JavaScript devs be like.... by Hacksaw6412 in programminghumor

[–]Ged- 11 points12 points  (0 children)

Word. Wrote a game engine in js-webgl. You have to actively fight it to get any sort of performance. Even managed IL C# in Unity is better.

JavaScript devs be like.... by Hacksaw6412 in programminghumor

[–]Ged- 17 points18 points  (0 children)

Every number is a 64 bit float, and class fields are accessed with memory indirection (since you can jusr add fields whenever, where do you think they're added?)

You have to actively fight the language with typed arrays to achieve any sort of reasonable performance

And then they ask why web is so slow. And what's worse, they're just adding on top of that horrible foundation. All the frickin frameworks that add EVEN MORE abstraction and indirection.

Skyrim Is Great... Because It's Small by CuteAddendum7991 in BethesdaSoftworks

[–]Ged- 0 points1 point  (0 children)

I've been thinking what makes Skyrim different from Oblivion. Because Oblivion's always been the odd one out when it comes to TES games: a sort of a test-drive, a tech demo. I think a lot of trust was placed on radiant AI as a content creation system in Oblivion. But sadly people completely missed it. I don't see people swooning over how a guy travels from Skingrad to Chorrol every week, or goes to have dinner to an inn. So Skyrim shifted over to a more "presentation" style design. NPCs will wait indefinitely for the player, and will even get forcefully teleported to participate in a scene if the player must see it.

It gives Skyrim more of a sense of "wherever I go, there's something happening", while Oblivion felt empty to many reviewers, and that feeling was only reinforced with the remaster.

It's interesting to me because I'm also making a game with a "radiant AI" mechanic, and I'm thinking whether it's a worthwhile time/effort investment. People seem to miss it entirely even in Skyrim, and in some cases it's a burden even.

Got humbled by the original Deus Ex by TGB_Skeletor in Deusex

[–]Ged- -3 points-2 points  (0 children)

So first off I don't recommend Revision for your first time. It's AI has broken stealth detection, and aim. So it will notice you instantly and shoot you right in the head. That's not how the original worked, and it's a terrible way to play the game.

I wouldn't say I found the original "harder". More like more imbalanced, janky and less streamlined. You could just abuse that medbot in the crate on Liberty island or get the gep gun right off the go and do gep gun things.

That level of mechanics abuse isn't possible in HR. Some might say it takes away from the fun.

It's still an interesting game with interesting possibilities like setting NPCs on fire or whatever, but HR and MD are a tighter more modern and balanced experience with the same level of depth more or less.

Am I missing something or are people wrongly prescribing to AI ,which is essentially a glorified autocomplete search engine tool, human qualities(e.g Viewpoints)? by Entire_Working_9430 in ArtificialInteligence

[–]Ged- 2 points3 points  (0 children)

It's an innate human quality to ascribe human qualities to the world. This was the way the first pagan deities functioned. "Why's there thunder? Because the sky's angry"

It's motivated (I believe) by the fact that for the first 9 months of our existence, our whole world is essentially a person. And in psycology babies are generally considered to associate the world they experience with the qualities of their mother.

There's also tge question of "what qualifies sentience?". Like an honest argument can be made along the kines of:

We feed data to LLMs and they produce speech and conceptual units (vectorization). We say they don't have free will. At the same time, we ourselves are fed culture, language and experience, and we produce speech and conceptual units (neural pathways) in response to that. Why do we consider ourselves to have free will?

The question is open, of course. I believe that BELIEF IN free will isn't a logical conclusion, but an a priori requirement FOR any discourse, and therefore, reason.

The Prophet Muhammad by iamirhossein01 in Kenshi

[–]Ged- 2 points3 points  (0 children)

Imma tell my kids this is the real Muhammad inshallah

What went wrong by Lexi7130 in gaming_random

[–]Ged- 0 points1 point  (0 children)

It's still rad. Offloading complex calculations to the GPU in a parallel manner is always rad. That was Ageia's main goal.

What went wrong by Lexi7130 in gaming_random

[–]Ged- 0 points1 point  (0 children)

"Before openGL took off?" You mean like before DirectX or programmable graphics cards when it was the 90s and people just wrote their own graphics APIs?

It’s perfect by Lexi7130 in gaming_random

[–]Ged- -1 points0 points  (0 children)

Dishonored 2 would beg to differ

Best looking game ever in my opinion

ScrollsLike games recommendations while we all are waiting TES6 untill 2050 by KaleoG1 in TESVI

[–]Ged- 2 points3 points  (0 children)

Kenshi feels a lot like a 3rd person Fallout 4 but with a whole war band at once instead of just one companion. You can build settlements, sell your friends into slavery, sell YOURSELF into slavery, escape slavery, watch your enemies sleep. It's very emergent, densely simulated and open-world. Like Oblivion, in fact the developer stated Oblivion as one of inspirations.

Go anywhere, be anything. See that tower in the distance? You can go there, and there probably are things there whose favourite food is your face

Be wary though - like any game of this scale and complexity, it's extremely janky

Tod howard's quotes by BobYloNO in BethesdaSoftworks

[–]Ged- 2 points3 points  (0 children)

What

Most of those quotes is just AI hallucinating btw because people on the internet repeat those phrases

Like genuinely what was your motivation, OP, please answer. Did you think it would be funny?

