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Joined 3 years ago
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Cake day: January 13th, 2022

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  • I also just feel like I’m not writing words for the fun of it. They’re chosen to convey information in a very intentional way to a given target group. Like, just now in that previous sentence, I changed “in a certain way” to “in a very intentional way”, because that’s more precisely what I wanted to say. I try to convey lots of nuances in relatively few words.

    That’s my #1 criticism of LLMs, that they just blather on and on. And ultimately, precise nuance requires understanding the topic, the context and the target group, which, if you’d describe it to an LLM, would take longer than to write the actual text itself.


  • Knusper@feddit.detointernet funeral@lemmy.worldFad
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    11 months ago

    I mean, yeah, I am also assuming that she was no expert on the matter. We’re saying that it was an understandable opinion for a lay person or even someone who kept up with the bigger titles. It certainly wasn’t easy back then to know about all kinds of games…


  • Knusper@feddit.detointernet funeral@lemmy.worldFad
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    11 months ago

    Yeah, these days it’s obvious that video games are the next logical step in media consumption. First we had audio. Then we had audio+video. Now we have audio+video+interaction. You can literally watch a movie inside of a video game, if you care to.

    But back then, the audio and video qualities of games weren’t yet terribly developed. You could still easily find board games, or heck, sports, that were more complex than Pac-Man and Space Invaders.
    I can definitely see that one would think, it’s a novelty and not be able to imagine how cineastic games would become, or that some even contain books worth of history lessons.





  • I don’t think, there’s currently any plans to introduce a non-JS API for accessing the DOM. It would just take an insane amount of implementation work + documentation.

    But frameworks can generate access code for you, so you don’t actually need to write any JS yourself. Rust is quite far ahead in this regard, thanks to the wasm-bindgen library.


  • I mean, so far, all of them require tons of humanly produced data.

    Discriminative AI (deep learning et al) requires humans to label data for hours on end, per use-case.
    And generative AI (LLMs et al) require just insane amounts of human works to copy from, albeit not necessarily limited to individual use-cases.

    I guess, what I’m saying is that the ratio of how much labor humans (involuntarily) invested into AIs, compared to the labor these AIs actually perform, is likely a lot higher than 70%.


  • It’s a thing here in Europe. I’m guessing, because our walls are generally concrete, we usually either throw on decorative plaster or a wallpaper, to make it feel a bit warmer and have a uniform surface which accepts paint more readily.

    It’s even quite common that if you rent an appartment, that the walls have wallpaper on them, which is painted with a fresh coat of white paint every time someone moves out and the next folks move in.
    And then some people, after they move in, will just paint (some of) the walls in a different color, if they feel like not living in pure white…






  • Ah, true. Thanks.

    Theoretically, it was supposed to be pseudo-code, secretly inspired by Rust, but I did get that one mixed up.

    And I am actually even a fan of the word unwrap there, because it follows a schema and you can have your IDE auto-complete all the things you can do with an Option.
    In many of these other languages, you just get weird collections of symbols which you basically have to memorize and which only cover rather specific uses.



  • I’m not saying they’re mutually exclusive, I just find it tricky to draw information from that.

    For example, I correctly assumed this to not be akin to Dungeon Keeper, which would be a city builder like Rogue in the sense of it being a dungeon crawler.
    But at the same, I guess, I assume Against the Storm would have procedural map generation like Rogue did, even though I don’t really consider that typical for city builders.

    And yeah, this fuzziness of the term ‘roguelite’ means I don’t really know how much city builder to expect…





  • Tangentially is 2023 chock full of great games because the pandemic held up the development of so many studios?

    I know, they all announced that, but as a software dev, I really don’t see why this should be the case. We largely just moved into home-office and continued working, often even at increased efficiency. I guess, building games might require somewhat more creative sessions, which are generally more productive in person, but I don’t see that making a huge difference.
    My impression was rather that they had the usual delays, with maybe a few hickups at the start of the pandemic, and then they just declared the pandemic the whole reason for the delays.

    As for 2023 being so full, the pandemic meant lots of people were at home, consuming digital goods. It caused a massive boom in the gaming industry. I imagine, lots of studios were able to secure (bigger) budgets during that time, which are now coming to fruition.