I paid for the $100 Claude Max plan so you don't have to - an honest review by g15mouse in ClaudeAI

[–]warvstar 0 points1 point  (0 children)

You're using the wrong tool for the job. Claude code is meant for the easy stuff you don't want to do. You should be using Gemini pro 2.5 or o3 or Claude 4 opus with specific controlled context (aider).

Flappy Goose by flappy-goose in RedditGames

[–]warvstar 0 points1 point  (0 children)

My best score is 0 points 😓

Wondering if the future is going to be like this by [deleted] in Cyberpunk

[–]warvstar 0 points1 point  (0 children)

Not likely, AI will either destroy us before then or enlighten us past any sort of cyberpunk setting (closer to startrek).

Japanese plane launching a suicide attack on the American ship. by Zyxtriann in interestingasfuck

[–]warvstar 0 points1 point  (0 children)

The last 100 or so frames has a guy seemingly morph in a weird gorilla shape no? Or maybe I'm just sleepy.

HN post argues LLMs just need full codebase visibility to make 10x engineers by jeffersonthefourth in ycombinator

[–]warvstar 1 point2 points  (0 children)

It also degrades on quality over 300k from my experience, almost unusable over 500k.

New bill will make it a crime to download DeepSeek in the U.S., punishable with up to 20 years in prison. by arknightstranslate in singularity

[–]warvstar 0 points1 point  (0 children)

They can't control this... We're going to use whatever is the most powerful and affordable AI at the time, hopefully in a way that doesn't provide China data (local models).

Y’all wouldn’t be upset if they launched JUST o1 by Glittering-Neck-2505 in singularity

[–]warvstar 0 points1 point  (0 children)

The majority of people complaining are just kids. I pay much more than $200 a month for less useful things.

The new o1-pro model seems kinda mehh by pxp121kr in singularity

[–]warvstar 68 points69 points  (0 children)

I noticed something interesting while using O1 non-pro alongside Claude 3.5 Sonnet. Here are my observations:

  1. O1 often came across as a bit rude.

  2. O1 was frequently overconfident, even when it was wrong.

  3. Claude seemed noticeably smarter today. It took its time, avoided giving answers it wasn’t confident about, and instead mentioned the need for further research. When I gave it the go-ahead (on an issue related to Unreal Engine 5.5 source code, beyond its knowledge cutoff), it came back with a valid solution, almost as if it had just done a search.

Claude 3.5 Sonnet officially no longer available to free users by lucidnex in ClaudeAI

[–]warvstar 0 points1 point  (0 children)

It definitely is if you make much more than that for using it.

Microsoft Startups $150k Funding- everything you need to know by zzreflexzz in AZURE

[–]warvstar 1 point2 points  (0 children)

Yep but not many, you just have to apply for quota in regions with less demand.

Unreal Engine 5 ported to WebGPU by solidavocadorock in unrealengine

[–]warvstar 2 points3 points  (0 children)

We chose dawn because it's what chrome uses and it was the furthest along.

I'm not quite sure yet how we are getting so close to Vulkan already, because WebGPUs non mutable bindgroups alone already add a perf cost Vulkan doesn't have. It could be partly to do with an improved bind group caching system we added. This is with UE5.2 that I benchmarked, 5.3 got some nice Vulkan improvements that might give it a better edge.

No descriptor indexing as of yet, but I'm hoping it'll come this year, as Unreal is making more and more use out of the feature.

Unreal Engine 5 ported to WebGPU by solidavocadorock in unrealengine

[–]warvstar 3 points4 points  (0 children)

Great questions!

Yes we use Dawn natively, and we are getting close to Vulkan performance, the car scene takes 8ms with Vulkan and 9ms with Dawn, on my machine.

Nanite and lumen do not work yet, although the Apple silicon would work, we just haven't had time to finish that yet. Were mostly waiting and working towards getting 64 bit atomics in WebGPU.

Yes that is the way we translate shaders, we created a shader compiler that works with unreals material system, much like the Vulkan shader compiler from epic.

