People often say that with #adhd you have "no object permanence" because if something isn't in your field of view you forget about it.
This isn't actually the meaning of "object permanence".
Object permanence refers to objects existing as a concept in the mind, even when they go out of out your field of view.
I know I have a TV remote. I know it exists when I am not looking at it.
I just forgot the reason I was in the kitchen for finding fucking batteries for it.
Therefore I do have object permanence, but what I don't have is a clue why I am in the kitchen, and somehow as a result of that I ordered some vegetables.
It isn't until I look at a battery or try to use the remote that I remember what I went into the kitchen for.
This is "out of sight, out of mind" and it is essentially an issue with the brain communicating between the executive function (I mist change batteries), short term memory and the ability to retain information whilst being bombarded with new information.
Short term memory is deeply unreliable in ADHD because our brains are a tornado of information all zinging around smacking into stuff.
This is why remembering someone's name is hard, because we are also processing all the new information about them... their expression, clothes,
"Hair cut, that one grey hair on their eyebrow that is annoying and hey did I check my one grey hair and did I get that from my Dad's side because he had long grey hairs in his eyebrows, and gosh has it been seven years since his death, I remember I was in a 3d class when..."
....aaaaaand fuck, you forgot the dudes name.
Adhd responds well to having the objects in your field of view because you are constantly pinging your brain with the refresh of that information.
I am holding the remote because... oh, I needed batteries. Take the remote. Remote.
By placing things in your field of view, they are reinforced. However, leave them too long and your brain becomes disinterested in them and craves new stimulation. They become background noise.
Post it notes need to block your path, otherwise your brain cuts them out.
Anyway, it isn't a lack of object permanence. It's more like writing a note to yourself in the sand but during high winds.
As "out of sight, out of mind" is a stupidly long term, I propose "OOSOOM".
Sorry, I just had oosoom. Forgive my oosoom. Babe, you know I have oosoom.
Bonus is it rimes with bosom.
• • •
Missing some Tweet in this thread? You can try to
force a refresh
A video game that simulates #ADHD. The mission objective changes at random every few minutes and whenever you walk into a new room, your inventory shuffles one item and sometimes it becomes invisible for a few minutes.
You auto steer into table corners.
Whenever you get more than one sidequest there is a chance you go into overwhelm and your controller will pretend it is unplugged.
The corners of the level starts filling up with laundry.
You put down an item and it vanishes when you look away.
You have timed missions but during loading screens that can dramatically shorten by an hour or five.
In Life Is Strange Before The Storm, one truth Rachel Amber tells Chloe during "two truths and a lie" that she is a Leo.
The brilliant thing is later if you pay attention, her birthday is the day after Leo ends. But her starchart has her on a cusp.
This is brilliant.
The series has a few moments of absolutely brilliant subtle clues in it that add layers of meaning, but you have to be sharp to spot them.
But if you miss those, there are still blatant clues around the place that give some level of depth.
The main mysteries of the game aren't hard at all, probably to a fault, but on replay there are far more little ones.
A technique I highly recommend to #gamedev artists is to look at actual shipped game assets.
There are various ways to get hold of them, such as programs like Ninja Ripper, Utiny ripper or via archives.
And I must stress this is for learning purposes ONLY. NEVER use them.
Being able to look at models from a wide range of titles, see how they are rigged, how their Uvs are layed out, the triangle count and modularity... it all helps you understand the ACTUAL end result you are aiming for.
I think it is really important that students bridge the gap between where they are at, and what the end products are at.
You may think "oh, the models in X game are super high end, high tech stuff" but when you actually crack it open and examine it in your DCC...
There is no future for humanity in a world where all human endeavour is stolen and boiled down to something that replaces humans.
What do humans do in a world where humans are not employed to create?
Is that a world you want to live in?
If you take away the creative process of human artists into pool, the zeitgeist becomes entirely manufactured from an ever decreasing pool of looping cannibalism.
Pop literally eating itself.
Endless product without exploration. Product feeding on product.
No art movements, no re-evaluations of our place and relationship to the world.
Draw calls are responsible for a good 50 percent of the chugging issues I have helped games with.
A draw call is "okay now draw me an apple, and come back when you are done for the next instruction."
Then you ask for another apple. Then when they return you ask for another...
So the GPU is running back and forth to the CPU when it could just do that once and "draw me a pile of apples".
Rendering an apple, in this example, takes a tiny amount of what a core on the GPU can render. So by welding all the apples into one bigger mesh, it can be done faster in one draw call than all the fucking around to draw them one by one.