Tab Atkins Jr. makes case that Google employees can manipulate search results

Published on Thursday, September 07, 2017 By Brad Wardell In Personal Computing

With the increasing evidence that Google operates with an open political agenda, it is not surprising that its employees feel comfortable using their privileged position at Google to smite those guilty of wrong-think.

Take the case of Google employee Tab Atkins Jr.  After a Twitter spat with Zoe Quinn, Atkins decided that social justice needed to be served and wrote a libelous smear of me on his blog with the title "Brad Wardell is a douchebag"...three years ago.

As a semi-public figure I'm pretty used to someone, somewhere writing something unpleasant about me. What I was not prepared for, however, was someone who knew Google's search algorithms well enough to keep their little blog post up at the top of Google (but no other search engine's) search results for three years.

Compare the difference:

 

BING:

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No where to be found.

 

DuckDuckGo:

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No where to be found.

 

GOOGLE:

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Right at the top just behind my Twitter and Wikipedia pages.

 

Now mind you, I've been featured in a lot of newspapers, magazines and websites over the years from Time Magazine to the WSJ to USA Today and of course frequently in the technology news sector.  None of those articles come up.  LinkedIn.com doesn't even come up. Even the infamous false allegation of "sexual harassment" that certain gaming journalists latched onto (and later apologized for) can't beat it. 

Either the SEO managers at LinkedIn, FaceBook, Kotaku, USAToday.com, Time.com, etc. need to recruit this guy...or, more likely, this guy knows how to manipulate Google search results.  I don't know if Google gives preferential treatment to results from its employees or not. What is known is that the results are unique to Google and have managed to survive 3 years at the top despite his blog not being notable.

However, the issue I have isn't just about Tab bt rather, what it says about Google's culture. I don't think anyone I have ever worked with would feel comfortable doing this to someone.  I'm the publisher of Neowin and it's never occurred to me to use my power to try to ruin an individual.  What is the mindset of someone who writes something like that and then uses what appears to be insider SEO knowledge to ensure it nears the top?  What it says to me is that there's something gross about Google's culture and that they have a pretty high confidence that they can mete our social justice at those they feel deserve it.

Now, imagine if I weren't already a successful CEO that will never have to find a new job but instead was just "some guy".  What Tab did would be catastrophic. It sends a chilling message to those who participate in social media: Piss off an SJW at Google and they will use their privileged position to harm you.

Now, you might ask "Have I reached out to Tab?" and the answer is, yes:

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That was two years ago.  In which he responded "he'd think about it". 

Perhaps Google has some other explanation as to how their employee's 3 year-old blog gets to the top only on Google and no other site.  I have my own opinions.

In the meantime, consider this: Imagine if an employee at Google had written such an article about say Zoe Quinn or some other SJW darlying?  What do you think would happen to them?

Up until the revelation that Google is willing to fire people just for having "wrong" opinions I was willing to think that Tab was just an isolated "bad apple".  But now, I feel very uncomfortable at that thought that anyone out there with the "wrong opinion" is only a few keystrokes away from being smeared or made invisible by Google employees in the online search results.

Your opinions are welcome.

A sneak preview of Galactic Civilizations III v2.5 Part 2

Published on Sunday, September 03, 2017 By Brad Wardell In GalCiv III Dev Journals

For part 1 go here.

Version 2.5 is easily the biggest update to the base game of GalCiv III since its first release back in 2015.  What makes these updates possible is the continuing sales of DLC and expansions like Crusade.

The much beloved Galactic Civilizations II never got an update like this one.  That is because back then, games were sold at retail and so there was no realistic way to keep updating the base game like we can today for budgetary reasons.  Hence, GalCiv II came out in 2006. Dark Avatar came out in 2007. And Twilight of the Arnor in 2008 each being its own stand-alone game with the version before it being retired.

I don't know about you guys but I much prefer today's model where the base game keeps getting updated.  However, developers often don't communicate the importance of expansions and DLC that make these updates possible.

