Don’t be silly, that wouldn’t work since the screen and the pixel have different aspect ratios.
Don’t be silly, that wouldn’t work since the screen and the pixel have different aspect ratios.
I guess that is why AI runs like ass?
There is a reason why it is obvious to some people why NATO and the UN are bad and not to others. There are obvious good reasons to hate those organizations if you are the kind of person or nation who wants to do horrible things to other people or nations for your own benefit.
I would go so far as to say if you get rid of the graphics completely and have text descriptions (think Dwarf Fortress which has many things that are not represented in its graphics at all, just in the textual descriptions) you fully free the imagination of the player.
Some things are just not representable graphically at all, my go to example is “the most beautiful woman he had ever seen”, easy to write in text, impossible to portray on screen in a way that every viewer will feel the same.
Mostly it really is just a fancier auto-complete. It is most useful for situations where you want to essentially do the equivalent of copy&paste and then make changes in a few predictable places in each copy.
It is total crap at writing code itself to the point where you need to read the code and understand it to know it hasn’t screwed up, something that takes much, much longer than just writing it yourself.
It entirely depends on the genre. I probably would want a bit more detail on the faces than that if it was an emotional story line, say the kind of quality that To The Moon had.
You’ve saturated the art budget, it’s time to pay writers more.
I wish writing got more focus in general. There is a lot of theory to good writing that is often just completely ignored while the latest theoretical papers are taken into account for photorealistic rendering and such things that are much less important.
Isn’t it enough that shitty games have to bear that triple A warning label these days?
Technically wrong. Any rational number though.
Or problems only exist for people who spend dozens of hours each week on a game and make it their entire identity, something a working dev just can’t do.
Visual programming has been tried and tried again and failed every single time. Mostly that is because graphics are just not very good at abstraction and programming is all about abstraction.
AI being used for anything will have to wait until it actually works reliably.
Seems more like a short term solution unless you have a huge ammo budget.
There is nothing wrong with charging something in the order of the production cost of the item divided by the expected sales number for it.
I would consider even that obscenely expensive.
ECS has really nothing to do with this. ECS is just a specific way to store the internal state of a program, fundamentally no different from other data structures.
Also, a good game is far more than just text and images and current “AI” can’t even generate those individually. A game needs significant thought put into things like game loops, story arcs, balancing,… that are non-obvious when existing games would just be training data. Not to mention that using an existing game as training data is both non-trivial and also we just don’t have the vast amounts of them that current systems seem to need to produce anything even half-way decent.
And don’t forget a subcommittee to review the recommendation to revise the color of the book those guidelines will go in.
On the other hand if you had a nickel for every time someone asks why some game is unpopular…
There is a good chance if it is a badly managed project by the time it launches everyone working on it already resents the project anyway and will be glad that it is over.
What I am saying is that that is a bad thing if you are the bully everyone else is cooperating to protect themselves from.