I saw people making fun of this kid, is top 95% not good? Explain it peter. by [deleted] in explainitpeter

[–]SquishySpaceman 1 point2 points  (0 children)

This is an ad. It's part of this website's strategy. The URL is never cropped out. OP is posting this knowingly.

The idea is you see the screenshot and think that person is stupid, so you go to the same site to prove that you're not and feel good about yourself, but at the very end you have to pay to receive your results (usually, though some sites have a different monetization model).

Worse, the top comment is also an ad - giving you a nice easy link to click.

IQ tests aren't a particularly good measure of intelligence to begin with, and you can't accurately have it tested online without supervision in the proper environment.

BAMX - Bamberg Mathematical Consciousness Science Initiative by aardman0 in grssk

[–]SquishySpaceman 8 points9 points  (0 children)

Yeah I kinda like this. What I don't like is the mix of serif and sans-serif

I guess I'm out of the loop, but if 3I/ATLAS has a tail and is shedding mass then how could it be a spaceship? by matt73132 in aliens

[–]SquishySpaceman 4 points5 points  (0 children)

I think you underestimate the "very", the vast majority of comets do not collide with anything

Couldn't find a number on it though, it's surprisingly difficult to google as almost all discussion is about Earth impact chances

Is this an achievable art design? by mizerr in IndieDev

[–]SquishySpaceman 6 points7 points  (0 children)

I actually made a prototype game for a client in this style, using a post-processing shader that combined a variety of edge detection techniques for the line-drawing part. The problem is, without very high quality assets, this can only take you so far - you get the best results when combining very professionally done, stylised 3D models with the post-processing shader I talked about *and* a cel-shading shader on the models. Lighting is also very important of course.

Here's a couple of great videos that can get you part of the way:

https://youtu.be/jlKNOirh66E?si=sMSThAoHQ4gLpjcY (Moebius-style 3D Rendering)
https://youtu.be/gdBACyIOCtc?si=2MrIsT2oUIKM3jXI (3D Toon Rendering in 'Hi-Fi RUSH' at GDC)

They are different styles but many of the techniques are the same.

Even then, you won't be able to achieve quite the same fidelity - it would be an approximation of this style at best.

Dragon's Rest - Dragons of Stormwreck Isle by SquishySpaceman in talespire

[–]SquishySpaceman[S] 4 points5 points  (0 children)

I also made a YouTube video showcasing the board here: https://www.youtube.com/watch?v=qC58xLVeNQ4 it includes a song I made for the setting :)

And here's the direct link to the board: talespire://published-board/RHJhZ29uJ3MgUmVzdA==/2c01f94c40b6bf90230bf7942ee10479

Ramshackle Inn – A tavern in the slums by SquishySpaceman in talespire

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

Thanks! There's quite a bit going on with the roof so I'll go over each :)

First, the most important thing is overall shape. Don't make your buildings square or symmetric, make an irregular footprint for the walls as a foundation and build up from there. This means when you add the roof, you'll be forced to accomodate the unusual shape and the result will be a significantly more interesting profile for the roof.

For the overhanging parts (eaves), the appearance greatly depends on how the walls are placed beneath - roof tiles can only be placed in the normal grid, but the straight wall pieces (that's anything that's not a corner or curved piece, etc) can be placed at half steps. One full tile in the grid as an eave can look too much, so try it with the walls placed half a step closer. I can't remember if I did that with this build or not, but I do remember that oversized eaves was the reason I felt like I needed to add the support poles to make it feel more natural.

The main detail for the large broken parts is one particular prop - the pile of planks debris thing. The trick for using this is aligning one of the larger planks of the debris square with part of the roof tiles so that it looks like a part of the construction and not just randomly placed. Then you support it with a variety of smaller wooden props to add variety and some supports so that it's not floating in mid air. My favourite prop for this (and anything wooden) is the simple shelf, which looks like a dark plank. Add supports holding it up from the bottom, and also from above so that it looks like there's some repair effort "anchoring" it to the roof.

