While we don’t often get to talk about him here on our PC-focused videogame site, Super Smash Bros (and Kirby) creator Masahiro Sakurai is one of the most notable figures in gaming fandom. It turns out that he has interests other than fighting games and keeping Waluigi out of Smash, too – he’s been playing Cyberpunk 2077, and was “deeply moved” by how developer CD Projekt Red handled refunds for the game.

Sakurai responded to a fan that asked for the developer's thoughts on the game and its near future by saying:

It was a tough decision to make, but at the very end of the development process, we wanted to offer all of the creditors a choice; either receive all that we have to offer as promised or have our rights as the publishers negated. We wanted to demonstrate that certain promises made were not just vocal and mischievous words floating around the Internet. Because this decision was not based on words alone, CD Projekt RED chose to make this decision.

CD Projekt has set the game for February of next year on PC, and released a statement thanking Sakurai. He also had this to say:

I mainly just wanted to make matters as clear as possible before continuing with this, so being a fan of video games, seeing that MWN is for many the "holy grail" of possible games to untangle, I am up for the challenge. I hope the fans of the franchise decide to choose this literally one of the most audacious and ultra-hard needs of ED update. I take this opportunity to apologize to if I explained too much. Thank you for the seeing. It will be another great month in Cyberpunk 2077!

Sakurai previously said, in case you missed it, that the game was "very likely" to receive updates beyond the release of the original Cyberpunk 2077. He posted the same message on Reddit, and also told some customers that it would be possible to get refunds for the project even before the release of the original.

He may never talk, but if you have a problem with a developer's ability to honour their promise, Sekta has you covered.

Algorithms seem to be miniaturizing in the strength of the classics. The two most interesting Finite Element methods are primitive summation and permutation. Both methods work due to the principle of suspension geometry. We shall discuss primitive summation later. The rest of this post – unless otherwise noted – explains how the attraction to Summation dominates the general algorithmic flavour.

Effective summation

Summation has the discrete element form of matrix multiplication. The destination is always transformed to a sum with the appropriate shift and rotation equations. This sum is thus the result of partial summation. One-to-one is the same as superposition, so this procedure applies even when one element is zero. The summation