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Building a Game with the Real Engine

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Re: Building a Game with the Real Engine

#31
post #28

Earlier quoted context omitted.

Just for reference, here is a real-time 4D Gaussian web viewer: https://antimatter15.com/splaTV/ Does anyone on a smartphone want to try it?

80-90fps on pixel 8 pro. Occasionally spikes to 3 digits for a few moments. The calculating power of current gen devices is honestly mind-blowing

Vsync locked at 60fps on my desktop 1050Ti, which was released 8 years ago, so not too surprising.

Re: Building a Game with the Real Engine

#33
post #6
post #2

Point and clicks have quite a few similar examples, the genre lends itself well to dioramas because even when it's 3D it's often a fixed camera path that you can optimize for. As an example, a nice looking one from a decade ago: https://store.steampowered.com/app/205020/Lumino_City/ Papetura also got a fair bit of attention for a while (for good reason, just look at it): https://youtu.be/ZVhtuKleLuI Personally I love…

Lumino City was the first one that came to mind for me as well! The next one was the Fantasian, by the creators of Final Fantasy ( https://youtu.be/ePFgyBtvqQU ) - apparently this is finally coming to non-Apple platforms this year, at that.

That Dungimon system in Fantasian seems like it may be the best new idea for JRPGs I've seen in like...forever.

Re: Building a Game with the Real Engine

#34
post #18

It seems quite obvious that Gen AI will be a major change in the creation of game assets. If not stand-alone then certainly in the form of AIded (get it?) tooling. In particular there's huge potential for the indie market. If you're thinking about starting up a company, that's definitely a space where things are going to be hot IMO.

Every single game dev on Earth has been thinking that since the very first GANs, but the state of the art when it comes to generative AIs that are actually useful for asset generation is still pretty bad. Much like LLMs are still pretty bad at logic. It seems like we're plateauing in that regard... The thing about assets is that they have to be coherent with each other. You can't just generate them one at a time in a…

I did, however, specifically use future tense in my post. I agree that we're not there yet but I don't think that we have plateaud. The rapid spurts in GenAI from nothing to what we've got today in such a short amount of time is not sustainable, but we're still seeing improvements all the time.

I don't understand the LLM/logic analogy, other than that there's still things about GenAI that are lacking today.

Current GenAI is not streamlined for asset generation. But I think there is a huge opportunity to go into that niche and address the problems that currently exist.

Re: Building a Game with the Real Engine

#36

Earlier quoted context omitted.

Your game would go from playable on a smartphone to requiring an rtx 4090 and 64gb of RAM (ok, slight exaggeration). But it would certainly look amazing.

Just for reference, here is a real-time 4D Gaussian web viewer: https://antimatter15.com/splaTV/ Does anyone on a smartphone want to try it?

30-40fps on a pixel 3, not bad!

Re: Building a Game with the Real Engine

#37

Something similar was done for the 1996 game Creatures . A part of the diorama still survives and is on display at the Centre for Computing History in Cambridge ( https://www.computinghistory.org.uk/det/42694/Creatures-Deve... ).

I still have a few of these games! It doesn't capture me quite like it did back then but the art style is still beautiful, and I remember it kicking off my understanding of "AI" as in game AI, not LLMs.

Understanding how wants and needs drove actions, and marvelling at the language learning game mechanic. The genetics gameplay as well. It was well ahead of its time. I was early teens when I first played it, the same year I started learning to make games in Dark Basic.

Re: Building a Game with the Real Engine

#40
> The other bad thing about 3d printing is layer lines. I had some bench parts printed, and I thought I could cover up the layer lines with acrylic paint, but it it turned out that even two layers of gesso followed by two layers of paint didn’t solve the problem.

You can fix that problem by sanding your 3d-printed object before applying acrylic paint. It's also recommended to apply a primer before you paint it.

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