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bingGPT is a bit more negative ...side note, i lol'd at this: ![]() quote:Who is John Galt? (woof, woof, woof, woof)
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# ? Mar 29, 2023 10:53 |
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qirex posted:I worked one place that wanted the designers to check their assets into source control and it was a complete disaster much like my posting a place I used to work was running on heavily, heavily, heavily modified UE3. like removed the entire script runtime, etc. after I left they apparently moved to a system to serialize UPackages in a diffable way, directories for the whole hierarchy and some text format for properties, with only assets that were binary blobs kept as binary blobs. cooking obviously still made everything a compact blob representation, but it seems like it worked. they're moving to UE5 now though
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Beeftweeter posted:bingGPT is a bit more negative Lmao
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more falafel please posted:yeah I've worked on a couple of AAA games using git/lfs and the git part is nice, it's great to be able to work on multiple tasks in a clean workspace and switch between them with one command that finishes instantly. but the art side is untenable. the advantages of git only apply to line-diffable content, and it's simply way too loving complicated to teach people who don't come from a technical background. you're not gonna teach a 23 year old animator about the command line. I find the stock git GUI to be pretty helpful, you can do most basic things without the CLI
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...! posted:this is what happens. it was hilarious that this coward managed to duck them for so long Lol owned
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Just a Moron posted:I find the stock git GUI to be pretty helpful, you can do most basic things without the CLI you still need some kind of non-git editor to resolve merge conflicts in a better way than just picking A or B. this editor doesn't exist for some classes of asset and cannot exist for other classes of asset. asking your artists to crack the file open in a text editor and fix it line by line is not realistic. that's the whole problem
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anyone know the latest with genesis/gemini/dcg? i haven't really heard a peep since the bankruptcy declaration.
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Fuzzy Mammal posted:anyone know the latest with genesis/gemini/dcg? i haven't really heard a peep since the bankruptcy declaration. funds are safe
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haveblue posted:you still need some kind of non-git editor to resolve merge conflicts in a better way than just picking A or B. this editor doesn't exist for some classes of asset and cannot exist for other classes of asset. asking your artists to crack the file open in a text editor and fix it line by line is not realistic. that's the whole problem Yeah anything that can't be resolved to individual line changes needs a specialized diff and merge tool, but I don't think any other version control software is any better at this outside of enforcing a checkout/checkin system
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My whole version control experience is in Git, Vault, and timestamped zip files, and I would take git everytime
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Just a Moron posted:Yeah anything that can't be resolved to individual line changes needs a specialized diff and merge tool, but I don't think any other version control software is any better at this outside of enforcing a checkout/checkin system LFS is just an extra layer of weirdness. we ended up setting up a perforce server for art only and set up scripts to do art drops into git. it was dumb but like having multiple branches doesn't really help you when you can't merge assets. there aren't really any benefits to using git over p4 on a game project for anyone but programmers that said it's awesome to be able to commit whenever you want and squash down to one nice clean commit when you've got something to push
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may i interest you in some svn instead?
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more falafel please posted:LFS is just an extra layer of weirdness. we ended up setting up a perforce server for art only and set up scripts to do art drops into git. it was dumb I've never used perforce, this is the first I'm reading about it actually. I've had to work with large binary blobs but I've found it easiest to migrate to languages that didn't depend on them. I also don't really have to worry about visual objects
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i used perforce once thank you for listening to my ted talk, I'll be here all week
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perforce is fine as long as you have admins on call 24/7 who can undo exclusive checkouts done by some artist on the other side of the world otherwise one side of the world wakes up and goes "welp guess I don't do anything today"
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my cat exclusively uses purr force when he wants treats
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Deep Dish Fuckfest posted:the key to game AI isn't to make it smart it's to make the player think it's smart. you make a basic AI that plays your game at the skill level of a particularly dull child, then you try to arrange things so that from time to time it stumbles into doing something that seems clever purely out of luck, so the player is impressed and thinks they've been outsmarted so yes, but its more than that: the job of ai is sort of to maintain a contract of expectation with the player. the contract is usually "fairness" balanced against predictable behavioural reactions (so things still feel 'random enough' to be interesting rather than being purely deterministic), but they become unpredictable in their specific execution leading to very simple, but cool stuff that emerges from that behaviour a good rule of thumb is an AI should link to a game-design with three possible "major" responses, akin to rock-scissors-paper and then several response-layers, cuz seven is roughly the amount of stuff players can comfortably keep track of at once, and you can nest threes inside each of those sevens once you've got players to internalize the poo poo you want them to understand say, ranging vs rate of fire, or rate of