• 0 Posts
  • 7 Comments
Joined 2 years ago
cake
Cake day: June 14th, 2023

help-circle

  • Undoubtedly right, but might give the impression that iron is used because it’s a better material for weapons than bronze - that’s not its advantage.

    Bronze is harder than iron, and holds a better edge - bronze knives are lighter than iron ones. (Harder metals aren’t necessarily better for swords, tho, as they’ll shatter rather than bend.). It also doesn’t corrode so readily. Bronze can also be worked around 1000 °C, which can be achieved with primitive forges, whereas iron needs about 1250 and needs much better tech.

    The first real advantage iron has over bronze is that iron is everywhere, whereas bronze production needs tin mines, and they’re quite rare. If you can achieve the heat, it’s much easier to equip your whole army.

    The second advantage iron has is that if you can achieve about 1500 °C in your smelter, and you’ve mastered getting ‘some but not too much carbon’ alloyed with it, you can make steel, which is a huge improvement over bronze. That’s generally not tech that could be achieved by ancient societies, though.


  • How’s the lag on one of those things? Doesn’t matter for an RPG, but playing some of the old platformers on a modern TV is an exercise in misery, and I just couldn’t get past the first couple of levels in Um Jammer Lammy without connecting up a PC monitor instead.

    Places where I’ve seen that live of projector are for eg. showing the football in a pub, and the sound and screen are noticeably out-of-sync.


  • addie@feddit.uktolinuxmemes@lemmy.worldPanik
    link
    fedilink
    arrow-up
    1
    ·
    22 days ago

    After having used Grub for about twenty years (eek) I was uncertain about the alternatives, but systemd-boot is absurdly better. Much better configuration, much better documentation, fixes a while pile of bugs that Grub team had as “won’t fix” for years and years. No reason to ever go back.




  • Writing in ASM is not too bad provided that there’s no operating system getting in the way. If you’re on some old 8-bit microcomputer where you’re free to read directly from the input buffers and write directly to the screen framebuffer, or if you’re doing embedded where it’s all memory-mapped IO anyway, then great. Very easy, makes a lot of sense. For games, that era basically ended with DOS, and VGA-compatible cards that you could just write bits to and have them appear on screen.

    Now, you have to display things on the screen by telling the graphics driver to do it, and so a lot of your assembly is just going to be arranging all of your data according to your platform’s C calling convention and then making syscalls, plus other tedious-but-essential requirements like making sure the stack is aligned whenever you make a jump. You might as well write macros to do that since you’ll be doing it a lot, and if you’ve written macros to do it then you might as well be using C instead, since most of C’s keywords and syntax map very closely to the ASM that would be generated by macros.

    A shame - you do learn a lot by having to tell the computer exactly what you want it to do - but I couldn’t recommend it for any non-trivial task any more. Maybe a wee bit of assembly here-and-there when you’ve some very specific data alignment or timing-sensitive requirement.