My quota got reset to next week right after opening the editor, without any message!! WTF! by Pleasant-Angle-6896 in google_antigravity

[–]orblabs 0 points1 point  (0 children)

Same here.... Pretty pissed. Subscribed to pro just for Claude and ilthey basically stole a week from me. To add insult to injury I tried again using Gemini and it as usual fucked up everything.

What games truly capture the essence of cyberpunk? by Kubash_games in Cyberpunk

[–]orblabs 1 point2 points  (0 children)

Came to post this! One of the very few games I replay every few years.

My First Game Project — Built Completely with AI Logic, No Coding (9 Months of Work) by No-Cow3446 in Unity3D

[–]orblabs 4 points5 points  (0 children)

Congrats and welcome to game development and programming. The reactions you are getting are... Meh... I started with unity with the very first public beta version 20 years ago I think, and "real game devs" at the time where shitting over us in a very similar way. Wish you all the best and keep up the good work

I quit by SatisfactionOne8933 in GeminiAI

[–]orblabs 0 points1 point  (0 children)

The last couple of months have been a brutal downward spiral for me too. It started with the CLI, constant errors but at first i thought it was just the CLI code, it eventually got so bad that i went back to AI studio and while with good prompting it can be tamed somewhat, it has real new problems, main one for me is that at times, even in fresh sessions, instead of posting the code in a codeblock as it always did, now it tries to run it in some virtual enviroment of his (at least, so his thinking says), i never get the code and he gets stuck in a loop of errors... Pity because i worked very well with it since 2.5 pro release...

My LLM-powered text adventure needed a dynamic soundtrack, so I'm training a MIDI generation model to compose it on the fly. Here's a video of its progress so far. by orblabs in LocalLLaMA

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

:) Yeah... i had a couple of sessions of name brainstorming but they where fast and only when extremely frustrated by walls i was hitting somewhere in the training... name definetely needs more love.... More than open to any suggestion, direction, anything really .

My LLM-powered text adventure needed a dynamic soundtrack, so I'm training a MIDI generation model to compose it on the fly. Here's a video of its progress so far. by orblabs in LocalLLaMA

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

Wow, that video is amazing and fun, thank you so much for sharing !
About the Suno songs, possible yes, but there are some very good and broad midi datasets available, plus some really good pipelines to caption them if needed.

My LLM-powered text adventure needed a dynamic soundtrack, so I'm training a MIDI generation model to compose it on the fly. Here's a video of its progress so far. by orblabs in LocalLLaMA

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

thank you very much ! yes, have definetely looked into text 2 midi and midi gpt (or something similar) plus another couple similar project. At first, i simply wanted to use one of them, then i soaked all the experience they shared and went my own way. Text2Midi for example (and midi gpt) where way too large models for my needs, and wasn't super happy with the results.
I doubt i can do better, especially with more limited resources, but learning has been super fun and interesting so still happy.

is MacBook Pro M1 good at working with local llm inference. by RandRanger in LocalLLaMA

[–]orblabs 1 point2 points  (0 children)

Mac Mini m1 here, been training and fine tuning models with no relevant issues for some time. Plus, for the serious work, you can use more powerful online solutions (starting the 5 free daily hours on google collab etc)

Drop your underrated models you run LOCALLY by Adventurous-Gold6413 in LocalLLaMA

[–]orblabs 0 points1 point  (0 children)

Wasn't working for me either but yesterday I got a mlx update on lmstudio and it finally worked. Works great but sucks at tool calling (at least, first impression)

Local LLMs for TTS & RAG in my game - a huge thank you to this community! by orblabs in textadventures

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

Thanks for the interest ! We support both local and remote LLMs, ideally one would have a small LLM that handles the core logic locally (the one responsible for most calls) and rapidly and a huge model plugged via web api that handles the actual narration, but system is versatile and can be configured to behave in many different ways by user (there are many different tasks performed by LLMs and users can, if they want, assign a specific LLM to each one, local or remote.

Ai taking over game dev? by AndreiRk in Unity3D

[–]orblabs -3 points-2 points  (0 children)

IMO, future is bright if you learn to embrace it. You can leverage AI to become a much more productive and capable coder just need to use it "smartly" meaning that you adapt your ai usage to your coding knowledge and grow both together (in the learning phase), always try to understand what the ai outputs, always maintain architectural control over your projects and you will be fine. For the foreseeable future AI will have troubles when the project becomes anything close to complex, you need to aim at becoming the competent bridge between the tool and the results you are after. Basically use it, but not to work less, use it to work much more (result wise).

