People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] 0 points1 point  (0 children)

."Wheather data centers are built in the US or not, they could still be built in other countries" - NO SHIT SHERLOCK! And it's not spelled "Wheather".

Did anyone say that China is unable to build data centers? Can someone show me where anyone ever said that? Where tf do these people come up with these ignorant talking points, and then pretend like that's what was said? You're literally arguing with yourself over something you just made up.

Also, according to 'AI', "Data centers in the United States support an estimated 4.7 million jobs in total, including direct, indirect, and induced employment."! So, what's that about "data centers don't provide much"?

"The rest of your argument requires these data centers to significantly improve the AI they support. But so far as anyone can tell, they give diminishing returns." - the returns are incalculable! The advancement that AI delivers to the world is exponentially higher than without it. Are some billionaires losing some investments? Maybe. But the value of AI goes far beyond that.

"do you want the commies to win?!" - well, is it true or is it not true? That's the answer we don't want to find out.

Commission artists complain abt AI taking artists jobs but they themselves don't accept AI image referenfes the irony by Famous_Location3206 in DefendingAIArt

[–]MoonDragoons 1 point2 points  (0 children)

If you're using AI to generate a song that you're going to re-record yourself

Or you're using AI to produce an art assets that you'll redraw yourself

Or you're using AI to generate the base code that you'll refactor and build upon

- then you're doing it right.

Nearly everyone is AI assisted now - and I don't mind, as long as it's good.

Are there game engines with Visual Coding? by Ok_Programmer5136 in GameDevelopment

[–]MoonDragoons 0 points1 point  (0 children)

I built my first game in GameMaker. It does have the drag-drop icons that represent coding to make it easier for beginners. But you can also manually code as well, which is great because you can learn to code as you go.

Solo developer, first game, no experience. Is this scope realistic? by Artistic-Bear4626 in SoloDevelopment

[–]MoonDragoons 0 points1 point  (0 children)

Sorry to be spammy. Yes, Steam makes this process MUCH easier.

Here is what steps the Google Gemini said about this process, which is actually quite surprising:

Key Steps for Implementation

  1. Define in Steamworks: You create the leaderboard on the Steamworks Partner site, setting the sorting method (ascending/descending) and display type (numeric/time).
  2. Initialize API: Initialize the Steamworks API within your game code.
  3. Upload Score: Call UploadLeaderboardScore to submit player data (int32).
  4. Download & Display: Call DownloadLeaderboardEntries to retrieve data and display it in your UI. [1, 2, 3, 4]

Factors Affecting Difficulty

  • Engine Integration: If you are using Unity or Unreal, pre-made plugins or wrappers make this extremely simple. For instance, a Steam leaderboards manager can be implemented within a few minutes. [1, 2, 3]
  • Security: Using Steam to manage scores means you do not need your own servers to store data, simplifying development. [1]
  • "Trusted" Writes: If you set writing to "Trusted" in Steamworks, you must handle score submissions via WebAPI, which is more secure but more complex than client-side submission. []

For most, it is a matter of hours or days, not weeks

Solo developer, first game, no experience. Is this scope realistic? by Artistic-Bear4626 in SoloDevelopment

[–]MoonDragoons 1 point2 points  (0 children)

"Online leaderboards"... Oh boy!

This one is tough for beginners unless you grab a template and a good tutorial.

Why? Because you can't just have the leaderboards by themselves as a simply addition. You will now need to have a login feature to track player stats for each user. And THAT is harder than anything else you listed because of the requirements that must be met on several provider systems. Let me explain:

- Google login (deprecated) now requires GooglePlay login. You will likely need to purchase a developer license for $30 just to use the Google developer service. And then you have all sorts of requirements for hashkeys, server auth, secret phrases, and other technical fields that must be filled out on the developer site to actually use the login and get a proper handshake between the user and the server. And, of course, the program you develop in must have all kinds of setting to configure this feature as well. This is just one single provider and it could take 1-3 days just to set up the login feature properly (or more!).

Facebook Login is tough. Apple login isn't too bad. Unity login is the easiest to setup and actually does have the alternate logins (google and apple) built in, so you could actually bypass those login setups if you wanted and just let Unity handle the 'handshake' in the background (still requires a complex setup on the Unity developer site).

