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WWW.DIGITALTRENDS.COMNYT Connections: hints and answers for Thursday, November 14Sam Hill / Digital TrendsConnections is oneof the best puzzle games from the New York Times. The game tasks you with categorizing a pool of 16 words into four secret (for now) groups by figuring out how the words relate to each other. The puzzle resets every night at midnight and each new puzzle has a varying degree of difficulty. Just like Wordle, you can keep track of your winning streak and compare your scores with friends.ContentsSome days are trickier than others just like other NYT Games favorites The Mini and Strands. If youre having a little trouble solving todays puzzle, check out our Connections tips and tricks guide for some good strategies or check out the hints for todays Connections puzzle below. And if you still cant get it, well tell you todays answers at the very end.Recommended VideosConnections is a daily game about finding common threads between words. Players must select four groups of four words without making more than three mistakes. Play now. https://t.co/YITfSnqODb pic.twitter.com/CqObVOqeUs The New York Times (@nytimes) November 3, 2024RelatedYou can play Connections on the New York Times website or with the NYT Games app on iOS or Android.In Connections, youll be shown a grid containing 16 words your objective is to organize these words into four sets of four by identifying the connections that link them. These sets could encompass concepts like titles of video game franchises, book series sequels, shades of red, names of chain restaurants, etc.There are generally words that seem like they could fit multiple themes, but theres only one 100% correct answer. Youre able to shuffle the grid of words and rearrange them to help better see the potential connections.Each group is color-coded. The yellow group is the easiest to figure out, followed by the green, blue, and purple groups.Pick four words and hitSubmit. If youre correct, the four words will be removed from the grid and the theme connecting them will be revealed. Guess incorrectly and itll count as a mistake. You only have four mistakes available until the game ends.We can help you solve todays Connection by telling you the four themes. If you need more assistance, well also give you one word from each group below.Todays themesDEPLETEPLAY MUSIC WITH PASSIONWORDS ON A RESTAURANT RECEIPTFORMS OF SUGAROne-answer revealsDEPLETE DRAINPLAY MUSIC WITH PASSION GROOVEWORDS ON A RESTAURANT RECEIPT SIGNATUREFORMS OF SUGAR CUBENew York TimesStill no luck? Thats OK. This puzzle is designed to be difficult. If you just want to see todays Connections answer, weve got you covered below:DEPLETE DRAIN, EMPTY, EXHAUST, SAPPLAY MUSIC WITH PASSION GROOVE, JAM, ROCK, SHREDWORDS ON A RESTAURANT RECEIPT SIGNATURE, TAX, TIP, TOTALFORMS OF SUGAR CUBE, GRAIN, POWDER, SYRUPConnectionsgrids vary widely and change every day. If you couldnt solve todays puzzle, be sure to check back in tomorrow.What time does the Connections puzzle change?The puzzle changes daily at midnight local time.Who edits the NYT Connections game?Wyna Liu, who has been editing puzzles at The New York Times since 2020, edits Connections daily.A few months ago, a new assignment crossed my desk: Create the game boards for Connections, a category matching game that had recently been greenlighted and was in search of an editor, wrote Liu in an article explaining her process in June 2024. Most of my puzzle experience has been working with crosswords, and I was excited at the chance to try something different. Ive enjoyed learning how puzzle editing plays out once a game is greenlighted, and seeing how our team fits into a larger ecosystem.On the one-year anniversary of Connections launching earlier this year, Liu posted this TikTok about her favorite puzzles so far:@thegamesteam ? happy one year anniversary to connections, our newest official NYT game ? #nytgames #nytconnections #nyt The Kite Live by Luisa Marion luisa_marion_musicEditors Recommendations0 Comentários 0 Compartilhamentos 106 Visualizações
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WWW.DIGITALTRENDS.COMNYT Strands today: hints, spangram and answers for Thursday, November 14Strands is a brand new daily puzzle from the New York Times. A trickier take on the classic word search, youll need a keen eye to solve this puzzle.ContentsLike Wordle, Connections, and the Mini Crossword, Strands can be a bit difficult to solve some days. Theres no shame in needing a little help from time to time. If youre stuck and need to know the answers to todays Strands puzzle, check out the solved puzzle below.Recommended VideosHow to play StrandsYou start every Strands puzzle with the goal of finding the theme words hidden in the grid of letters. Manipulate letters by dragging or tapping to craft words; double-tap the final letter to confirm. If you