AeonFelis

joined 2 years ago
[–] [email protected] 6 points 3 days ago

You can't get a good view of the bombing of Tel Aviv all the way from Iran.

[–] [email protected] 5 points 4 days ago (3 children)

What makes you think any arab nation cares about the Palestinians' well-being?

[–] [email protected] 2 points 6 days ago

Not that hard. Kill half the universe as a scientific experiment. Leave the other half alive as the control group.

[–] [email protected] 4 points 1 week ago (1 children)

So basically... by being familiar with 4chan the model knows better what not to do?

[–] [email protected] 1 points 1 week ago (1 children)

Monkey is for MoonScript

N is for Node.js

O is for Objective-C

P is for Pascal

Q is for QBasic

R is for R

S is for Swift

T is for TypeScript

U is for ...

[–] [email protected] 24 points 1 week ago (3 children)

Trust them. They're engineers.

[–] [email protected] 3 points 1 week ago

Any condition? Okay. My condition is that the ownership transfer will be done purely by NFT.

[–] [email protected] 31 points 1 week ago (1 children)

We can't tell you because then you'll go there and we can't have that on our conscience.

[–] [email protected] 21 points 1 week ago

The Nuremberg trials did not happen because the Nazis were wrong. They happened because the Nazis lost the war.

[–] [email protected] 14 points 1 week ago

Watson says that, looking back, he’s not confident that the damage long-term imprisonment did to his mind and body was worth it to remain in the country. “As lovely as America sounds, it’s not everything. It’s okay to start back over and live your life, because sometimes you’re gonna sit there for a long time if you’re fighting,” he says. His advice to other citizens in ICE detention is to remain open to giving up, if deportation means getting out of jail

Only do that if you know you'll actually be deported - rather than imprisoned offshore.

[–] [email protected] 23 points 1 week ago (3 children)

That's because when they grow up it is no longer acceptable to use that nickname and they go by Codward instead.

[–] [email protected] 12 points 1 week ago (1 children)

Of course he liked crosses! There was even that one cross he used to hang at.

 

Encountering one of these embedded tweets in a blog post, my hand instinctively moved to click the X and close it. That took me to the website.

Could this be a clever ruse to generate more visits? Is Elon Musk actually more cunning than we give him credit?

 

I have this idea for a certain game development tool, but before I start another side project I want to check if something similar already exists.

An important part of game development is fine-tuning numeric values. You have some numbers that govern things like character motion, weapon impact, enemy AI, or any other game mechanic. For most of these there is no "correct" value that can be calculated (or even verified!) with some algorithm - you have to manually try different values and converge to something that "feels right".

The most naive way to fine-tune these numbers is to have them as hard-coded values, tweak them in code, and re-run the game every time you change them. This, of course, is a tedious process - especially if you have to go through long build times, game loading, and/or gameplay to reach a state where you can test these values (that last hurdle can often be skipped by programming in a special entry point, but that too can get tedious)

A better way would be to write these numbers in configuration file(s) which the game can hot-reload - at least while in development mode. That way you can just edit the file and save it, and the game will reload the new values. This is a huge improvement because it skips the building/loading/preparing which can drastically shorten the cycles - but it's still not perfect because you have to constantly switch between the game and the configuration file.

Sometimes you can use the game engine editor to tweak these while the game is running, or create your own UI. This makes the context switches hurt less, and also lets you use sliders instead of editing textual numbers, but it's still not perfect - you still have to switch back and forth between the game controls and the tweaking interface.

Which brings us to my idea.

What I envision is a local fine-tuning server. The server will either update configuration files which the game will hot-reload, or the game could connect to it via WebSocket (or some other IPC. But I like WebSocket) so that the server could push the new values to it as they get updated.

After the server deduces the structure of the configuration (or read it from a schema - but providing a schema may usually be a overkill) you could use its webapp UI to configure how the values would be tweaked. We usually want sliders, so you'll need to provide a range - even if the exact value is hard to determine, it's usually fairly easy to come up with a rough range that the value must be in (how high can a human jump? More than 5cm, less than 5m). You will also decide for each slider if it's linear or logarithmic.

The server, of course, will save all that configuration so that you won't have t reconfigure it the next time you want to tweak values (unless there are new values, in which case you'll only have to configure the sliders for them)

Since this would be a server, the tweaking of the values could be done from another device - preferably something with a touchscreen, like a smartphone or a tablet, because tweaking many sliders is easier with a touchscreen. So you have the game running on your PC/console, gamepad in hand (or keyboard+mouse, if that's your thing), and as you play you tweak the sliders on the touchscreen until you get them just right.

Does anyone know if a similar tool already exists?

 

Narrative scripting languages like Yarn Spinner or Inkle were originally meant for writing dialogue, but I think they can also be used for scripting the world progression even when no dialogue or even narration is involved.

Example for something silent that can be scripted with a narrative scripting language:

  1. When the player pulls a lever...
  2. Move the camera to show a certain gate
  3. Open the gate
  4. Move the camera to show something interesting behind the gate
  5. Return the camera to the player

Even though no text nor voice are involved here, I think a narrative language will still fit better than a traditional scripting language because:

  • Narrative languages describe everything in steps. Scripting languages will need to work a bit harder to generate steps the actual game engine can use.
  • Narrative languages have visual editor that can help showing the flow of the level as nodes.
  • The interface between a narrative language and the game engine tends to be seems to tend to be higher level (and less powerful) than the one with a traditional scripting language.

On the other hand, flow control seems a bit more crude and ugly with narrative scripting languages than with traditional scripting languages. It should probably still be fine for simple things (e.g. - player activates a keyhole. Do they have the key?), but I wonder if a game can reach a point where it becomes too complex for a narrative language (I'm still talking about simple world progression, not full blown modding)

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