JesusShuttlesworth's recent activity

  1. Comment on Scaling pixel art in ~creative

    JesusShuttlesworth
    Link
    Wow. This answered a lot of questions I have had.

    Wow. This answered a lot of questions I have had.

    1 vote
  2. Comment on OpenAI, Google and Anthropic are struggling to build more advanced AI in ~tech

    JesusShuttlesworth
    (edited )
    Link
    If one were to look at a graph of A.I. progress on the Y axis and time on the X axis, they would see a graph filled with flat lines and massive jumps. Are we in the middle of a jump or at the...

    If one were to look at a graph of A.I. progress on the Y axis and time on the X axis, they would see a graph filled with flat lines and massive jumps.

    Are we in the middle of a jump or at the start of a flat line? Tough to say. However, if I may speculate...

    First of all, it is important to recognize that many of the rapid increases in A.I. progress have come not from improvements to the techniques, but rather from improvements to compute power. For example, it is well known that Least squares linear regression was performed by Legendre and Gauss in the 1800s but it wasn't until the computer was developed that Linear Regression became such a powerful technique. The work done by Gauss and Legendre would eventually lead to the creation of the neural network in the 1950s. Despite this revolutionary discovery, by 1974 we were at a flat line, an "AI Winter". Only 20ish years after this AI winter, the world would witness Deep Blue become the first computer chess-playing system to beat a reigning world chess champion. As stated on Wikipedia:

    These successes were not due to some revolutionary new paradigm, but mostly on the tedious application of engineering skill and on the tremendous increase in the speed and capacity of computers by the 90s. In fact, Deep Blue's computer was 10 million times faster than the Ferranti Mark 1 that Christopher Strachey taught to play chess in 1951. This dramatic increase is measured by Moore's law, which predicts that the speed and memory capacity of computers doubles every two years. The fundamental problem of "raw computer power" was slowly being overcome.

    Even the current models have been enabled by the power of the modern GPU. Of course nowadays, some speculate that Moore's law is slowing down and if this is true, it will mean that A.I. improvements cannot come from compute power increases alone.

    Additionally, it seems obvious to me that the biggest problem with modern LLMs is simply that the creators have poisoned the well. Now that AI content is everywhere, it becomes much more complicated to find good quality data to train on. The current approach seems to have been "just throw more data at it". An approach like this is guaranteed to have massive returns at first and diminishing returns later, especially so as the quality of the data decreases.

    In my opinion, improvements in the near future are unlikely to come from model improvements. Improvements to the models require a lot of research and effort. Short term improvements are most likely to come in the form of techniques that utilize the current models more effectively such as agents or prompting techniques like tree of thought reasoning.

    That being said, a lot of these articles remind me of Flying Machines Which Do Not Fly. Many people are rooting against A.I. and would like to see it fail. Therefore, people are willing to latch onto any ounce of information that paints the future of A.I. as bleak. In my opinion, the current models are more than enough to cause issue in many parts of society. There needs to be less of a focus on the future and more of a focus on the now. These models already exist and they are actively changing the world.

    While the derivative of the A.I. knowledge graph may change over time, the long term trend is monotonic. If the past is any indication of the future, A.I. will continue to improve, it just may take time. Or maybe it will rapidly accelerate again.

    Regardless, run with it or run from it, my friends.

    12 votes
  3. Comment on Mindless games, preferably mobile in ~games

  4. Comment on Several Russian developers lose kernel maintainership status in ~comp

    JesusShuttlesworth
    Link Parent
    The best consolation in misfortune or affliction of any kind will be the thought of other people who are in a still worse plight than yourself; and this is a form of consolation open to every one....

    The best consolation in misfortune or affliction of any kind will be the thought of other people who are in a still worse plight than yourself; and this is a form of consolation open to every one. But what an awful fate this means for mankind as a whole!

    • Schopenhauer
    1 vote
  5. Comment on What programming/technical projects have you been working on? in ~comp

    JesusShuttlesworth
    Link Parent
    I wish I could work on games full time but as I am sure you know, there is not a lot of money in indie game dev. I chose GDScript over C# because I prefer a pythonic style programming language and...

    I wish I could work on games full time but as I am sure you know, there is not a lot of money in indie game dev.

    I chose GDScript over C# because I prefer a pythonic style programming language and because the tutorial I originally followed used it. I have yet to experience any major issues using gdscript since you can still do typing and such but in the future, I may switch to C#.

    2 votes
  6. Comment on What programming/technical projects have you been working on? in ~comp

    JesusShuttlesworth
    Link Parent
    Thanks for checking it out! I use godot and its language GDscript. I think you could actually use godot to create some of the games for your website if you wanted since it exports to HTML. The...

    Thanks for checking it out!

    I use godot and its language GDscript. I think you could actually use godot to create some of the games for your website if you wanted since it exports to HTML.

    The concept for my game is totally inspired by an old ps1 game: https://en.wikipedia.org/wiki/Digimon_World.