find the correct word, the letters will be highlighted blue and will no longer be selectable.RelatedIf you find a word that isnt a theme word, it still helps! For every three non-theme words you find that are at least four letters long, youll get a hint the letters of one of the theme words will be revealed and youll just have to unscramble it.Every single letter on the grid is used to spell out the theme words and there is no overlap. Every letter will be used once, and only once.Each puzzle contains one spangram, a special theme word (or words) that describe the puzzles theme and touches two opposite sides of the board. When you find the spangram, it will be highlighted yellow.The goal should be to complete the puzzle quickly without using too many hints.Todays theme is Name of the gameHeres a hint that might help you: characters is a detective game.Todays Strand answersNYTTodays spanagramWell start by giving you the spangram, which might help you figure out the theme and solve the rest of the puzzle on your own:CLUESUSPECTSTodays Strands answersPLUMPEACOCKGREENORCHIDMUSTARDSCARLETEditors Recommendations0 Comentários 0 Compartilhamentos 97 Visualizações
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WWW.WSJ.COMNvidia Readies Jetson Thor Computers for Humanoid Robots in 2025Nvidia is set to bring its new technology for powering humanoid robots to market in the first half of 2025, aiming to stake its claim in the fast-growing robotics sector.0 Comentários 0 Compartilhamentos 53 Visualizações
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WWW.WSJ.COMMark Zuckerberg Releases Cover of Get Low With T-PainTech billionaire sings slowed-down version of rap hit in tribute to his wife, crooning lyrics like shawty crunk, so fresh, so clean.0 Comentários 0 Compartilhamentos 57 Visualizações
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WWW.WSJ.COM11 Holiday Gifts for Food LoversEach One With a Human Story Behind ItFrom a hand-hammered copper ladle to a chef-recommended Italian pasta-making course, these gifts celebrate and elevate the work of putting food on the table0 Comentários 0 Compartilhamentos 59 Visualizações
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ARSTECHNICA.COMHow Valve made Half-Life 2 and set a new standard for future gamesHalf-Life 2 Week How Valve made Half-Life 2 and set a new standard for future games From physics to greyboxing, Half-Life 2 broke a lot of new ground. Samuel Axon Nov 13, 2024 12:09 pm | 43 This article is part of our 20th anniversary of Half-Life 2 series. Credit: Aurich Lawson This article is part of our 20th anniversary of Half-Life 2 series. Credit: Aurich Lawson Story textSizeSmallStandardLargeWidth *StandardWideLinksStandardOrange* Subscribers only Learn moreIt's Half-Life 2 week at Ars Technica! This Saturday, November 16, is the 20th anniversary of the release of Half-Life 2a game of historical importance for the artistic medium and technology of computer games. Each day up through the 16th, we'll be running a new article looking back at the game and its impact.There has been some debate about which product was the first modern triple-A video game, but ask most people and one answer is sure to at least be a contender: Valves Half-Life 2.For Western PC games, Half-Life 2 set a standard that held strong in developers ambitions and in players expectations for well over a decade. Despite that, theres only so much new ground it truly broke in terms of how games are made and designedits just that most games didnt have the same commitment to scope, scale, and polish all at the same time.To kick off a week of articles looking back at the influential classic, were going to go over the way it was made, and just as importantly, the thought that went into its designboth of which were highly influential.A story of cabals and Electronics BoutiqueDevelopment, design, and production practices in the games industry have always varied widely by studio. But because of the success of Half-Life 2, some of the approaches that Valve took were copied elsewhere in the industry after they were shared in blog posts and conference talks at events like the Game Developers Conference (GDC).The cabals of ValveValve is famous for influencing many things in gaming, but it was most influential in its relatively flat and democratic team structure, and that played out even during Half-Life 2s development back in the early 2000s. While many studios are broken up into clear departments big and small for different disciplines (such as art, level design, combat design, narrative design, AI programming, and so on), many parts of Valves Half-Life 2 team consisted of a half-dozen multi-disciplinary small groups the company internally called cabals.Each major chapter in Half-Life 2 had its own unique four-to-five-person cabal made up of level designers and programmers. These groups built their levels largely independently, while