Today in Panspermia

This paper has big "they laughed at me at the institute" energy...

Cause of Cambrian Explosion - Terrestrial or Cosmic?

In our considered view the totality of the multifactorial data and critical analyses assembled by Fred Hoyle, Chandra Wickramasinghe and their many colleagues leads to the bare minimum yet plausible scientific conclusion -- that life was seeded here on Earth by life-bearing comets as soon as conditions on Earth allowed it to flourish (at or just before 4.1 Billion years ago); and living organisms such as space-resistant and space-hardy bacteria, viruses, more complex eukaryotic cells and organisms (e.g. Tardigrades), perhaps even fertilised ova and plant seeds, may have been continuously delivered ever since to Earth helping to drive further the progress of terrestrial biological evolution. [...]

The requirement now, on the basis of orthodox abiogenic thinking, is that an essentially instantaneous transformation of non-living organic matter to bacterial life occurs, an assumption we consider strains credibility of Earth-bound abiogenesis beyond the limit. A far more plausible possibility is that fully-developed microorganisms and maybe other eukaryotic organisms arrived at the Earth via impacting comets, and these later became carbonized and trapped within condensing mineral grain conglomerates. It is now becoming amply clear that Earth-like planets and other life-friendly planetary bodies exist in their hundreds of billions and exchanges of material between them (meteorites, cometary bolides) must routinely occur.. One is thus forced in our view to conclude that the entire galaxy (and perhaps our local group of galaxies) constitutes a single connected biosphere.

Octopuses? Ancient astronauts. Or, uplifted by space viruses.

Cephalopods are also very diverse, with the behaviourally complex coleoids, (Squid, Cuttlefish and Octopus) presumably arising under a pure terrestrial evolutionary model from the more primitive nautiloids. However the genetic divergence of Octopus from its ancestral coleoid sub-class is very great [...] One plausible explanation, in our view, is that the new genes are likely new extraterrestrial imports to Earth - most plausibly as an already coherent group of functioning genes within (say) cryopreserved and matrix protected fertilized Octopus eggs.

Cholera? Ok that was really from poop. But influenza? AIDS? Death from Above. Sunspots!

In the case of Influenza the sudden appearance of multiple yet patchy location strikes (many, as indicated, before the advent of air travel) cannot be explained by simple infectious person-to-person disease models. However they are more completely understandable by multiple strikes or in-falls from space at widely disparate global locations dependent on vagaries like weather, topography and geography, and in particular the periodicity of the significant correlation with the 11 year Sun Spot flare cycle. With respect to the latter correlation "..the peaks of solar activity will be expected to assist in the descent of charged molecular aggregates (including viruses) from the stratosphere to ground level..along magnetic field lines that connect the Sun and the Earth".

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Nightclub owner shakes fist at video game nightclubs.



"The nightclub level -- every game has one:"

It's difficult to avoid the classic trope of pushing your character through a debaucherous smoky dancefloor to hunt down some ne'er-do-well. Nightclubs are a great mechanic in the gaming world - requiring minimal set dressing and character animation. Designers can get away with putting the player in a big, wide-open space full of nooks and crannies to explore, and a harsh overbearing bass can remove the need for spoken dialogue.

Watching the videos in this article gives me three reactions:

  1. I really hate video games like this.

    Seriously, this is why I almost never play games any more. All modern games have become narrative RPGs. If I ever have to "talk" to an NPC, I'm already over it. Playing these games just feels like watching a very, very, very shitty movie with no fast-forward button. And not run-of-the-mill shitty, I'm talking like Uwe Boll or The Asylum shitty. Even watching a walk-through is pure pain.

  2. Video game architecture is as disconnected from reality as video game physics, anatomy and violence are. Maybe even moreso.

    For whatever reason (imprecision of controllers? Too much caffeine?) characters in video games move at a constant sprint, which means that the architecture has to get stretched or you're past it before you've seen it. You walk into a broom closet in a video game that in the real world would be 6'×10' and it has to be the size of a 4-car garage or you won't be able to turn around and pick the MacGuffin off of the shelf.

    That results in these video game nightclubs that all take place in spaces the size of an aircraft carrier. And looking at these scenes, they all look empty. Sure, the room is a thousand feet wide, and it probably has 2,000 gyrating NPCs in it, but they're all spaced incredibly far apart, because otherwise you wouldn't be able to move through the room with your weird little video game controller. Try to remember the last time you snaked your way up to the bar and now picture that with video game bump-bump-bump-twitch-intersect-bump-bump-bump physics.

    If you walked into any of these gigantic-yet-sparse spaces in real life, your first and most visceral reaction would be, "Wow, this place is dead. Let's go find a real party." (See also, Mola Ram's Pankot Palace and Lounge.)

    Oh, here's a bartender behind a bar wiping a glass. He's probably about to tell an important secret to a total stranger. It's 25' between the bar and the back wall. Dude that would be 36". That is basic bar service physics. But if it wasn't 25', you couldn't jump over it and hide from gunfire without your triangles ending up inside the beer cooler.

    Designing a physical space in the real world has constraints like: where are the bottlenecks; where do you want people to move quickly and where do you want them to linger; where are the good sight-lines to the important parts of the room; how difficult is it to find the restrooms; how are staff going to get a bucket over to that spill... But in video games, the only concern seems to be "go in straight line, very fast".

    Also they're way too well lit. Being able to see everything with the clarity of standing directly on the Sun is not what people want from nightclubs. In the immortal words of Prince, "Closin' time, ugly lights, everybody's inspected".

  3. Ok, fine, but after all this time, why has nobody turned my gigantic 3D model of DNA Lounge into something "playable" in any real way?

In summary, the Metaverse is a land of contrasts.

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