    In terms of how far along I am, I have no idea. I have been working on the game for about 8 months. I just want to make the best experience that I can and I think I will know when it feels right. I am getting to the point where the game is starting to take real shape in terms of its mechanics. Some of my goals are:

    1. Overworld loop of the player collecting exp and choosing new moves/traits for their monster.
    2. Recruiting new monsters to join the village when the player defeats them in battle or completes a quest. I anticipate that this part of the game is going to take up a lot of time because I will have to write quests and then figure out how to upgrade the village based on who the player has recruited.
    3. Generations of monsters. In other words, I want the players monster to pass away and the player gets a new monster that they can level up and select a different set of abilities for. These different abilities might open up new parts of the map or the monster might have a trait that is required to complete a quest. I want the player to feel like their are training their monster with a specific goal in mind.

    The gameplay loop will hopefully look something like this:

    1. Train your monster to increase its stats. Take care of its needs like food, sleep, giving it medicine. Select moves and traits to customize the monster in the way you desire.
    2. Take your fully evolved monster out into the world. Defeat enemies and complete quests to recruit new monsters to the village. These new monsters will upgrade the town and unlock new features.
    3. Your monster dies and you get a new one that you can build different to face a different set of challenges. Maybe your new monster is most active at night time, for example.

    There is a lot more that I want to do but I wont bore you with too many details. Thanks again for asking!

    2 votes
  7. Comment on What programming/technical projects have you been working on? in ~comp

    JesusShuttlesworth
    Link Parent
    UI design is insanely hard. I think that a simple color scheme change would help you out a lot. Maybe just start with something like this https://coolors.co/? Your website looks good, I think it...

    UI design is insanely hard. I think that a simple color scheme change would help you out a lot. Maybe just start with something like this https://coolors.co/? Your website looks good, I think it just gives off the wrong vibes, you know what I mean?

    All things considered, this is an awesome personal project and it is very professional looking. Are you hoping to add more games to it?

    3 votes
  8. Comment on What programming/technical projects have you been working on? in ~comp

    JesusShuttlesworth
    Link Parent
    This is a really cool project! The games look very nice but I think your website could use a little bit of design to make it look less businessy and more fun.

    This is a really cool project! The games look very nice but I think your website could use a little bit of design to make it look less businessy and more fun.

    1 vote
  9. Comment on What programming/technical projects have you been working on? in ~comp

    JesusShuttlesworth
    Link
    I recently added some vfx to my mon tamer game. https://www.youtube.com/watch?v=uQ5PXiWV6Xk I've also been doing a lot of work on the UI and refactoring the code for the turn based combat. My code...

    I recently added some vfx to my mon tamer game.

    https://www.youtube.com/watch?v=uQ5PXiWV6Xk

    I've also been doing a lot of work on the UI and refactoring the code for the turn based combat. My code is looking much cleaner now. Next steps are to continue improving the combat. I plan to add logic for different move types (buffs, debuffs, heals, multi hits, etc) and then actually start designing the combat. This is an intimidating part of the project because combat design is hard, but it should be fun! Using godot is always such a joy.

    1 vote
  10. Comment on On creation for creation's sake in ~talk

    JesusShuttlesworth
    Link Parent
    Sorry to hear about the layoff. Props to you for taking the leap into full time game dev... best of luck to you.

    Sorry to hear about the layoff. Props to you for taking the leap into full time game dev... best of luck to you.

    1 vote
  11. Comment on Game Development Career Advice in ~comp

    JesusShuttlesworth
    Link Parent
    Thank you for all of this. This is really interesting because the game I am working on, I plan to price around $4.99. Though I am not sure if the game is considered "small" at this point since I...

    Thank you for all of this.

    Personally I'm leaning towards small-to-medium sized games as I enjoy both making and playing them. I like the business model of sokpop collective, as a group of 4 devs they are able to release 1 small high-quality game per month, priced under $5.

    This is really interesting because the game I am working on, I plan to price around $4.99. Though I am not sure if the game is considered "small" at this point since I have been working on it for a rather long time...

    You could also look into licensing games to platforms like bigfishgames, I know a dev who's done really well doing this. I've licensed to another platform, coolmathgames.

    I never knew this was an option. How does this work? You just agree to let them have your game?

    1 vote
  12. Comment on On creation for creation's sake in ~talk

    JesusShuttlesworth
    Link Parent
    Taking a few steps in the right direction every day can lead you miles closer to achieving your ultimate goal. For me, I try my best to enjoy each small step along the way without getting too...

    I dunno, for me I think there's a divide between "small games can be fulfilling" and "I have an idea that means something to me, I want to make it happen" that I haven't learned how to cross. Maybe thinking of the smaller stuff as intermediate steps towards the larger project would help, but I can't help but become disinterested in the smaller stuff quickly... hence my post, haha.

    Taking a few steps in the right direction every day can lead you miles closer to achieving your ultimate goal. For me, I try my best to enjoy each small step along the way without getting too caught up in results. Gotta enjoy the process!

    How'd you stumble upon game development? You seem to be very passionate about it.