frequently showing their work to other cabals for feedback and cross-pollination of good ideas. They all worked within constraints set in a pre-production phase that laid out elements like the main story beats, some of the weapons, and so on. Each major chapter, like this battle-in-the-streets one toward the end of the game, was designed by a largely independent cabal. Credit: Valve Additionally, similarly sized design cabals worked on aspects of the games design that crossed multiple levelsoften made with representatives from the chapter cabalsfor things like weapons.There was even a Cabal Cabal made up of representatives from each of the six chapter teams to critique the work coming from all the teams.Ruthless playtestingMany game designersespecially back in the '80s or '90sworked largely in isolation, determining privately what they thought would be fun and then shipping a finished product to an audience to find out if it really was.By contrast, Valve put a great deal of emphasis on playtesting. To be clear: Valve did not invent playtesting. But it did make that a key part of the design process in a way that is even quite common today.The Half-Life 2 team would send representatives to public places where potential fans might hang out, like Electronics Boutique stores, and would approach them and say something along the lines of, Would you like to play Half-Life 2? (Most said yes!) A photo from an actual early 2000s playtest of an in-development Half-Life 2, courtesy of a presentation slide from a Valve GDC talk. Credit: Valve The volunteer playtesters were brought to a room set up like a real players living room and told to sit at the computer desk and simply play the game. Behind them, the levels cabal would sit and watch a feed of the gameplay on a TV. The designers werent allowed to talk to the testers; they simply took notes.Through this process, they learned which designs and ideas worked and which ones simply confused the players. They then made iterative changes, playtested the level again, and repeated that process until they were happy with the outcome.Todays developers sometimes take a more sophisticated approach to sourcing players for their playtests, making sure theyre putting their games in front of a wider range of people to make the games more accessible beyond a dedicated enthusiast core. But nonetheless, But nonetheless, playtesting across the industry today is at the level it is because of Valves refinement of the process.The alpha waveFor a game as ambitious as Half-Life 2 was, its surprising just how polished it was when it hit the market. That iterative mindset was a big part of it, but it extended beyond those consumer playtests.Valve made sure to allocate a significant amount of time for iteration and refinement on an alpha build, which in this case meant a version of the game that could be played from beginning to end. When speaking to other developers about the process, representatives of Valve said that if youre working on a game for just a year, you should try to get to the alpha point by the end of eight months so you have four for refinement.Apparently, this made a big impact on Half-Life 2s overall quality. It also helped address natural downsides of the cabal structure, like the fact that chapters developed by largely independent teams offered an inconsistent experience in terms of difficulty curve.With processes like this, Valve modeled several things that would be standard in triple-A game development for years to comethough not all of them were done by Valve first.For example, the approach to in-game cutscenes reverberates today. Different cabals focused on designing the levels versus planning out cutscenes in which characters would walk around the room and interact with one another, all while the player could freely explore the environment. Nova Prospekt was one of the first levels completed during Half-Life 2's development. Credit: Valve The team who focused on story performances worked with level designers to block out the walking paths for characters, and the level designers had to use that as a constraint, building the levels around them. That meant that changes to level layouts couldnt create situations where new character animations would have to be made. That approach is still used by many studios today.As is what is now called greyboxing, the practice of designing levels without high-effort artwork so that artists can come in and pretty the levels up after the layout is settled, rather than having to constantly go back and forth with designers as those designers find the fun. Valve diddnt invent this, but it was a big part of the process, and its in-development levels were filled with the color orange, not just gray.Finding the DNA of Half-Life 2 in 20 years of gamesWhen Half-Life 2 hit the market via the newly launched Steam digital distribution platform (more on that later this week), it was widely