fire vs damage and accuracy vs precision with gun design in an fps... or the major speed/attack classes or range control in fighting games instead of it being the attack/defence stuff, its instead the decision-making selecting those kinds of attacks with knowledge of the current and estimation of future-states in the case of an equal opponent. when you're fighting asymmetric opponents, the overall battle-space should be acting in this way either as an emergent property (usually to test player knowledge by giving them a simple optimization problem) later once you've done your onboarding something you deliberately engineer a bit like an rts, but you should ensure that the reliability of that planning is a force players can disrupt or interfere with as a system. there are some situations where you do want poo poo to be ultra deterministic though, for this rts-like thing (sometimes internally called a game-master-system, director, or a pacer) and that's when you present the player with an optimization problem, since randomness stops them from being able to refine their strategies. you see this in games with ranking systems, and then the randomness is brought in via the game's gm system. if you've ever played games with dynamic difficulty (you have, and probably haven't even known about it), these are those. that way you have an extended path of making sure you get the most out of the game's systems. ultimately the golden rule is when players are satisfyingly stressed, they're less attentative to numerical changes, but more observant of behavioural changes but only when they have tells, and less observant when they don't have tells -- and the inverse is true when players are bored or in low-stress mode -- because then, behavioural changes tend to become interesting or something which can be explored and mentally modelled by players. in this way during low-stress portions, you can actually use this to your advantage to exaggerate the trigger-cues for changing enemy behaviour safely. likewise, increasing the "tells" that an ai behaviour has changed (animation, barks, etc) is also super helpful cuz players struggle to recognize behavioural state changes in stress so you need to mark it out for them really really well its sort of an essential component of pacing in games, cuz then you get a safe sandbox to try stuff in and doing this lets players perceive ai as smarter than it really is anyways I got a dm from shameboy who was like "hey this feels like something you'd respond to", so i'm scratching my dumb obsessive itch by responding to it you don't have to read any of it but cool if you did lol Expo70 fucked around with this message at 09:33 on Mar 16, 2023 |
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sbf's got some balls on him https://cointelegraph.com/news/sbf-s-inner-circle-received-3-2b-mainly-from-alameda-court-filings quote:SBF’s inner circle received $3.2B, mainly from Alameda: Court filings ![]()
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and that cointelegraph site has an "Own this piece of history, Collect this article as an NFT" link because of course it does
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wouldn't be surprised if those amounts were linked to the polycule rankings poor caroline ![]()
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lmao
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...! posted:wouldn't be surprised if those amounts were linked to the polycule rankings she was the queen of the polycule and thus did not actually need money because she was domming sam. also she had alameda's pocketbook to spend at her discretion as well.
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Mr. Nice! posted:she was the queen of the polycule and thus did not actually need money because she was domming sam. she was a figurehead there too, sbf retained complete control
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for some sufficiently broad definition of "control"
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you can't spell control without con
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we made an nft game that actively discourages selling nfts https://twitter.com/GreatCheshire/status/1635746780842164224
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...! posted:sbf's got some balls on him so is that 3.2 Billion with a B part of the 9 billion they "lost" or in addition to it?
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njsykora posted:we made an nft game that actively discourages selling nfts https://twitter.com/GreatCheshire/status/1635748205500432392?s=20 It's B^U all over again lol
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njsykora posted:we made an nft game that actively discourages selling nfts ![]()
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I have to commend how they managed to find a way to make gacha mechanics even worse. It takes a real leader of industry to innovate like that.
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wtf is with nft garbage being obsessed with discord servers
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Improbable Lobster posted:wtf is with nft garbage being obsessed with discord servers The real value is in The Community.
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Improbable Lobster posted:wtf is with nft garbage being obsessed with discord servers everyone is obsessed with discords, they’re self-sustaining communities that can replace both marketing and support for free with minimal oversight from you
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you can also juice your project's engagement numbers by requiring people to join a discord to download files instead of just hosting them on a website like a normal program
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lol the hair clipping through his hat
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ahahaha the hats
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i'm sure the first people to sign up to be discord moderators of an nft will be sensible and well-balanced stewards of the community with no ulterior motives
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you have to have a baseball cap on in order to moderate a Discord, its in the rules
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lol wtf is that thousand-post stare
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# ? Mar 29, 2023 10:53 |
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we have 10000 characters! please ignore that they are all built from the chopped up parts of 5 unique ones
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