
in bethesdas case though?
a similar thing happened with arma reforger a few years ago, it was supposed to be a tech demonstrator for a new engine but it turned out to still be the same codebase as operation flashpoint from 1995. the engine is solid but it’s super annoying to program for, they have this custom scripting language that’s completely batshit insane because everything is infix by default, and an ui toolkit that is written as c++ classes meaning the actual game has a compiler in it for a subset of c++. so the scripts can be edited at runtime but if there is an error in the ui the game crashes at startup. people were hoping they’d finally switch to something that made sense but no.
i also hope so, but with them adding the wonders i lost a bit of the hope. unless they’ve changed something between experimental and release, there is still no incentive to, say, plug all badwater sources or make the whole map lush. you just collect enough resources to build a big building and then you’re done.


okay, so all a storefront has to do is build a better system and take, say, 20%. that would pull in both sellers and buyers. why isn’t the other storefronts building competitors? epic has infinite money but all they seem to use it on is bribes. gog offers standalone installers and online community systems, but not both at the same time. itch is held together by duct tape and dreams.


i’m waiting for a create-like mod before jumping.
they’re ass because they’re inconsistent, have aliasing issues, are obviously stretched/squashed, are put against a noisy background, and in some cases are just wrong.
and no, if the name was not on it i would not assume that the ps4 was a ps4. it looks like a modem. and the 360 has a keyhole for some reason.


generative ai is a subset of procedural generation algorithms. specifically it’s a procedural algorithm with a massive amount of weight parameters, on the order of hundreds of billions. you get the weights by training. for image generation (which i’m assuming is what was in use here), the term to look up is “latent diffusion”. basically you take all your training images and blur them step by step, then set your weights to mimic the blur operation. then when you want an image you run the model backwards.


no apology necessary, i find it an interesting question. i was aware of things like worldedit but using a pure voxel editor for terrain work is new to me.
i think the relationship is probably reversed here though, it’s more likely that tools like avoyd can be made to export things for use in luanti and/or bonsai.
have you tried Supraland? it’s weirdly the closest thing to metroid prime i’ve played in a long time, and it’s got completely the opposite tone. it’s hilarious.
as noted in one of the steam reviews, don’t let the looks fool you. on first glance it seems to be a cheap asset flip, but it’s an extremely tightly designed game with something like 20 hours of content and almost everything is original assets. it has a mishmash of styles because it takes place in a kid’s sandbox, so the different kinds of toys don’t match eachother.
yo