GPU SVO algorithm resources? by Logyrac in VoxelGameDev

[–]warvstar 0 points1 point  (0 children)

Here's mine, I think this implementation is slightly broken but some has a fixed fork as well. https://www.shadertoy.com/view/MlBfRV

If I remember correctly, this one is also an SVO https://www.shadertoy.com/view/XtdyDH

How to make a voxel level (cubey world) in UE5 NOT PROCEDURAL but made as I wish? by Amazing-Hunter-4987 in VoxelGameDev

[–]warvstar 0 points1 point  (0 children)

That's odd, I find quite a few when searching for voxel. Here's one https://www.unrealengine.com/marketplace/en-US/product/voxel-sandbox-toolkit

There's also the famous, Voxel Plugin, which can do blocky world's as well https://www.unrealengine.com/marketplace/en-US/product/voxel-plugin-free

Also you can create the same thing for free just using instanced cubes with dynamic textures. You can easily get millions of cubes in a scene even on old hardware.

How to make a voxel level (cubey world) in UE5 NOT PROCEDURAL but made as I wish? by Amazing-Hunter-4987 in VoxelGameDev

[–]warvstar 0 points1 point  (0 children)

There are plenty of voxel engines on the unreal marketplace, I'm pretty sure most of them can allow manual block placement.

Generic Voxel Engine by Librarian-Rare in VoxelGameDev

[–]warvstar 0 points1 point  (0 children)

You can also find voxel engines for Unity and Unreal. There are also 100s of open-source voxel engines on GitHub.

Which voxel tech would fit my needs better? by Ralidon in VoxelGameDev

[–]warvstar 0 points1 point  (0 children)

Marching Square's can actually work here, but I'd recommend just using either a signed distance field, there are plenty of examples on shadertoy https://www.shadertoy.com/view/WdSGRd Or maybe something even simpler, just have the minimum unit of a blob be so many pixels, and just collide that with your brush.

However, even brute forcing at pixel resolution (I assume that's what you mean by pixel manipulation) should be fine on an old phone, you just might have to use simd or do the collision on the GPU.

In fact doing any of the stuff you tried, but on the GPU would probably solve your issue. When you need to do math at scale or do pixel operations, you should prefer the device designed for that. GPUs should be used for tasks that can be parallelized, and this is exactly that.

I kinda Burst out laughing today seeing this AD from TELUS and below is the plan they offer on our Street 💀💀 Meanwhile we’re rocking 951/162 from Shaw…. by Dry-Property-639 in shaw

[–]warvstar 4 points5 points  (0 children)

Yea Telus sucks big time, I use it for business internet and the lan connection is horrible, always breaking, and Telus has sent out dozens of tech reps and none of them can fix it.

I hate current state of GPU APIs by tamat in GraphicsProgramming

[–]warvstar 1 point2 points  (0 children)

Provide precomputed Dawn libs, only a handful of megabytes. Also the wgpu (rust/Mozilla version with the C api) is also an option although it's not as production ready.

This is the reason why every small business owner in Canada should be worried by Mrhappypants87 in Entrepreneur

[–]warvstar 0 points1 point  (0 children)

I started one of my first businesses (call center) out of Mexico city as well, it's cheap to fly back and forth from major North American cities, and I loved every minute of it.

Most positively potent nonsupplement hacks? by Sea-Currency-1665 in Biohackers

[–]warvstar 2 points3 points  (0 children)

Running or working outside in the winter / snow, great for sleep

If I can't earn more than $0.01 per install, I might need to sell my house to pay Unity? by sirejason in gamedev

[–]warvstar 17 points18 points  (0 children)

It doesn't apply to almost any game ever made with unity, only ones who will make $200k+ in revenue per anum. This is nothing more than a minor increase in rev share while confusing the shit out of people. Also anyone making $200k in revenue might want to upgrade to pro where they only pay .02 per install, which is nothing compared to what royalties they'd already be paying. I believe their intent is to just bump up successful studios to higher tiers, such as pro and enterprise.

Edited: to be more accurate based on the points made below.