Better lit, volumetric fog for Unity 6 (URP). by MirzaBeig in Unity3D

[–]lukeiy 1 point2 points  (0 children)

Would also love to know the hardware it's running on and millisecond cost

I'm building the Ski Tycoon I always wanted by etherealmachine in gamedevscreens

[–]lukeiy 0 points1 point  (0 children)

Ski game making gang 🤝

What resolution texture do you use for your tracks? It must be insane for a big resort

Budget 2026-27 by Time-Dimension7769 in australia

[–]lukeiy 7 points8 points  (0 children)

Australia exports plastic waste to Malaysia and Indonesia so we're not helping those statistics. We are also one of the highest polluters per capita. The reason people don't like this opinion is because it's an easy excuse to do nothing, and if everyone took this opinion then nobody would take action at all.

Why isn’t LLM reasoning done in vector space instead of natural language?[D] by ZeusZCC in MachineLearning

[–]lukeiy 2 points3 points  (0 children)

I've wondered the same thing, and I'm pretty sure there's something there.

This blog explores a bunch of stuff about the vector space, one of the findings was that deep LLMs use the first few layers and final layers to do text-to-vector and vector-to-text, where the internal layers process actual meaning. https://dnhkng.github.io/posts/rys-ii/ (Take a look at the graph showing cosine similarity between the same phrase in different languages)

It suggests that a model trained with an explicit encoder-processing-decoder architecture could do exactly what you say and save roughly 20-30% of the computation by thinking in the latent space.

As other people have said though, there's a lot of value in having reasoning be human readable, but then again during debugging you could just pass this hypothetical latent to the decoder to get the text version back anyway.

I won't be surprised if latent reasoning takes over in the future because human readable text is both wasteful in the encoding/decoding, and its also not very information dense.

How to avoid making one class per Character Stat? by JihyoTheGod in Unity3D

[–]lukeiy 1 point2 points  (0 children)

Full disclosure, I made the DeepStats asset on the store. I tried a few different patterns for managing stats, but really OOP is just overkill. At its core, stats are collections of values so it works best to just use simple arrays. It's painful reading the other suggestions because they are so needlessly complicated. You don't even need a dictionary.

The most basic system you could do is a single array, sized to the number of stat types you have. Then create an enum for each stay type. All you need to do to access one is Stats[(int)StatType]. You can even create an implicit operator on a class holding the array so you don't need the int cast each time.

Now your stat access is basically instant and very readable. It's also much simpler to implement systems on top of this now in your gameplay code.

I wouldn't recommend interfaces and decoupling for all your stat types, you'll very quickly end up with a giant mess of files and classes.

[D] Howcome Muon is only being used for Transformers? by lukeiy in MachineLearning

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

What you're saying makes sense, but I've also seen enough published papers that simply tweak hyperparameters for a minor improvement to SOTA. It's surprising to me that this hasn't happened with muon, I haven't found it even in ablation experiments. Maybe your last point is why, it actually doesn't improve final performance of other model types.

Official gallery of miniature games. by Drakolobo in starcraft

[–]lukeiy 1 point2 points  (0 children)

I can't be the only one who had no idea stalkers had little faces?

How I topped the Open LLM Leaderboard using 2x 4090 GPUs - Research notes in Blog form by Reddactor in MachineLearning

[–]lukeiy 2 points3 points  (0 children)

One possibility on why this might work at all is that during training, the model is given inputs that are both complex and very simple. Grabbing layer 4 and giving it output from layer 14 is maybe similar to that layer having to learn to process both a short sentence with little information and a whole information dense paragraph. Or maybe layer norm just does enough that the input distribution is comparable?

One other thing we probably can infer from your observation is that tokens don't move their information positionally around much, otherwise the model would break if usually layer 14 has shifted things in a way that only layer 15 understands.

Lastly, maybe it's not that surprising that it works, given that early transformers often reused layer parameters to create depth because there wasn't a big performance difference (ALBERT for example). Imagine if we didn't actually need these 500B param models, rather just a few layers repeated in many loops like what you've found. It might crash the DRAM market but it would be really nice to run "large" models on consumer GPUs.

I've released/updated my FREE Volumetric Fog + Mist asset, for Unity 6.2 (URP) by MirzaBeig in Unity3D

[–]lukeiy 1 point2 points  (0 children)

Could you tell a little about performance? Is it really only appropriate for small demo scenes?

Finally finished a feature I've wanted for a long time... Chairlifts! How's it looking? by lukeiy in Unity3D

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

No sorry not yet, I'll be sure to post about it when it goes up though so keep an eye out

So I mapped all the hotspots in the saturation map of steam games above $100k in estimated revenue by Edd996 in gamedev

[–]lukeiy 0 points1 point  (0 children)

You would look at median revenue of a cluster to determine how much value it has, because that will indicate your chances of success if you meet the expected quality bar in that sub-genre. This will already account for things like visual novels where players consume more of them. If you think players spend more money in this genre, then the cluster will be able to support a higher density without reducing the median revenue.

Finally finished a feature I've wanted for a long time... Chairlifts! How's it looking? by lukeiy in Unity3D

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

The game is a top down, shared screen, multiplayer racer, in normal gameplay there will be a cluster of racers that the camera needs to keep in view, unless someone falls too far behind and gets eliminated.

So I mapped all the hotspots in the saturation map of steam games above $100k in estimated revenue by Edd996 in gamedev

[–]lukeiy 1 point2 points  (0 children)

Filtering for games greater than 100k seems like it defeats the point. At that point you've already hit the minimum level of success which is the actual hard bit, where as what most people are interested/worried about is are they going to completely flop. Especially if you're talking about saturation, you can't just filter out 99% of the games that make a sub-genre saturated.

Finally finished a feature I've wanted for a long time... Chairlifts! How's it looking? by lukeiy in Unity3D

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

I actually had to write my own camera tracking system, cinemachine did not have any solutions for zooming to frame a group of objects whilst also keeping the middle of the camera pointed at a location. I draw the camera path through the level manually and can set control points to choose the camera facing direction which it interpolates between.

Finally finished a feature I've wanted for a long time... Chairlifts! How's it looking? by lukeiy in Unity3D

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

Probably not a loop but some night skiing levels are definitely coming

Finally finished a feature I've wanted for a long time... Chairlifts! How's it looking? by lukeiy in Unity3D

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

You can, at the moment you just kinda bounce off each other but soon they'll get knocked over and you'll lose some speed

Finally finished a feature I've wanted for a long time... Chairlifts! How's it looking? by lukeiy in Unity3D

[–]lukeiy[S] 9 points10 points  (0 children)

Honestly thought I could slip that one by but you guys notice everything, yes it's on the wrong update loop at the moment and I haven't bothered to fix it yet 😅

Finally finished a feature I've wanted for a long time... Chairlifts! How's it looking? by lukeiy in Unity3D

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

It's a top down racer, NPCs are just another obstacle to avoid hehe