    It's funny you should ask. I am a programmer by trade, but I started making games 4 years ago inside another game called "Dreams" for ps4. I spent many hours of my life making games that no one played on a platform that ultimately ended up dying a tragic demise (RIP). As I made these games I often wondered if I was wasting my time since no one played them and the platform had no future. I even made a post just like yours, asking others if I should switch to another game engine to make more viable games.

    Ultimately, I did end up switching to godot but I don't regret a second I spent making games in Dreams because I learned so many valuable skills regarding game design, game logic, and how to make something fun. Most importantly though, Dreams taught me to love the process of creating, which I could have never learned anywhere else.

    Don't get me wrong, I still struggle to create, I struggle with motivation at times, but all of these are natural aspects of creating any form of art.

    2 votes
  13. Comment on Learning new programming languages with limited time: Rust, golang, or otherwise? in ~comp

    JesusShuttlesworth
    Link Parent
    Yeah I find that good rust resources are hard to come by. There are a couple of O'Reily books about it that might be worth checking out. Here is also a vid that was useful to me:...

    Yeah I find that good rust resources are hard to come by. There are a couple of O'Reily books about it that might be worth checking out.

    Here is also a vid that was useful to me: https://www.youtube.com/watch?v=s5S2Ed5T-dc

    3 votes
  14. Comment on On creation for creation's sake in ~talk

    JesusShuttlesworth
    Link Parent
    Hi fellow dev! I tried out your "Reincarnated As An Adorable Walking Rock In A Peaceful Gardening Sim Game". Very cool! Your art looks super nice.

    Hi fellow dev!

    I tried out your "Reincarnated As An Adorable Walking Rock In A Peaceful Gardening Sim Game". Very cool! Your art looks super nice.

    4 votes
  15. Comment on Learning new programming languages with limited time: Rust, golang, or otherwise? in ~comp

    JesusShuttlesworth
    Link
    Rust is like if python and C had a baby who grew up to be a genius. I have nothing bad to say about the language except having to wrap everything in Ok(). It has the most informative error...

    Rust is like if python and C had a baby who grew up to be a genius. I have nothing bad to say about the language except having to wrap everything in Ok(). It has the most informative error messages I have ever seen.

    I have not used go, so no comment there.

    19 votes
  16. Comment on On creation for creation's sake in ~talk

    JesusShuttlesworth
    Link
    A game need not be complicated, friend! You could do some small game jams. I can't recommend game development enough. It is so liberating. It is one of the few things that gives you total power....

    A game need not be complicated, friend! You could do some small game jams.

    I can't recommend game development enough. It is so liberating. It is one of the few things that gives you total power. You have the ability to create your own little world with whatever rules you want. In fact, you can do anything that you want to do and the only limitation is your own mind.

    In summary, you should totally give game dev a try. I think it will bring a lot of good thoughts to your heart.

    8 votes
  17. Comment on Game Development Career Advice in ~comp

    JesusShuttlesworth
    Link Parent
    That's awesome! Thanks for sharing. I will check it out.

    That's awesome! Thanks for sharing. I will check it out.

    1 vote
  18. Comment on Game Development Career Advice in ~comp

    JesusShuttlesworth
    Link Parent
    I can appreciate that advice! I am not sure it is super relevant to me because I feel like I am a decent developer. I have been making games for about 4 years now. Working on my current project...

    I can appreciate that advice! I am not sure it is super relevant to me because I feel like I am a decent developer. I have been making games for about 4 years now. Working on my current project for ~8 months. So no issues actually making games. On the other hand... I do feel like I have completely failed at the business side of things as none of my games have been successful :*(.

    1 vote
  19. Comment on Game Development Career Advice in ~comp

    JesusShuttlesworth
    Link Parent
    Thanks for sharing your experience. I am surprised to hear that this isn't true. Honestly, I worry that taking a job like this would change game dev from my passion to just my job... Did you...

    Thanks for sharing your experience.

    I had been fully fooled into thinking all game dev jobs were impossibly competitive, but that is absolutely false for engineering.

    I am surprised to hear that this isn't true.

    So if you want to pick up some experience in the industry and build up your savings before trying solo game dev, the door is far from closed on getting in as a software engineer - it will just be a pay cut from many other industries.

    Honestly, I worry that taking a job like this would change game dev from my passion to just my job... Did you experience this at all?

    2 votes
  20. Comment on Game Development Career Advice in ~comp

    JesusShuttlesworth
    Link Parent
    Hello fellow dreamer! This is really the stage I'm at too. I am not seriously considering quitting my day job at the moment and probably will never be at that stage, but man it sure would be cool....

    Hello fellow dreamer!

    although I'm more at the point of "wow that would be neat if i could make it happen" rather than seriously considering it, because I'm worried about a major paycut.

    This is really the stage I'm at too. I am not seriously considering quitting my day job at the moment and probably will never be at that stage, but man it sure would be cool.

    I think you need to decide exactly what aspect of development you want to focus on. Game designer != game programmer, etc.

    This is an interesting point. Currently I do everything except the artwork...

    The main advice I see is "Just make games", which has become my personal goal. You can't really be a game developer if you don't make games haha

    This is really true and advice I should probably focus on. Just create for the sake of creating.