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doliu666 boosted

About a quarter of the page visible on load and four clicks to clear out the banners. What is this nonsense.

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doliu666 boosted

John made a lot of very accurate predictions here back in 2004, and it's interesting to think about these issues in a present-day context, with neural networks on the scene.

1. He correctly predicted that the amount of art assets required to create a AAA product that pushes the technological envelope would reach a point where you'd have to compromise your artistic vision to be able to ship it, not just due to budget constraints but skill deficit. I think this is where neural networks are going to start being leveraged to either greatly supplement or replace the original artists' work. They can sketch something at a low level of fidelity and then use a neural network to fill in the details. Goes for audio and voiceovers, too. If you need to record additional dialogue at a late stage in a dev cycle you might not end up needing to bring your voice actor back in.

2. Neural networks will be the next big way forward in creating believable behaviours in NPCs. AI in future games will not be programmed, but trained. All that research of bots learning to play Doom and getting good at it quickly is gonna be put to use, by observing and emulating the behaviours of real people in the games. It's the only way that games will be able to create behaviours that match the visuals and create a believable world.

3. Doom 3 was the last game that id was able to ship working as an indie-sized kind of studio in any sane amount of time. John noted that four years was pushing it and they'd need to get their turnarounds quicker in the future... and then Rage took seven!

I remember thinking back in 2007 or so, "Whoa, dude, we've hit like... peak photorealism, how can you do a big leap in quality from this?" It was wrong in retrospect to think of it just from a rendering tech POV (though there's certainly been lots of incremental improvements since then on that front), but the real revolution is gonna be in content creation methodologies that will make these incredibly complex and lifelike experiences possible to realise outside of big monolithic studios that focus-test all of their flagship titles to death in an effort to mitigate the risk of their $100M+ investment

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So far on we have brought the following services up, I want to know what you want to see next. All of these services are free and open to the public for open-source and collaborative non-commercial ventures.

Here is what we have up so far:

Modified server -

server -

GitLab server -

Servers we intend to bring up:

Let me know which of the above you'd like to see next. Also if you have a suggestion of a service we didnt list let me know and we might just host it for you if it would be useful for others.

doliu666 boosted
doliu666 boosted

Pure joy on his face!! A man is holding two copies of Windows 95 when it is launched. #windows95 #sydney #Australia

doliu666 boosted
Like, let's ignore the fact that it's a communications platform masquerading as a public square owned by a for-profit corporation trying to figure out how to make more money.

The real cancer is in the notions of "engagement" as a thing that can be sold for revenue.
doliu666 boosted
doliu666 boosted

I have no idea what all you whipper snappers look for in videogames these days but I like the Build Engine, huge levels, big splosions, bigger pixels and horrible one liners. I am actually hyped for this.

Is it appropriate to set an out-of-office message to let people know that your workload is bonkers and you're probably not going to get back to them any time soon?

doliu666 boosted

When implementing dark mode, naively inverting seldom works. Instead, consider this great dark mode UI advice: ⤵️


🔥 When implementing dark mode, don’t throw away the visual cues in the light version by naively inverting the color scheme.

Close elements should still be lighter and distant elements should still be darker – even in a dark UI.

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'member when wrote epic fusions of metal, acoustic and progressive rock that wasn't just a gimmick to sound clever but effectively used light and shade to convey a sense of sublime melancholy that felt authentic and emotionally resonant as well as technically impressive?

I 'member.

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