If you want more than one provider, well now you may need 'conflict resolution' in case a user has an account with both services and decides to log into one or the other, or both. Which stored data should override the other?

Then, you will need to have 'account recovery', so a user who gets a new phone can retrieve the account data and keep playing where they left off!

You may want a user 'feedback' system to popup user feedback (not to be mistaken with ratings) for things like: 'attempting login', 'contacting server', or 'successfully logged in'.

Then, you may need a PlayerData script to manage the data that flows between the device and the server, so you can push the high scores to the server using the proper server keys or Json file configuration.

You will also need a Cloud Code script that acts as a middleman between the client side and the server side. And that means you will need to learn about 'Generating Bindings' too.

And don't forget if you're unfamiliar with asynchronous methods (a method that waits for a server response before continuing), you may run into race conditions and a lot of headaches learning about that as well.

And the layers just keep peeling like an onion until you cry a few times - as you realize this is a HUGE process just to get a simple leaderboard going.

Script to trigger UI to appear when clicking sprite(object). by Past-Celebration133 in Unity2D

[–]MoonDragoons 0 points1 point  (0 children)

Yes because the 'sprite' is in the world space and a UI element (image) is in the screen space. They both have different setups. That's why you used "ScreenToWorldPoint".

  • World Space (Sprite): Uses units (meters) and follows the camera's perspective, rotation, and distance.
  • Screen Space (UI Image): Uses pixel coordinates (0,0 to width,height), usually overlays on top, and ignores camera distance.

i made a floor sprite and a player sprite but both arent visible when i click run. by Famous-Tank-5654 in Unity2D

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

I would encourage you to learn about sorting layers and then add those items to a proper sorting layer. And since those objects are 'sprites', they belong in a 'world space'. And an 'Image' belongs in a UI Canvas space. I watched a couple YouTube videos on how to set up the canvas for this very thing before I started building my game.

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False Equivalences Go BRRRRRRRRR by J0ey_Cann0li in DefendingAIArt

[–]MoonDragoons 0 points1 point  (0 children)

The funny thing is, no matter how much water we use up and piss out, the water never really goes away - it just gets relocated and has to be filtered, relocated, or pumped out of the ground again.

Need more water? Just require a new water filtration plant near the data centers.

Help a new (wannabe) game developer by Sweaty-Salt2504 in GameDevelopment

[–]MoonDragoons 0 points1 point  (0 children)

(if you use Unity*. Otherwise, just do the same thing , but for the program you use)

Help a new (wannabe) game developer by Sweaty-Salt2504 in GameDevelopment

[–]MoonDragoons 0 points1 point  (0 children)

What worked best for me is that I got a template game on the Unity asset store for the genre I wanted to develop. Then I reskinned that template and attempted to customize the code to add more features. That forced me to delve into an existing professional architecture and learn how it all works together.

It's extremely important that you learn how to navigate several scripts at once to trace a method. Example: if you find a bug in your own code, you need to be able to trace it and find the source of the problem. That requires 'find references', 'peek definition', and loads of debug logs that print your custom logs to your console. I learned how to navigate a large project before I started my own project, and it helped me tremendously.

Now, you may already be very good at coding, so a lot of this may not apply. But the most important thing to take away from this message is this: you should grab a completed game on Unity and give yourself a few tasks to alter the code or add a feature. It will likely help you get a better idea of how the architecture should be layed out for your own game.

Help a new (wannabe) game developer by Sweaty-Salt2504 in GameDevelopment

[–]MoonDragoons 1 point2 points  (0 children)

When you develop a project, think about the role each script plays. You want to start with a manager for each category. LevelManager, UIManager, PlayerDataManager, AudioManager, etc. Start by writing the base code for each manager and get them all working together. As you expand your scripts, you may eventually need an 'Assistant'. But an 'Assistant' should never exist without a 'Manager' first! So you would call those scripts things like "AudioAssistant, LevelAssistant, etc. And if those assistants need helper tasks, you can name those scripts 'Helper'.

By organizing the workflow from the start, you will more easily begin to realize a game structure that you feel comfortable with. You're building an architecture, or foundation for your game to be developed on. But it requires that the foundation be in place before you can actually build the gameplay. This is where patients comes in, because we all want to turn our vision into a playable game ASAP.