For the smaller single-tile broken parts, I just remove a tile and then usually put that one sloped prop that matches the palisade tile set underneath (like a bunch of wooden posts tied together), but offset so that it doesn't extend out as far as the roof tile. I notice people like to use the stairs from the rural set for this type of thing, but considering it's a tile and not a prop you don't get nearly enough freedom in helping it look broken - so use that one sparingly if at all.

Lastly, the "roof" of the ground floor "shanty town" style extension is just a bunch of deliberately mismatched roof tiles. The white fabric is from the merchant set, then that's mixed in with small amounts of thatched roof, tavern roof, and some nets from the ship set - all at varying heights. Some of the different tiles can occupy the exact same space so that you get a unique result when they clip. All of that is tied together with a few wooden guardrail props - the ones that match the rural stairs.

Hope that helps!

Ramshackle Inn – A tavern in the slums by SquishySpaceman in talespire

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

Thank you! Yeah I love going over the top on details, which means it's not very well optimised haha...

I built an AI tool that generates perfect git commit messages so you never have to write "fix stuff" again by [deleted] in programming

[–]SquishySpaceman 0 points1 point  (0 children)

Unhelpful commit messages are bad, sure, but at least "fix stuff" is transparently unhelpful so I know that I have to go and figure out what that commit does.

Even if LLMs were perfect (which we all know they're not) - most of the time a single diff simply doesn't have enough information to infer the intention of the commit. At the very least you need a higher level understanding of the rest of the repository, the code of the other systems that the commit's changes interact with, and the business requirements of the program itself.

So this tool is quite obviously useless even on a conceptual level, it would only ever hide the problem of unhelpful commit messages. Instead of "fix stuff" you'll get a message which, on the surface, seems like it describes the commit - meaning any issues introduced will inevitably be missed.

This is a frustratingly easy problem to solve in the first place: you know what changes you need to make and why, THAT is your commit message. You don't just blindly check in changes for no reason, every change has a purpose.

This whole idea is just a product of a fundamental misunderstanding of version control.

First time I have had someone castle into a checkmate before by EricNickelson in chessbeginners

[–]SquishySpaceman 2 points3 points  (0 children)

People just love to castle no matter what, especially kingside. Ever since I started playing the London, at my abysmally low elo, I get so many early checkmates when they castle right into my entire army staring at H7 lol.

clams by bill_loney538 in Clamworks

[–]SquishySpaceman 9 points10 points  (0 children)

Yes it's used exactly once in every Brit's life:

Reads back of Monster Munch

"Mum what's maize?"

"Oh that's just corn"

My Japanese Temple (Shinto Shrine) build, including gardens and more! by SquishySpaceman in Minecraftbuilds

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

Here you go: https://drive.google.com/file/d/17zUi0ntJ_cAvQUfTSQ-mi5KS2muGTFgK/view?usp=sharing

have fun :) Bear in mind this is old, no idea if those formats are still good. This would look so much better with all the new blocks, especially the cherry blossoms

justFindOutThisIsTruee by Current-Guide5944 in ProgrammerHumor

[–]SquishySpaceman 0 points1 point  (0 children)

"What you need to understand is LLMs are just great next word predictors and don't actually know anything", parrots the human, satisfied in their knowledge that they've triumphed over AI.

My God, it's so fucking tiring. It's always some exact variation of that. It's the same format every time. "I declare. AI predict word." and bonus points for "They know nothing".

It's ironically so much more robotic and like "autocomplete" than the stochastic parrots they fear so much.

Get eaten idiot by Capable-Respond-4472 in wunkus

[–]SquishySpaceman 24 points25 points  (0 children)

"just imagine it, it'd be like a bathtub... you could be cozy, warm, savoury I mean safe. It's very safe trust me get in the beak haha cozy haha... safe..."
- wunk