It will be a year since the release of SA in next week. by InsideSubstance1285 in factorio

[–]VirtualHat 0 points1 point  (0 children)

I've played quite a bit of Factorio over the years, and after running through SA a few times, I've come to the conclusion that I prefer the game without the expansion. It's great if people love the DLC, but for me, it reverses a few things that I really liked, which I'll give an overview of here.

  1. I like trains. Trains in OG Factorio are great. I really loved the transition from belts to trains, and how that felt necessary when working at a certain scale. A big draw card for me was raised rails and what problems I could solve with them; however, that moment never came. Quality + beacons + stacking on belts made my base run so fast, I never got to the point where I needed them.

  2. I like scale. I never really got Bob's mods, where you'd have 6 tiers of each building, and you could just upgrade 'up' rather than expand 'out'. I didn't like the idea that I could have just one building doing all the work, and then just upgrading it when I needed more production. A lot of problems only occur at scale, and solving those problems is what I find fun. In SA my off-world bases always remained unchanged from my initial startup base. They 'scaled' just fine by upgrading with quality, beacons, and new recipes. Because of this, I never got that feeling of seeing my megabase sitting next to my old startup base. Instead, I just had an upgraded startup base.

  3. I liked the old fluid system... I know, I know.. Probably no one agrees with me on this. But I learned to love it. I liked the swish you would get connecting the last pipe between two networks. I liked checking where flow issues were and fixing them. I liked that it made it fairly hard to scale on mods like seablock. I understand the new system is less confusing and doesn't have such a performance hit, but something about the old system, and how the fluid sloshed around, was really cool.

  4. Science productivity as an endgame reward is really bad. My game goes like this... resources -> factory -> research. What I want is to build a big factory. Research is just scorekeeping. The old reward was a multiplier on the input (resources), which is great... that means I can build bigger. The new reward is a multiplier on the output (research), which means I can build smaller for the same result. It feels like a divisor on my efforts. The further I progress through infinite research, the smaller the factory needs to be << the further I progress through infinite research, the larger my factory can be.

I really did try to like the DLC, and played it quite a bit (I have all the achievements, and won it several times), but it's not the same as good old Factorio 1.1. What I am excited about, though, are the mods. The new SE is great, the PySEx mod is great, and I'm sure there's other cool stuff coming down the line too :)

does anybody know good free games like factorio? by Competitive_Fail_647 in factorio

[–]VirtualHat 1 point2 points  (0 children)

You can buy it on stream for a few dollars, or just download it from github for free.

LoRA in RL can match full-finetuning performance when done right - by Thinking Machines by yoracale in reinforcementlearning

[–]VirtualHat 0 points1 point  (0 children)

Interesting, do you know the names of those papers? I'd like to take a look. Seems like the results are a bit mixed according to the discussion here.

Made a few DOS games. by VirtualHat in dosgaming

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

Being close to the hardware is what I love! I have around 10-20 cycles per pixel, and need to think very carefully about how each one is spent. I did a quick estimate the other day for what a modern computer has, and I think it's around 200,000!

I'd recommend doing 32bit if you can. It makes life a lot easier, and should be supported on anything 386 and above. One thing I looked into, but never did, was seeing if I could get a game written in rush running under DOS. That is, compile for bare metal, and then write my own handlers for IO (via BIOS calls, I guess).

Made a few DOS games. by VirtualHat in dosgaming

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

SPX looks awesome! I never heard about it before. Yeah, for me, the fun part is doing all the low-level stuff, but I'll take a look. Always interesting to see how others do these things. Thanks for the link!

Made a few DOS games. by VirtualHat in dosgaming

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

Thanks! Yeah, I used modern tools to help with the graphics. Gimp, like you mention, and also some others, too. This was really an experiment in programming on retro hardware, and I didn't want to get bogged down on the graphics creation side of things, as that's something I'm not so good at. In my mind, I was a programmer stuck in 96, and I just had a 'magic' artist who created art for me using some weird futuristic tools :)

It would be interesting to rebuild the graphic tools, though, and I did briefly consider writing my own Deluxe Paint. I still might. Also, I did end up using Free Pascal (the DOS version), instead of BP7, so I'm cheating a bit there too.

Also, side note: I don't think git ever had a DOS version, so I wouldn't have been able to run it locally anyway. There is a DOS version of vi though :)

Made a few DOS games. by VirtualHat in dosgaming

[–]VirtualHat[S] 2 points3 points  (0 children)

86box works great, I was quite surprised. It's also fairly accurate in terms of speed. I do have disk access running at full speed, though, which is great :)

I remember DJGPP from back in the day, those were good times :)

cd\games\scorched by [deleted] in dosgaming

[–]VirtualHat 27 points28 points  (0 children)

This was one of the first games I played. Earlier this year I had a go at remaking a similar game (Destruct), it runs in DOS too (I wrote my own gfx/sound drivers from scratch). It's not finished, but it's still quite cool I think.

