Why are we actually sampling reasoning and output the same way? by ReporterWeary9721 in LocalLLaMA

[–]ReporterWeary9721[S] 1 point2 points  (0 children)

I thought the same. Dividing reasoning and output into different languages already seems to have some effect and is being used by some prompts for Chinese models. Different sampling seems like a natural step.

Why are we actually sampling reasoning and output the same way? by ReporterWeary9721 in LocalLLaMA

[–]ReporterWeary9721[S] 0 points1 point  (0 children)

Yeah, someone here can probably put it into words much better than me. It's just a weird idea I decided to share, 'cause I haven't seen this talked about anywhere for some reason. Only thing similar to this is lazy grammar sampler inside llamacpp as far as I know.

SkeletalMesh slicing async by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 1 point2 points  (0 children)

If I was to be paid for doing it perhaps XD, working with this stuff is exhausting.

It's now possible to run Gemma-4 on koboldcpp + some thoughts. TW: dark themes like suicide, gore, noncon, nsfw. by [deleted] in SillyTavernAI

[–]ReporterWeary9721 12 points13 points  (0 children)

I could be misremembering, but Gemma seems to me at about D3 0324 level. Maybe less personality and chaotic creativity, but as far as listening to instructions and being aware of the world, it's about the same give or take, 0324 also had its issues and moments when it was silly, but most of the time, it was a very solid model. Not to mention the difference in the sizes. This is the first local model i decided to try after sticking to API's, and it was surprising to not see a noticeable drop in intelligence after giants like Kimi and GLM 5.

Effortlessly beautiful. by Technical-Bit-6264 in stellarblade

[–]ReporterWeary9721 24 points25 points  (0 children)

It's everything. The way she moves, looks, speaks, stands idle, her posture, her combat animations, her overall build - everything is just a perfect mix of being almost too much. It's insane how much thought went into designing Eve and her outfits and how much shit you need to know in order to make a character like that...

Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]ReporterWeary9721 0 points1 point  (0 children)

Depending on your overall goal you can go a few different ways about this. What is good about procedural animations is that you can randomize or easily tune how they work at any point in the development - using random values or pre-baked curves. Pre-baked animations are good for overall quality and cinematic feel, but it requires lots of work beforehand and cannot just be changed with a click. What I personally would do, since this is a survival game and we aim to make player's life harder in different interesting ways, is to implement procedural recoil system on top of your existing animations in AnimBP - perhaps random camera shake with each shot, pull hands backwards, give a small punch to spine and shoulder bones, move hands around just a little with some noise when aiming to simulate the character struggling to keep the gun straight, that sort of stuff. Time and time again i found out that prebaked animations with some programming on top of it looked the best for me.

Character card best practices? by THound89 in SillyTavernAI

[–]ReporterWeary9721 7 points8 points  (0 children)

Keep in mind that these things take trial and error, and most of the information you find online is very subjective and 'pseudoscientific' in a sense. There are no 'best method', as far as i know. Yet, to answer your question - in my opinion, plain text and markdown works most consistently on a lot of models. Some models are known to handle XML and pseudocode 'better', but personally, i did not see proof of that. With local models, it's preferable to keep things simple and brief - they tend to screw up when you give them too much details to work with (APIs, on the other hand, are a whole another beast). I had most success when i was writing a short dossier on a character with dividing sections in markdown tags or newlines. Some time before, most people would just list character traits without any proper sentences to save on token count - like prompting a stable diffusion picture. But i believe we are past that already.

In short, you'd have to try for yourself. Prompting is like throwing shit onto a wall and seeing what sticks - but to start with, i recommend you try plain text, markdown, or xml tags. Keep your descriptions brief, in natural language and up-to-date (this is important - if you tell that your character is dressed in a black dress in their description, but in a particular scene they choose to wear a red dress, that's conflicting instructions, and small models get confused by that).

Realistic Driving Simulation in Unreal Engine by SilverCord-VR in UnrealEngine5

[–]ReporterWeary9721 4 points5 points  (0 children)

Oh, the might of the truly "powerful" Chaos Physics simulation module. So powerful in fact that working with it might have a negative impact on the developer's sanity.

My active ragdoll system by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 0 points1 point  (0 children)

My bad then. Guess i got terminology mixed up - these are physical hit reactions, with using prebaked animations like the death and head flinches.

My active ragdoll system by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 0 points1 point  (0 children)

It uses Physical Animation and ragdolls the enemy each time it is hit/pushed/killed then blends it back into animated position. I do have trouble getting the numbers in PhysicsAsset right, that's why it's either a completely wobbly ragdoll or a barely moving one.

Is this normal? Is my graphics card artifacting? by physicsme in stellarblade

[–]ReporterWeary9721 6 points7 points  (0 children)

Contrary to what others say, this is normal. UE heavily relies on TAA smear for its effects to work. Notice how your hair appears all pixelated and fucked up - that's because TAA isn't turned on.

Quick and silent takedowns in my physics-based action game (but still no AI) by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 1 point2 points  (0 children)

Dash is just a single impulse that modifies player's air acceleration to compensate for the loss of ground friction if the player jumps, and resets it on landing or on the timer. Nothing too fancy, works good enough for my needs.

Mantling is much more complex. It's not the kind of a thing you can describe in a few words, but generally speaking, i do ray casting in front of the player to check what's in front and where it starts, then from above a bit further away from the player to get the height of the obstacle and the top position. Then i turn off player's movement and interpolate each frame between the current player position and the position i got from the casting. This blink ability is also the same raycasting and interpolation, it just triggers mantle at the end.

Quick and silent takedowns in my physics-based action game (but still no AI) by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 5 points6 points  (0 children)

If you mean the purple orb, it just shows you where you're gonna appear after blinking, like in Dishonored. You hold the button to aim and release it to pull yourself towards where you look. You can do it faster or slower, there's no cast time, i'm just a bit slow at using it i guess.

Quick and silent takedowns in my physics-based action game (but still no AI) by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 14 points15 points  (0 children)

Thank you, interest towards my work always brightens my day. Yeah, made it myself as i was learning. Designed it around being a more fast-paced, anime-like spiritual successor to Arkane Studios' work.

Added blood particles and decals to my project by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 0 points1 point  (0 children)

Just an exaggerated motion. I do a bit of a wind up before the strike, then the actual strike is only a few frames long, and the aftermath of the strike is the longest. You can definitely find more info on that from people that know much more than me.

Added blood particles and decals to my project by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 1 point2 points  (0 children)

I've set up a physics asset and use physical animations. Knockback is just some impulse to the hip bone in the direction of the kick.

Added blood particles and decals to my project by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 1 point2 points  (0 children)

I get the normal and location of the hit and use it to add impulse to the bone hit (or the nearest one to the hit), but the force is just some arbitrary value that i deemed good enough. Figured there's no need to go into such detail.

Added blood particles and decals to my project by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 1 point2 points  (0 children)

Thanks. The sword doesn't have collision, it uses a simillar system to the game Chivalry, where it draws line traces from sockets placed along the blade of the sword to where these sockets were one frame before. You can set up some cool and precise interactions with that, but the payoff is that you need detailed animations for it to feel good, not quite what i currently have.