer by this sudden transsexual boom as well, their illness is being milked and abused). The reasons for the sudden trans explosion are for example the following:
|
||||
|
||||
- **Extreme brainwashing at very young age.** Imagine you are 8 or 10 years old and all you do all day is watch transsexual YouTubers, ads, cartoons with transsexual characters, movies with transsexual heroes, you see transsexual marching in streets under transsexual flags, you see them in games you play, just everywhere. In complete honesty, what do you think you will want to become? Children don't think critically, they just accept whatever role models are put in front of them. They see Pokemon, they want to be a Pokemon trainer, they see batman, they want to be a batman. LGBT fascists know this very well and exploit it to full extent. Many lives are ruined at a very young age, many will end up committing [suicides](suicide.md). Is it even possible to imagine anything more evil?
|
||||
- **It is a [fashion](fashion.md).** Very simple, it IS a fashion to be gay, sissy, transsexual, mentally ill and "queer". Just like everyone was a disco fan in the [80s](80s.md) and like everyone was an [emo](emo.md) in 2000s, is it surprising at all that young people follow a fashion? If you're straight, with no mental illness, no self harm scars, wearing normal clothes, you are just plain and simple BORING, unpopular, won't ever have sex, friends and may even become bullied. Do you in your right mind think anyone young ever wants this? However the trans fashion has a catch: it comes with serious irreversible decisions, such as that to have your dick cut off, often made at a time when you don't even know how children are made yet.
|
||||
- **Many social rewards.** For example: **label of a [hero](hero_culture.md)** for coming out; attention, which means followers, fame and **financial rewards** on social media; more potential for generating drama, i.e. again more attention capital, meaning more money etc.; **better chances to get hired** as companies have quotas to hire minorities and similar kinds of people and they're generally scared of discrimination lawsuits; **safety** from getting bullied by [LGBT](lgbt.md), [feminists](feminism.md) and other pseudoleftist fascist groups for having joined their ranks (just like "communist" collaborators used to get an immunity, protection and privileges for signing collaboration with the "communist" party); **better chances in lawsuits** as you gain the powerful "discrimination card" to play (and as a result even lowering probability of getting sued at all); support, compassion and empathy of your surroundings for having an "illness"; excuse for behaving badly ("he is ill, it's not his fault"), healthcare benefits such as a disability pension; business opportunities, e.g. for being a writer, speaker etc. Is it surprising at all that when something is socially rewarded, people start doing it? You would have to be stupid beyond any measure to even find this surprising in a slightest way.
|
||||
- Males get minus points from feminism, females get plus points, therefore more people want to be female.
|
||||
- Herd mentality, mass hysteria. People just [do what others do](everyone_does_it.md) without thinking because they're stupid, spreading this further and further.
|
||||
- Females that that made the huge mistake of transitioning to a male very quickly find life as a male is much more difficult, contrary to what feminist propaganda told them, and they quickly revert back.
|
||||
- ...
|
||||
|
||||
So the question is rather: why are you NOT a transsexual yet?
|
||||
|
||||
For good lulz see also transsexuals in sports.
|
||||
|
||||
## See Also
|
||||
|
||||
- [transformer](transformer.md)
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@ -3,9 +3,9 @@
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This is an autogenerated article holding stats about this wiki.
