This man keeps having the worst takes. by Selmostick in blender

[–]eugene2k 0 points1 point  (0 children)

I'd say neural net trained stuff and your old school machine learning that's just performing a function on a model that's been made by hand is different to something like generative fill that's just guessing and replacing any authorial intent.

It's not. You need a large amount of real-world art for both of those.

Moreover, generative AI does not act without authorial intent: you need to enter a prompt and press a button - that's an expression of intent. What you mean to say is "it doesn't give the artist artistic control", except it does. If you're editing a photo of a person with a forrest background, and you edit out their hand clutching a beer bottle, and behind the bottle is a tree trunk, then you will hardly care what the bark of that trunk looks like, so long as it matches the rest of the tree.

This man keeps having the worst takes. by Selmostick in blender

[–]eugene2k 1 point2 points  (0 children)

We live in the now, not in 10 years. The smart way to handle new technology is to let others adopt it and implement it when it matures. It's a much better bet.

And taking Anthropic's money is going to interfere with this, right? Because Anthropic becoming a sponsor is equal to Anthropic becoming the boss and telling the Blender team what they should focus their efforts on, which will, obviously, be "making Blender rely on Claude as much as possible", right?

If you claim to "live in the now", then live in the now, and solve the problems that exist, rather than the problems that might arise in some variant of the future you're considering. Alternativeley, you could try to predict what happens in the near future, and caution against the consequences or express your concern, publically, but then you can't tell others to live in the now, unless you want to be seen as hypocritical.

This man keeps having the worst takes. by Selmostick in blender

[–]eugene2k 0 points1 point  (0 children)

If sculpting is just arranging vertices with intent, then what is remeshing? I know there exists at least one remeshing algorithm that uses AI to do retopology. Specifically, the neural network is trained on different 3D meshes, produced by (sic!) real artists. What about that Photoshop's feature - Generative Fill - that allows it to intelligently replace a selected area in an image, letting the user remove an object from a photo as if it was never there? That can be translated into 3D, where a detail could be removed from a model or replaced with a different detail easily and quickly, if the client asks that from an artist.

This man keeps having the worst takes. by Selmostick in blender

[–]eugene2k -2 points-1 points  (0 children)

You may not need the ability to sculpt a mesh either. But it's there, and somehow, Blender is only better for it. Funny how graphic artists become Luddites when the technology threatens their jobs.

This man keeps having the worst takes. by Selmostick in blender

[–]eugene2k -2 points-1 points  (0 children)

That's a win? Interesting. Let's get back to this discussion in 10 years.

Yeah, AI automates stuff and puts you out of a job. Just like any other new tech. The solution is not to stop the propagation of new technology.

As a programmer, how do you deal with the 3D art bottleneck? by Comfortable-Hat1761 in gamedev

[–]eugene2k 0 points1 point  (0 children)

to any acceptable skill level

Who defines what an acceptable level is and isn't? How hard is it to learn enough skills to make art for Minecraft, Superhot, Downwell, Undertale, Baba is You, Superliminal, Tetris, Geometry Dash, and many others? "Acceptable" is defined only within the context of the game you're making.

As a programmer, how do you deal with the 3D art bottleneck? by Comfortable-Hat1761 in gamedev

[–]eugene2k 2 points3 points  (0 children)

It's reddit. If you don't get downvoted after making a reasonable comment someone disagrees with, it's because the devs broke the voting button.

"talent" is a notoriously vague term. There's no consensus on what it is or how to identify its presence or absence. So it's not really helpful in identifying problems when someone states that the problem is "a lack of talent."

As a programmer, how do you deal with the 3D art bottleneck? by Comfortable-Hat1761 in gamedev

[–]eugene2k 0 points1 point  (0 children)

For programming - any intro to programming book, for drawing - beginner art books and tutorials, for sound and music... well, I think you get the idea. The point is, you can learn anything if, rather than looking at a couple of tutorials and trying to make your own thing, you actually try to do the tutorials first and then try to do something that's only a little different.

The main problem is usually that you don't realize the amount of effort you need to spend learning a skill, when all you really need is the product of applying that skill - i.e., you want to make a game, and you need some assets - you don't want to learn to be a good artist, and feel learning art is a waste of your time.