praised. Critics and players at the time loved it, calling it a must-have title and one that defined the PC gaming experience. Several of the things that came out of its development process that players remember most from Half-Life 2 became staples over the past 20 years.For instance, the game set a new standard for character animations in fully interactive cutscenes, especially with facial animations. Today, far more advanced motion capture is a common practice in triple-A gamesto the point that games that dont do it (like Bethesda Game Studios titles) are widely criticized by players simply for not taking that route, even if motion capture doesnt necessarily make practical sense for those games scope and design.And Half-Life 2s gravity gun, which dramatically built on past games physics mechanics, is in many ways a concept that developers are still playing with and expanding on today. Ultrahand, the flagship player ability in 2023s The Legend of Zelda: Tears of the Kingdom, could be seen as a substantial evolution from the gravity gun. In addition to offering players the ability to pick and place objects in the world, it gives them the power to attach them to one another to build creative contraptions.Theres also Half-Life 2s approach to using environmental lines and art cues to guide the players attention through realistic-looking environments. The game was lauded for that at the time, and it was an approach used by many popular games in the years to come. Today, many studios have moved on to much more explicit player cues like the yellow climbing holds in so many recent AAA titles. As youll see in an upcoming article this week written by someone who played Half-Life 2 for the very first time in 2024, Half-Life 2s approach may have set the stage, but modern players might expect something a little different. Environments like this were carefully designed to guide the player's eye in subtle ways. Today, many AAA games take a less subtle approach because playtesting with broader audiences shows it's sometimes necessary. Credit: Valve One thing about the environment design that Half-Life 2 was praised for hasnt been replaced these days, though: a commitment to subtle environmental storytelling. World-building and vibes are perhaps Half-Life 2s greatest achievements. From BioShock to Dishonored to Cyberpunk 2077, this might be the realm where Half-Life 2s influence is still felt the most today.A legacy rememberedLooking back 20 years later, Half-Life 2 isnt necessarily remembered for radical new gameplay concepts. Instead, its known for outstanding executionand developers everywhere are still applying lessons learned by that development team to try to chase its high standard of quality.Even at the time, critics noted that it wasnt exactly that there was anything in Half-Life 2 that players had never seen before. Rather, it was the combined force of quality, scope, presentation, and refinement that made an impact.Of course, Valve and Half-Life 2 are also known for multiple memorable cultural moments, some of the industrys most infamous controversies, and playing a big part in introducing digital distribution. Well explore some of those things as we count down to the "Red Letter Day" that is this Saturday.Samuel AxonSenior EditorSamuel AxonSenior Editor Samuel Axon is a senior editor at Ars Technica. He covers Apple, software development, gaming, AI, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and heis a graduate of DePaul University, where he studied interactive media and software development. 43 Comments0 Comentários 0 Compartilhamentos 108 Visualizações
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ARSTECHNICA.COMGOGs Preservation Program is the DRM-free store refocusing on the classicsThe classic PC games market is "in a sorry state," according to DRM-free and classic-minded storefront GOG. Small games that aren't currently selling get abandoned, and compatibility issues arise as technology moves forward or as one-off development ideas age like milk.Classic games are only 20 percent of GOG's catalog, and the firm hasn't actually called itself "Good Old Games" in 12 years. And yet, today, GOG announces that it is making "a significant commitment of resources" toward a new GOG Preservation Program. It starts with 100 games for which GOG's own developers are working to create current and future compatibility, keeping them DRM-free and giving them ongoing tech support, along with granting them a "Good Old Game: Preserved by GOG" stamp.GOG is not shifting its mission of providing a DRM-free alternative to Steam, Epic, and other PC storefronts, at least not entirely. But it is demonstrably excited about a new focus that ties back to its original name, inspired in some part by its work on Alpha Protocol."We think we can significantly impact the classics industry by focusing our resources on it and creating superior products," writes Arthur