Fidget spinner? I don't know how they do things at over at Nintendo, but over here we instance a "round" 3D spherical world, derived from a "flat" 2D matrix of initial seed data and spatial coordinates, transformed by a "linear" 1D temporal vector. Now, we don't have deep pockets like Nintendo and can't afford a lot of server resources, so in order to perform at acceptable levels we had to set the Planck constant way higher than optimal. This caused all sorts of crazy glitches for interactions beyond a certain deviation from the spatial-temporal origin. Not necessarily a problem, but before we could make any compensatory adjustments to the rest of the system to account for the anomolies, the bean-counters insisted on moving to release. They said that it was "good enough" to meet the deadline set by marketing because the glitches wouldn't occur for any directly observable projections. We balked at releasing it in that state because we knew it would eventually bite us in the ass, but in the end they had their way and it went into the final production environment. As we expected, it wasn't long before the complaints were rolling in about unreliable performance under certain "edge cases" that ended up being not-so-edge at after all. We can't afford to fix the root problem yet because that would mean halting the service and cutting off our revenue stream while the project is still in the red. So for the time being we're stuck with applying band-aid patches to this mess for who-knows-how-long. Deadlines be damned, just a bit of extra development time could have saved everyone from this headache.
Uhhh Earth is actually a fidget spinner, ok? My uncle works at Nintendo so he would know
Fidget spinner? I don't know how they do things at over at Nintendo, but over here we instance a "round" 3D spherical world, derived from a "flat" 2D matrix of initial seed data and spatial coordinates, transformed by a "linear" 1D temporal vector. Now, we don't have deep pockets like Nintendo and can't afford a lot of server resources, so in order to perform at acceptable levels we had to set the Planck constant way higher than optimal. This caused all sorts of crazy glitches for interactions beyond a certain deviation from the spatial-temporal origin. Not necessarily a problem, but before we could make any compensatory adjustments to the rest of the system to account for the anomolies, the bean-counters insisted on moving to release. They said that it was "good enough" to meet the deadline set by marketing because the glitches wouldn't occur for any directly observable projections. We balked at releasing it in that state because we knew it would eventually bite us in the ass, but in the end they had their way and it went into the final production environment. As we expected, it wasn't long before the complaints were rolling in about unreliable performance under certain "edge cases" that ended up being not-so-edge at after all. We can't afford to fix the root problem yet because that would mean halting the service and cutting off our revenue stream while the project is still in the red. So for the time being we're stuck with applying band-aid patches to this mess for who-knows-how-long. Deadlines be damned, just a bit of extra development time could have saved everyone from this headache.
Cut curved spacetime appears flat on the largest scale.
Not everything in Kansas is flat.
Your sarcasm is the most plausible flat Earth theory with the most credibility...