That would be the Space-cadet
That would be the Space-cadet
They have said they want to keep a fairly long-term performance target for game devs optimizing for the device. Consoles do the same thing. Another part of that is improving margins over time.
There are a lot of analogies but they all fail in some way. I think PBS Spacetime does the best in general, with good graphics to back up the words.
My layman’s explanation is probably all stuff you’ve heard before. Massive objects “warp” spacetime and things that get stuck in those “wells” eventually fall to the bottom due to drag (from a variety of sources).
You’ve also probably seen the rubber sheet with a bowling ball in the middle used to represent that warping. To visualize that in 3D, I like to imagine a 3D grid of nodes and edges (like a jungle gym of joints and bars) where the whole thing is flexed inward towards a center point. More warped near the center, less warped further out. That kind of conveys the acceleration from gravity felt by things around that center mass.
I use OsmAnd on Android and it has a feature to overlay (or underlay) map tiles from multiple sources. I use the OSM tiles as my default and overlay Microsoft’s satellite imagery over them, which I can turn on and off (or even adjust opacity with a slider).
Not the parent poster, but I am similarly concerned about tag spam. I find big tag blocks can ruin the reading experience on platforms that display them in-line with the body text.
Another comment suggested that tags be put in a field separate from the body of the post (and they shouldn’t be parsed from the body, either). I think that’s the best way to facilitate Lemmy clients to (optionally) hide big tag blocks.
Ah, sorry. I was answering about hyper.
The earliest reference to “meh key” I’m turning up on Kagi is from ErgoDox’s Indiegogo in 2015.
They may have coined the term.