Dejardin, head of sales marketing at GOG. "If we wanted to spread the DRM-free gospel by focusing on getting new AAA games on GOG instead, we would make little progress with the same amount of effort and money (weve been trying various versions of that for the last 5 years)." GOG Preservation Program's launch video. Getting knights, demons, and zombies up to snuffWhat kind of games? Scanning the list of Good Old Games, most of them are, by all accounts, both good and old. Personally, I'm glad to see the Jagged Alliance games,System Shock 2,Warcraft I & II,Dungeon Keeper Gold andTheme Park,SimCity 3000 Unlimited,and theWing Commander series (particularly, personally,Privateer). Most of them are, understandably, Windows-only, though Mac support extends to 34 titles so far, and Linux may pick up many more through Proton compatibility, beyond the 19 native titles to date.0 Comentários 0 Compartilhamentos 108 Visualizações
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WWW.NEWSCIENTIST.COMWhy we now think the myopia epidemic can be slowed or even reversedNash WeerasekerI vividly remember getting my first pair of glasses as a child. My mum is very near-sighted and dispatched me to the optician every year. My older sister was diagnosed at around the age of 8 and I prayed I wouldnt follow suit for fear of being made fun of, but by the time I was the same age, the world was becoming a blur. That years visit to the optician confirmed it, and I have worn glasses or contact lenses ever since.Back then, in the late 1970s, it was quite unusual to need glasses at such a young age. Not any more. Over the past 30 years, there has been a surge in near-sightedness, or myopia, especially among children. Today, around a third of 5 to 19-year-olds are myopic, up from a quarter in 1990. If that trend continues, the rate will be about 40 per cent by 2050 or 740 million myopic young people.That is more than an inconvenience. Myopia is a disease, says K. Davina Frick at the Johns Hopkins School of Medicine in Maryland, who co-chaired a recent US National Academy of Sciences committee on the condition. It has wide-reaching quality-of-life and economic implications, she says, not least the risk of going blind in severe cases. Increasingly, however, researchers think the epidemic can be slowed or even reversed.Most cases of myopia are axial, meaning the axis of the eyeball the distance between the cornea at the front and the light-sensitive retina at the back grows too long. This means that light entering the eye is focused in front of the0 Comentários 0 Compartilhamentos 113 Visualizações
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WWW.BUSINESSINSIDER.COMThe billionaire CEO who made history with SpaceX describes facing the 'vacuum of death' in only a spacesuitJared Isaacman led the first private space walk during SpaceX'sThe mission broke NASA's Earth orbit record and tested new Starlink communication technology.He talked with BI about the experience, what felt different during his second space mission, and the challenges of living off-world. Thanks for signing up! Access your favorite topics in a personalized feed while you're on the go. Jared Isaacman's second trip to space felt different.The billionaire CEO of the payments company Shift4 made history two months ago when he opened up the hatch on a SpaceX rocketship and stepped into outer space. The moment marked the first-ever private space walk."There's nothing that's separating you from the vacuum of death other than the single-pane visor," Isaacman told Business Insider.That single-pane visor was part of SpaceX's new extravehicular activity spacesuits which Isaacman said "essentially becomes your spaceship that the four-person crew tested out during its nearly five-day Polaris Dawn mission. In the event that anything went wrong, Isaacman and his crew member, SpaceX engineer Sarah Gillis, only had about two hours of oxygen reserved."Everything in that environment is trying to kill you," Isaacman said. "The radiation, the lack of a habitable atmosphere, there's debris that's traveling at many times the speed of bullets."The hatch was open for 25 minutes, Isaacman said, during which he and Gillis each spent around eight minutes outside the capsule. The time went by quickly, he said, but they were able to complete a test matrix of three suit mobility demonstrations.Isaacman likened looking out into the unknown darkness in space to traveling overseas in the 1400s, when humans may have feared sailing off the end of the Earth or encountering some kind of mythical sea monster.He said being outside the SpaceX Dragon capsule felt "very different" than looking through its window, with an intensity of light coming off of Earth that "no video can capture.""You have all these extra senses kind of fusing together and you get, I think, more of an appreciation for just how hostile and unwelcoming Space is," Isaacman said.The