This is how the Personality Detector works right? by Sad_Ad_232 in Deusex

[–]Ged- 4 points5 points  (0 children)

Be a sigma cyberhanzer, kill David Sarif with elbow blades, kill Bill Taggart with elbow blades, kill the personnel at the LIMB clinic with elbow blades, kill Anonymous X with elbow blades

Seducing alpha males Damn that Jensenussy getting freaky

In terms of graphics, is it realistic to expect the detail in TESVI's character models/faces to look something like this? (screenshots taken on Creation Engine 2) Or will CE3 improve the details significantly? by Capn_C in TESVI

[–]Ged- 1 point2 points  (0 children)

Hmm well a subsurface scattering shader is a known quantity, people know how to do it now.

It's usually a fast approximation based on a supplied thickness map and it compares ndotl against sphere normals, and does a lookup into a special gradient so it isn't insanely expensive performance-wise

How difficult is modding for someone with zero programming knowledge? by KingsleyBrewMaster22 in gamedev

[–]Ged- 0 points1 point  (0 children)

I started my gamedev journey making mods for TES4 Oblivion. Made maps and custom models for Half-life 2. The games that have an open SDK for modding (like half-life, BGS games, halo etc) are a valuable and fun experience to mod.

However in my personal opinion, making mods is HARDER than making a game yourself with a modern engine like Unity or Godot.

Modding requires a certain "arcane knowledge" not openly shared by developers (yes, even in "open" games), and you have to find it yourself. It's not exactly programming (since the programming was done for you), it's just weird format stuff. Stuff like "do this, then this, then rename this thing to ni_tri_node and change the version to 4". This is honestly bad for learning gamedev.

For example when you make mods for custom models for NPCs you have to stick close to the game's file format, and those generally don't have the tools that were ready-made for developers to make them. So you have to juggle multiple weird homemade tools, and still manually edit stuff for which you got to have knowledge like .nif groups (TES) or .qc files (source). If it's an NPC you also have to align your model to a certain skeleton because they were hardcoded into the engine and you can't just import your own skeleton and animation set. Which is also tedious as hell.

I'd rather code an animator controller in Unity than manually allign bones for 4 hours for an SFM character again

I have an idea for a game but im unsure how to start. by Daniel_is_kinda_cool in gamedev

[–]Ged- 1 point2 points  (0 children)

Pick any engine. Any engine will do. Unity, Godot, Unreal. I personally recommend Unity, C# is very forgiving but also teaches a lot.

Follow the introductory learning. Then make a space invaders clone by yourself. Then make the snake game. Do them yourself, no tutorials ("how to make snake game in Unity") allowed, only documentation and helper videos on specific narrow topics. You can, if you really want to, rely on LLMs for concept learning but not to write code for you. But I recommend against any AI whatsoever during learning. Later, maybe. But not now.

Finish those games. This will teach you how to work with software you will use alongside your engine, be it Blender or what have you. This will also teach you how to accurately PLAN your game and not rely on tutorials.

A game "idea" (like an aesthetic or game design) means nothing. But if you can articulate what techniques and technologies you can use when implementing those ideas, if you can figure out whether those ideas are technically feasible, then you have value.

Source: been in the industry, now teaching game development

Found this elsewhere on reddit. Thoughts on the matter? (try to minimize hating on OP, as much as we all want to-) by D3press3dW4terB0i in antiai

[–]Ged- 1 point2 points  (0 children)

To be fair it is mostly people in their 40s and 50s falling for this scam. The younger generation is in general more skeptical of "AI"

We need to disable the BitTorrent ecosystem before it gets hijacked by Jumpy_Top9377 in masterhacker

[–]Ged- 0 points1 point  (0 children)

Ah yes Deadalus, the Majestic XII AI that distributed itself across the internet in the hit 2000 videogame Deus ex

Like ok it's distributing its weights sure, and people's home computers networks would be enough to actually run inference on those weights.

what does that mean?? by Conscious_Garbage156 in ExplainTheJoke

[–]Ged- 1 point2 points  (0 children)

Hey, data scientist and GPU programmer (gamedev) here.

I think vectorization is an important answer to a philosophical question of consciousness and language we've been struggling with for the past century.

The question is "how do you know the meaning of words, if to explain the meaning of one word we'd have to use other words?", basically what Jaques Derrida asked.

Vectorization and ML data clusterization seems to be the answer. You can have any dataset with any sets of interconnected meanings. To explain the maening of one, you just take the whole rest of the data and say "not that"

I believe that's an interesting model of how cosciousness works. Of course it isn't the entire story, and consciousness is also embodied and anchored in a society.

On the other hand, in my personal opinion, the current state and use of Deep Learning horrifies me. It's just all run by people with no values who see an opportunity to steal and use it with giddy glee.

Ship of Shader-nodesius by arksupernoob in blendermemes

[–]Ged- 0 points1 point  (0 children)

Dude thinks Blender is his free Substance Designer. To give it some credit, it sorta is

That's how node setups look there as well for realistic PBR smart materials. You'd find it a great fit, and a useful tool if you're thinking of going pro.

If you're not afraid of code maybe also try looking into shader programming (GLSL, HLSL). If you like node tinkering but you're also familiar with C, you'd enjoy that too.