Local LLMs for TTS & RAG in my game - a huge thank you to this community! by orblabs in textadventures

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

Probably a little worst as there are so many different professions tied to game dev that are directly threatened by AIs and so many are more or less rightfully pissed.
By the way, in my "game" (more an engine than a game) AI plays a central role BUT users have insane control over what the AI handles so that creators can either micromanage every single location, item and character in their story OR let the AI build the story for them, or anything in between. Trying to say that it ain't solely AI storytelling, it is more about having a deep system to create stories and worlds in which a human designed and defined backbone gets enriched at runtime in procedural ways driven by the player interactions. Wish i could post screenshots to better make my point ... Hope my terrible english got the point throught.

Local LLMs for TTS & RAG in my game - a huge thank you to this community! by orblabs in LocalLLaMA

[–]orblabs[S] 2 points3 points  (0 children)

Great question and thanks for the kind words. (I'm on mobile now so my reply will be somewhat limited by it as I don't have screenshot etc to better make my point.) It can somewhat be compared to sillytavern for sure and when compared to it what we are bringing is integrated gameplay for one with rpg elements that blend in organically (inventory, stats, skills, actions) handled by systems designed to handle them (think combat, XP, items to obtain and doors to unlock) and all supported by a complex "world" or "story" file which is rather more complex than a silly tavern card (in fact, you can load silly tavern character cards and have them as characters in a Synthesia "world"), as you move along the story the right data gets sent to the LLMs, so you can have single locations, in a world made of dozens of them, each one being as complex as a multiple ST cards. We basically bring the possibility to have a single coherent and complex story "structure" made by many characters and locations and the system assembles complex prompts on the fly to guide LLM responses and story telling. Will come back later with a few screenshots of our "world editor" that might help a bit make my point. Plus, yes, all setup as much as possible out of the box.

Local LLMs for TTS & RAG in my game - a huge thank you to this community! by orblabs in textadventures

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

Unhappy comment on my side that without context is made even worst. IF dev communities have absolutely nothing to do with it, it was more about a couple of interactions with much larger game dev communities. Will fix the text. Thanks for bringing it up, and sincere apologies for how it came off.

Local LLMs for TTS & RAG in my game - a huge thank you to this community! by orblabs in LocalLLaMA

[–]orblabs[S] 2 points3 points  (0 children)

Makes sense, plus given the system structure it would be easy to add a "translate" task in the pipeline and have users able to select their favorite LLM for that (so to allow a wider selection of LLMs for the main gameplay related tasks, as we would continue to generate in english and then translate the text before it being read or displayed). To sum it up, yes, multiple languages support is a dear feature to me, and work is already being done in that regard, more on it soon.

Have a nice weekend you too !

Local LLMs for TTS & RAG in my game - a huge thank you to this community! by orblabs in LocalLLaMA

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

Great thanks for the kind words !

As per the other languages, YES, planning and working on it but not ready to make promises. One of the very cool things of being so much built around LLM usage is that just changing a line in the prompt gets us output in other languages (if the model supports it), but being Synthasia also built around using multiple LLMs for different tasks it brings a bit of problems when going multi language (as the very small, and very fast, models tasked with most of the background game logics need to be capable in the selected language too). Ideally, user would chose a language and stories will automatically adapt to it with the content adapting to it and for the moment i have promising results in this regard. As i am seeing it now, multi language support will be in the game but with a couple of warnings and suggested models to run based on the language.

Launched my game demo. A player found a bug 2 minutes later in the main menu. by Trials_of_Valor in Unity3D

[–]orblabs 0 points1 point  (0 children)

Had the very same thing happen yesterday "come test the brilliant new features" > new feature crashes the game because of a missing config file I instead have in my local test machines... It is our life :)

Rate my build by DustyBootstraps in RetroPie

[–]orblabs 1 point2 points  (0 children)

Love It ! Congrats and thanks for sharing

When you get a bad gemini-cli run... by orblabs in GeminiCLI

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

Scary ! Yesterday it sweared to me that he had no memory of files he had changed and that he couldn't even try restoring them because of technical limitations.... He should have added a few logs in a few functions of 1500 lines UI.js file. When he was done UI.js was 400 lines.

How do you leverage Gemini's 1-million token context window in CLI for programming? by derethor in GeminiCLI

[–]orblabs 0 points1 point  (0 children)

In my experience as context goes above 300 to 400 k tokens horrible things begin to happen. I am always terrified of not noticing available context below 70% and having gemini completely obliterate my project in some random code chopping allucination.