this post was submitted on 01 Jan 2024
166 points (93.2% liked)

Games

31812 readers
1134 users here now

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Weekly Threads:

What Are You Playing?

The Weekly Discussion Topic

Rules:

  1. Submissions have to be related to games

  2. No bigotry or harassment, be civil

  3. No excessive self-promotion

  4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

  5. Mark Spoilers and NSFW

  6. No linking to piracy

More information about the community rules can be found here.

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] funkless_eck@sh.itjust.works 5 points 8 months ago* (last edited 8 months ago) (11 children)

I remain politely skeptical. I'm not the least technical person- but also not a dev - but this AI has to create multiple NPCs that say sensical things, in a narrative form, in a reachable location, in a playable architecture and geography, using themed assets, realistic and not over-/under- powered rewards... draw, plot and arrange said assets, actors, cues, generate speech-to-text and assign the correct asset to the correct cue/trigger — all of which seem to me to be beyond the reach of AI/ML models at the current point in time, or else subject to multi-hour loading and generation times.

Then there's the issue of if you're generating assets for the engine, and it needs a filesystem to store those assets, is it not incredibly easy to create massive security holes? An attacker looks at the program, see it generates and FBX or OBJ and can use that as a security hole to inject malicious code.

Also, doesn't engines like Unity, Godot, need to compile these assets and process them? It's beyond my technical knowledge but you can't edit game assets on the fly, right? Like I can't just open up MYGUN.TEXTURE and paint it blue and now I have a blue gun without closing the game, right? How do you work around that?

[–] Mako_Bunny@lemmy.blahaj.zone 2 points 8 months ago (2 children)

You can change assets on the fly, yeah. Usually with stuff like making a gun blue you'd just load another texture and apply it to the material. It really depends on what the game is designed to do. For example a game where all the lighting is baked would have issues if certain parts of the level were changed in real time because you'd need to rebake the lighting (or add some dynamic lights specifically for certain objects)

Stuff like creating a quest in real time to the extent of hand crafted quests doesn't sound like it's quite there yet but there doesn't seem to be a technical limitation there other than what AI can do and how to refine it to do that in an interesting way. You never know but it still feels a bit early considering how little has been done so far.

[–] funkless_eck@sh.itjust.works 0 points 8 months ago (1 children)

other than what AI can do

Not to belabor the point here, but in a discussion of "can AI do this" [now/soon] - saying "if AI could do this... then it could do this - but it cant - but it might" doesn't seem to really counter my point that the next 5 years being full of empty promises about the potential (but not actualization) of AI.

[–] Mako_Bunny@lemmy.blahaj.zone 1 points 8 months ago

I was more just giving context about how things work from a game dev perspective

load more comments (8 replies)