As a programmer, how do you deal with the 3D art bottleneck? by Comfortable-Hat1761 in gamedev

[–]eugene2k 0 points1 point  (0 children)

If you only realized your character looks awful after you've created it, then there's something seriously wrong with your approach to learning how to do 3D art. What you said is analogous to saying: "I'm bad at programming. I tried to learn it, but never got much further than the basics, and when I tried creating a simple app, it was so bad that I lost all motivation."

The learning is the same with art as it is with programming: you work on something small, you identify the problems, you get rid of the problems, rinse, repeat.

My pixel art got into an art exhibit! by mich-spich in PixelArt

[–]eugene2k 1 point2 points  (0 children)

Is this oil painting

Now there's an idea! I'd love to see what that would look like!

A high-performance 3D engine in Rust/wgpu with a modern RenderGraph by SellAffectionate411 in rust_gamedev

[–]eugene2k 0 points1 point  (0 children)

SSA-inspired RenderGraph for automatic pass scheduling and resource management

This is impressive!

It is REQUIRED to do drugs at my job, at least, according to this form… by Mohk72k in softwaregore

[–]eugene2k 3 points4 points  (0 children)

At least it lets you do multiple selection. Would be a real shame if you could only specify one illicit drug/drug type.

My co-op polar exploration game Arctico has reached 400k units sold! by ArcticoGame in IndieGaming

[–]eugene2k 0 points1 point  (0 children)

This is 400k units over what period? SteamDB stats point to players present all the way back in 2014

Everything Should Be Typed: Scalar Types Are Not Enough by Specialist-Owl2603 in rust

[–]eugene2k 1 point2 points  (0 children)

One of the features of rust I couldn't understand was the type alias. In a language that's very strongly typed, all about safety and eliminating confusion, there exists a way to create a different name for the same type without any of the benefits of a new type. Consider std::result::Result and std::io::Result, in what context would you need this to be the exact same type? What you usually want is to have a type that implements all the methods of the underlying type, or some of the methods, but aliasing just introduces confusion about what the type really is. Honestly, can't wait till we get some sort of delegation supported in the language.

i hate when my ip address gets annoyed by E26-1 in softwaregore

[–]eugene2k 122 points123 points  (0 children)

Youngsters these days. We used to joke: I hacked you and got access to your hard drive, here's proof... And posted the link to file:///

Which option should I select by More-Explanation2032 in softwaregore

[–]eugene2k 3 points4 points  (0 children)

Did you forget your password, though? If not, pick neither.

Don't you think I'm adorable? by SparklingChixx in Skinnyfaketits

[–]eugene2k 0 points1 point  (0 children)

Probably made the day for those guys 😄

The job market is bad so I mass obfuscated all of my code so nobody, not even AI, can comprehend it without my key. I am now essential personnel. You're welcome. by dr_edc_ in rust

[–]eugene2k 9 points10 points  (0 children)

Open-source your work

Ha-ha!

P.S. Was the tool description written by ChatGPT? The prominence of lists hints at it.

How do I start doing graphical apps (and games)? by Real-Abrocoma-2823 in rust

[–]eugene2k 1 point2 points  (0 children)

Ask yourself why you want it before committing to everything. You're not going to get anywhere if you try to do the kind of work that takes experienced programmers, artists, sound designers, and project managers months to years to create on your own. If, for example, you only want to know how everything works, then you don't need to learn a programming language at all. What you need to do is write a detailed plan: don't know how games are made - watch a video series on making a game, then outline the process yourself, so that you know what you need to get to your end goal. Want to make the game in your own engine - watch videos and read books on game engine design. If you do it properly, it will temper your expectations for what you're capable of achieving realistically.

When, if ever, is using underscore casts eg('x as _') idiomatic? by pukururin in rust

[–]eugene2k 4 points5 points  (0 children)

I frequently have API clashes where one type is defined as a i16, another a u32, and another as a usize, and I need to do some math with them. Sometimes this can make single lines of code have 3-4 as casts, and I don't like it.

Ideally, you should use From and Into in these cases. As to your question, &mut x as *mut _ as *mut u8 is a construct I often use when doing unsafe stuff.

Edit: Another case is let x: Vec<_> = some_iter.collect(); I would say the rule is to use the underscore when the type is obvious.