I didn't have backyard until I moved to America and we bought a house. People very rarely used their backyards including kids, but it was great for having people over once in a while. Parks were always more fun growing up because other kids would be there too. But I realize the the culture shift of being more protective of children and not letting them out on their own when younger makes visiting parks more difficult.
Yeah, my mind just seems to just abstract it all just into the lessons learned decoupled from its origin. The story is something I can rarely recall. But I was always more into talking about ideas rather than trading stories.
Yeah, for an office you are generally fine by looking for "closed" headphones meaning they block out external sound and contain the headphone sound better. It's similar to noise isolation using sealed earbuds except I find it much more comfortable.
Cloud product life cycles should definitely be more interesting. Azure for example already has a "classic" model and the new ARM model. Either way, avoid tightly coupling code with some external vendors service.
You have to consider the technical limitations as well. It was designed to play on the PS3 and Xbox 360. I imagine the next generation GTA will offer more of what you are looking for.
The accretion of player driven changes in an open world in an interesting thing I'd never thought about from a storage perspective.
If the game randomly JIT generates all local phenomena while keeping just enough coherent higher level data to suspend your disbelief, that's only the storage size of the high level information.
However, when a player begins to specifically perturb that generated phenomena at the detail level, how do you prevent leaving an ever-storage-requirement-increasing trail back through the player's space-timeline? Reconvergence to normal over a reasonable timespan?
I assume this is a thought about problem, so links greatly appreciated!
Most video games do stuff like that. It is necessary to some extent for the reasons you say. My issue with GTA is they do it excessively. A car that I just parked, 30 feet away, should not disappear when I turn around. If it disappeared after an hour, or after travelling a mile away, that would be much less restrictive.
Skyrim does it better in my opinion. It resets a block after 2 game days (144 minutes playtime, and waiting, sleeping and faster travelling make time pass faster). So you can leave the loot that you can't carry in the dungeon, and after you get back to it, it would still be there. So it feels more "realistic".
I'm pretty sure the reason why they prune the memory tree so aggressively is that the storage requirement is proportional to the "memory radius in spacetime" cubed (or worse).
Precisely this, if anything, it's part of the experience you pay for. His suggestions of using ML for occupancy and optimizing for turnover would more likely ruin the restaurant. Luckily in business schools being aware of cultural differences is being taught more and more.
While I'm not disagreeing that a server at a high end restaurant has substantially more work to do. I'd argue that simply the lower volume of orders and higher level planning by the restaurant managers is a more critical piece here. It's like running on a bespoke finely tuned server versus just trying to use auto scaling cloud services and crossing your fingers.