LillyByte (@LillyByteGames) header
LillyByte (@LillyByteGames) profile picture

Retired content generalist; 30+ years; 3D modeling, animation, programming, audio, video, photography. Lived half a century and stupid people still surprise me.

Canada
Joined June 2018
Photo by LillyByte (@LillyByteGames)Photo by LillyByte (@LillyByteGames)Photo by LillyByte (@LillyByteGames)Photo by LillyByte (@LillyByteGames)Photo by LillyByte (@LillyByteGames)Photo by LillyByte (@LillyByteGames)Photo by LillyByte (@LillyByteGames)Photo by LillyByte (@LillyByteGames)Photo by LillyByte (@LillyByteGames)Photo by LillyByte (@LillyByteGames)
Question for Americans... Does the US 2nd Ammendment just say, politely, that "Bullets are ballots and valid way to cast your vote" when your vote is threatened?
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I've been programming for 40+ years, 45 years if you count my youngest years. I don't feel any loss with the advances of AI. I'm not like "Oh, all these skills I've spent decades learning are wasted." No... AI only changes how I use those skills, it doesn't erase them.
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If you one shot anything with AI... you're going to get a buggy, unusable mess of software (like those Adobe AI knock-offs... buggy and unusable). If you know how to code and architect software, congrats... you can create actual, useful software with AI as an accelerator.
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Knowing how to program, knowing how to architect and design software, knowing how your systems needs to interact, knowing how to test and debug... that alone, gives you years of advantages. Tools make work easier for the less experienced... But experience + tools always wins.
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AI is just another game engine. Like any other engine... whether the game is bad is good is, 100%, on the dev. AI is a tool, like any other. You can swing it wildly without any previous skill/experience and get garbage... or you can use it like a fine chisel to build with care.
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Don't pretend we didn't go through this whole slop argument when game engines came onto the scene and became common and accessible to everyone. Learn from history, bish. There will be slop devs who don't care and just want to try to scam a buck... then there will be gamedevs.
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You get to choose what you are. Better or less quality doesn't come from the AI... it comes from the developer. A tool, even AI, can only do what its wielder is capable of.
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My cat looks like she's about to give a very serious speech about trans rights or something, maybe even run for office. I'm not sure what's happening here.
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Finally getting to the fun part of the zombie game: base building... and how zombies attack player bases. The game has 100,000 zombies running loose... you pull a hoard of thousands to your base... it isn't going to survive, no matter how tough it is, lol.
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Or worse... a tornado spins up nearby and draws thousaands of zombies to your area. ;)
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Jank #physics and #vehicles prototyping... in this dedicated server #indiegame: you can pretty much create ANY kind of vehicle you'd want: bicycles, trucks, semis, airplanes, airships... with optional turrets and inventory containers. youtube.com/watch?v=UjL4KAED…
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I may go as far as to allow people to custom build any vehicle they can get the resources to construct... with a vehicle builder. Part picker, wheel slapper, etc.
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I'm implementing vehicles in my zombie horde game. But, how do you do fully server-authoritative physics without actually doing physics and bogging the server down? By reaching back into how they did arcade games in the 1980s.
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I've got such lightweight server physics... I can have thousands and thousands of zombies pathing in real-time... with physical vehicles... and multiple players. Knowledge from the 80s/90s combined with modern machines, lol.
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I'm not sponsored by these guys because I'm not big enough to sponsored by anyone. But, if you need really good sound editing and sound effect library for game dev... tsugi-studio.com/web/en/inde… I have almost all the DSPs AND the big GameSynth. It is ❤️
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Its not AI... just procedural sound editing... and sound DRAWING... which is kind of amazing.
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