Tired of predictable visual novels? My Summer Love: Memories launches TODAY! Forget rigid A/B choices. Enjoy dynamic, AI-powered conversations where the character remembers, adapts, and reacts to your words. #Gamedev#AIGaming#VisualNovel#IndieGame
After a week of work, I've managed to create my version of a chat application in C++ with Gemma 4 :). The next step now is the saving system.
My Summer Love:
https://t.co/ISQFr8cKCZ
My Summer Love will soon be updated to Gemma 4! I've been working on updating the game from Gemma 3 to Gemma 4. Llama.cpp has changed completely since the last version I used (May 2025).
Basically, there's a priority queue that assigns slots with the configurations corresponding to the task being executed: generating text, reading an LLM model, etc. But nothing that the powerful `printf` function can't handle to understand what the hell is it doing :D...
#SFML#simulation
I have successfully implemented ant behavior in C++ and SFML, inspired by collective behavior models from swarm intelligence: Wilensky, U. (1997). NetLogo Ants model. Center for Connected Learning and Computer-Based Modeling, Northwestern University.
From this work, Sony Computer Entertainment developed the open-source OpenSteer library (https://t.co/RiFdCOiNds). I'm modifying the library to use SFML for graphics instead of OpenGL.
I've started developing my next video game. In this game, I'll explore the application of distributed artificial intelligence with multi-agent systems: through simple interactions between agents, complex collective behaviors emerge (self-organization).
Based on the work of Steering Behaviors for Autonomous Characters presented at GDC 1999 (https://t.co/8Sc6i7yjRP), which features autonomous characters in animation and games with the ability to navigate around their world in a life-like and improvisational manner.
A guideline for how video game journalism should analyze the titles: focusing on whether the technology serves the user experience and fun, rather than focusing solely on the controversy surrounding the origin of its tools.
@OnlyGerier Me gusta la idea de ver el éxito de un juego como un trípode. Coincido con dos patas: calidad y marketing. Discrepo en la suerte, yo la reemplazaría por: experiencia diferenciadora. Aquello que hace que tu juego se sienta especial, memorable y distinto de los demás juegos.
@BeanJuiceStudio I suppose it means specializing in a single type of game.
- A type of video games aimed at a niche audience.
- Reusing the core of their game (the engineering): only changing the artistic (graphics, music, story, theme).
- Consistency in the use of their tools (not changing).
Programmers in game studios use AI coding tools. Not all of them yet, but it's getting popular lately. Gen-AI in concept art is very common. Artists paint modifications on top of AI generated image. Photoshop has various AI tools nowadays (context aware fill being one of the first). Translating text and dialogue to different languages is often done with AI. In rendering side, big studios have been talking at SIGGRAPH about their AI based light probe placement and probe/texture/material compression algorithms. AI based terrain generation and prop placement exists in big engines. DLSS from Nvidia is well known AI upscaler. DLSS5 adds gen-AI to the mix, etc, etc. There aren't many games left with no AI used in their production.
@BarjiYT I agree, there is no openness, only clichés full of moral superiority on the part of AI detractors and excessive arrogance and bluff on the part of AI defenders.