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|
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- number of articles: 601
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- number of commits: 899
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- total size of all texts in bytes: 4439785
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- total number of lines of article texts: 33795
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- number of commits: 900
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- total size of all texts in bytes: 4444196
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- total number of lines of article texts: 33809
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- number of script lines: 294
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- occurrences of the word "person": 9
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- occurrences of the word "nigger": 98
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@ -35,20 +35,20 @@ longest articles:
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top 50 5+ letter words:
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- which (2499)
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- there (1918)
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- people (1740)
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- example (1513)
|
||||
- other (1379)
|
||||
- number (1257)
|
||||
- about (1216)
|
||||
- which (2500)
|
||||
- there (1919)
|
||||
- people (1743)
|
||||
- example (1514)
|
||||
- other (1380)
|
||||
- number (1258)
|
||||
- about (1217)
|
||||
- software (1203)
|
||||
- program (988)
|
||||
- because (951)
|
||||
- because (952)
|
||||
- their (932)
|
||||
- would (913)
|
||||
- being (852)
|
||||
- something (848)
|
||||
- would (915)
|
||||
- being (853)
|
||||
- something (850)
|
||||
- called (845)
|
||||
- language (844)
|
||||
- things (840)
|
||||
|
@ -58,37 +58,50 @@ top 50 5+ letter words:
|
|||
- without (746)
|
||||
- programming (728)
|
||||
- function (714)
|
||||
- different (704)
|
||||
- these (701)
|
||||
- different (701)
|
||||
- however (694)
|
||||
- system (663)
|
||||
- world (649)
|
||||
- should (632)
|
||||
- world (650)
|
||||
- should (633)
|
||||
- doesn (631)
|
||||
- while (623)
|
||||
- point (612)
|
||||
- games (605)
|
||||
- games (606)
|
||||
- still (596)
|
||||
- society (594)
|
||||
- still (592)
|
||||
- drummyfish (580)
|
||||
- using (572)
|
||||
- drummyfish (582)
|
||||
- using (573)
|
||||
- simply (572)
|
||||
- possible (564)
|
||||
- possible (566)
|
||||
- though (557)
|
||||
- course (539)
|
||||
- similar (537)
|
||||
- course (540)
|
||||
- similar (539)
|
||||
- https (536)
|
||||
- memory (528)
|
||||
- always (516)
|
||||
- always (517)
|
||||
- value (510)
|
||||
- technology (508)
|
||||
- really (501)
|
||||
- basically (500)
|
||||
- probably (499)
|
||||
- really (503)
|
||||
- probably (502)
|
||||
- basically (501)
|
||||
|
||||
latest changes:
|
||||
|
||||
```
|
||||
Date: Sun Oct 13 16:12:09 2024 +0200
|
||||
90s.md
|
||||
avpd.md
|
||||
digital.md
|
||||
feminism.md
|
||||
nokia.md
|
||||
random_page.md
|
||||
soyence.md
|
||||
steve_jobs.md
|
||||
wiki_pages.md
|
||||
wiki_stats.md
|
||||
wizard.md
|
||||
woman.md
|
||||
Date: Sat Oct 12 16:21:03 2024 +0200
|
||||
chess.md
|
||||
czechia.md
|
||||
|
@ -109,25 +122,6 @@ Date: Sat Oct 12 16:21:03 2024 +0200
|
|||
wiki_stats.md
|
||||
wiki_tldr.md
|
||||
Date: Fri Oct 11 19:48:53 2024 +0200
|
||||
chess.md
|
||||
gay.md
|
||||
gnu.md
|
||||
history.md
|
||||
idiot_fallacy.md
|
||||
iq.md
|
||||
jokes.md
|
||||
lgbt.md
|
||||
lrs_dictionary.md
|
||||
main.md
|
||||
nigeria.md
|
||||
nigger.md
|
||||
old.md
|
||||
race.md
|
||||
random_page.md
|
||||
rust.md
|
||||
tranny.md
|
||||
transsexual.md
|
||||
ubi.md
|
||||
```
|
||||
|
||||
most wanted pages:
|
||||
|
@ -156,7 +150,7 @@ most wanted pages:
|
|||
most popular and lonely pages:
|
||||
|
||||
- [lrs](lrs.md) (308)
|
||||
- [capitalism](capitalism.md) (252)
|
||||
- [capitalism](capitalism.md) (253)
|
||||
- [c](c.md) (229)
|
||||
- [bloat](bloat.md) (219)
|
||||
- [free_software](free_software.md) (187)
|
||||
|
@ -173,7 +167,7 @@ most popular and lonely pages:
|
|||
- [linux](linux.md) (94)
|
||||
- [programming](programming.md) (93)
|
||||
- [math](math.md) (92)
|
||||
- [shit](shit.md) (86)
|
||||
- [shit](shit.md) (88)
|
||||
- [fight_culture](fight_culture.md) (86)
|
||||
- [bullshit](bullshit.md) (85)
|
||||
- [hacking](hacking.md) (84)
|
||||
|
@ -181,8 +175,8 @@ most popular and lonely pages:
|
|||
- [free_culture](free_culture.md) (82)
|
||||
- [art](art.md) (81)
|
||||
- [public_domain](public_domain.md) (79)
|
||||
- [corporation](corporation.md) (79)
|
||||
- [woman](woman.md) (78)
|
||||
- [corporation](corporation.md) (78)
|
||||
- [programming_language](programming_language.md) (77)
|
||||
- [internet](internet.md) (76)
|
||||
- ...
