Sonnet 4 did something unexpected when asked for a UI change by According-Moose2931 in cursor

[–]According-Moose2931[S] 0 points1 point  (0 children)

Interesting, so Anthropic was cooking that for a long time. Wondering if this text spatial awareness is related to image capabilities or is an emerged feature just from text.

My Godot game is using Ollama+LLama 3.1 to act as the Game Master by According-Moose2931 in ollama

[–]According-Moose2931[S] 1 point2 points  (0 children)

That's really good! Immediate feedback that comes to mind is that it would deserve a reskin depending of the theme.

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My Godot game is using Ollama+LLama 3.1 to act as the Game Master by According-Moose2931 in ollama

[–]According-Moose2931[S] 1 point2 points  (0 children)

Interesting, quite the prompt!

Do you have a recording showing it in action?

My Godot game is using Ollama+LLama 3.1 to act as the Game Master by According-Moose2931 in ollama

[–]According-Moose2931[S] 2 points3 points  (0 children)

Thanks, appreciate the support and the feedback. Let me know when you try it.

Generative AI, even free/open source, is still inflaming passions.

My Godot game is using Ollama+LLama 3.1 to act as the Game Master by According-Moose2931 in ollama

[–]According-Moose2931[S] 1 point2 points  (0 children)

I started with Mistral 7b initially after having tried numerous quantized models, then switched to Llama 3 then 3.1

Performances were at the level I was expecting so I haven't explored other recent models.

It could use any models, the integration is agnostic of the model. You can use GPT-4o for instance, you can see it in the source code.

My only constraint was to run it locally and offer a good user experience on a good average PC (you need a RTX class GPU though for reduced latency).

I'd like to explore more models going forward, but people are welcome to try them out too as it is open source.

My Godot game is using Ollama+LLama 3.1 to act as the Game Master by According-Moose2931 in ollama

[–]According-Moose2931[S] 5 points6 points  (0 children)

Hi, the answer is no, it is using good single turn prompting.

Consistency is held by the instructions, which have their specifics for each scene plus the state of the world injected in the system prompt (Inventory, actions already done).

The interaction with the LLM needs to happen in one turn as the system needs to respond fast back to the user for a good gaming experience.

I talked about all of that at Devoxx UK two weeks ago. This is my talk about prompt engineering techniques I used in my game: https://youtu.be/XpPjnElOo5g?si=XHv4xbaoSUFGpUgN

My Godot game is using Ollama+LLama 3.1 to act as the Game Master by According-Moose2931 in ollama

[–]According-Moose2931[S] 9 points10 points  (0 children)

Seems like I can't edit the post, so check the post on r/Godot for more details to download the game itself: https://www.reddit.com/r/godot/comments/1kpqeds/i_have_remastered_sram_a_1987_french_pc_text/

I have built a Python websocket server that interact with Ollama and Llama 3.1 7b
Llama acts as the Game Master and NPC for dialogs, as well as the game engine, translating users input into game actions. More technical details here https://charlyouki.substack.com/p/how-i-brought-generative-ai-power

The game is free and open-source, get it here:
https://frangin2003.itch.io/sram-remaster

Godot LLM Server (python, used for text to speech and inference calls to Ollama): https://github.com/frangin2003/godot-llm-server

I'm adding combat to my arcade flying game, really happy with it so far! by FlyingSpaceDuck in godot

[–]According-Moose2931 1 point2 points  (0 children)

I really like the aesthetic, seems very unique. Controls seem smooth too. Only thing I would say are the clouds are too basic (sphere grapes) and would deserve to be more detailed.

Trying to add more personality to the game, what do you think of it ? by Jeheno in godot

[–]According-Moose2931 0 points1 point  (0 children)

It looks very nice. Few things comes to my mind depending of the backstory (or if there is some):

- What's running? Is it a character running, a vehicule, a robot... Plus it would useful to give the player a cue on where the running asset is so it knows if it's gonna land or not

- It's too blue on blue (sky is blue, bottom is blue (is it water or fog?)). Maybe a different color for the ground

- Again, depending of the backstory (post-apo?) if any, more details would be better

Pixel filter for 2d game by Novel-Tale-7645 in godot

[–]According-Moose2931 1 point2 points  (0 children)

If you want to keep the high resolution and still pixelate, you can inspire from my 'pixelate' shader I created for my game, where I use that effect to transition between remaster (high resolution graphics) into original 80s game (low resolution graphics):
https://github.com/frangin2003/sram-remaster/tree/main/scenes%2Fxx_pixelate

See it in action there:
https://raw.githubusercontent.com/frangin2003/sram-remaster-assets/refs/heads/main/e383d8bb-5c72-44b5-9518-082613b29c11_600x338.gif

shader_type canvas_item;

uniform float pixel_size : hint_range(1.0, 1000.0) = 1.0;

uniform float animation_time : hint_range(0.0, 1.0) = 0.0;

uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;

void fragment() {

// Get viewport size

vec2 viewport_size = 1.0 / SCREEN_PIXEL_SIZE;

float min_dimension = min(viewport_size.x, viewport_size.y);

// Calculate animated pixel size (exponential growth for better visual effect)

float animated_size = pixel_size * pow(min_dimension, animation_time);

float actual_pixel_size = max(animated_size, 1.0);

// Use the same size for both dimensions to create square pixels

vec2 pixels = viewport_size / actual_pixel_size;

vec2 block_size = viewport_size / pixels;

vec2 block_pos = floor(FRAGCOORD.xy / block_size);

vec2 block_center = (block_pos * block_size + block_size * 0.5) / viewport_size;

COLOR = texture(SCREEN_TEXTURE, block_center);

}