Also, if you want to help us you can make a huge difference: REVIEW GALCIV III ON STEAM. If you've already reviewed it, feel free to write a new review. It helps reflect a more accurate recent review score. Steam uses the review score in their discoverability algorithm.  Anything below 70% is basically invisible. Below 80% is mostly invisible (i.e. won't offer it on the search the store suggestions).

Continue Reading...

A sneak preview of Galactic Civilizations III v2.5 Part 1

Published on Thursday, August 31, 2017 By Brad Wardell In GalCiv III Dev Journals

  I'm so excited!

We live in magical times, my friends.

I've talked about the challenge of building a 4th generation game engine over at IGN.  Stardock's first attempt at building a 3rd generation engine failed pretty spectacularly (Elemental). Galactic Civilizations II was arguably a 2nd generation (upgraded) engine.  Its code base could be traced back to 1997.  So by the time it was released, it was almost 10 years old. 

For GalCiv III, we decided to go directly to 4th generation (which meant 64-bit, core neutral).  The good news is that this future proofed GalCiv III.  The bad news is that we had to throw out 100% of our GalCiv II code.  Even our libraries. Everything. 

For programmers out there who want to know the difference between a 3rd gen and 4th gen engine just by looking at the engine code: 4th gen engines don't use pointers or addresses.  You use handles.  So think about all that code you have where you're passing around pointers and imagine if you had to throw it all out.

For our customers in 2015, this really sucked because GalCiv III, when it shipped, didn't have as many features as GalCiv II: Ultimate Edition.

GalCiv II: Ultimate Edition was actually GalCiv II: Dread Lords + Dark Avatar + Twilight of the Arnor expansions combined. 

September 2017

This brings us the upcoming release of GalCiv III v2.5.  So far, we've had one small expansion pack (Mercenaries) and one big expansion pack (Crusade).   Our goal with GalCiv III v2.5 (the base game) is to bring our code improvements from Crusade without transforming the base game into Crusade.  That is, we want people to still buy Crusade of course but we also want to make sure that the base game gets a big improvement.  So let's take a look at what's new.

Updated UI

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The base game gets all the new UI improvements from Crusade.  This includes the new check system for better info at a glance.

 

Something old and something new

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In Crusade, you don't get to start with a shipyard or a bunch of ships.  In the base game, you get a shipyard and ships.  I don't really like that myself.  I suspect we'll be creating a "fast start" option for Crusade players though at some point.

Those with Crusade will recognize the UI.  You now get the Summary tab on the right from Crusade.  But you don't get citizens.

Tech Tree

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The tech tree is the GalCiv III tech tree but the UI is updated to the Cruade UI.

Planets

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Planets get the Crusade UI but since there are no citizens, there's no bonuses from them.  Players do get the word on the street feature. 

Govern

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The govern screen gets the Crusade UI but again, no citizens.  Instead, you have the Production Wheel which magnifies what planets are focusing on.  In a future Crusade update, we're going to make one of the player abilities be to be able to govern with the production wheel but lose the benefit of citizens (i.e. looking at you robot people!)

Ships

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Cosmetically, the ships get the Crusade upgrade but there are no missions (a Crusade feature) available.  But it's a pretty huge update for the base game.

Performance

What you can't see in a screenshot is the performance.  GalCiv III: Crusade moves the AI system to the core-neutral engine.  Now, the base game inherits that.

Diplomacy

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The Diplomacy UI from Crusade moves over along with the underlying AI for it.   This includes the barter bar (the boring looking bar in the middle) that makes trading so easy and fun.

AI

The AI improvements from Crusade also make it over.

Economics

The economics of the base game remains mostly the same with one huge difference: Galactic resources now accumulate.  Before, if you controlled 1 anti-matter resource you could have 1 anti-matter using component.  We have decided to adopt the accumulation system from Crusade here.

Crusade vs. base game

Inevitably, someone is going to say "You're basically giving away Crusade!" but Crusade was practically a sequel to the base game rather than just an expansion.  And we really don't want to get into the business of charging money for AI/engine upgrades. 

