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tom_0

HN member
Joined
Mon, Sep 01, 2014, 3:43 PM UTC
HN karma
47
Public activity
21 items

About tom_0

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Recent public activity

  1. comment
    Comment #46608350

    I know, but it's a bit of an unstoppable force vs immovable object situation unless something changed. If they do it, I hope it'll be better than Copilot integrations :)

  2. comment
    Comment #46608325

    Yeah, there's a toggle to type you can switch at any time, it actually lowers latency.

  3. comment
    Comment #46606660

    Yes, but every language is going to be a "port", not something contracted out like traditional localization. I haven't decided how exactly but language conversion will land somewhe…

  4. comment
    Comment #46606601

    Fair reaction tbh. Right now there's a time watchdog + I'm entirely disabling all I/O and import, But going forward I want to replace it with a proper sandboxing tech... things I l…

  5. comment
    Comment #46606542

    Thanks :)

  6. comment
    Comment #46606525

    Hah from my knowledge of traditional AAA, there is 0 chance any AAA in development right now uses LLMs. A lot of them don't even use it for coding and gamedevs' mood about AI is ab…

  7. comment
    Comment #46606502

    Yeah, I researched this and I absolutely missed this whole part. To my defense I looked into this in 2023 which is ages ago :) Looks like local models are getting much more mature.…

  8. comment
    Comment #46606439

    I agree, trying to save on costs early on is basically betting against things getting better. Not only that but in almost every case people prefer the best model they can get! Not …

  9. comment
    Comment #46584195

    Oh, I can't believe I missed that! That makes whisper.cpp and llama.cpp valid options if the user has Nvidia, thanks.

  10. comment
    Comment #46570478

    Our initial plan was to simply ask enough for the game that the price would cover the costs on average... but that means that we're basically encouraged to have people play the gam…

  11. comment
    Comment #46564513

    Thanks :) If you want I'm on the discord linked on our landing page, it's fun stuff to talk about!

  12. comment
    Comment #46564507

    GGML still runs on llama.cpp, and that still requires CUDA to be installed, unfortunately. I saw a PR for DirectML, but I'm not really holding my breath.

  13. comment
    Comment #46564503

    Unfortunately, they are close because some of them ARE tiktok AI voices you heard! I'm working on hiring VAs to make custom datasets, though. We'll have our own unique voices by 1.…

  14. comment
    Comment #46563077

    Thanks :) It may sound insane but we convert actions to Python functions then ask the LLM to write a python script that actually runs in IronPython inside the game. Then we have a …

  15. comment
    Comment #46563047

    Yeah it's extremely difficult right now, especially for a Windows game that can't have players install Pytorch and the Cuda Toolkit! ONNX and DirectML seem sort of promising right …

  16. comment
    Comment #46562756

    The "big" one is Llama3.3-70b on the cloud, right now. On GroqCloud in fact, but we have a cloud router that gives us several backups if Groq abandoned us. We use a ton of smaller …

  17. comment
    Comment #46562689

    We want to gamify prompt hacking and give people an UI to add/remove chunks of the system prompt. It'll be unlocked by collecting widgets around the place.

  18. comment
    Comment #46562638

    It's a stylistic choice for sure. A little better than that is straight in uncanny valley, and human-level is too high latency and too expensive for us. We found that this level of…

  19. comment
    Comment #46562617

    Hey, Tommaso here, I'm one of the founders of the Robotopia studio. I didn't expect to see this here! Ask me anything :)

  20. comment
    Comment #8253575

    Hey, generalizing the answer like that is nice, the flood fill is definitely an approximation of that. However keep in mind that the flood fill is run only once, not per frame, so …

  21. comment
    Comment #8253532

    Hey, Tommaso here. I've thought about using a depth prepass, however that really helps only if you have heavy shaders, at the cost of basically doubling the vertex shader load. Giv…