The demos are (a) an extraordinary amount of work and (b) rely on generative systems to produce a large world from small data, so it's usually not possible to fine-tune individual details of the world.
Fun fact: they reduced the size of the code by removing any path not taken while playing. That’s why you can’t move up in menus (or something like that), they didn’t press that key while tuning.
So kind of like the multiple worlds interpretation with a collapsed state through observation? Effectively consciousness acts as a deletion mechanism (Maxwell’s demon).
I remember my friend ripping this to a CD-ROM for me in high school (early 2000s). It included the tooling application for editing stuff like the parameters for environment generation. I had no idea what I was doing and it didn't run well on my family PC, but I consider it a pretty big milestone on the journey that led to me sitting here reading HN instead of figuring out why my unit tests are failing.
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[ 1.9 ms ] story [ 44.0 ms ] threadFarbrausch has released source code that contains it: https://github.com/farbrausch/fr_public
Wikipedia entry: https://en.wikipedia.org/wiki/.kkrieger
Source code: https://github.com/farbrausch/fr_public
Somewhere ages and ages hence:
Two branches diverged in a program, and I—
I totally eliminated the one less traveled by,
And that has made all the size difference.
I suspect everyone may know, but some may not and it's a great poem!
https://fgiesen.wordpress.com/2012/04/08/metaprogramming-for...
Probably worth a discussion in its own right: https://news.ycombinator.com/item?id=37386377
The web equivalent of this kind of extreme minimization is probably https://js1k.com/