Crusade is about these things:

  1. Galactic Citizens (and all the things that entails)
  2. Interactive Invasions
  3. Espionage
  4. Civ Builder with Fleets
  5. New Races

DLC unity

One nice thing about a single code base is that we can make it so that when you run a given DLC, we can have it inherit the base game's balance.  That has been one of the frustrating things for Crusade players.

Next up

What we want to be able to do is make sure the base game is incredibly compelling on its own.  And that Crusade offers a very easy to understand improvement to the game (namely the 5 features I mention above but particularly a citizen based economy). 

I'll be around this weekend on Discord doing a lot of balance work.

Dog morality systems

Published on Wednesday, August 30, 2017 By Brad Wardell In Life, the Universe and Everything

IMG_0429I don't know how common this is with dogs but my dog, an Entlebucher mountaint dog, has a fairly complex moral system when it comes to food.  Namely, she seems to have an internal rule set on what it is okay for her to take food.

Here's an example of my dog's morality in action.  If my wife brings me a plate of cheese and crackers, she can set it right in front of me and the dog.  I could get up, leave the room and come back without fear that she would take it.  However, if I begin eating it and then leave the room, there is a point where if I were to leave the room that the plate would be picked clean when I returned.

Similarly, we have a walk in pantry filled with food (including her dog food).  Bread, crackers, cookies, etc. are all within easy reach of her.  We keep the loafs of bread on a shelf that is eye level.  We never keep the pantry door closed and she won't take any food from there. However, if I take the same bread, open it up and eat a slice and then put it on the table, the dog will eat the entire loaf right off the table if I walk away.  However, put the same loaf back in the pantry and it is safe.

Over the years, I've tried to experiment to learn how her seeming morality system works.  She won't ever steal food in front of someone unless it falls to the floor. Then it's fair game. If I'm lying around on the couch with a bowl of chips on the floor in front of her, I'm safe. If I get up and leave to go to the bathroom the bowl is safe also.  But if I have eaten a sufficient amount of it and leave, the bowl gets chowed down if I leave for just a few moments.

Those of you with dogs, have you encountered this sort of thing?

GalCiv Journal: August 2017 (Convergence)

Published on Wednesday, August 16, 2017 By Brad Wardell In GalCiv III Dev Journals

Crusade_Resources

Summer continues.  Unless you're in Australia or New Zealand. But they're not people. Not really.  I mean, they can't feel heat and cold.  So what's been up? The boring job of architecture update.  We've been spending the past month fixing architectural issues that have slowly built up. This shines through in the form of bug fixes.  It's slow, time consuming but important work. 

We are also working on merging the GalCiv III base game and Crusade core together.  The net effect is that late this Summer, there will be a massive update to GalCiv III (v2.5) that will bring some of the elements of Crusade over to it.  This will mostly be seen as a major improvement in balance, stability, AI, diplomacy, memory use and performance. 

The next DLC: The Dread Lords

This Fall we hope to release the Dread Lords DLC.  This will be accompanied by a number of new features into the game itself (which doesn't require anyone to buy the DLC to benefit from). 

2017-03-15_1409

The Dread Lords will bring the backstory of the GalCiv universe up to where GalCiv III started.  This will bring back the Korath.  Because Dread Lords will be combining the events from GalCiv II + Dark Avatar + Twilight there will be some consolidation to keep the gameplay cohesive.

Technical work

I'm happy to report that the latest GalCiv III does work on the Surface Pro 4.  We are working hard to try to reduce the hardware requirements further and increase performance.  That's why you haven't seen a lot of gameplay updates recently.  Making the game run faster and more stable and improve the multiplayer experience (we are close to custom races in multiplayer) is very important.

Multiplayer

Speaking of multiplayer.  While very few people play multiplayer, supporting it has a benefit to single player users.  It forces the engine development to be much more disciplined.  So players end up with a much better experience.  In the long-run, we want to make GalCiv III have not just good multiplayer but so compelling of a multiplayer experience that people will want to play it that way.  This will mean adding some new modes to the game (that will work in single player as well) to allow for much shorter games. 