|
||||
|
|
2
woman.md
2
woman.md
|
@ -12,7 +12,7 @@ The symbol for woman is a circle with cross at its bottom ([Unicode](unicode.md)
|
|||
|
||||
[Historically](history.md) in every [culture](culture.md) women have been privileged over men, and they still are very much (for example they commit [suicides](suicide.md) much less often) -- while men had to [work](work.md) their asses off, go to [wars](war.md), explore and hunt for food, women often weren't even supposed to work, they could stay at home, chill while guarding the fire and playing with children -- this is becoming less and less so with [capitalism](capitalism.md) which aims to simply enslave everyone, nowadays mostly through the [feminist](feminism.md) cult that brainwashed women to desire the same slavery as men. In case of emergencies it's always been the rule to save women and children first, in wars women and children were oftentimes spared in mass executions. Thanks to being smaller, thinner and lighter women need fewer calories to survive, i.e. men have to pay more money just for staying alive (Does anyone care about this inequality gap? Of course not). Statistically **women live about 6 years longer lives than men** because they have easier and less stressful life, they don't have to work as hard and they can obtain privileges (such as free food and better healthcare) just with a flirty smile. Woman make much more money by prostitution than men, why don't evil women discriminate against poor men this way? While feminists are furious about wage gaps in professions where men make more money than women, none gives a single damn about these opposite kinds of inequality gaps which just confirms what everyone already knows: feminists don't care about equality, they simply care about women. Women also have the huge social privilege of being able to to have sex and/or get a partner at any time with no effort and/or **trade sex (or even just mere company) for things and services** -- this happens very often, see e.g. the [GamerGate](gamergate.md) scandal which basically revealed that women "developers" were fucking game reviewers to push promotion of their "games", i.e. here we see that **women oppress men** not just by treating them as mere sexual objects but also by having good games made by men be rejected in favor of bad games made by women by the power of sex. Being a woman means playing life on very low difficulty, you can have anything you want at any time. Man on the other hand won't get sex unless he's a billionaire or at least 2 meters tall, no matter how smart, nice of physically fit he is. For a woman to get sex it's enough to just ask while not weighting two tons, that's literally how easy it is. It is proven that taller men have more sexual partners which means women are discriminating against short men: why are women so evil and practice [body shaming](body_shaming.md)? Didn't they want equality or something?
|
||||
|
||||
Women also can't drive, operate machines, they can't compare even to the worst men in sports, both physical and mental such as [chess](chess.md). Women have to have separate leagues and more relaxed rules, e.g. the title Woman Grand Master (WGM) in chess has far lower requirements to obtain than regular Grand Master (GM). (According to [Elo](elo.md) rating the best woman chess player in history would have only 8% chance of winning against current best male who would have 48% chance of winning). On the International Mathematical Olympiad only 43 out of 1338 medals were obtained by females. There are too many funny cases and video compilations of women facing men in sports (watch them before they're censored lol), e.g. the infamous Vaevictis female "progaming" team or the [football](football.md) match between the US national women team (probably the best women team in the world) vs some random under 15 years old boy's team which of course the women team lost. LMAO there is even a video of 1 skinny boy beating 9 women in boxing. Of course there are arguments that worse performance of women in mental sports is caused culturally; women aren't led so much to playing chess, therefore there are fewer women in chess and so the probability of a good woman player appearing is lower. This may be partially true even though genetic factors seem at least equally important and it may equally be true that not so many women play chess simply because they're not naturally good at it; nevertheless the fact that women are generally worse at chess than men stands, regardless of its cause -- a randomly picked men will most likely be better at chess than a randomly picked woman, and that's what matters in the end. Also if women are displaced from chess by culture, then what is the area they are displaced to? If women are as capable as men, then for any area dominated by men there should be an area equally dominated by women, however we see that anywhere men face women men win big time, even in the woman activities such as cooking and fashion design. Feminists will say that men simply oppress women everywhere, but this just means that women are dominated by men everywhere, which means they are more skilled and capable at everything, there is no way out -- yes, antelope are oppressed by lions, but it's because lions are stronger than antelopes. Here we simply argue that women are weaker than men, not that oppressing women is okay -- it isn't. Furthermore if women were weaker but not by that much, we should statistically see at least occasional dominance by a woman, but we practically don't, it's really almost impossible to find a single such case in history, which indicates women are VERY SIGNIFICANTLY weaker, i.e. not something we negligible we could just ignore. Being a woman correlates to losing to a man almost perfectly, it is a great predictor, basically as strong as can appear in science. It makes sense from the evolutionary standpoint as well, women simply evolved to take care of children, guard fire and save resource consumption by being only as strong as necessarily required for this task, while men had to be stronger and smarter to do the hard job of providing food and protection.
