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Cake day: Aug 21, 2024

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yeah it does have style, but it’s pretty low fidelity compared to its contemporaries. the scope is also a lot larger though.


that’s not a complete rewrite. hell, depending on how it was architected it may just be a recompile


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 mean, a 23 year old codebase is bound to have some tech debt.


yeah it’s not bethesda’s engine. but my point was about where the codebase for the creation engine comes from, and that’s the morrowind code.


yeah morrowind used netimmerse, first time bethesda used it.


2015? that codebase started in morrowind. and say what you want about that game but it is not a looker. it launched the same year as metroid prime.


also if you’re curious, uniracers/unirally is worth playing. at least for a while. the controls are weird, but also weirdly intuitive.


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.


it’s about production chains, but there’s very little automation. the main mechanic, unsurprisingly, is building dams. water makes the soil fertile, and during droughts all the water goes away. so you need to dam the rivers in order to retain water for the bad seasons.



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.


if that was all they got the money for, and the devs were indeed hurt to a significant degree by it, a competitor with a lower fee (say, epic, with their 8%) would have outgrown them years ago, since steam doesn’t do exclusivity deals.


ah, usually the creative aspect draws people in but i know not everyone is that way.





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.


the graphics are ass, and the text is hard to read


maybe i do then because i just keep staring and thinking “how in the world did anyone sign off on this mess”. if it’s not ai, that makes it even worse.


for the asymmetry on the switch i was mostly referring to the silhouette. should havj clarified that.



the proportions are off and the lines are crooked. there’s also the typical latent noise on places like the controller buttons.


the buttons on the switch and ps2, the asymmetry of the ps1 and switch, the logo on the ps4, and the lack of pixellation and strange proportions of the 360 and ps3. also the fact that only some of them have controllers depicted.


oh great, ai generated pixel art.


gta2 is still my favourite of the series. the first game was so damn janky that i could barely play it but the second one is smooth as butter, and with the artstyle they chose it looks really unique.


most procedural algorithms don’t require training data, for one. they can just be given a seed and run. or rather, the number of weights is so minimal that you can set them by hand.


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.


but those tools are built for minecraft right? this is a different system with (presumably) a different format, and from what i can see, no builtin terrain generation algorithm. it would be easier to just build one in luanti.



luanti is an engine and so is bonsai. i don’t think they can be “used together”.



man, i was hoping for less action more puzzles. the setting lends itself so well to that.





steam itself is moving towards 64-bit on linux on well, but fact is that most games are 32-bit and linux doesn’t have the same compatibility guarantees as windows since you can just recompile software to run on new systems. you can’t do that with old games, so you need multilib.


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.