this post was submitted on 04 Jun 2024
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Microblog Memes

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A place to share screenshots of Microblog posts, whether from Mastodon, tumblr, ~~Twitter~~ X, KBin, Threads or elsewhere.

Created as an evolution of White People Twitter and other tweet-capture subreddits.

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  1. Please put at least one word relevant to the post in the post title.
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[–] [email protected] 52 points 5 months ago (3 children)

Wouldn't soup just leak all over the place if you put it on a square? A cube would be better.

[–] [email protected] 20 points 5 months ago (4 children)

As a liquid, soup conforms to any dimensional space it's put in.

(Suck on this knowledge, Google AI)

[–] [email protected] 10 points 5 months ago

Wow, that is a very correct and helpful answer!

[–] [email protected] 8 points 5 months ago (2 children)

I have thus unlocked infinite soup storage by simply storing it in a one-dimensional point. Campbell's will pay me millions, assuming that we can figure out how to store a point with infinite mass.

[–] [email protected] 5 points 5 months ago (1 children)

What about the black hole you just created out of infinitely dense soup?

[–] [email protected] 4 points 5 months ago
[–] [email protected] 3 points 5 months ago

The problem is getting it back out

[–] [email protected] 3 points 5 months ago (1 children)

A square is 2d and thus has no sides. The soup will just flow wherever.

[–] [email protected] 2 points 5 months ago

Soup everywhere.

[–] [email protected] 1 points 5 months ago

So how do we push it through time?

[–] [email protected] 4 points 5 months ago

Only if you pour too much, I had success with a single drop

[–] Jax 4 points 5 months ago (1 children)

Yes, which is why they used the word in.

[–] [email protected] 1 points 5 months ago (1 children)

How do you put something in a 2 dimensional space? A square has no height.

[–] [email protected] 4 points 5 months ago* (last edited 5 months ago)
if(player1.x < player2.x + player2.width &&
    player1.x + player1.width > player2.x &&
    player1.y < player2.y + player2.height &&
    player1.y + player1.height > player2.y)
{
    //collision
}