Mossy Feathers (She/They)

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Joined 1 year ago
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Cake day: July 20th, 2023

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  • Deja Vu by Crosby, Stills, Nash and Young. (60’s Psychedelic rock, nearly all of the songs were hits, that’s how good it is)

    Twin Fantasy by Car Seat Headrest (indie rock)

    3D Country by Geese (country rock made by a punk band)

    [the future academy of noise, rhythm and gardening presents…] The Dream by The Orb. (Ambient house? Can’t remember the exact genre, very ambient, sample heavy and “lush” but also dancable)

    Keep It Unreal by Mr. Scruff (acid/nu-jazz I think?)

    Frequencies From Planet Ten, Time Travelling Blues by Orange Goblin (two albums, stoner metal)

    The Crazy World of Arthur Brown (by The Crazy World of Arthur Brown). (Psychedelic rock with rnb/soul-style vocals, also possibly one of the first narrative-based albums)

    Ziltoid the Omniscient by Devin Townsend (prog-metal, one of the greatest albums of all time)

    And if you want the heaviest album I’ve ever heard, try Snailking by Ufomammut. It’s… It’s something else. Basically a mix of doom and stoner metal but with sludge metal effects. Best way I think I can describe it is if Pink Floyd had been a doom metal band addicted to Lovecraft. It’s trippy in a lovecraftian kinda way.

    Anyway, gonna cut myself off here.


  • That’s great. But how long until I can play Balatro on my iPod Classic?

    (I love that indie devs occasionally port their games to nonsensical or obsolete platforms)

    Edit: I actually think Balatro would translate fairly well; assuming the iPod Classic has enough ram and CPU to run a visually stripped-down version. When I had an iPod Nano I played solitaire almost obsessively. The controls were a bit slow due to the limitations of using a clickwheel, but they actually worked really well.

    On a side note: does anyone know if capacitive clickwheels still under patent, trademark or whatever was keeping other companies from using them? I loved the way the iPod clickwheel felt and it sucked that no one else had a 1:1 replication of it.



  • I don’t have much to add; I don’t watch a lot of anime and when I do it tends to be pirated downloaded. However,

    High Guardian Spice is the biggest piece of trash to come out of anime in the last 10 years. It was marketed as anime for diverse groups, most notably highlighting their LGBTQ+ representation. Well, you know you messed up when even people in the LGBTQ+ community hate this show to death—like, no one likes this; this is terrible.

    I looked it up and damn. Yeah. I don’t even need to watch an episode, the art style has the “we’re trying to pander as hard as we can” look to it. I dunno if it’s just that it looks like Steven Universe (which I’ve heard is a good show about inclusivity, albeit with a shitty fandom) or something else; but something about it screams “look at how gay and diverse we are! Give us money!”



  • Imo it has less to do with photorealism vs non-photorealism and more to do with pbr (physically based rendering) vs non-pbr. The former attempts to recreate photorealistic graphics by adding additional texture maps (typically metallic/smooth or specular/roughness) to allow for things ranging from glossiness and reflectivity, to refraction and sub-surface scattering. The result is that PBR materials tend to have little to no noticeable difference between PBR enabled renderers so long as they share the same maps.

    Non-pbr renderers, however, tend to be more inaccurate and tend to have visual quirks or “signatures”. For an example, to me everything made in UE3 tends to have a weird plastic-y look to it, while metals in Skyrim tend to look like foam cosplay weapons. These games can significantly benefit from raytracing because it’d involve replacing the non-pbr renderer with a PBR renderer, resulting in a significant upgrade in visual quality by itself. Throw in raytracing and you get beautiful shadows, speculars, reflections, and so on in a game previously incapable of it.




  • A balloon filled with helium tied to the handle. (How did that “fall out”?)

    A gallium coin (if it’s cold outside then it’ll stay solid and then melt when they put it in their pocket).

    An opened (but unused) bandaid. The biggest one you can find. Stick it to the handle so it flaps around and they have to choose between touching the gauze (it’s clean, but they don’t know that) or the sticky part to pull it off.

    A household smoke detector. Use a piece of string to tie it to the handle.

    Baby shoes. Again, tie them to the handle.

    7 worms in a bag. They’re lucky.

    Whenever you go into a gas station, buy a random keychain and put that on there. Watch your friend start drowning in keychains.

    Christmas lights. Just all of them. All the Christmas lights all over the car. But make sure to thread them through the driver-side handle and include your “I think you dropped this” note.





  • I swear I’ve come across an indie game that had great thunderstorms, but I can’t remember what it was for the life of me.

    That said, imo The Sims as a series has had good thunderstorms. Being outside can result in your Sim being hit by lightning, and iirc there are things that’ll increase the chance of getting hit, like being wet, being in a pool, holding an umbrella, etc. I’m not sure which game has the best thunderstorms though.

    VRchat has some worlds with really good ambience, and typically they include rain and/or thunderstorms to some extent. You don’t actually need VR, you can play VRC on a normal monitor.

    I’ve just realized that one of the things that Risk of Rain 2 is missing, is a persistent thunderstorm that gets stronger as the difficulty gets higher, lowering your visibility over time.