It is so nice that #GodotEngine supports runtime shader compilation, although I can't handle shader errors.
#unity3d supports it partially. #unrealengine doesn't unless you change the source code.
downside:
- it takes a lot of time to get response from GPT. takes only a few for runtime shader compilation.
- there is no way to know if shader compilation fails (GPT makes errors) as far as i know
1. create an object
2. object has sub-objects
3. sub-objects have specific knowledge or abilities 4. sub-objects have the ability to recognize specific states
4. sub-objects have the ability to recognize certain states
5. initial state satisfies certain conditions
6. sub-objects can recognize specific states
7. a managing object exists
8. the managing object is in an initial state
9. the state of the managed object changes with the practice of specific knowledge and abilities
abstract objects, subobjects, knowledge, and capabilities about "papers" that satisfy the definitions in 1-9 above
After brainstorming and defining the initial state of the management object, each abstract language object is created as a step-object on GPT.
The abstract language objects are converted into markdown scripts that can be executed step-by-step on GPT, and the scripts are executed.
Each object and subobject functionality is defined in a step-by-step manner. Keep the functionality of each object and sub-object alive.
Only the name of each object and subobject should be monitored. Also, abstract the script step-by-step so that it functions as reinforcement learning when given related literature, references, and target conferences, etc., and keep the consistency of the markdown script. If you find a place in the language model where an execution error is likely to occur, please perform an abstract or concrete linguistic transformation to make it error-free and execute it. Please do it.