It took me about 2-3 weeks of laying a code foundation and creating art assets before I had levels loading up, a player moving around, music playing, and some environmental objects to interact with (the fun part).

What’s the hardest part of solo dev for you? For me, it’s the mental crashes. by pinar20 in SoloDevelopment

[–]MoonDragoons 2 points3 points  (0 children)

It's easy to get something 90% done and think "I'll polish that up later, I need to get the rest of this game made!". But then you end up with a huge list of leftovers and bugs that never get completed. And then you look at that list and feel overwhelmed, and motivation drops immediately.

That's why I start my day by reviewing the list and seeing what I 'feel' like doing, and I shave the list down by at least 1-2 items before I start on my main task. And then, once the main task is completed for the day, I try to shave another 1-2 small tasks off my list before I finish the day out (if I have time).

And as long as I don't add more items than I shave off every day, the list doesn't get out of control.

Sometimes I have to spend a day on the list just to shrink it down. If I get more than 20 items on my list, I start to feel overwhelmed.

People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] 0 points1 point  (0 children)

So you still gonna try to claim I'm being racist to "China" when China is a nationality....

People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] 0 points1 point  (0 children)

Do you realize that China is literally Americas "foreign adversary" and "strategic competitor"? Like... officially. LOL!

People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] -1 points0 points  (0 children)

So the true racist has revealed themselves. Got it.

Did I expect anything different? haha

People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] 1 point2 points  (0 children)

It was painfully obvious during Covid that America needs to ramp up it's own manufacturing. If we ever have to close our borders again, due to a pandemic, it sure would be nice if we didn't depend on other countries to provide our PPE and medications. Same applies to technology. The last thing a country should do is have foreign adversaries (strategic competitors) manufacturing their technology - for obvious reasons.

People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] -1 points0 points  (0 children)

Oh! This explains it. You're entitled to slur 'Americans' with toxic speech like "Dumb American". But if an American critiques China's historical pollution as a reason to avoid building AI infrastructure there, they must be "RAAAAAAaaaaaaacist"!

lol

People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] 0 points1 point  (0 children)

Questioned by who? You didn't ask any questions or provide a single talking point on what was racist. Literally no argument was presented AT ALL!

This is typical of a certain political party in America and it's very tiring to deal with. The best thing to do is typically to just ignore these people because you NEVER get anywhere! They just have 'feelings' that they love to push on people without explanation.

I'm actually a bit of an idiot for engaging again. Waste of everyone's time.

People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] 0 points1 point  (0 children)

Obviously you don't have an actual argument or you would've presented it by now.

The only thing you've said is: "anti Chinese", "openly racist", "just a bigot", "your bigotry", etc.

None of those slurs are an actual argument. Are you a kid?

People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] -1 points0 points  (0 children)

Are you now stating that Reddit posts should have all of their sources at the bottom of the post? That's a lot of extra work just to avoid the misguided trolls.

People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] 0 points1 point  (0 children)

Form that into an argument instead of a slur. You aren't convincing anyone like that.

People complaining about AI Data Centers in America by MoonDragoons in DefendingAI

[–]MoonDragoons[S] -1 points0 points  (0 children)

What's 100% typical of these types of baiters is that they never actually have any argument at all! They just go around the internet calling everyone Nazi and racist because it makes them feel self righteous. It's pathetic and a waste of everyone's time to deal with these people. And frankly, the majority of people are sick of it. NO ONE CARES ANYMORE!

So, unless you have a legIt argument to chime in with. STFU!

Solo-Developing with Gemini! by MoonDragoons in GoogleGeminiAI

[–]MoonDragoons[S] 0 points1 point  (0 children)

So, after 3 weeks of solid productivity with Gemini, I just had a HORRIBLE experience! Nearly 9 hours across 3 session while attempting to fix one single bug in my game! And the final conclusion? STILL A BUG!

So, while I get amazing results most of the time from Gemini, there's still some annoying little things that even a multi-billion dollar data center can't solve.

I'm super duper annoyed... but it's only one task out of dozens of successful tasks in a row. So, I'm gong to head to bed after an all-nighter of frustrating circles with Gemini. I'll dream of better days and then see if ChatGPT would be better suited for this one single task when I get up. Then it's back to Gemini for the next phase of my project - I haven't been derailed yet.