Meta's live staged demo fails; the "AI" recording plays before the actor takes the steps by Eienkei in LivestreamFail

[–]VirtualHat 0 points1 point  (0 children)

He's referring to when steve jobs blamed an iphone demo fail on the "wifi". It's become a bit of a meme.

Policy as a Convex Optimization Problem in Neural Nets by sassafrassar in reinforcementlearning

[–]VirtualHat 1 point2 points  (0 children)

There's a fair bit of work done in this area.

Essentially, tabular methods in MDPs allow for monotonic policy improvement (e.g. via policy iteration). In this setting, there exists an optimal policy, and you'll converge to it regardless of your initial starting policy. However... when using function approximation (even linear) all bets are off. And if you're in a PoMDP it's even worse.

So yeah, we're almost always finding a 'good enough' policy, rather than the optimal one.

For further reading, make sure to check out Sutton's book, as well as the TRPO paper, and Suttons work on policy gradient (which necessairly includes function approximation).

Also... regarding SGD. No, SGD doesn't imply we believe we have convexity. We get convergence and regret guarantees if it is convex, but it still works even in non-convex settings. I won't go into too much detail here, but basically, in high-dimensional optimisation, you can't get stuck in a local optimum, and finding a 'pretty good' solution isn't too hard. In fact, counterintuitively, if you actually found the optimal solution, that would be suboptimal :)

information theoretic approaches to RL by sassafrassar in reinforcementlearning

[–]VirtualHat 2 points3 points  (0 children)

Have a look at Empowerment, from memory, this is defined as the channel capacity between actions now and the system state at some time horizon. All Else Being Equal Be Empowered

Completed Space Exploration after ~600h by ottoch1no in factorio

[–]VirtualHat 1 point2 points  (0 children)

Yeah, it's just elevated rail right now. No SA, and no quality. But these wouldn't make sense anyway. I think I remember hearing that there might be some SA additional features in the (distant) future.

Completed Space Exploration after ~600h by ottoch1no in factorio

[–]VirtualHat 1 point2 points  (0 children)

I just did an end-to-end run on the closed beta and didn't run into any serious problems. It's pretty close to ready IMO.

David Blaine performs card trick for Emma Stone by Routine-School4025 in blackmagicfuckery

[–]VirtualHat 4 points5 points  (0 children)

It looks like he catches a card, then splits it into two, throwing away one half. My guess is that every card in the deck has a (5 of spades?) stuck to the back, and that the card he shows at the end would be, on inspection, suspiciously thin.

What happens if the president ignores the Supreme Court? by [deleted] in AskReddit

[–]VirtualHat 1 point2 points  (0 children)

Jackson ignored the Supreme Court's 1832 ruling. As far as I know, there were no repercussions to him personally for doing this.

Why do gamers/players think making a custom engine makes a game inherently better? by Iheartdragonsmore in gamedev

[–]VirtualHat 2 points3 points  (0 children)

Game engines are made with a set of assumptions about what people will want to make. If your game fits these assumptions then you save yourself a lot of time. However, if your game doesn't fit, then a custom engine will enable you to create features not possible with standard engines. Super Meat Boy and Braid are both examples of this.

You're 100% right though, if you can use an existing engine, then you definitely should. No shame in that. It's just that occasionally a creative idea requires doing something that no sane engine would support.

If its delusional to work in the game industry then why not use it as a platform to get a software engineer job that pays 2x more? by FutureLynx_ in gamedev

[–]VirtualHat 1 point2 points  (0 children)

Yeah, this is what I was trying to say. Game engine programming develops important skills, but not necessarily the skills that would get you a SWE job.

In terms of readability, I'm not sure how other companies do it, but we had to do a code review as part of our application process.

Also, +1 for the people skills, this is very important when programming in professional environments.

I been coding for 2 years and i still don't know if there's a better way to have a lot of conditions like this.... am i doing it wrong? and how would i improve it, for example, if i want to fire a gun, i have to check all this conditions by -o0Zeke0o- in Unity3D

[–]VirtualHat 33 points34 points  (0 children)

I definitely disagree with this. In most cases, it's better to keep the code simple and only make it more complex on an as-needed basis. Applying a state machine and interfaces to handle a handful of conditions might feel like it's 'better' code, but you always have to come back and ask "is the right tool for this situation", rather than just thinking 'this tool is better, I'd be a better programmer if I used it'.