"server" in Discord terms just means a community space with channels. You don't actually run any sort of "server" software, it's all managed by Discord.
To be fair, "servers" came organically from some of the community relatively early on. (One alleged place where it came from was communities migrating from TeamSpeak where "server" was the word there, which would make sense as a particular place it came from given the early focus on game players. Another alleged source was some huge non-technical communities that were also early adopters of Discord.)
I sort of prefer "guilds" for technical reasons, too, and also from enough work on Discord bot development where that terminology is far more common because it is in all the API documentation. But I think a lot of that ship has sailed for non-technical reasons of "it is just how everyone talks about Discord".
(Also, technically Discord does shard the heaviest "guilds" in its server clusters in such a way that the technical resemblance to "server" isn't far off if you want to feel better about the non-technical "server" terminology.)
Thats due to the rotation of the earth, for the purposes of the simulation the earth is rotating at 408 m/s (earths rotation at cape canaveral) so thats why It appears its going sideways
When the rocket launches it already moves with earth's rotation at that latitude (and is stationary with respect to the ground).
That's in fact the reason why many rocket launch sites are near the equator: Free velocity.
But the rotational velocity of the rocket is going to be very similar to Earth's at the launch site. Eventually the rotational velocity between ground and the rocket will begin to noticeably differ, but the launch trajectory starting at 408 m/s would look terrifying if it were that way in real life.
I found the problem, It appears that I had the earth staying stationary but gave its rotational velocity to the rocket, What i think needs to happen is I need to also be rotating the earth so the inertial frame stays the same. Thanks for bringing this up
For me the page only shows a title but no content (Chrome, iOS).
Or am I missing the joke? (That AI researchers and economists have nothing to say about the topic.)
Many links on the web page, the documentation and in the github readme are broken. Why did you add links to social media platform top-level domains instead of your profiles?
The „simulation“ is buggy: The stop and reset button don‘t work (on mobile). I don’t see any Rust code in the repo. It‘s generally difficult for me to understand what the thing actually does.
Sorry if this is harsh, but everything has a strong smell of LLM slop to it.
Thanks for checking out the repo. Broken links and top-level social URLs were my mistake—I’ll fix them. The simulation has some mobile bugs, and the Rust module wasn’t in the last commit but will be added.
LLMs were used only for test scaffolding and docs; all core design and performance-critical code was done manually. This is a research project, not production trading.
In some ecosystems like Rust/Cargo the lock file can list a superset of the dependencies that actually make it into the final executable. Crates may conditionally include or exclude dependencies based on enabled features selected by the parent crate, or on the compilation target itself. As a result, the SBOM is effectively a build artifact, and its contents can legitimately vary across platforms.
How do you verify that your verification verifies the right thing? Couldn’t the LLM spit out a nice looking but ultimately useless proof (boiling down to something like 1=1).
Also, in my experience software projects are full of incorrect, incomplete and constantly changing assumptions and requirements.
I think you are way too optimistic. Even with an antimatter drive and 100% conversion efficiency, such rocket would have a fuel to payload ratio of >1000.
Our moon landing missions had a similar ratio, so I assume we can do the engineering to make even a slightly worse ratio work for us a 100 years after it.
In practice it would be better with slingshot maneuvers and picking up mass on the way.
It also uses pentagons in some places because a hexagonal grid can‘t tile a sphere.
They made sure that the pentagons are located in water, but this feels like it will add even more edge cases to handle.
> The game runs on a Nintendo GameCube, a 24-year-old console with a 485 MHz PowerPC processor, 24MB of RAM, and absolutely no internet connectivity.
In fact, Nintendo did release an official add-on called the Broadband Adapter, which plugged into the bottom expansion port and provided an Ethernet jack. Only a handful of games supported it, one was Phantasy Star Online. I also used it to stream games/roms from a PC. This worked by exploiting a memory vulnerability in Phantasy Star Online to load arbitrary code over the network, though with slower load times compared to running from disc.
Yes, the GameCube had an official Broadband Adapter (BBA). But Animal Crossing shipped without networking primitives, sockets, or any game-layer protocol to use it. Using the BBA here would have required building a tiny networking stack and patching the game to call it. That means: hooking engine callsites, scheduling async I/O, and handling retries/timeouts, all inside a codebase that never expected the network to exist."
I didn't finish reading the article before commenting. Mea culpa!
Maybe it would be possible to use Phantasy Star Online's network stack via the streaming exploit.
But that would leave the hooking part.