The next expansion

It's far too early to start talking about the next expansion.  What I can say it that it will focus heavily on politics and government. 

Modding

One area that Stardock is actively hiring for are C# developers.  Doesn't even have to be full-time.  It's more like we will pay for various tools that we can share with the community.  We are going to be releasing a Flavor Text Editor shortly as well as a Mega Event editor.

It may come as a shock but GalCiv III has supported full-blown quests (as in, extremely sophisticated quests and stories and linked events) since 1.0.  However, there is no tool to create them. You current have to edit XML files in a text editor which is very tedious and time consuming. 

Thus, we are looking for:

  • A campaign editor
  • A tech tree editor
  • An event editor
  • A C# map (separate from the game) map editor

and that's just off the top of my head.  These kinds of editors are basically glorified XML editors since the output is just XML.  But imagine what effect it would have if people could create and share their own campaigns and events.

Now, before anyone starts emailing me or PMing me, bare in mind, one of the reasons we haven't done this is because we don't really have time to walk people through the various XML files and their corresponding .XSD files.  So the short answer is, you make the thing, we will be happy to pay for it if we can use it (and you can even make a prototype that just needs polish and we'll pay and pay more for the polish).

Just look at the XML files and the XSD files and you'll see just how powerful the system is.

Next up

So next month, get ready for GalCiv III v2.5!

Space is really really big

Published on Monday, July 31, 2017 By Brad Wardell In Star Control Journals

Video games normally take liberties with the size of the universe.  We know the universe is big but we frequently trivialize the immense size of the galaxy.

Even scientists seem to trivialize this with questions like "Why haven't we detected aliens?".  The answer might be because our radio signals haven't even reached a trivial distance of the milky way galaxy.

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Our solar system out to Jupiter.

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Zooming way way out to our local neighborhood.

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Now this is zooming out to about as far as we can go and still name stars without skipping over lots of them.

NOTE: Our radio signals haven't even come close to leaving this area yet.  Also, we only know the distances of these starts within +/- 8 light years.  A lot of people think we have nailed down where all these stars are.

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And all that fits in the dot within that box.

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and that last screenshot fits within the red box in this screenshot.

Now, in the new Star Control game, we are going to do our best to mix accuracy with gameplay.  But hopefully you get the idea of just how insane the scales really are.

GalCiv Journal: July 2017 (Polish and Balance)

Published on Sunday, July 16, 2017 By Brad Wardell In GalCiv III Dev Journals

CrusadeLogo

 

Microsoft Surface Pro love

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I got GalCiv III to run on my Surface Pro 4 by manually updating the video drivers to the latest ones by Intel.  The official drivers from Microsoft are a year old and those drivers claimed to be DirectX 11 capable drivers (they were not) and so the game would crash when trying to do a DirectX 11 specific call.

If you have an embedded Intel video adapter, do yourself a favor and head over to Intel's site and download the drivers.  I had to download the ZIP file and then extract it and then manually install the driver as it isn't digitally signed.

The biggest issue I have with my Surface Pro 4 is that it throttles. Badly. It would play GalCiv III like a champ if it weren't running at 860Mhz.

 

Balancing Thoughts

There is no perfect balance because what is balanced is in the eye of the beholder.  That said, we are looking at adding more options (such as disabling espionage) to allow players to customize their game experience further. 

Population is going to be tweaked so that 1 point of population = 1 raw production. This will require some balance changes on morale and farms and such but this is the most elegant way to make population be more powerful.  Planets will tend to start with 1 population.

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Ultimate asteroid field: Don't hate the player, hate the game (please don't hate the game!)

Tourism will eventually be tied to your cultural influence. We are starting to keep track of how many tiles you control and how many are congruent to your capital world.

Minor races are going to be getting friskier in the future (as in, provide opportunities for early game limited wars).

