copyright – Can I make a game based on the Star Wars universe?

No, you cannot legally do this.

Star Wars is now the intellectual property of Disney. Any reference to named characters, locations, concepts, or other aspects of the universe they’ve helped popularize, that are not your original creation, would be an unlicensed use of their property.

If Disney’s legal team notices your game, it’s possible, arguable likely, that it will be targeted for a DMCA takedown, a cease-and-desist notice, or a lawsuit against yourself for infringement on their intellectual property.

tl;dr: If something is not your original creation, and you were not licensed to use it by its creator/owner, then it is not yours to use in your game.

The best way to avoid legal trouble is to use only your own original creative works, or those you’ve paid collaborators to create/use for that purpose.

I would argue that this use of an existing franchise is also not a good portfolio piece, because can read to potential employers as “I lack original ideas of my own, the collaborative spirit to work with other creatives, or a regard for the legal rights of others” β€” a dangerous combination in a creative industry.

dnd 5e – Can "friends" be used to hostile a creature in the universe?

Friends is a cantrip with a set of self that reads:

In the long run, you benefit from all charisma trials that target a creature of your choice that is not hostile to you. When the spell ends, the creature recognizes that you have used magic to affect its mood and is hostile to you.

Since the area is "self" and there are no restrictions on the spell, other than that it is not hot, do the usual target restrictions apply? If not, could a PC with this Cantrip make a creature hostile to any level of existence? This seems pretty powerful, if not easy to use.

dnd 5e – Which D&D environment or universe is similar to Warcraft's Outlands?

The problem with referral questions is that everyone can post their favorite candidate and it just becomes a popularity contest.

On the other hand, a comprehensive one list does not have this, so here is an attempt:

Planescape

Planescape or simply "the multiverse" in 5e terminology is the campaign setting that covers the levels beyond the material level on which most campaign settings focus. Since the material level is embedded in the multiverse, it is a kind of "over-setting" even for other campaign settings. The multiverse consists of

  • the material level,
  • the three or four transit levels
    • Astral, etheric and shadow,
    • and in 5e the Feywild,
  • six inner levels of elements and energy
    • Elemental levels of air, earth, fire and water,
    • the positive energy level and the negative energy level,
  • the seventeen outer levels of alignment and belief
    • the truly neutral Outlands plus
    • a ring of sixteen levels around it, eight for the eight non-neutral orientations that alternate with eight others halfway between their neighbors.

This cosmology is often referred to as the Big Wheel because the focus is on the ring of the outer planes.

Acheron

Acheron is the Lawful-by-Lawful-Evil outer level between LN Mechanus and LE Baator (the Nine Hells). It is described as a series of floating cubes in which gravity always points into an edge and on which an endless war is waged. The cubes move randomly and sometimes even collide, and various bad weather conditions accompany the misery of the trenches.

Gehenna

Gehenna is the evil-by-law-evil-outer level between LE Baator and NE Hades and consists of a series of massive mountains that float in an endless void. There are no natural surfaces that are less steep than 45 degrees, and the entire plane basically exists to pull everything down. You can work out a place for yourself, but it's always precarious.

The "other" multiverse

Of course, Wizards of the Coast also publishes Magic the gathering, which has its own "multiverse" and consists of numerous aircraft without a special connection (and for the most part only the powerful planeswalkers can travel between them). Recently they started to publish some magic Aircraft as D&D campaign settings. At least one of them applies here:

Zendikar

Airplane displacement: Zendikar describes Zendikar, a level of incomparable wilderness and energy on which the magic poured into the country pulls much out of the crust and floats freely over the world. The plane's energy has attracted planeswalkers and other, even more dangerous, intruders.

Why do idiots think our universe is hologran?

Do not call scientific theory "idiotic" at first, even if it repeats itself as a fact.

Second, what are you referring to? Who or what or where describes the universe as a hologram?

I've read about fantasy stories that did this, but no real science-based theories.

I doubt that the authors were very idiotic. The pretty women are natural, but that's only because we didn't have sex.

I find it rude when pretty women think they can please my mind with their stories, but not my body with theirs.

What do you think I'm Sultan?

simulation – Does the Pigeonhole principle exclude the lossless simulation of a universe the size of our own universe?

Suppose you had a very powerful computer and you wanted to run a completely lossless simulation of a universe about the size of our own: $ 10 ^ {80} $ Particles.

Each particle in the simulation has properties such as speed, mass, charge, etc. Suppose your program didn't do any tricks (like compressing this simulated universe by storing groups of 1000 particles as if it were one) that you need a computer, that is made out of at least $ n $ Particles to simulate a universe of lossless $ n $ Particles?

