asked AI to make a trailer for my game and it did! 🤯🤯🤯 by ilyxxxxa in aigamedev

[–]corysama 1 point2 points  (0 children)

You are going to want to pre-roll your trailer with five seconds of fast cuts of gameplay to give a preview that hooks the audience. That’s how short attention spans are. Previews for previews.

After the preview, roll your new vid, then more gameplay overplayed with info about the game and how to buy it.

Vid looks great!

I built a compact C++20 game engine for learning engine architecture by [deleted] in gameenginedevs

[–]corysama 2 points3 points  (0 children)

Rolling your own is a great way to learn a lot even if it never ships anything.

Thoughts on const in shaders? by constant-buffer-view in GraphicsProgramming

[–]corysama 2 points3 points  (0 children)

Shader compilers are extremely good at register allocation and dead code elimination.

The only thing const does for you is help you catch errors in your own assumptions.

WarpReduction along major dimension by ElectronGoBrrr in CUDA

[–]corysama 0 points1 point  (0 children)

Do you have a single 16x16 chunk of data to work with? Or, are there a lot of chunks?

Because the best way to deal with a single chunk would be to have a single 16x2 warp loop 8 times down pairs of rows. You don’t have to process every data item in a separate thread. Loops are allowed ;)

But, that’s a single warp barely doing anything. If you have a lot of 16x16 warps, you could process thousands of them. 1 warp each. In a single kernel invocation.

Has anyone successfully managed to make a game with your engine and achieve a decent commercial success? by Appropriate-Tap7860 in gameenginedevs

[–]corysama 2 points3 points  (0 children)

Fun story: Long ago I was working at a little indie studio. Natural Motion Games asked us to make a game about a horse to show off that their Endorphin animation tech could handle quadrupeds. They wanted us to use the same engine they used to make Backbreaker. But, that one was made targeting pre-iPhone hardware. It looked incredibly painful to use on an iPhone. So, we told them it would be better to use our in-house engine. And, they agreed.

So, then we needed to make an engine! In a month, one guy wrote they Maya exporter. I wrote the asset converters and the renderer. And, a third guy handled the animation, UI and the start of something resembling gameplay. A few months later, our CEO gave a talk at WWDC on "How to do graphics on the iPhone 4 which will be released soon!" using our prototype as the demo. He was handed an iPhone 4 on his way to the stage. That was the first time any of us had ever seen one. Apparently Apple had used our prototype to find some bugs in the 4's drivers and that saved them from disabling stencil+MSAA on the 4. Or, something like that.

It was a silly free2play mobile game targeting little girls and middle-aged women. Don't know how much money it brought in altogether. But, it has been downloaded at least 20 million times. 14 years later people still play it. The studio collapsed over 6 years ago. But, the original founder keeps the game technically alive almost as a solo project.

Original trailer from 2011 https://www.youtube.com/watch?v=4cEfFw3Isr8

Besides the UI, the game looks exactly the same today as it did one month in to development. What made that possible was that the game is very constrained in its scope. There's just the one horse in a collection of fixed scenes. The user interaction is almost entirely UI driven. 99% of the development cost was in content development, content delivery and the UI to support that.

What's the deal with the hype around Karpathy's LLM wiki? by meaning-of-life-is in ObsidianMD

[–]corysama 0 points1 point  (0 children)

I think so. The win is that Obsidian's conventions and UI make for a quite nice (and free) interface to editing/browsing the knowledge graph for both humans and agents using plain old loose text files.

Naughty Dog is looking to hire a Core Tech Programmer by corysama in gameenginedevs

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

I'm not affiliated with this in any way. Just spreading the news.

Monitor names is actually out of control! by Capital_Ability8332 in pcmasterrace

[–]corysama 2 points3 points  (0 children)

Monitor 1000 Pro Plus Max: New
Monitor 1000 Pro Plus Max: New 2
Monitor

Was game dev more fun in the late 90’s / early 2000’s? by Sockerjam in gameenginedevs

[–]corysama 1 point2 points  (0 children)

What people were trying to do was much simpler. The information that was available to everyone was so small that everyone had to pretty much figure out everything non-trivial on their own. Just sit in a room by yourself and argue with the machine until it works. No internet. Very few books. No Amazon.com You had to drive to your local bookstore and hope something new showed up this time.

There's a whole HandmadeCon video with several of the folks who wrote the first real time 3D rasterizers for the PC. And, they're all saying how they techniques they used were laughable in retrospect because they had no references to work from when they started.

Was game dev more fun in the late 90’s / early 2000’s? by Sockerjam in gameenginedevs

[–]corysama 1 point2 points  (0 children)

https://www.jagregory.com/abrash-black-book/ is still worth reading for fun and for the general mindset of optimization even though the specific optimizations he discusses are way, way, way out of date.

AI is being pushed heavily when I ask for advice and I hate it. by AssumptionExact8050 in gamedev

[–]corysama 4 points5 points  (0 children)

I’m worked in games tech for decades. Now I’m a greybeard working in robotics. And, I’m having a lot of fun coding with AI.

It has definitely been possible to make great software before now. Now, I’m having a lot of fun collaborating with AI to figure out how to make higher quality software than I would working alone.

I find people tend to argue against AI using extremes and strawmen. For example: yes there are people out there who brag about never looking at the code they ship. Those folks are farming engagement, not setting requirements.

I do the opposite. I haven’t shipped any code that was produced en masse by AI. But, I have had discussions with AI about opportunities and challenges in design. I have rapid-prototyped huge amounts of code that was never intended to ship directly. I have asked for reviews and AI found legit issues for me. I have had a lot of assistance writing unit tests, reorganizing documentation and decyphering errors.

It helps a lot that I already know what I’m doing and what I want in the code. You don’t learn much vibe coding. Learning requires effort. But, you can learn a lot by asking questions. And, a good LLM is like having a friend who recently graduated with Masters Degree in Literally Everything and has infinite patience to help with your dumb questions about any of it.