[-] AeonFelis 21 points 3 hours ago

There will always be a difference between the two-things-in-a-basement mentality and the oh-god-won't-somebody-think-of-the-shareholders mentality.

[-] AeonFelis 3 points 3 hours ago
[-] AeonFelis 6 points 9 hours ago

and fits on your back

[-] AeonFelis 9 points 23 hours ago

I only use homeopathic placebos.

[-] AeonFelis 18 points 1 day ago

Well, obviously. An income of 270% is better than 240%.

[-] AeonFelis 4 points 1 day ago

I initially read that as medieval management and now I cannot read it any other way.

[-] AeonFelis 10 points 1 day ago

There is no need to actually bribe researchers. IT is much more effective to find some that happen to already be in your favor and boost their signal.

Say that out of 100 scientists of the relevant field, 90 think your product is toxic, two think your product is perfectly safe, and the remaining eight think that the evidence is not strong and/or significant enough to determine the product's danger. Because as much as we've wished science to be clear-cut and deterministic, and as much as the scientific method tries to root it out, human's opinions and prejudices will always have some effect. Maybe after many decades science will reach a (near) 100% consensus - but your product is still new, so disagreement can still be found.

You can try to bribe these 98 scientists to say that your product is safe, but that's a risky move because even if a handful of them has some conscious they can go public with it and you'll have to deal with bad PR. So instead, you reach out to the two scientists that already think that it is safe. You fund their research, so that they can publish more papers. You send them to conferences all around the world, so that they can talk to other scientists and to journalists and spread their opinion on your product. You get your marketing/PR/social media teams to increase the reach of their publications.

These two scientists are not being "pressured" - they can still honestly claim that their belief in your product is not a result of the money you spend on them, and that will be true. The thing that is a result of the money you spend on them is their impact. These 90 scientists that warn against your product can't conduct as many researches, because they need to find funding for these researches themselves. They can't go to as many conferences, because they don't have anyone working their connections to get them invited (and to pay for their flight tickets). They don't have professional promoters advertising their findings.

So even though only two scientists support you while 90 oppose you, these two scientists have - thanks to your money - more impact on the public opinion than these 90.

All without any scientist having to utter a single lie.

[-] AeonFelis 5 points 1 day ago

Pretty sure that was a joke...

[-] AeonFelis 27 points 1 day ago

I mean, it's possible if the burger is American. Unless the car is also American.

[-] AeonFelis 4 points 1 day ago

The dog was clearly resisting arrest!

[-] AeonFelis 4 points 3 days ago
[-] AeonFelis 9 points 3 days ago

* Goes outside *
* Tries to fly *

I think I've been lied to on the internet...

7
submitted 9 months ago by AeonFelis to c/twitter

Encountering one of these embedded tweets in a blog post, my hand instinctively moved to click the X and close it. That took me to the website.

Could this be a clever ruse to generate more visits? Is Elon Musk actually more cunning than we give him credit?

13
submitted 9 months ago by AeonFelis to c/[email protected]

I have this idea for a certain game development tool, but before I start another side project I want to check if something similar already exists.

An important part of game development is fine-tuning numeric values. You have some numbers that govern things like character motion, weapon impact, enemy AI, or any other game mechanic. For most of these there is no "correct" value that can be calculated (or even verified!) with some algorithm - you have to manually try different values and converge to something that "feels right".

The most naive way to fine-tune these numbers is to have them as hard-coded values, tweak them in code, and re-run the game every time you change them. This, of course, is a tedious process - especially if you have to go through long build times, game loading, and/or gameplay to reach a state where you can test these values (that last hurdle can often be skipped by programming in a special entry point, but that too can get tedious)

A better way would be to write these numbers in configuration file(s) which the game can hot-reload - at least while in development mode. That way you can just edit the file and save it, and the game will reload the new values. This is a huge improvement because it skips the building/loading/preparing which can drastically shorten the cycles - but it's still not perfect because you have to constantly switch between the game and the configuration file.

Sometimes you can use the game engine editor to tweak these while the game is running, or create your own UI. This makes the context switches hurt less, and also lets you use sliders instead of editing textual numbers, but it's still not perfect - you still have to switch back and forth between the game controls and the tweaking interface.

Which brings us to my idea.

What I envision is a local fine-tuning server. The server will either update configuration files which the game will hot-reload, or the game could connect to it via WebSocket (or some other IPC. But I like WebSocket) so that the server could push the new values to it as they get updated.

After the server deduces the structure of the configuration (or read it from a schema - but providing a schema may usually be a overkill) you could use its webapp UI to configure how the values would be tweaked. We usually want sliders, so you'll need to provide a range - even if the exact value is hard to determine, it's usually fairly easy to come up with a rough range that the value must be in (how high can a human jump? More than 5cm, less than 5m). You will also decide for each slider if it's linear or logarithmic.

The server, of course, will save all that configuration so that you won't have t reconfigure it the next time you want to tweak values (unless there are new values, in which case you'll only have to configure the sliders for them)

Since this would be a server, the tweaking of the values could be done from another device - preferably something with a touchscreen, like a smartphone or a tablet, because tweaking many sliders is easier with a touchscreen. So you have the game running on your PC/console, gamepad in hand (or keyboard+mouse, if that's your thing), and as you play you tweak the sliders on the touchscreen until you get them just right.

Does anyone know if a similar tool already exists?

7
submitted 10 months ago by AeonFelis to c/[email protected]
8
submitted 10 months ago by AeonFelis to c/[email protected]

Narrative scripting languages like Yarn Spinner or Inkle were originally meant for writing dialogue, but I think they can also be used for scripting the world progression even when no dialogue or even narration is involved.

Example for something silent that can be scripted with a narrative scripting language:

  1. When the player pulls a lever...
  2. Move the camera to show a certain gate
  3. Open the gate
  4. Move the camera to show something interesting behind the gate
  5. Return the camera to the player

Even though no text nor voice are involved here, I think a narrative language will still fit better than a traditional scripting language because:

  • Narrative languages describe everything in steps. Scripting languages will need to work a bit harder to generate steps the actual game engine can use.
  • Narrative languages have visual editor that can help showing the flow of the level as nodes.
  • The interface between a narrative language and the game engine tends to be seems to tend to be higher level (and less powerful) than the one with a traditional scripting language.

On the other hand, flow control seems a bit more crude and ugly with narrative scripting languages than with traditional scripting languages. It should probably still be fine for simple things (e.g. - player activates a keyhole. Do they have the key?), but I wonder if a game can reach a point where it becomes too complex for a narrative language (I'm still talking about simple world progression, not full blown modding)

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AeonFelis

joined 10 months ago