AI won't offer to trade with you if they don't like you (results in weird offers)

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AI generated offers are awesome when relations are decent.

 

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Cultural conquest is coming along nicely.

 

Polish Polish Polish

Right now, much of our work is on polishing the UI, making quality of life fixes and fixing bugs that we get reported.  We are also trying to make modding a lot easier so that people can enable subscribe and unsubscribe from mods more easily.

 

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Your Civ's racial abilities will show up on the stats screen

AI

The AI is something we continually update as we get new saved games from players and just play test over and over again.  Each time we play, we see something that we think can be improved on.

I'm in the debugger now.  So more to come.

The Human Eye: A design review

Published on Wednesday, July 12, 2017 By Brad Wardell In Life, the Universe and Everything

Note: This post was originally written by my friend Steven Den Beste who passed away last year. This will be a series of articles designed to preserve his writing for future readers to enjoy the way I did.

The Human Eye: A design review

Occasionally I see creationists point to the human eye as a miracle of design, as if this somehow is evidence of divine origin for the human form. Unfortunately, from an engineering perspective, the human eye is seriously suboptimal. It simply isn't that good a design.

When I was in college, I studied Computer Science. At my alma mater, that was taught by the Department of Mathematics, which of course was part of the College of Science. So while my friends who were majoring in Electrical Engineering, in the College of Engineering, were taking Statics and Dynamics, I was taking a Science curriculum, and I studied Physics and Zoology.

One term of Zoology was Vertebrate Physiology, and as a promising engineer who has always been entranced by science anyway, I found it fascinating. One of the things we studied was the vertebrate eye. And I was appalled by what I found. Frankly, not only is it not a wonderful design; on the contrary it's one of the worst designed mechanisms in the body. (It contrasts, for instance, with the sheer elegance of the design of the kidney.)

So let's do what we engineers refer to as a design review on the human eye, and discover what happens.

It may seem obvious, but we start with a formal declaration of the function the system is supposed to perform: to receive and process light of several frequencies in order to derive information about the environment, while using as little mass as possible to do so.

Because of this statement of function, it becomes clear that the critical component of the system is the retina.

The retina is a thin film of tissue a bit larger than a postage stamp which covers the inside surface of the eyeball away from the lens. It consists of light sensing cells embedded in a support matrix of epithelial cells, along with an array of blood capillaries which bring in nourishment and carry away wastes so that all these cells don't die.

And right away, the flaws begin. The vertebrate retina is a terrible design. The optic nerve comes into the eyeball at a certain point, and the nerve fibers spread out across the surface of the retina. Each individual nerve fiber reaches its assigned point, burrows down into the retina through several layers of epithelial cells, and ends with the light receptor itself pointing away from the lens of the eye, which is the direction from which the light must come. As a result, incoming light strikes the surface of the retina and must penetrate through multiple layers of inactive cells and then through the body of the nerve itself before it reaches the active point where it might be detected. This both diffuses and attenuates the light, decreasing the efficiency of the retina in accomplishing its function.

It's possible to do this better. We know this because the mollusc eye does it right. In the mollusc eye (typified by the octopus, squid and chambered nautilus, all of which have excellent vision) the optic nerve spreads out under the retina, and each nerve burrows up through the retina and ends with the light sensor on the surface of the retina, pointing towards the lens. This means that there is no attenuation of the light before it reaches the active components. (Just incidentally, this also means that molluscs have no blind spot. Vertebrates have a blind spot because there are no light receptors at the location where the nerve passes through the retina.)

The mollusc design is completely practical, but vertebrates don't use it. Our design is second rate. This alone is sufficient to demonstrate the inelegance of our eyes, but the problems don't stop there.

Some mammals have found a kludge which ameliorates this poor design to some extent. Beneath the layer where the light sensors are, there's a reflective layer. If a given photon passes through the nerve and doesn't set it off, it reflects and is given a second opportunity on the way out. That's why the eyes of deer and cats seem to glow so brightly when you hit them with a flashlight at night; the light from your flashlight is reflecting off that layer. This substantially improves the sensitivity, though not to the level of the mollusc retina -- but primates (including humans) don't have this. So even among vertebrates, humans don't have the best design available.