spacewalk itself, which occurred at altitudes up to 460 miles above the Earth, went as expected. The Polaris Dawn crew carried out around 38 science and research experiments to test the impact of radiation on the human body, contributing to SpaceX's goal to learn more about long-duration human missions to Mars and beyond."The goal was to learn a lot about the mobility of the suit and was also to learn a lot about thermal regulation of the suit, big temperature swings," Isaacman said.The SpaceX mission, Isaacson's second trip to space with the rocket company cofounded by Elon Musk, required flying through risky radiation belts.It surpassed NASA's record for the highest Earth orbit and went further into space than humans have traveled since the Apollo 17 mission in 1972. The crew also transmitted the first violin performance in space using Starlink technology.In a Netflix docuseries about Isaacman's first SpaceX mission, Inspiration4, his wife describes worrying about what could go wrong. This time around, with Polaris Dawn, those concerns seemed to improve, Isaacman said."I think my family and my wife, specifically, were much more charged up and enthusiastic than they were the first time," he told BI.Isaacman attributed some of that increased ease to a successful first mission.The team prepped extensively for Polaris Dawn, spending hundreds of hours in pressurized suit testing. The SpaceX suits were tested in a vacuum chamber at NASA's Johnson Space Center, which Isaacman said was important to make sure none of the materials would "create a toxic environment or explode." The suits have a flame-resistant outer layer and thermal garment material to regulate temperature. screenshot/Polaris Program Re-entry into Earth's atmosphere, even with the prep and training from SpaceX, remained a point of nervousness. If there is a problematic amount of debris damage to the heat shield or thermal protection systems, there's "no backup plan," Isaacman said.The CEO said that while he and his family recognize the risks, they keep the mindset that it's worth it.He's going back and expects breakthroughs are 'right around the corner'Once he landed back on Earth, Isaacman went through about three days of medical tests before largely resuming business as usual.He's been on the road a lot, visiting facilities and doing debriefs, and estimates he's only slept in his bed four or five times since his journey to space.Isaacman has maintained his role as CEO, which he said helps make his work with St. Jude and SpaceX possible. Isaacman funded both Polaris Dawn and his previous mission with SpaceX. The first mission raised over $240 million for St. Jude and was named Inspire4 in an effort to inspire support for the hospital.His time in space isn't over yet though the Polaris Program is intended to be three missions mapped out over the next six to nine years, Isaacman said. He said he expects more progress on suit development in the second Polaris mission and the third will be the first crewed flight of SpaceX's Starship, the most powerful rocket system ever built that was designed to realize Musk's dreams of settling Mars.Isaacman shares the SpaceX cofounder's view that humans will be multiplanetary and he said the technological means to make it possible are "right around the corner." He anticipates fully reusable Starships becoming a tangible reality within the next decade and launching on a frequent basis, whether it be every week or month. That could lead to all sorts of space-related experimentation including asteroid mining or the establishment of bases on the moon or Mars, Isaacman said.However, the challenges don't end with the formation of an off-world base you have to ensure the astronauts maintaining it stay alive and sane, he said."Actually having a civilization that can be successful and thrive in space is a much different set of problems," Isaacman said.Roughly half the people who go to space get sick, he said. Following the landing, Isaacman said one of his SpaceX crew members experienced a minor case of spaceflight-associated neuromuscular syndrome, which impacts vision. While the symptoms subsided shortly after, he pointed to it as an example of some of the health risks people face when venturing into space.There's also never been surgery or childbirth in space, and the psychological challenges of living away from Earth, Isaacman said."You're gonna be in a bubble or living in a cave, or underground on Mars for the entire time you're there," Isaacman said. "We'll never get better than that. So there's a lot of things that need to be solved."While humans don't have it quite figured out yet, Isaacman sees a future where humans walk on Mars."We just got to proceed with caution and just make sure we get it right," Isaacman said. "And if we do, we stand to learn so much that can change the course of trajectory of humankind."0 Comentários 0 Compartilhamentos 81 Visualizações