Just a dorky trans woman on the internet.

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Joined 1 year ago
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Cake day: June 12th, 2023

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  • There is a possibility something like this will be possible in the future, but it’s not going to be an achievement of AI, it’s largely going to be the achievement of regular developers creating a general-purpose game engine that can be used to put together a game block by block, which can be utilized by both human game designers and AI. (Likely to better effect by the former.) I can imagine Entity Component Systems will play a big part of that.

    One of the biggest blockers for AI making games is going to be testing it to select for better performance. With text it’s relatively easy to see if some text an AI produced is plausible. Images are also plentiful, but that’s a lot more subjective. With both of these it would also not take a massive amount of time to add a human element. It’s quick to check if a paragraph or image looks like it is a good response to the input promt. A game, however? How long do you need to play it to see if it’s fun? At best, perhaps, you can write an AI to control a bot character to see if it’s technically playable.

    I don’t want to even think about the electricity that wlll be wasted training such models.




  • Could you please provide some sources for that? I’d like to know more.

    First of all though, there is no such thing as a “hostile fork”. Being able to fork a project, for any reason, is the entire point of open source. And to be fair, not wanting to continue working for a for-profit company for free is a very good reason.

    And yeah, when you suddenly turn a FOSS project that’s been developed with the help of a bunch of contributors, into a for-profit company, without making a big fuss about it beforehand and allow the contributors and community to weigh in, then yeah, that’s a hostile takeover of sorts, at least in my opinion. Developers gotta make money, but they could’ve done that by creating a new brand instead of taking over that of a previously completely FOSS project. Forgejo is preventing that exact thing from happening by joining Codeberg (a non-profit).





  • Not to be pedantic but I think the headline is fine.

    If you simulated a fire in a building for training purposes and upon activating the fire alarm, it got broadcast to emergency services when it shouldn’t, you did accidentally broadcast the fire alarm, simulated or not.

    The “accidentally” already implies it was done in error, suggesting it was not an emergency. On the other hand, if it was a real emergency, and just wasn’t meant to be publicly broadcasted, I feel like the headline would’ve looked different.




  • I don’t have the time to watch it all, but I remember that the Steamworks Development channel on YouTube had recently-ish released this video about how games get surfaced to players and it also talks about what parts of the store are personalized and which aren’t.

    In the video I can only see the small ad on the left side about the Steam Deck. You’re talking about the big banner ad that appears somewhere inbetween the sections? I can only guess they put it there for everyone, or maybe just every region that can purchase a Deck, for simplicity.






  • Doesn’t each separate .exe you add as a non-Steam get its own proton prefix? That is, each of them end up with their own [random numbers] folder that doesn’t match another?

    and chose the C:/Program Files (x86) as the install location

    This might be the problem, but I’m not sure. When you choose C:/ as the install location in the installer, that C:/ is inside the proton prefix of the installer executable. I believe you’ll want to choose a place outside of that. For example Z:/home/deck/Games/Genshin Impact or the SD card like the guide was showing.

    I’m guessing when you deleted the installer.exe from your games list, it removed the proton prefix for it, deleting the game you installed in there alongside it? Either way, from a quick glance that’s what I could see you did differently from the video guide.


  • On Mastodon, when you follow another user on another instance, your instance will send a request to the other, to be notified of new posts made by that user, as well as posts they’ve boosted. When such a new post arrives, a copy will be created on your instance so it can be displayed without nagging the original instance again for the post’s content and such.

    Lemmy is similar of course, since it uses the same underlying protocol (ActivityPub). Think of communities as “special users”. Whenever someone creates a post or reply, the community will boost it, so it ends up on every instance where a user has subscribed to that community.

    This part I’m not entirely sure on but I believe it’s how things work: The other way to send messages around other than subscription is obviously to send messages directly. In ActivityPub there’s a field that specifies the recipients of a message. When such a message is created, it is pushed to the instances of the recipients. On Lemmy, the recipient is the community you’re posting to. On Mastodon, the recipients are filled with all the users that you @-mention in the contents of the message. So for a Mastodon user to post to Lemmy, they have to mention the community, which is why you see some posts that contain the community’s handle.

    Because you can’t follow / subscribe to users on Lemmy, the posts of Mastodon users that don’t involve Lemmy never end up being “federated”, meaning Lemmy instances don’t get notified of these posts, so they don’t end up being “copied”. This is the same on Mastodon by the way. Unless your instance sends out a request to fetch posts from an unknown user, it doesn’t know about their posts, since nobody so far has cared about them.

    This makes sense because if you were to try and store all the content from the fediverse you would need a LOT of storage for little gain. Similarly it would be bad to never store the content and always fetch it, because that would generate a bunch of additional traffic, which especially small instances would suffer from.

    To summarize: Lemmy doesn’t display Mastodon posts because it doesn’t have a mechanism to subscribe to those users.



  • Not hating on people who like and enjoy PvP games, but to me it feels like it’s a good way for a developer to make a game that doesn’t actually have that much substance. Lacking content? Nothing to actually do in the game? NPCs are difficult to make interesting to fight? Just have players shoot each other. It’s basically content that creates itself, not to mention (if you have good matchmaking) the difficulty ramps up naturally without you having to write better enemy AI.

    I just want to fight stuff alongside other people, rather than potentially making another person’s day just a little worse because I shot them before they shot me, you know? Is that too much to ask?