AI may move to directly generating binary code, but I suspect there are still advantages to reasoning in a different representation.
Textual code is a flattening of an abstract syntax tree, and while LLMs produce tokens linearly, the prior context is only linearly connected by the relationship of the position embeddings, so I wonder if they could work more effectively if the position embeddings directly represented tree structures.
Code could be “parsed” into the context instead of directly entered into it.
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@johnstejskal It’s doubtful they could get it to scale and also remain consistent. All current GenAI is incoherent, and I don’t see a path forward to fixing this, they will just train harder with more data for more accuracy but that isn’t going to give the machine coherence and intuition.
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@PLyczkowski I think that maybe if I could get it to snap to just a pixel maybe the shimmer would have stopped but for some reason the orthographic camera on a PaperZD character breaks the ability to manually position the camera and I just gave up, it doesn’t feel like the right fit.
@PLyczkowski A virtual pixel size, but the camera does not click to the virtual pixels but actually scrolls per pixel. I tried making a post process shader, and all the math was right but something under the hood was always causing pixel shimmer in Unreal Engine, I could not stamp it out.
@PLyczkowski So forcing the game to render at a lower resolution and snapping the camera to a pixel grid sort of works but because of the lower resolution the camera gets the old school retro camera jitter/clicking which isn’t desirable. If you play Core Keeper you can see the game has…
@PLyczkowski I need to make a pixel perfect shader that maintains pixel consistency and also has smooth camera movement. We are working on a pseudo 2d game, so the scene is arranged in 3d but the game is meant to look 2d, like Core Keeper/Enter the Gungeon.
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