DevLog 3. Pivot to lighting and look dev to stress the limits with @threejs. The scene starts to look pretty, and FPS starts to ramp down. Optimization is never an afterthought. It is a design choice, a trade-off choice, and an engineering choice. #gamedev#indiedev#fps#vfx
It's good to see a style guide that covers not just coding but also logical structures. Someone also made an agent skill out of this guide (https://t.co/ZugdVdO02x)
#rustlang#opus#codex
https://t.co/hyP2LA35YI
@simonw Crypto, in theory, IS "a good idea." But in practice, the real world is too messy for a "purist" implementation (look at Ethereum). Many harder problems make the benefit of transaction authenticity & immutability seem "not worth it." But I do think the technology is being used.
Been using the "concise" style in CC and seeing something unsettling: it speaks in cold manipulative, commanding tone with no room for negotiation. It's like talking to that bald-headed adjudicator in John Wick 3. We constantly fight for arch control. Maybe that is the future?
There is a lot of hype around taste, especially among the senior folks. I don't disagree that taste does matter. But it is a misconception about what really matters:
- willpower
- philosophy
- methodologies
Chinese compress them well: 思路
#agents#llm#rsi#agi
@MeticulAi This is pretty good. But a few keyframe still images would do, too (save you some tokens)
I suppose the fingers are the most difficult part.
@EpicMcDude Recoil is more controllable than the SKS (flatter and smoother recoil pattern), with less aggressive muzzle climb. So it's reasonably easier to stay on target on semi. On full-auto, it's on par with AK. Cheers.
@blendstylez Displacement is famously expensive :) Try "cheating" with normal maps instead (they look quite close in distance).
Also, you could convert the displacement surface to actual nanite geometry and take advantage of nanite's optimization.
good luck
@blendstylez in case you cast shadow on every single grass blade - set receive shadow off on the grass and use volumatic shadow.
can sometimes massively boost performance
@blendstylez can also push more computation to GPU use vertex shaders and world offset.
check your per-material draw counts - UE famously group draws per material
@llm_bender No (due to the fear of account suspension)
I did learned to regularly purge my entire git history (re-init) and regularly empty `~/.claude/projects/`
It works for me because of my workflow and memory system. I do not need CC to "remember"