Twilight
@BitesDev
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I'm fascinated with the computer. But I think people are quite interesting, too. https://t.co/s0gV3d3SwG [email protected]
Oshawa
Joined October 2009
I just checked my pending message requests for the first time since the monkey ball post. A lot of single women seem to be very interested in me.
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currently working on a video project for someone once it's done, monkey ball time... my plan moving forward with it: fix rendering issues (jamars, invisible stages, etc) support for custom levels (currently in but WIP) smb2 UI something else...? 🤔
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also wtf does online multiplayer look like in these systems? lol i built really robust rollback netcode for 30 players in maxx throttle, i can't even imagine how you would do something like that without a super deep understanding of the gamestate and simulation
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the intuitive thing i immediately imagine is a 'fine tuning' process that involves building a prototype and training on it, or A/B testing model outputs and iteratively refining towards your desired result i haven't really done much research, but i'm curious what the next step is
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the culmination of a designer's many careful decisions, plenty of which might even seem mundane or meaningless to others, IMO play a big factor in distinguishing great games from good or mediocre ones. stuff you don't notice consciously, but contribute to a cohesive experience
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...but what will the process look like for getting *exactly* what you want out of it, like you can do trivially in code? you can say 'make an antigrav racing game' but that's not gonna produce wipeout or f-zero, nor their specific physics/handling, unless it has the data, right?
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realtime interactive video models like genie 3 are really fucking cool to me. i feel like obviously this kind of tech will be capable of things that are otherwise challenging or even outright impossible to do in realtime with traditional methods...
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I can't help but notice that I am seeing a lot more dragon sighting videos since the advent of generative AI. Could it be that AI's adverse effects on the environment are leading to a change in their behavior, e.g. lack of water sources that causes them to move closer to cities?
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I also pushed a really quick fix to cylinder collisions which should fix the falling through switches at the start of SMB2 stages
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