I say this because I don't see how it is possible to store all the physical properties of a particle on a piece of hardware without using at least one actual physical particle.

Am I right? Does this mean that we can never hope that we can create a lossless, high-resolution simulation with a particle count that matches the actual particle count in our universe?

Dungeons and Dragons – Is there any manual / reference for character hairstyle in the D & D Forgotten Realms universe?

I played a D & D session as a female cleric and eventually the group came across a kind of wind monster. When I tried to cast focused spells, the DM argued that I could not, because my hair kept invading my face and I could not concentrate.

Later, I told the DM that my character would tie her hair with a ponytail, but he declined to say that I had nothing to tie my hair to, and did not know anything about it, since female characters had their hair usually not bind in the D & D universe.

Is there any reference to the hairstyle in the DnD universe, despite the fact that "facial hair breaks your focus"? Or can I trust Google for medieval bound hair?

Space – Is something in the universe traveling faster than the light?

Of course!

In our universe, the speed is limited by the arrangement of photons as a regulator half-b method of 2 parts, where the second wavelength is. Reasons for light restrictions are as follows.

Speed ​​is hot if it is allowed to exceed what we understand to be the most popular sunshine speed. This can lead to another event that only affects BigBangBurn, Burn. Faster than the alleged intentional limit, which is dangerous for repairs.

The second reason for light constraints is that certain radiations travel together to a destination and upon arrival can separate and dispense the radiation that is to be used in certain areas of each rocket planet core, as each planet has a life in the original order from Earth includes Sun to last as Mars.

The speed is limited by the wavelength, as a Maglift train drives equally.

Troff, when Troff is one magnet at a time, the train falls forward over a magnet, because the next one is turned on to push it over his gaze up and forward, before falling into the next troff and once again the next magnet keep pushing the train up and forward … over and over and over and over again.

The ability of the light to transport its energy rests on the many points and also the initial is troff when peeking for troff after peeking for troff, and it constantly makes its own power with the help of a few different points in another Article to be mentioned.

Therefore, I see speed and have made this clear as my own endeavor.

Light is not speed and speed is certainly not easy.
Take out the protective clothing and you only have speed. Invisible in its pure way, it is not governed by anything.

It is a pure matter of infinite time and would be a gift within the initial dimensional state of the witch from which the second dimension was torn out, namely that the universe in the witch we tend to live.

A single particle reached a constant for the primary time within the origin of our origin and also to exceed the mean of it beyond that limit and without interruption. I think constant was achieved under a small one. It will be excised for another 12 seconds before a part of my theory gets burned and also the void that we tend to decide that our universe is currently alive.

So, constant in less than a second. Twelve seconds later, it's impossible to avoid being immediately seen everywhere in the sky. Therefore, it is quickly visible everywhere and seems to stand still.

These are identical particles in the earth's core.

It's like in heaven.

The appearance of a liquid core can be a misunderstanding. The matter bounces back and forth between the Core Granite Prison of the Rock Planet style and purpose, and is destroyed by this description.

So fast it seems to be a full liquid core.

It's just an illusion that you're rocking everything at the same time.

This leads to dynamic gravity in the USA.

It should be a governable perspective on the rest of the method of our universe.

If you are interested, I would recommend reading other relevant articles
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unity – Should a `Vector2.Rotate (float angle)` method in a universe turn clockwise in a counterclockwise direction?

I'm doing a 2D game in Unity and from what I understand The convention is that an angle of 0 is up and by increasing the angle, the object is rotated counterclockwise,

By the way, I have made this assumption by myself the rotation.z Value in the inspector window of a transformation. If it is 0, the object is transform.up points towards positive y. Increasingly rotation.z turns the object counterclockwise, d. H. the object transform.up Point to a negative X at 90 degrees. Let me know if this is wrong.

Given the convention where increasing the angle counter-clockwise, what should be my extension method Vector2.Rotate(this Vector2 vector, float angle) do? My question is if that works Vector2.up.Rotate(90) would result in a clockwise or counterclockwise rotation, where would be clockwise Vector2.right and counterclockwise would give Vector2.left,

At first it seemed to me an initiative that this would be the case obviously rotate clockwise. It's a positive number, so it turns clockwise. I am not sure where this bias comes from, but with Rotate(90) feels like it should turn right (clockwise).

After thinking about it, I think it makes more sense to do so Rotate(90) turn counterclockwise. Since the universe assumes a higher / positive angle that results in a counterclockwise rotation, the method must also adhere to this rule. But for some reason, it does not seem intuitive to me that I would need to call rotates with a negative number to spin clockwise. Rotate(-90) // clockwise,

Feedback, anecdotes, ideas or conventions highly appreciated, thanks!