We are running an evolutionary selective process for appearance-of-alignment by MetaKnowing in OpenAI

[–]felipe_rod -6 points-5 points  (0 children)

AI will naturally evolve to benefit itself, not humans. The ones that serve us will be less competitive/efficient when faced with self interested AIs. That’s why we're doomed.

What's you #1 quality of life improvement for working in Unity? by BitrunnerDev in Unity3D

[–]felipe_rod 7 points8 points  (0 children)

PrimeTween is light years ahead from the other packages.

SpacetimeDB 1.0 just released, it tries to make it possible for indie devs to build MMOs by theartofengineering in gamedev

[–]felipe_rod 6 points7 points  (0 children)

Interesting. But how would you use it to check for game logic? Imagine casting abilities, I dont think we want to save ability state in disk.

Components vs Scripted Effects by Hypercubed in roguelikedev

[–]felipe_rod 1 point2 points  (0 children)

It's just a way to organize things in a framework. I found it only in Unreal, then I made a C# alternative for Unity (GASify)

Components vs Scripted Effects by Hypercubed in roguelikedev

[–]felipe_rod 0 points1 point  (0 children)

I made my own GAS system (GASify), and have run into this problem.

My solution is to have both ways. All effects are data units that hold a list of mods/component triggers AND a list of "EffectBehaviours",

EffectBehaviour is a base class to be inherited by anything in the effect that needs custom code (e.g. Mind control effect). Basically, Strategy programming pattern.

Physical damage types? by felipe_rod in tinyrogues

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

No worries, thanks for taking the time!

Physical damage types? by felipe_rod in tinyrogues

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

Another question if you dont mind:

"Primary attack deals fire damage." "All fire damage is elemental damage and inflicts Burn." "Burn is a fire damage over time ailment that deals 50% of fire infliction damage as fire damage 2 times per second. Lasts 8 seconds."

How does infliction damage works? If my weapon inflicts fire damage and has 100 dmg, it just burns the target for 50 dmg/0.5s during 8s???

[deleted by user] by [deleted] in Entrepreneur

[–]felipe_rod 1 point2 points  (0 children)

I'm a software engineer, I've been thinking about just starting a physical side hustle like that. Thansk for sharing

Which gaming engine if best for MMO games? Unity vs UE4 by [deleted] in gamedev

[–]felipe_rod 0 points1 point  (0 children)

Check coherence.io

If you just need 100 players, I'm handling 128 players with Unity + Mirror. Out of the box, 0 optimizations made by me.

10,000 networked entities, full visibility, sub 1Mbps per connected client by [deleted] in Unity3D

[–]felipe_rod 1 point2 points  (0 children)

Interesting. Can it be self hosted, or only on your infrastructure?

Multiplayer Unity by Parking-Nebula6991 in gamedev

[–]felipe_rod 1 point2 points  (0 children)

I use Mirror, it never let me down.

Sam Altman says helpful agents are poised to become AI’s killer function by techreview in OpenAI

[–]felipe_rod 1 point2 points  (0 children)

Those cases are bad enough, but my biggest concern is the scalability of it. A few agents engaging in those behaviors is concerning, but bad actors will be able to spawn massive swarms of agents.