@timjbynum Thanks Tim! There's a ton a work ahead, that's for sure. I'd love to restart the streams but it's a hard hump to overcome when it's been so long. I would bet that I'm going to give it a shot before winter comes.
The next version of D3DShot (Windows Screen Capture) is gearing up to be insane.
58 FPS => 98 FPS @ 2560x1440
Non-Contiguous Bytes => Contiguous Bytes
GIL freedom! Using multiprocessing with shared memory
Low memory footprint!
0.2.0 release soon! #python
@d0p3t Appreciate it! I'm going hard on the next version of https://t.co/FycbDxGkT5. Thinking of bringing back streams too; no random projects just the framework and related open source.
The next version of https://t.co/FycbDxGkT5 will mark the end of macOS support. Apple's aversion to Nvidia in their products means it's impossible to run CUDA on any recent macOS machine. Killing 32-bit applications and deprecating OpenGL also doesn't help make a case for the OS.
Something cool: If you get Pytorch bundled with CUDA 10.1 and import it before Tensorflow, the latter will pick up on it so there is no need for a system install of CUDA. Makes it really simple to set up environments for both frameworks! #python#pytorch#tensorflow#cuda
One focus for the next version of https://t.co/FycbDxGkT5 is proper delimitation of user and developer use cases. e.g. Set it up to exclusively train agents with everything provided (users) or generate an environment to use the SDK to create custom agents (devs)
So in other words: No more failed compiles on Windows when installing dependencies / No more installing and setting up CUDA independently and dealing with version restrictions.
First order of business: Dependency management and building with Poetry, exclusively relying on binary wheels for Windows, using CUDA bundled with PyTorch (also usable by TF). Should remove a lot of setup headaches and issues.
@talk2MeGooseman I've brought all the other projects I was working to a point where I'm satisfied with them. I'm going back to work this Summer and will keep the https://t.co/FycbDxGkT5 Framework as my side project. So yes, back to Game Agents!
The hiatus is over! I'm un-EOLing the https://t.co/FycbDxoJuv Framework and bringing it into 2020. Python 3.8, Less dependencies, GUI, Installer etc. The work begins now! #python
Big thanks to those who took some time to say hi on Twitch! Was glad to break radio silence and share some details about what I've been working on for the past couple of months. Here's a pic of a painting we generated today! Entirely powered by #python and #c code.
Join me on Twitch tomorrow for the first https://t.co/FycbDxGkT5 stream in a while. I will show the current state of Habitat and we'll carry on with the development. The stream will start at 12 EDT (in roughly 24 hours).
https://t.co/G3TC8d1aBL
@talk2MeGooseman My goal is for anyone (that meets the system requirements) to be able to create their own experiments, regardless of programming experience. I always wanted that stuff to be more accessible but this project is cranking it up to 11.
https://t.co/FycbDxGkT5 Habitat also gives you access to a frame inspector when a game window is being tracked and captured. You can use it to validate that things look the way they should before starting an agent.
I'm very satisfied with the ground work and proofs of concepts done so far with Habitat. As such, I will start streaming most of the development work on Twitch starting on Monday. I expect to go back to 5 days a week. Should be a bunch of fun.
https://t.co/FycbDxGkT5 Habitat allows you to launch or tag the window of your target game and will validate in real-time that it is in a valid state for agent use. You also get access to actions (the icons) to fix certain issues.
New Screenshot! I redesigned the app so it uses a vertical aspect ratio because I realized it wouldn't fit beside a 16:9 game window at 1080p. Working on the agent configuration view next.