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doliu666 boosted

While I do like Tool, I must admit that much of their 'clever' symbolism seems rather forced to me, and their fans compel me ever towards making this sentiment known at every opportunity

youtube.com/watch?v=ORbZo-93lU

doliu666 boosted
:brain0: Getting blocked because you were a jerk to someone.
:brain1: Not getting blocked by people.
:brain2: Getting blocked by someone that you've never heard of.
:brain3: Getting blocked by someone on an *instance* you've never heard of.
literally_who.png

Come on guys, you know what Personal Vault is really for

doliu666 boosted

This is the best thing Office has added in ages. Not that I had a problem using INDEX/MATCH in the case of having to look up a value to the left of a reference, but considering I use VLOOKUP several times a day, I'm never gonna complain if they make this feature just a little better.

blog-insider.office.com/2019/0

doliu666 boosted
doliu666 boosted
doliu666 boosted

Between guitar, keyboard, production, art and design, technology, philosophy and other personal interests, vs career and personal development and family, plus general chores, I find myself wondering which of those personal interests I should jettison so I have a chance at becoming truly adept at any one particular skill.

How anyone ever finds time to sit around playing video games and watching YouTube all day, that idea just baffles me now, unless they're content to let their life pass them by

doliu666 boosted
doliu666 boosted

A few years ago I thought that not being able to even draw a cloud was a very silly limit, and decided to try to get past it - and see how long it would have taken me.

Here are some pictures, from time 0 (before starting to study) to around 20 hours of studying and trying.
Feel free to laugh at my time 0 drawing, it's ridiculous, I know. I'm still bad at it, but it felt good to overcome a mental obstacle. Oftentimes, it takes less than one may think!

doliu666 boosted

Watch The Cure’s First TV Appearance in 1979 … Before The Band Acquired Its Signature Goth Look

openculture.com/?p=1036968 t.co/U8ZvzwBsLh

doliu666 boosted
doliu666 boosted
doliu666 boosted

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

doliu666 boosted
doliu666 boosted

youtube.com/watch?v=YUF-07ab9w

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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