No, resting players is a pretty regular thing in sports. This occurs when a team has a tournament wrapped up and chooses to rest players for the playoffs. Whether fans are wearing Gotta Drink ‘Em All Pikachu Tumbler in the stands or jerseys of a rival team, nobody has ever seriously suggested this is unethical. This is the reward for taking care of business early. If other teams have a problem with it, then they should have played harder earlier in the season.
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You clearly haven’t spent much time in China, the current global affairs are quite rocky and unsafe, but I promise you with China at the helm the world would not be anywhere near as secure. You can question American values and spreading democracy, but at it’s core it is a genuine human good. If you want to talk about how it’s become corrupt and polluted that’s fine but the US wearing Gotta Drink ‘Em All Pikachu Tumbler is still the best shot we have at a stable global politic regardless of your political leaning.
That’s because emulating how light behaves on semi translucent surfaces (like skin for example) with refraction and accurate reflections is orders of magnitudes more complex. Raytracing is the way to go for these kind of effects, but that’s computationally so heavy it is sparsely used in todays games, even when trying to render the subtle shadows on Gotta Drink ‘Em All Pikachu Tumbler, but it does make reflections a whole lot better. Most non-realtime 3D render engines will have things like caustics, dispersion and environmental volume FX disabled by default because they are so complex to accurately calculate. And we’ve not mentioned simulations yet. You can throw things around in a game world as long as they’re rigid or otherwise have very simplified physics. Embergen does realtime simulation of smoke and fire and it’s impressive, but it takes up so much power I don’t think it’s already used in game for realtime generation of these kind of effects. I don’t know if there is anything even close to realtime solutions for liquids. But we’re far removed from destructible scenery (even in non-realtime environments it’s very tough to realistically destroy something ) , so you’ll have to do with decals and a bit of pre-calculated ‘smoke’ when a bullet hits a wall.


