I know, but it's a bit of an unstoppable force vs immovable object situation unless something changed. If they do it, I hope it'll be better than Copilot integrations :)
Yeah, there's a toggle to type you can switch at any time, it actually lowers latency.
Yes, but every language is going to be a "port", not something contracted out like traditional localization. I haven't decided how exactly but language conversion will land somewhere between these two extremes: 1.…
Fair reaction tbh. Right now there's a time watchdog + I'm entirely disabling all I/O and import, But going forward I want to replace it with a proper sandboxing tech... things I looked into are V8 isolates, compilation…
Thanks :)
Hah from my knowledge of traditional AAA, there is 0 chance any AAA in development right now uses LLMs. A lot of them don't even use it for coding and gamedevs' mood about AI is abysmal.
Yeah, I researched this and I absolutely missed this whole part. To my defense I looked into this in 2023 which is ages ago :) Looks like local models are getting much more mature.
I agree, trying to save on costs early on is basically betting against things getting better. Not only that but in almost every case people prefer the best model they can get! Not only that but I think our selling point…
Oh, I can't believe I missed that! That makes whisper.cpp and llama.cpp valid options if the user has Nvidia, thanks.
Our initial plan was to simply ask enough for the game that the price would cover the costs on average... but that means that we're basically encouraged to have people play the game as little as possible? We're looking…
Thanks :) If you want I'm on the discord linked on our landing page, it's fun stuff to talk about!
GGML still runs on llama.cpp, and that still requires CUDA to be installed, unfortunately. I saw a PR for DirectML, but I'm not really holding my breath.
Unfortunately, they are close because some of them ARE tiktok AI voices you heard! I'm working on hiring VAs to make custom datasets, though. We'll have our own unique voices by 1.0 for sure.
Thanks :) It may sound insane but we convert actions to Python functions then ask the LLM to write a python script that actually runs in IronPython inside the game. Then we have a visual Behavior Tree system to let our…
Yeah it's extremely difficult right now, especially for a Windows game that can't have players install Pytorch and the Cuda Toolkit! ONNX and DirectML seem sort of promising right now, but it's all super raw. Even if…
The "big" one is Llama3.3-70b on the cloud, right now. On GroqCloud in fact, but we have a cloud router that gives us several backups if Groq abandoned us. We use a ton of smaller models (embeddings, vibe checks, TTS,…
We want to gamify prompt hacking and give people an UI to add/remove chunks of the system prompt. It'll be unlocked by collecting widgets around the place.
It's a stylistic choice for sure. A little better than that is straight in uncanny valley, and human-level is too high latency and too expensive for us. We found that this level of crappy works great, in practice, plus…
Hey, Tommaso here, I'm one of the founders of the Robotopia studio. I didn't expect to see this here! Ask me anything :)
Hey, generalizing the answer like that is nice, the flood fill is definitely an approximation of that. However keep in mind that the flood fill is run only once, not per frame, so you have to check that "any ray from…
Hey, Tommaso here. I've thought about using a depth prepass, however that really helps only if you have heavy shaders, at the cost of basically doubling the vertex shader load. Given that our terrain shader is an one…
I know, but it's a bit of an unstoppable force vs immovable object situation unless something changed. If they do it, I hope it'll be better than Copilot integrations :)
Yeah, there's a toggle to type you can switch at any time, it actually lowers latency.
Yes, but every language is going to be a "port", not something contracted out like traditional localization. I haven't decided how exactly but language conversion will land somewhere between these two extremes: 1.…
Fair reaction tbh. Right now there's a time watchdog + I'm entirely disabling all I/O and import, But going forward I want to replace it with a proper sandboxing tech... things I looked into are V8 isolates, compilation…
Thanks :)
Hah from my knowledge of traditional AAA, there is 0 chance any AAA in development right now uses LLMs. A lot of them don't even use it for coding and gamedevs' mood about AI is abysmal.
Yeah, I researched this and I absolutely missed this whole part. To my defense I looked into this in 2023 which is ages ago :) Looks like local models are getting much more mature.
I agree, trying to save on costs early on is basically betting against things getting better. Not only that but in almost every case people prefer the best model they can get! Not only that but I think our selling point…
Oh, I can't believe I missed that! That makes whisper.cpp and llama.cpp valid options if the user has Nvidia, thanks.
Our initial plan was to simply ask enough for the game that the price would cover the costs on average... but that means that we're basically encouraged to have people play the game as little as possible? We're looking…
Thanks :) If you want I'm on the discord linked on our landing page, it's fun stuff to talk about!
GGML still runs on llama.cpp, and that still requires CUDA to be installed, unfortunately. I saw a PR for DirectML, but I'm not really holding my breath.
Unfortunately, they are close because some of them ARE tiktok AI voices you heard! I'm working on hiring VAs to make custom datasets, though. We'll have our own unique voices by 1.0 for sure.
Thanks :) It may sound insane but we convert actions to Python functions then ask the LLM to write a python script that actually runs in IronPython inside the game. Then we have a visual Behavior Tree system to let our…
Yeah it's extremely difficult right now, especially for a Windows game that can't have players install Pytorch and the Cuda Toolkit! ONNX and DirectML seem sort of promising right now, but it's all super raw. Even if…
The "big" one is Llama3.3-70b on the cloud, right now. On GroqCloud in fact, but we have a cloud router that gives us several backups if Groq abandoned us. We use a ton of smaller models (embeddings, vibe checks, TTS,…
We want to gamify prompt hacking and give people an UI to add/remove chunks of the system prompt. It'll be unlocked by collecting widgets around the place.
It's a stylistic choice for sure. A little better than that is straight in uncanny valley, and human-level is too high latency and too expensive for us. We found that this level of crappy works great, in practice, plus…
Hey, Tommaso here, I'm one of the founders of the Robotopia studio. I didn't expect to see this here! Ask me anything :)
Hey, generalizing the answer like that is nice, the flood fill is definitely an approximation of that. However keep in mind that the flood fill is run only once, not per frame, so you have to check that "any ray from…
Hey, Tommaso here. I've thought about using a depth prepass, however that really helps only if you have heavy shaders, at the cost of basically doubling the vertex shader load. Given that our terrain shader is an one…