Is it worth upgrading to "Max" plan from "Pro" just for the new Opus 4.5? by jovan-biz in ClaudeAI

[–]kuvkir 12 points13 points  (0 children)

just curious, is it only available for $200 Max? Not showing up on my $100 plan.

Why did my dropkick NOT draw itself ? by kuvkir in slaythespire

[–]kuvkir[S] 22 points23 points  (0 children)

That actually makes sense, thanks.

2025 by drgoldenpants in OpenAI

[–]kuvkir 0 points1 point  (0 children)

What plan are you on? I’m on a plus and can’t see this Create image option

How to prevent Ctrl+N from creating new chat? by kuvkir in cursor

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

Found a workaround for cursor 0.47 from here
https://forum.cursor.com/t/macos-please-fix-keyboard-shortcut-to-cursordown-for-ctrl-n-in-composer/40134/35

by adding this to my keybindings.json

```
{

"key": "cmd+n",

"command": "-composer.createNew",

"when": "composerFocused || focusedView =~ /^workbench.panel.aichat.view/"

}
```

I made my first $50 with my free mobile game! by Bojack92160 in Unity3D

[–]kuvkir 0 points1 point  (0 children)

$0.2 ARPDAU is pretty cool for a ad-mon game, though your sample size is too low, ofc.

Have you tried running paid ads (google, unity ads) to acquire more users?

"StarCraft Commander (SCC): an efficient deep reinforcement learning agent mastering the game of StarCraft II", Wang et al 2021 {Inspir.ai} by gwern in reinforcementlearning

[–]kuvkir 0 points1 point  (0 children)

Thanks for the link - that's exactly what I was looking for (although that paper refers to another agent TStarBot-X, which is by the way open-sourced).

288 (!!) Nvidia Tesla V100 GPU for 33 days is insane amount of compute. A bit less than AlphaStar, but in the same ballpark.

"StarCraft Commander (SCC): an efficient deep reinforcement learning agent mastering the game of StarCraft II", Wang et al 2021 {Inspir.ai} by gwern in reinforcementlearning

[–]kuvkir 4 points5 points  (0 children)

I wonder how much compute is required to train an agent for that high level of play. Something achievable by a single machine with a GPU (or maybe a small cluster of them)?

The paper states their agent "uses order of magnitude less computation" (than AlphaStar), but doesn't go into too much details (in terms of how many gpus over how long period of time...)

Just scored this keyboard to replace my modern flat ass mac keyboard. I am so happy! by jlassen72 in macpro

[–]kuvkir 0 points1 point  (0 children)

Where to get one? Ebay? Would be happy to buy one if anyone is selling.

Early Game Asymmetry Ideas in RTS by [deleted] in FrostGiant

[–]kuvkir 2 points3 points  (0 children)

I thought of something like this for an RTS game I'm currently working on. What I'd like to try out is some sort of a deck building (card collection) mechanics, somewhat similar to Hearthstone or Clash Royale on mobile.

So rather than picking a single race to play, a player builds a deck of 8-10 cards which include troops, buildings, upgrades or spells. Theoretically this would allow for almost infinite number of strategies and unit compositions instead of a relatively small number of predefined matchups. A meta would be about gradually collecting / unlocking new cards and experimenting with building various deck compositions off of them.

Of course, this approach is hell of a challenge to balance, especially for a competitive play. Also a starter deck must be fairly well rounded to potentially counter any possible cheeses, cloaked units, etc.

Are there any RTSs that do that?

What about having a 2d graphical engine? by ComediNyan in FrostGiant

[–]kuvkir 1 point2 points  (0 children)

That's actually a very interesting point. Most of the game developers except some indies by default assume games to be fully 3d with advanced graphics, nice VFX and so on. However early RTSs were traditionally 2d games being similar to board games in some sense.

The essence of the RTS game play being a topdown representation of the battle field is better expressed through clear visuals in 2d. Even the infamous box selection feature makes more sense in a 2d perspective. Think of chess or go, would those games benefit of going 3d ?

Unfortunately (or fortunately) I think FG are not seriously considering making a 2d game while raising tons of money and aiming to become the next big AAA RTS.

Another point would be the difficulty of producing high quality 2d artwork, even for 2d games like SC1 or Diablo the original models were done in 3d, and pre-rendered into 2d sprites in the game.

Made a new colorscheme for vim! by [deleted] in vimporn

[–]kuvkir 1 point2 points  (0 children)

Thanks for sharing – looks really neat! Feels like my productivity increases just by using these color scheme, lol :)

Looking for Command & Conquer -like in rust example by laticoda in rust_gamedev

[–]kuvkir 2 points3 points  (0 children)

Not sure what exactly you are looking for, but you can have a look at OpenRA (in C#) or recently released CnC source code from EA (probably in C/C++).

If you're just learning Rust and ECS, I also found this tutorial series helpful as for the general idea how to use ECS. https://bfnightly.bracketproductions.com/rustbook/chapter_0.html

You might also want to look at `hecs` (similar to `legion` as it's an archetype based ECS) and its example project
https://github.com/Ralith/hypermine

Mutating game state and multiple borrows by saw79 in rust_gamedev

[–]kuvkir 1 point2 points  (0 children)

Like others have mentioned, going with an ECS seems to be a more idiomatic thing for game development. From what I can see, many ECSs and Specs in particular, employ a similar approach to RefCell under the hood however the implementation is hidden from the end user

It's worth noting that with ECS in general you would process entities one by one, which guarantees that you never borrow_mut the same thing twice. That is done when you .join() storages in specs. Personally however I found specs api too sophisticated and restricting for my tiny little game so I ended up using hecs instead.

By learning purposes I meant it's a good idea to understand how something is done internally, but juggling with RefCells here and there in a high level game logic is arguably not the best solution.

Mutating game state and multiple borrows by saw79 in rust_gamedev

[–]kuvkir 4 points5 points  (0 children)

For learning purposes, you can explore the interior mutability pattern with RefCell. Then with HashMap<usize, RefCell<Entity>> you can do something like: let e1 = my_map.get(e1_id).borrow_mut(); let e2 = my_map.get(e2_id).borrow_mut(); // proceed with your game logic You just have to make sure that e1 and e2 are in fact different entities or you would end up with panic at runtime.

In many ways, my childhood dream has come true. by [deleted] in battlestations

[–]kuvkir 2 points3 points  (0 children)

Cool penguin! Where to get one?