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Cake day: September 2nd, 2024

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  • I agree with this in terms of process, but not necessarily agree in terms of result. If you enumerate the state space of target domain, you might realize that all the constructions there can be achieved by randomly introducing errors or modifications to finite set of predefined constructions. Most AI models don’t really work like this from what I know (they don’t try to randomize inference or introduce errors on purpose), otherwise they could probably evade model collapse. But I don’t see why they can’t work like this. Humans do often work like this though. A lot of new genres and styles appear when people simply do something inspired by something else, but fail to reproduce it accurately, and when evaluating it they realize they like how it turned out and continue doing that thing and it evolves further by slight mutations. I’m not saying I want AI to do this, or that I like AI or anything, I’m just saying I think this is a real possibility.



  • I’m also using the same system as you. Currently I’m playing Skyrim as a story/ambiance game and Doom 2 (community maps/mapsets, which are releasing every day) as forever playable game. I have time to play more, but I somehow settled on this as I find it very comfortable and enjoyable. Before current Skyrim playthrough I played Steins;Gate and before that original Silent Hill 1 and so on. As infinite games I also sometimes play Quake (community maps/mapsets) and modded Minecraft.


  • Good job writing this up! When I picked UPBGE I expected the only big performance concern to be highpoly deformations in rig animations, so I thought it’s a no issue for me as I’m doing a very lowpoly thing. Eventually depsgraph turned out a massive problem and at this point every new dozen of objects added to scene hits FPS in mysterious ways, even when there are no constraints or anything like that on those particular objects. Overall I’m using maybe a two dozens of constraints and one simple geonodes setup in the scene, and being able to use those was one the biggest motivations to use UPBGE at all. Turned out they’re really problematic due to depsgraph. I’m sticking with UPBGE for my current project, but I’m really considering moving on afterwards, the way I choose to organise everything in separate composable components hopefully going to make porting it simple. I actually ported enemy ai state machine from my other Godot project to UPGBE, and now it seems I’m going to port evolved version of it either back to Godot or maybe even Unity 😅 Anyway, it’s very fun and productive working with UPBGE, but performance is surprisingly too bad even for very simple lowpoly games, when they require a lot of dynamic objects in the scene.



  • hisao@ani.socialOPtoPatient Gamers@sh.itjust.worksDOOM® CAPTCHA
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    6 days ago

    One fun and moderately easy strategy is running into forward tunnel all the way down into the pit, killing a sergeant for a shotgun, running through acid into the room with health and pickups on the left, and then killing 2 more imps. PS: I’m doing it with strafe through (< and > or alt + arrows).


  • hisao@ani.socialOPtoPatient Gamers@sh.itjust.worksDOOM® CAPTCHA
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    7 days ago

    Reposting from my other reply: There is strafe actually, even two ways of doing it, using original DOS bindings: < and > or alt + left/right arrow. For me the easiest way to do it without strafe is just to move forward a bit, then go back and wait for dudes to come in from the right. Dealing with imps is really hard since their fireballs are sped up significantly. I tried a bit more and it seems it’s possible to actually beat this level properly. You can get other weapons and powerups. It’s just really hard with speed mode and nightmare difficulty.