*also takes a deep breath*
I'm so happy to be a part of this project. During these two years working at @chibigstudio, I've been given the opportunity to learn and improve so much as a game developer that I just can't feel anything but gratitude.
Thank you team💖
que nadie se olvide lo que está haciendo amazon con el doblaje del juego en españa. nos quedamos SIN doblaje porque los actores de voz NO consienten que sus voces puedan ser utilizadas x IA en el futuro, esto tiene un nombre y se llama CHANTAJE
Our guidelines for submitting AI-generated code are now up in our repository!
As for all the AI bros seething on our socials, we're simply blocking you.
Learn how to debug, code, and leave behind something useful to humanity when you're gone, instead of peddling slop.
Lançado o port de Zelda: The Minish Cap para PC, totalmente sem emulação!
Primeira versão experimental, ainda com problemas, disponível para Windows e Linux!
Trabalho derivado do processo de decompilação do game.
There’s a guy I know who's now a staff engineer. His grandma was a computer scientist.
He grew up reading her Fortran textbooks, and built his first website before uni.
Not necessarily smarter than you. Just started with a wider worldview.
I think that's a gap we don’t often talk about.
@Kiiiri7 About half precision floats, I've honestly only noticed the difference on very low-end hardware. I guess being memory bound hides most differences in this case though 🤕
@Kiiiri7 I tried using interleaved gradient noise, TAA and a very small spatial denoising kernel. It loses a bit of detail but it is possible to make it converge with just a few samples. I also found out that it worked best in that scenario using at least two slices per pixel.
The future has been cancelled.
In your life you will live through an endless reboot of the highlights from 1980- 2010.
There is no longer any need for new ideas or new writers or creators.
Thanks to risk-averse algorithmic capitalism - we're entering a closed loop of the past.
Just the idea that soon what we see while playing videogames is not the human-made art but an AI slop hallucinated version of it with yassified characters feels vomitive. It's just a glorified AI filter that makes everything fall in the uncanny valley. It's not the future I want.
Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall.
DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality.
Learn More → https://t.co/yHON3nGyxE
Seriously though, game studios can't be happy about this either... Right?... This literally turns every game it touches into a crappy AI face filter mess. We need to see studios come out against this crap
You shouldn't be.
Listen, I like DLSS. It's a marvel of modern computing. But this? This will make every game look like a crappy AI face filter was applied. It undermines all of the creative efforts of studios that work so hard designing characters and art. Actual abomination.
We are truly honored and incredibly excited to announce our collaboration with @ima_1966 on the creation of a set of 3 gong-shield designs for Bel’s Fanfare!
今村さま、ありがとうございます!
@gachabrain@garbunka Hi! It's a primitive form of motion blur. It consists of framebuffer accumulation. Basically, it's just blending the previous frame and the current one by some factor before displaying it. The result is stored in a separate render texture for the next frame.
JankyAnims shared a new update on Tachyon Flow, showing a new character and more gymnastics-focused movement in progress 🤸
See more: https://t.co/dTYAMIJbzn
It's very easy to spot a game developer who doesn't play games. Their ideas tend to be generic, boring and bland. They lack critical thinking about games and it shows. Imagine a musician who finds listening to music boring and unappealing. You need passion for the craft.
You don’t have to be a gamer to work in video games. You don’t have to have a gaming background to run a game company.
The industry could do with some outside thinking, frankly.