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Cake day: July 20th, 2023

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  • Most of their justification is for sure bullshit, especially knowing how AI routinely “hallucinates” things (Firsthand, as I worked with MS/OpenAI AI for some POC projects).
    Their uses of AI isn’t to “better target terrorist”, it is to anesthetize their humanity, the same way a execution peleton ammunition are mostly blank, so none of them know who really killed the prisoner. And see the result. Tens of thousands of women and children killed, and no end of hostility in sight.
    This is no war, this is blind vengeance, and those in power in Israel as well as in Teheran keep fueling it in hope to stabilize their power.


  • Both sides are guilty of war crimes, and that bombing is a war crime in my opinion. Still, The Hezbollah have a lot of other option other than building bunkers under civilian building. If they can dig under that, they can dig under a mountain, a field, or anywhere else where their presence wouldn’t put others in danger.

    So tell me, other than using it as a shield, why dig a bunker under a civilian building ?



  • Dremor@lemmy.worldtoComic Strips@lemmy.worldHuman Shields - Eli Valley 2014
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    21 hours ago

    There is a difference between being “near” and “under”.
    In the first case, unless your missile/bomb is shitty, you should be able to hit the target without collateral damages. On the second, except by telling in advance where you are gonna bomb, there is no way to avoid collateral damage. That a case where the population is used as human shield.

    Still, taking that into account, especially with the latest development in drones, Israel could have used a less destructive approach. But that would have required them to go out in the open, and I doubt they would. The only option left is to wait for another opportunity, or to go for it with their bunker buster bombs, despite all the collateral damage it would do. Considering the little respect Israel military has for Arabs lives, the answer was the later.


  • Funny since I’m rather pro palestinian, but let’s go with it.

    I take into account that I don’t know a lot of things as I’m not some sort of omnipotent being.

    Here is the data I got :

    On the Hezbollah, as they don’t have an habit of documenting their bases (for obvious reason), all I know is that it was in a densely inhabited area, and reportedly underground.
    So either it was built before this zone became densely populated, or it was built on a later date, knowing the area was densely inhabited.
    Either way, it is either negligence, if they allowed the population to encroach on what should be considered a military area, or knowingly, to use the population as shield. Unfortunately they are against an army that don’t care about killing innocents, so that was of no use.

    On the IDF side, according to Wikipedia, Camp Rabin is used as the IDF headquarters since 1948, at that time it was still an agricultural settlement in the periphery of Tel Aviv. This was seized from a Christian community, reportedly because they where nazi sympathizers, and they used to create the IDF HQ there.




  • From the term used I can easily determine you are more conservative than most here, and even if your comment got reported multiple time on the basis of rule 2, I’d like not to overreact and give you the occasion to develop a bit more your arguments by providing examples instead of just “its like that because I feel like it is like that”.

    So, could you please kindly provide, as other in this thread asked, example of :

    • Games where those “political” topics doesn’t belong
    • Review criticizing SpaceMarine 2 for not “pandering to LGBTQ”

    I believe this would help open a more open conversation than some politically opposite attacking each other personally.

    In my humble opinion, Games being a work of art as much as it is an entertainment, it is up to the creator to chose what kind of story it want to talk about.
    Does they want to talk about how the LGBTQ community, which has been oppressed for a long time, in their game ? Fine by me, at lease I can have some insight from the viewpoint of someone of this community, albeit virtual, to better understand said topic.
    Those topics where not talked at all previously, so of course it would feel like it becomes a lot more present in the last years, just by contrast with the absence of it in previous titles. It is also a brand new storytelling topic on which game designer have very little experience with, so it is logical for it to be talked about awkwardly at time (thus the need for specialized consulting firm like Sweet Baby Inc), with some very obvious stitches at times. Just give them time to understand how to blend it better in the story and gameplay, and you’ll get the fun games you wish for, with a diverse cast you won’t even have to complain about.



  • I know I’m a bit late, but here is some more info that may be of use to some.

    OpenGL/GLSL

    OpenGL, is a set of “extensions” (currently 160 as of OpenGL 4.6), which is a subset of features that has to be implemented by each vendor/manufacturer driver.
    To be considered compliant with OpenGL 4.0, you have to implement all its extensions. This base serves as the first stepping toward the next step, OpenGL 4.1, which is basically 4.0 with some more extensions, and so on untill the current OpenGL 4.6.
    But as everything in OpenGL 4.0 is also in OpenGL 4.6, a driver for 4.6 will run any 4.0 games. But if you used an extension found in the 4.3 spec, your game won’t work on a 4.2 level driver… Well, most of the time, as it may already have implemented the extension you need, but did not implement yet enough of them to reach the 4.3 specs.
    To complicate things even further, you have the cut-to-size versions, aka OpenGL ES, which targets embedded devices with a stripped down version of OpenGL.
    As an example of this, you can find here the compatibility matrix for the open-source Mesa collection of drivers : https://mesamatrix.net/

    DirectX

    DirectX, in contrary, is a monolithic spécification. You either support DX11, or you don’t.
    Part of it is implemented in the NT kernel (Linux équivalent in Windows) by MS, through its libraries, and the other is implemented by the GPU manufacturer, in their drivers.
    DX version are often tied to Windows versions (DX12 with Windows 11), for multiple reasons. It requires the right features available in the NT kernel, the right hardware to be run, and, lets be honest, it is a great sale argument to try to push users to get the latest Windows version. Same goes with hardware manufacturers, it is a great way to make sure your customers upgrade for a GPU that support the latest DX version.
    Subsequent versions are not compatible with each other, that’s why, if you play a DX9 game, you have to install the correct driver that (still) supports DX9, and the DX9 libraries.

    To convert or not to convert to new API version ?

    To convert a game from DX9 to DX10, you have to rewrite part of the underlying engine, which mean putting ressources and money into it.
    Most publisher won’t bother, as the return on investment isn’t good enough to motivate such work. The new features won’t be used, and even though it usually give a substantial boost to performance, those games are often old enough to work exceptionally well on the current era hardware anyway.
    So, once again, why bother ?

    The specific case of DX12 (and Vulkan)

    DX12 is to DX11 what Vulkan is to OpenGL. Both are a dramatic philosophical shift in the graphical API world. Previously, graphical APIs where at a higher level in the stack, which reduced their complexity, at the cost of bigger overhead.
    Now with those two new beasts, you get a lot lower in the stack, which mean a lot closer to the hardware itself. You loose some of the ease of use in exchange for a lot less overhead, and thus potentially better performances.
    But if your game worked on previous APIs, your are out of luck, as the changes are so radical you’d probably have to rewrite the whole engine renderer. It cost a lot, so only very few games goes this way, mostly the very successful ones, and probably mostly to gain experience with those new paradigms before starting to go all DX12/Vulkan for future games.