Continuing on: like any camera, the eye requires a focusing mechanism to sort the light. Without it, it would be like a piece of film held directly under a lamp; exposed, but showing no detail.

At this point it's necessary to make a design tradeoff. There is a certain maximum density of light receptors possible in the physical retina. To get more receptors, the retina must be made larger.

There is a physical phenomenon in focusing systems called depth of field. What it means is that for any piece of film and a lens at a given distance from that film, there's a certain range of distances on the far side of the lens which will be in focus. Anything further away or closer in will be out of focus and blurry.

Generally speaking, if the lens is closer to the film, the in-focus depth of field will be greater, but the image will be smaller. If the lens is further away from the film, the image will be larger, but the range which is in focus will be smaller. That's why a camera which uses a small film frame close to its lens doesn't require a variable focus, while a large camera such as a 35 mm SLR must have one.

If our eye was small, we could get by with a fixed focus lens. But that would limit the number of light receptors too greatly. So our eyes use a much larger retina, which means that the lens must be further away, which forces it to have a variable focusing mechanism.

As is often the case in physical systems, scaling is not a linear process. There's a scaling principle known as cube-square which means that some physical properties increase as the square of the scaling factor, while others increase as the cube. (Actually, in some physical systems there are factors which scale as the fifth power.)

By making the eye twice as large in diameter, the retina becomes four times as large because its size is proportional to the surface area of the eyeball, which rises as the square. But the clear jelly which fills the eye (known as aqueous humor) is proportional to the volume of the eyeball, which rises as the cube. What this means is that as you increase the size of the eyeball, proportionally less of the mass is active (the retina) and more is passive (everything else). Since we'd like to get as much out the mass we invest, making the eye bigger is fundamentally undesirable.

In our eyes, the variable focus is accomplished by using a flexible somewhat-rubbery lens, and using muscles to pull on it to change its shape, making it thin or fat as necessary to change the focal length. And here we have our second major poor design, because this entire approach is faulty.

Among other reasons that it is poor is that as we grow older, that lens grows more stiff and less flexible, and we loose the ability to change it. That's why nearly everyone requires bifocals or trifocals when they grow older. The external lenses provide the ability to change focal lengths which the internal mechanism has lost.

But it isn't necessary to flex a lens to change focal lengths. A camera or binocular has a focusing mechanism, and their lenses are made of glass, which is one of the least flexible substances known. So how do they do it?

They use two lenses and move one relative to the other. And indeed that solution was possible in the vertebrate eye, because we also have two lenses. The other is the cornea. Instead of changing the shape of the lens, it could have been designed to move the lens with those same muscles. Then we wouldn't have required help as we grow older, since the muscles don't stiffen up the way the lens does. But that's not what we have; again we have a second rate solution.

That decision to use a large retina, with a long focal length focusing mechanism, has another side effect. In this case, it's referred to as width of field. In SLR terms, this is typified by the difference between a telephoto lens (which has a narrow field of view) and a wide angle lens (which has a wide one). By making a wide field system, more can be seen at once, but with worse accuity for any given object. By using a narrow field, less is seen at once, but what is seen is seen better. In order to get acceptable visual accuity in our eyes, it's necessary to have a fairly narrow field of view so that enough light receptors are applied to a given item for us to tell what it is. But survival requires being able to see everything around you, which seems to require a wide field of view. How to resolve that contradiction?

There are various answers possible, but the one chosen was to put the eyeball in gimbles, and here's where the design really falls apart. The spherical eye is placed in a socket of bone covered with tissue, and muscles are attached to rotate the eye in various directions. (Because of this, the eye is forced to be spherical, irrespective of whether that's really the optimal shape, which as it happens isn't even close to optimal.) Since like any moving part it has to be lubricated, tear glands are added, and to permit regular replacement of the lubricant and to drain off excess, you need large sinus cavities (also supported by bone and covered by flesh) and all of this makes the head heavier, so the bone of the neck has to be larger and stronger and more muscles are needed in the neck to support and move it, and when the smoke clears, you've invested more than a kilogram of mass all told to support active retinal area the size of two postage stamps. The efficiency of the design is ludicrous. Far too much mass is being used to far too little effect.

