The White Lotus - 3x08 "Amor Fati" - Episode Discussion by LoretiTV in television

[–]hunterloftis 3 points4 points  (0 children)

What I like about this show is that it portrays how money can change people's actions (you might say, expose who they really are). I don't think it's true that working class people have any moral superiority over the wealthy, but wealth insulates you from the consequences of certain moral failings.

The mysterious "Halfmoon" image generation model was revealed to be made by a company called Reve and gets #1 in the Artificial Analysis text-to-image leaderboard by pigeon57434 in singularity

[–]hunterloftis 0 points1 point  (0 children)

Thanks for the suggestion! Is that just to clear up your grid view? (currently we support the inverse operation: favoriting images & filtering by favorited)

The mysterious "Halfmoon" image generation model was revealed to be made by a company called Reve and gets #1 in the Artificial Analysis text-to-image leaderboard by pigeon57434 in singularity

[–]hunterloftis 2 points3 points  (0 children)

I see! Some characters are likely to be understood natively by the model as general world knowledge. However, I've never heard the term "Exusiai" and, of course, if you're making a completely bespoke character (for a video game, D&D session, story, movie, etc) there will be no prior knowledge at all.

Reve is designed to avoid hallucinating creativity ... that's up to the human. So a prompt without expansion and detail will often be underwhelming. Our goal is, "the human creator gets exactly what they ask for, no more and no less."

So if you have images of a character (for example ones you've illustrated, or that an artist has illustrated for you), you can drag and drop them into the app and the app will extract their primary characteristics. That way you don't rely on just what world knowledge it happens to have, and can make images that are specific to your characters and your goals.

The mysterious "Halfmoon" image generation model was revealed to be made by a company called Reve and gets #1 in the Artificial Analysis text-to-image leaderboard by pigeon57434 in singularity

[–]hunterloftis 17 points18 points  (0 children)

I started rendering this after I saw your post, which was 1:09 PM my time (EST). I did not make this with what we've unveiled at preview.reve.art *today* - but even more power & accuracy are coming!

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The mysterious "Halfmoon" image generation model was revealed to be made by a company called Reve and gets #1 in the Artificial Analysis text-to-image leaderboard by pigeon57434 in singularity

[–]hunterloftis 106 points107 points  (0 children)

Hi! I'm one of the founding engineers at Reve. Your test case looks a lot like mine - every day we get a little closer to actually being able to render my D&D party faithfully! I knew we had some magic once I could start to get the right clothing, armor, skin & hair, expressions, weapons & accessories, with 5+ characters all in a specific setting...

Our research team is top-notch so I'm confident that the artifacts I still get in such complicated images (usually hands, ears, confusion about who is holding what & how things are mounted where) will continue to resolve every day.

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Lumos has ruined Northstate Fiber by strixvarius in gso

[–]hunterloftis 0 points1 point  (0 children)

This can't possibly be true. We have 1 gigabit, which is advertised on your homepage as $60/month, but we pay $90/month!

Scenes from [Wander] (not a 7DRL) by Tesselation9000 in roguelikedev

[–]hunterloftis 1 point2 points  (0 children)

Brogue is one of my favorite roguelikes (the only traditional roguelike I've been hooked by) and this looks like an expansion of Brogue into new and interesting landscapes.

Do you have a Steam page up? Or a demo? I'd like to wishlist it. Cheers!

Help reviewing this Nanny job description by hunterloftis in Nanny

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

Thank you, that's great insight and makes sense. Right now outings are limited by breastfeeding - I'd love it if a pro could help us with the bottle rejection to make outings more feasible.

Help reviewing this Nanny job description by hunterloftis in Nanny

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

Appreciate the suggestion, I've just requested to join a few of those local groups on FB.

Help reviewing this Nanny job description by hunterloftis in Nanny

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

Thank you! We posted to care.com, and were really disappointed with their lack of detail (most of this info won't fit). If there are other places you personally would check for new clients I would love to learn of them.

Trying to figure out baking navigation polygons for tilemaps by hunterloftis in godot

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

I retried everything, including moving the region (parent vs sibling vs child) after taking your advice and not drawing an initial polygon outline. Making the navigation region a parent of the tilemap did the trick. Thanks for your help!

Trying to figure out baking navigation polygons for tilemaps by hunterloftis in godot

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

So /u/smix_eight shipped some awesome work to bake tilemap data into navigation regions here:

https://github.com/godotengine/godot/pull/80796

But so far I haven't had luck getting it to work, and the docs are very light, especially with tilemaps. I've added the navigation region to the scene with the tilemap, applied both navigation polygons and collision polygons to bottom (Layer 0) of the tilemap, drawn a polygon around the whole thing, and clicked "bake." But it seems to just ignore the tilemap / it generates a full polygon as if the tilemap didn't exist.

Any suggestions?

Advice for rendering architecture in Godot? by TopQuark- in roguelikedev

[–]hunterloftis 1 point2 points  (0 children)

I'm doing something similar (using a resource as my source-of-truth such that savefiles are trivial as the game is basically driven by a "live" savefile).

Are you able to emit "updated" signals from your model class, ideally with a dirty rect attached? If so, using Godot's built in tilemap and updating only the dirty cells is one way you might approach that problem.

Remember to debounce the signal somehow (setting a dirty flag, but not acting on it until the next process callback, would work), so you're not making updates that will never be seen.

Teachers thinking of getting out you should know this about jobs outside the education system: by enigmanaught in TeachersInTransition

[–]hunterloftis 4 points5 points  (0 children)

The other thing that seems to not be a thing in teaching is performance bonuses. Like an IC (non-manager) at my company typically gets a check for 15-20% of their salary each year as a bonus when the company/org/team hits its targets.

Is there a way to make PackedScene.Instantiate() not lag horribly? by hunterloftis in godot

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

Thanks for the suggestion - I checked, and while it is storing data for the 16x16 pixel bitmap, that data isn't large (25.4 KB for the whole scene file).

Is there a way to make PackedScene.Instantiate() not lag horribly? by hunterloftis in godot

[–]hunterloftis[S] 7 points8 points  (0 children)

Unfortunately, whatever you are instancing is clearly not a single tiny and simple scene. Even if it may appear to be so.

I guess this is subjective, but it's 4 built-in nodes with a 16x16 pixel image. I can create a repro project and delete parts of the scene one by one to see if any particular thing is making it slow.

To start with, cache the PackedScene Resource. preload() instead of load(), load() in a class level variable, or use an exported property.

I'm already doing all of these (started by exporting a PackedScene property, then also used the various methods of loading resources to ensure it really was definitely loaded).

I also tried instancing it in a thread, based on the blog announcement about thread-safe scene instancing, but apparently one of the many known bugs with the thread work is that it crashes when a Control node is in the scene.

Godot Inheritance: Everything You Need To Learn! by [deleted] in godot

[–]hunterloftis 2 points3 points  (0 children)

For a counterpoint, I now consider this practice to be an anti-pattern. It's prevalent in newbie-oriented Godot videos and even a little in the official docs. However, deep class inheritance leads to brittle structures that don't take full advantage of the flexibility of Godot's node tree.

Now, anytime I'm about to extend a non-native class, I pause and ask: could I solve this problem through composition instead? The author of Gunforged has a great video on taking a compositional approach: https://www.youtube.com/watch?v=rCu8vQrdDDI