|
||||
Women also can't drive, operate machines, they can't compare even to the worst men in sports, both physical and mental such as [chess](chess.md). Women have to have separate leagues and more relaxed rules, e.g. the title Woman Grand Master (WGM) in chess has far lower requirements to obtain than regular Grand Master (GM). (According to [Elo](elo.md) rating the best woman chess player in history would have only 8% chance of winning against current best male who would have 48% chance of winning). On the International Mathematical Olympiad only 43 out of 1338 medals were obtained by females. There are too many funny cases and video compilations of women facing men in sports (watch them before they're censored lol), e.g. the infamous Vaevictis female "progaming" team or the [football](football.md) match between the US national women team (probably the best women team in the world) vs some random under 15 years old boy's team which of course the women team lost. LMAO there is even a video of 1 skinny boy beating 9 women in boxing. Of course there are arguments that worse performance of women in mental sports is caused culturally; women aren't led so much to playing chess, therefore there are fewer women in chess and so the probability of a good woman player appearing is lower. There may be a small part of truth to this but in the end it's most definitely just an excuse to cover up the fact that women don't play chess (and aren't encouraged to do so) simply because they're not naturally good at it. Do chimpanzees lack the ability to read because we "oppress" them by not installing bookshelves into their zoo exhibits? Take a look at [Jews](jew.md): they are a minority, one that's been under extremely heavy oppression, even that of genocide, and they still managed to grab the highest ranks in society and basically win the capitalist game. Nowadays, in [21st century](21st_century.md), women are no longer oppressed, on the contrary they now get social privileges, encouragement, all the handholding and support -- where are the female chess geniuses then? Where are the female Einsteins? Not even with all the support in the world can they get to the level of men (note that [eventually](future.md), out of necessity, feminism WILL resort to crippling men and forging data to make it look like females beat men, but that will indeed be just pure lies). And still, no matter the cause, the fact simply stands that women are generally worse than men at mental activities -- a randomly picked man will most likely be better at chess than a randomly picked woman, and that's what matters in the end. Also if women are displaced from chess by culture, then what is the area they are displaced to? If women are as capable as men, then for any area dominated by men there should be an area equally dominated by women, however we see that anywhere men face women men win big time, even in the woman activities such as cooking and fashion design. Feminists will say that men simply oppress women everywhere, but this just means that women are dominated by men everywhere, which means they are more skilled and capable at everything, there is no way out -- yes, antelope are oppressed by lions, but it's because lions are stronger than antelopes. Here we simply argue that women are weaker than men, not that oppressing women is okay -- it isn't. Furthermore if women were weaker but not by that much, we should statistically see at least occasional dominance by a woman, but we practically don't, it's really almost impossible to find a single such case in history, which indicates women are VERY SIGNIFICANTLY weaker, i.e. not something we negligible we could just ignore. Being a woman correlates to losing to a man almost perfectly, it is a great predictor, basically as strong as can appear in science. It makes sense from the evolutionary standpoint as well, women simply evolved to take care of children, guard fire and save resource consumption by being only as strong as necessarily required for this task, while men had to be stronger and smarter to do the hard job of providing food and protection.
|
||||
|
||||
{ I actually enjoy women football, mostly for its comedic value. ~drummyfish }
|
||||
|
||||
|
|
Loading…
Reference in a new issue