

It’s a common turn of phrase that people use when explaining something to someone who seems unclear on a subject.
I hope this clears things up.
It’s a common turn of phrase that people use when explaining something to someone who seems unclear on a subject.
I hope this clears things up.
The market is saturated with crap that doesn’t sell under its own merits. In theory a review signals that not only did that product sell, but somebody actually cared enough to leave a review.
An online market is especially tricky for consumers because you can’t really look at the product to judge it for yourself. You have to make do with a product description, specifications, or photos. All of which might be incomplete, poorly translated, or photoshopped / AI-generated.
So reviews tell you what other people thought. It’s their first line of marketing after SEO (Search Engine Optimization). Of course, unethical companies are out there using paid and fake reviews, so it’s not like a savvy shopper can even use the reviews to judge quality.
Anyway, as someone else said, don’t engage with these emails. You’ll just end up with more emails if you do.
HtWFaIP - How to Win Friends and Influence People
I got back together with an old tabletop group recently.
Five or six years ago we wrapped up the campaign we were running to take a little break. Scheduling became tricky, a couple of people were expecting their first child and some others were starting new jobs. Without a common meeting, the group just kind of faded out.
Anyway, a couple months back I bump into one of the players and we start talking. Shortly after that, he starts up a new group chat trying to get the band back together.
My mental health has been an absolute shitshow the last several years, so I really agonized over whether I wanted to try to get back together or embrace the solitude that I desperately crave for my free time. Well, I went against my initial judgment and it’s been awesome playing with likeminded people again.
A couple of friends still can’t really make it, the schedule is too difficult with young kids. But we brought in a couple new players too and the funny thing is that even with new people it still feels like old times.
Credit where it’s due, around the time Dying Light 1 came out, Roger Craig Smith was lending his voice to Chris Redfield, one of the more iconic zombie guys from Resident Evil.
My favorite Redfield moment was when, without a shred of irony, he talks smack about the villain acting like a comic book villain. Then in the same breath, he punches a six-ton boulder into submission.
Dying Light also really kinda shook up the zombie slaying dynamic with parkour. It seems like a fairly minor thing now, but that freedom of movement was a pretty big deal at the time, even if it was pretty janky.
Narratively, I agree that Crane isn’t a very strong character. He’s a dime-a-dozen government goon turned idealist. I don’t even remember how the story ends, or even most of the major beats except for a couple of major characters.
But at the time, to kick zombie butt while scooting around the rooftops and listening to Chris Redfield quip one-liners: those were special times even if it was a decade ago. They’re probably trying to recapture that magic, but I don’t know. It was lightning in a bottle and you can’t always get that back
Unfortunately, it looks like drawing a big rectangle is the only method to calculate area that’s baked into Godot. You could get the Area2D’s CollisionShape2D children, and then for each child you can
child.shape.get_rect().get_area()
Now, if you’re getting each shape anyway, and you know what kind of shape it is, you can use the appropriate formula to calculate area. For instance, if it’s a CircleShape2D, you can check the radius and get something like
var area = shape.radius * shape.radius * PI
For a polygon it becomes more complicated. You can get the points of the polygon and then use Geometry2D.triangulate_polygon() to get an array of triangles inside that polygon. You can then calculate the area of each triangle and sum them to get your total area. There’s no built-in way to do this, so it’s left as an exercise for you.
The question I have to ask: from a design standpoint, is the exact size of each country truly important to the game? For the sake of argument, Canada is a really quite large country, but it’s sparsely populated. A lot of the land is frankly not very habitable. If I was going to abstract a surrender-factor, I’d think about “population” filling a role that you’re thinking of for “area.” If that were the case, you could just attach a property to each country manually. Maybe a little more work upfront depending on how many countries or regions you’re including, but it’s definitely cognitively simpler.