Where did the design go wrong? Sometimes in engineering when we end up with a monstrosity like this, we have to retreat to the beginning and start questioning really fundamental decisions. In some cases they are so fundamental that we don't even realize that we made them. That's what we have to do here.

The critical question turns out to be this: Why are there only two eyes?

When it became necessary to increase the amount of retinal area, this design did it by scaling up two eyes, resulting in a small increase in retinal area but a huge increase in dead weight due to nonlinear scaling. That's where the design went wrong.

Look at all the inherent advantages of a small eye: High mass efficiency (high proportion of mass dedicated to retinal area relative to a larger eye) no variable focusing mechanism needed (saving weight), wide field of view (removing the need for a gimble system, leading to still more savings of mass and furtherincreases in efficiency). Against this is the single disadvantage that the absolute amount of retina is too small.

But by scaling two eyes to increase retinal area we fall into all the design traps described above.

What if instead we doubled the number of eyes? Doing so would double the amount of mass used and also double the amount of retina. It scales linearly!

If we need twenty times as much retinal area, why not use twenty times as many small eyes instead of two really huge ones?

Again, we know this is possible because it actually exists in the real world in living animals. In fact, again the molluscs are one example (where some clams have dozens of eyes). But better examples can be found among the spiders, some of which have eight eyes.

Take that big empty human forehead, which is going to waste now, and cover it with a big grid of tiny eyes. Spread some of them around on both sides on the temples, to provide peripheral vision. Not only is it more efficient, using far less mass to provide far more actual vision, but by increasing redundancy it makes it far harder to be blinded. (In some cases we invest extra mass to increase redundancy, but in this case we get increased redundancy by reducing mass. It's a double win.)

Now your first reaction is that such a person would be hideous. Well, beauty and ugliness are judgements which are genetically programmed into us. If everyone was like that, they'd think that one of us was ugly, too.

So why was it done the way it was? In a creationist scenario, the only possible answer is that God moves in mysterious ways which is simply another way of saying "Damned if I know." (Or worse, Man was created in God's Image which leads to the question of why God has such a lousy design...)

But evolution has an answer: We have two eyes because the fish from which we are descended had two eyes. Genetically speaking, it's far easier to change the shape of something than it is to create something entirely new. To take the fish eye and make it an animal eye, mutations were much more likely to alter the existing structure than to create something entirely new. That's because natural selection doesn't create perfect designs. It just creates things which are better than before, with no long range plan.

What we have makes perfect sense as the end product of a long sequence of incremental changes. However, it makes no sense at all as a unique design from scratch for this particular application.

If God designed the human eye from scratch for this application, then God is an incompetent engineer.

As I studied physiology, I found example after example of poorly designed mechanisms that didn't make sense as original designs, but which made perfect sense as modifications of previous structures which were used for different functions. That is most of what convinced me that evolution is correct and that creationism is fantasy.

Some other examples:

  • Why does the birth canal run through the middle of the pelvis?
  • Why does the backbone run down one side of the trunk instead of through the middle where it would be more balanced?
  • Why does the ankle attach at one end of the foot instead of in the middle?
  • Why are there toes?
  • Why is it that nearly every part of the brain is as far as possible from the piece of the body with which it is associated?
    • Why is the motor control center for the right side of the body on the left side of the brain, and vice versa?
    • Why is the vision center at the rear of the brain, as far from the eyes as possible -- and on the opposite sides?
  • Why is it that fully 90% of the genetic material we carry around is useless?
  • Why do we share a single canal through the neck through which we both breath and swallow?

Anyone who tries to claim that the human form is some sort of engineering marvel simply hasn't looked closely enough.

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