maggoats

joined 1 year ago
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[–] maggoats 4 points 11 months ago (1 children)

Quelle connerie. On peut bien y faire quelque chose, non? Ça commence à faire cruel, là.

 

Not quite procedural generation, but it is a simulation that can be applied to emergent content generation.

It's basically a supply-demand model with actors.

 

Recently found this game that's been in development for a while.

The devlog has a bunch of nifty implementation details which anyone working on procedural generation for a simulated world may enjoy reading for tips. It spans 2017 to present including a port to Unity, and from Unity to Godot over the past years, which is pretty funny.

A link to their Youtube channel too: https://www.youtube.com/@sigil-of-kings

[–] maggoats 3 points 11 months ago

Great post. Full of useful tips I always need to remind myself of.

[–] maggoats 1 points 1 year ago

I had one til a few months ago!

[–] maggoats 17 points 1 year ago (1 children)

I wonder this too, but I'm coming to believe that as long as investors are throwing money at housing and people need it, it might not burst. With enough wealth concentration, maybe it just all gets progressively bought up and rented out at insane prices, with growth coming from speculation among massive institutional investors.

But I haven't really thought of this deeply or looked into whether it's sound.

[–] maggoats 5 points 1 year ago* (last edited 1 year ago) (1 children)

Tu as le droit de refuser en toute situation à l'intérieur de 30 jours de réception du nouveau bail, je crois bien. Le bail sera donc renouvelé au même loyer et le proprio devra aller au TAL pour argumenter l'augmentation.

[–] maggoats 1 points 1 year ago

The closest thing I've been able to find so far (which seems to have been under slow development by 1-2 contributors for the past couple years) is https://github.com/MPSQUARK/BAVCL which is based on ILGPU. I'll probably be keeping an eye on it though.

[–] maggoats 2 points 1 year ago (1 children)

Unfortunately I don't believe NumPy has any built in accelerations (other than being a C library which is fast already), though I don't really know the ins and outs. There are Python libraries that use the NumPy API or otherwise do some stuff to accelerate it on e.g. CUDA, but the Numpy.NET library as far as I know uses its own embedded Python + numpy, so as far as I can tell that wouldn't be an option.

[–] maggoats 2 points 1 year ago

Unfortunately not, though I forgot about SIMD! It doesn't seem to support arbitrary-sized matrices or arrays out of the box, though I guess I could index the vector type myself. Still, it doesn't offer the operations I'd like, as far as I can tell.

Thanks though!

 

Hi!

I'm looking for a C# library for matrix operations and preferably some linear algebra or optimization routines. Basically a NumPy/SciPy or PyTorch.

Ideally there'd be support for various backends (e.g. CPU, CUDA, OpenCL) for operations where possible.

As far as I can tell, there's Math.NET Numerics, Numpy.NET (which binds to Python's numpy), and NumSharp (which hasn't had commits since 2021), which seem to fit the bill mostly, though none are accelerated.

Otherwise, there are some libraries I've forgotten that seem to specifically target CUDA, which is too selective for my purpose. Maybe it was Hybridizer, which seems like its own compiler, which I'm not sure would work for me either.

There's also ComputeSharp which lets you write shaders directly in C#, though targets DirectX if I understand well.

The closest thing I've found is ILGPU, which seems brilliant since it JIT compiles kernels to CPU, CUDA, and OpenCL. The problem is I believe I'd need to write my own operations and kernels and essentially implement my own matrix compute library, though there seems to be some work on it, so maybe what I'm looking for is supported out of the box, minus optimization algorithms and so on.

Basically, does anyone have any pointers?

[–] maggoats 6 points 1 year ago (1 children)

Got an XPS 13 9350, works fine, bluetooth and all, though I upgraded Ubuntu and the kernel and the integrated webcam hasn't worked since, which I still don't really understand.

[–] maggoats 3 points 1 year ago (1 children)

This may not be relevant since I have a different gpu and am on Ubuntu, but when I installed proprietary drivers I didn't have display either because I was using a version of the driver that was too recent (whether due to dropped compatibility or a bug I don't know). An older one might work!

[–] maggoats 4 points 1 year ago (1 children)

Google en passant

[–] maggoats 1 points 1 year ago

There might be some kind of trust system that could work. I have no idea of course but I'm envisioning something like Stack Overflow's system and a bit of community correction and authority à la Wikipedia.

2
Can't post (self.support)
submitted 1 year ago by maggoats to c/support
 

Hopefully this one makes it through. I've been desperately trying to post to a community on this instance. A spinner appears, and then nothing for a half hour. I tried again, same thing.

Anyone know what's up?

 

Title suffices I think. Have other people noticed this? I've tried poking around for other threads a bit.

What could be causing this?

 

Here's an interesting application of deep learning to the creation of terrain heightmaps!

They train a generative adversarial network to generate/classify "true" terrain, documenting their process and issues they encountered.

 

An excuse to make another post: let me link to this blog! Most posts are sort of "devlogs" detailing procedural generation (for his mapgen project) or game mechanics and math that's useful for them.

 

Shamelessly cross-posted from https://lemmy.world/post/390718 since I was looking for a procedural generation community and didn't find one!

This was something I was toying around with in Godot 3.4 some time back. It uses shaders for generation from simple noise + thresholds.

 

Shamelessly cross-posted from https://lemmy.world/post/390718 since I was looking for a procedural generation community and didn't find one!

This was something I was toying around with in Godot 3.4 some time back. It uses shaders for generation from simple noise + thresholds.

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