Dmitry Andreev (@and_coder) header
Dmitry Andreev (@and_coder) profile picture

started inciprocal, ex-lucasarts, ex-electronic arts, ex-demoscener "and"; engineer / inventor / entrepreneur

San Francisco, CA
Joined March 2011
Replying to @realMagog
I played with top 5 AI midi/piano arrangers for a day with little luck with very different prompts, from very basic to quite complex but they all fail one way or the other. If I just showed that 1 min video to any pianist and say "you do the rest..." that will be enough.
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Somebody asked me the other day to simplify this piano arrangement a little bit, to be inline with Basic level. I though it's simple enough that a number of modern AI music editing tools can do that easily, but after spending a day of messing around with different AI tools, none of them can do what a non professional musician like me can do in one minute. And I really hate all the text prompt stuff.... Most of AI tasks need to be given like this. You just show a little example of what you need to achieve, and then it does the rest by analogy + some domain knowledge.
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Thank you @insomniacgames for the Wolverine. Took 23 hours on normal difficulty finding most of the crates, bottles and all trials. Looks and plays great at 60fps, fast action, great characters and story. The second part of the game and the ending are fantastic, 5 stars from me.
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They got some really cool stuff and great PBR scanning results there. Some of the best I've seen.
Here is another great example of utilizing @inciprocal rig and PBR processing for Hi-end photo realistic asset production from the Keal Studio. An in-depth look at their AAA Weapon Art Pipeline: kealstudio.com/blog/
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Ok. PS5 - check! GTA6 - check! I'll leave it at that for now. Just 97 days left 😅😅😅
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And it's also worth nothing that non volatile version would result in a much worse code even with gcc 16.X It's kind of depressing that a 33 year old software did it better, much better than a modern one.
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As I was trying to test everything locally outside of Compiler Explorer and, just for shits and giggles, tried to compile the same basic gameplay/logic-like code using the 1993 C compiler from Microtec that a lot of Sega Genesis devs used back in the day... It still beats GCC 🤣
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While doing some Sega Genesis homebrewing I am quite impressed with the latest GCC codegen for the 68k CPU. Going from 15.X to 16.X the difference in quality is huge. The code on the right is what I would write by hand for sure. Very impressed.
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left - is original new AI generated "title/menu" screen with final CRT rendition. Genesis palette was a bit crippled with only 3 bits per color channel so dithering is essential. But it renders quite nicely none the less... Quite happy with the result.
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Genesis has 4 different 16 (15 + transparency) independent palettes that tiles could references so to get on colors out of it on screen there is a lot of K-clustering and other optimization techniques at work to get 51 unique colors out of 60 on screen at a time... \
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Have been working on this retro Sega Genesis side project for a while - modernizing and improving on original Robocop vs The Terminator. A lot of ROM hacking and gameplay changes along with some fun graphics and vfx stuff... Finally got 4-palette-joint image converter working \
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Replying to @XorDev
Wanna use this one?
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