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Cake day: June 30th, 2023

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  • There’s another thread just like this one posted 2 hours earlier in this same community, fyi.

    Just gonna copy my comment from there:

    The Isle is honestly pretty bad in many respects. In fact, it’s such a mess that I need to clarify which version I’m even talking about, because there is an OG version and an on-going complete rewrite, prompted by them having fired their only coder and no longer being able to understand their own codebase.

    The OG version was special. It was very simple, quite buggy and in a constant, obvious state of plans-and-hopes (being EA), but it had a unique atmosphere - the only true survival-horror to date, as far as I’m concerned/aware (only rivalled by some of my experiences playing DayZ, back when it was still an Arma 2 mod).

    Playing a herbivore, resting/hiding in a bush in the pitch-black darkness of night with only limited night-vision letting me see my immediate surroundings and footprints on the ground, the sound of a massive, rumbling carnivore sniffing for traces of food was quite a thrill. Not to mention the moments after when a pair of jaws around my size suddenly emerge out of the darkness.

    That kept me playing.

    Then they stopped working on that and began their rework from the ground up. The rework (which they call EVRIMA) has (or had) no day-night cycle (always daytime), went from being set in an arboreal environment to tropical jungle, and had two playable dinosaurs (one herb- and one carnivore) of about equal size. No creepy nights, no asymmetric gameplay, no horror elements, different feeling in both how it feels to play and how it looks, and it also ran like crap on any device.

    They’re slowly working on it; it has some more dinosaurs now etc, but last I played, it still didn’t feel the same and it was still buggy and severely incomplete. What emergent horror elements one might get out of the reworked version I feel are but shadows of what could have been.

    And yet there’s none other like it.

    Edit: I believe the current version does have night-time, but it doesn’t (or didn’t until recently) have night-vision and IIRC the nights are not as horrifying.


  • The Isle is honestly pretty bad in many respects. In fact, it’s such a mess that I need to clarify which version I’m even talking about, because there is an OG version and an on-going complete rewrite, prompted by them having fired their only coder and no longer being able to understand their own codebase.

    The OG version was special. It was very simple, quite buggy and in a constant, obvious state of plans-and-hopes (being EA), but it had a unique atmosphere - the only true survival-horror to date, as far as I’m concerned/aware (only rivalled by some of my experiences playing DayZ, back when it was still an Arma 2 mod).

    Playing a herbivore, resting/hiding in a bush in the pitch-black darkness of night with only limited night-vision letting me see my immediate surroundings and footprints on the ground, the sound of a massive, rumbling carnivore sniffing for traces of food was quite a thrill. Not to mention the moments after when a pair of jaws around my size suddenly emerge out of the darkness.

    That kept me playing.

    Then they stopped working on that and began their rework from the ground up. The rework (which they call EVRIMA) has (or had) no day-night cycle (always daytime), went from being set in an arboreal environment to tropical jungle, and had two playable dinosaurs (one herb- and one carnivore) of about equal size. No creepy nights, no asymmetric gameplay, no horror elements, different feeling in both how it feels to play and how it looks, and it also ran like crap on any device.

    They’re slowly working on it; it has some more dinosaurs now etc, but last I played, it still didn’t feel the same and it was still buggy and severely incomplete. What emergent horror elements one might get out of the reworked version I feel are but shadows of what could have been.

    And yet there’s none other like it.

    Edit: I believe the current version does have night-time, but it doesn’t (or didn’t until recently) have night-vision and IIRC the nights are not as horrifying.


  • Blóðbók@slrpnk.nettoScience Memes@mander.xyzdouble slit
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    6 months ago

    The interference disappearing from measurement is not really because the instrument alters the state. Or, at least, putting it like that occludes the more fundamental reason.

    Fundamentally, measurements are subject to the uncertainty principle, which dictates that one can not define precisely the values of two complementary observables at the same time. Position and momentum of any quantum object are such complementary observables, so measuring one – for example position – requires that the other (momentum) becomes less defined.

    When the position of a particle is narrowed down to a pixel on a detector screen, its momentum becomes very uncertain and we must talk about all the possible paths for it to have arrived at that point.

    The probability of a particle being measured at any given pixel is given by the probability of all possible paths combined[1], with this important quirk: when combining possible quantum states, they interfere with each other, constructively or destructively. Repeated measurements of positions give you what appears to be wave-like interference due to the way the probabilities of all paths interfere.

    By checking which slit a particle passes through, you exclude all the possible paths through the other slit and end up not observing the same pattern because the two slits simply do not interfere.


    1. To be more precise, by “combining” I mean state vector addition. Probability is magnitude squared of a quantum state vector. So for a given position, you take all possible paths there, sum their state vectors, then square the resulting vector’s norm (magnitude) to get its probability. The sum of all positions’ individual probabilities will be exactly one - meaning that it will always be somewhere. ↩︎




  • Blóðbók@slrpnk.nettoScience Memes@mander.xyzdouble slit
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    6 months ago

    It isn’t “looking” that is meant by “observation”. “Observation” is meant to convey the idea that something (not necessarily sentient) is in some way interacting with an object in question such that the state(s) of the object affects the state(s) of the “observer” (and vice versa).

    The word is rather misleading in that it might give the impression of a unidirectional type of interaction when it really is the establishment of a bidirectional relationship. The reason one says “I observe the electron” rather than “I am observed by the electron” is that we don’t typically attribute agency to electrons the way we do humans (for good reasons), but they are equally true.

    Edit: a way of putting it is that the electron can only be said to be in a particular state if it matters in any way to the state of whomever says it. If I want to know what state an electon is in, it must appear to me in some state in order for me to get an answer. If I never interact with it, I can’t possibly get such an answer and the electron then behaves as if it was actually in more than one state at once, and all those states interfere with each other, and that looks like wavelike patterns in certain measurements.

    Edit 2: just to be clear, I used an electron as an example, but it’s exactly the same for anything else we know of. Photons, bicycles, protons, and elephants are all like this, too. It’s just that the more fundamental particles you involve and the more you already know about many of them, the fewer the possible answers are for any measurement you could make.