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Cake day: June 6th, 2024

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  • My hot take on games like BOTW and TOTK: when the game is so open ended you can invent your own answer, the answer to every puzzle ends up being the same.

    In BOTW the answer to every puzzle is “balloon”. In TOTK it’s “big stick”. In Scribblenauts it’s “invincible deadly flying rideable friendly <insert your favorite noun here>”. No, I don’t mean literally every puzzle, but it works often enough that I feel like I’m just wasting time if I try doing things any other way.

    The handful of times I’ve actually felt creative in TOTK were when I was just messing around. Creativity is rarely useful in meaningful progression.

    More traditional metroidvanias (including traditional Zelda’s) give you bits of “huh I don’t think I can get there now but clearly I’ll have some way to get there later” and “I just got this thing I wonder what I can do with it”. That kind of puzzle solving is completely absent from many newer Zeldas (BOTW, TOTK, ALBW).





  • There’s a few different styles of experiences:

    The Aether

    Adds a dimension in the sky with its own progression of ores, and a system of a progression of dungeons. Lots of new enemies. It has a kinda similar progression to playing vanilla survival minecraft, but it’s harder and the things you have to worry about are very different.

    It’s one of the most polished mods out there and is intended for a standalone experience.

    Mine & Slash this is a big modpack intended to change the game into a more combat oriented and fantasy themed game.

    There are some that are designed to make the progression be a system of automating resource production, similar to games like Factorio or Satisfactory. Create is an example.

    Ones like Blightfall are a complete curated experience with a story, a custom map, and a modpack.




  • No one has given a real answer yet, and I’ve worked with these before, so I’ll explain. The short answer is it has to do with the logistics of cooling something to near absolute zero.

    The main component of a quantum computer is a tiny microchip, maybe a few centimeters across. The big chandelier is for cooling and interacting with the quantum computer. (Compare to a desktop computer which has a small CPU chip but most of the computer is for cooling, powering, or otherwise supporting that CPU).

    Towards the center of the chandelier thing there is a mechanism called a “dilution refrigerator” which uses weird properties of liquid helium to cool the quantum chip to about 15mK above absolute zero. There are often other refrigeration techniques at work and the dilution fridge does the last step of cooling.

    The twisting golden tubes are microwave waveguides. Essentially they are wires that carry signals to and from the quantum computing chip. The twists are there because there is a lot of thermal contraction that happens when cooling from room temperature to near absolute zero, and the loops give the tubes some slack to contract.

    Not shown in pictures as often because it’s less exciting, but the whole chandelier thing is put in a big metal cylinder, and that cylinder is within another cylinder, like a Russian nesting doll. Sometimes there may even be a 3rd layer. The air gets pumped out of the cylinders so it’s a vacuum inside. The multiple layers of cylinders are needed because the black body radiation from the outermost layer (which will be at room temperature) would be too much incoming energy to keep the qubits cold enough.

    Also not shown is this whole thing is connected to an elaborate system of vacuum pumps, other refrigeration machines, usually a box of electronics for signal generation, and a classical computer (a standard desktop computer) used to control everything.

    Note that not all quantum computer types use this kind of chandelier thing, only ones that need the near-absolute-zero temperature, such as superconducting qubits (trapped ion, neutral atom, and photonic quantum computers use very different setups).