I believe, these posts just mirror what's posted to the Far Side webpage, and there it happens that this comic from 1986 got posted again yesterday: https://www.thefarside.com/2024/10/28/4
Ephera
Yeah, the easiest thing to implement is omnipotent AI. The code for the AI is executed within the game engine, so you have complete access to any information you want.
You can just query the player position at any point in time, even if there's a wall between the NPC and the player. It requires extra logic to not use the player position in such a case, or to only use the rough player position after the player made a noise, for example.
Of course, the decision-making is a whole separate story. Even an omnipotent AI won't know how to use this information, unless you provide it with rules.
I'm guessing, what OP wants is:
- limiting the knowledge of the AI by just feeding it a rendered image like humans see it, and
- somehow train AI on this input, so it figures out such rules on its own.
I'll often browse Lemmy by Top 6 Hours or Top 12 Hours, depending on when I last checked, and if I get through all the posts, I'll start browsing via 'New' sorting...
Yeah, fair response. I started writing that comment thinking "if it's in high-end hardware now, it'll be broadly available in 10–20 years".
Then with the last sentence, I realized that it isn't in high-end hardware, not in the form that allows you to throw out all the tricks.
And with publishers simultaneously wanting ever more fidelity, which makes it more expensive to calculate appropriate raytracing, yeah, I would be surprised, if that happens in our lifetime, too.
I guess, I'm personally somewhat excited at the thought of not having to learn all the tricks, with me having dabbled in gamedev as a hobbyist.
But yesterday, the (completely unilluminated) 2D gravity simulation I'm working on started kicking in my fans and you see me immediately investigating, because I'm certainly a lot more excited about making it available to as many people as possible...
I feel like gamedevs and game publishers are more excited about raytracing than consumers, because it would allow them to throw out the entire range of ~~smokes and mirrors~~ tricks currently used for simulating lighting. Which makes the code simpler and cheaper to implement.
Raytracing is really the more obvious way of implementing complex lighting, it's just always been out of reach performance-wise.
Well, it still is. Games still use those same tricks and then only mild raytracing on top for the finishing touches.
I believe, feddit.de was first. Then the admin of feddit.it thought it was funny and copied it, and then it kind of became convention...
It's probably a more expensive domain and they might not have wanted to commit to that when it was still a small instance...
The admin vanished unfortunately.
If I remember correctly, he went on some vacation late last year and said he wouldn't have internet, so he gave someone from the community admin permissions. But he didn't give them full access to the server or something like that, so when one day the hard drive had filled up and the instance was quite broken, there was no way to re-install and restore from a backup.
For a long time, the instance didn't allow picture uploads and we just hoped for the admin to return like:
Unfortunately, he didn't. Pretty sure, we still don't know what happened to him.
Well, then feddit.de was completely offline for a few weeks, and when it came back online, the community voted on a new domain name to use and a few folks coordinated on a Matrix server to set it all up.
When feddit.org was all online, moderators of the feddit.de communities put up notices that the community migrated, in case anyone finds out later. Some communities also migrated to https://discuss.tchncs.de.
It was certainly an interesting stress test for this whole federation thing. In theory, everyone could've just joined any other Lemmy instance and in theory, we could've just set up the same communities elsewhere. But in practice, you're hardly going to get all the same people into the same place without being able to coordinate.
It would've helped to spread out the communities beforehand, but that's also easier said than coordinated...
A distro is a complete installable operating system (+ a set of software repositories from which you can install updates and new software).
Many distributions (or their flavors/spins) will come with a default desktop environment and then usually also apply some distro-appropriate theming to that desktop environment.
If you look at screenshots of distributions, you're likely just looking at screenshots of their themed default desktop environment.
And a desktop environment is essentially the GUI of your OS.
It includes software such as the panel/taskbar, the application menu, the systray, the audio system, icons, a login screen etc.. It also typically comes with a set of default applications, such as a file manager, a terminal emulator, a text editor etc..
In a sense, the desktop environment contains essentially everything that differentiates a desktop OS from a server OS (the latter is usually just a terminal, without graphical interface).
Well, I'm at least not surprised. They didn't achieve good face animations through technological advancement, but rather by throwing tons of money at the problem, i.e. hiring actors and motion-capturing them.
When it stops being your unique selling point, you're not gonna get as much budget anymore, at which point it's either scrapped or you might use worse equipment, worse actors and give the actors less time to practice and redo scenes.
In general, the problem with realistic graphics is that reality is your upper bound. It's difficult to inch closer to it and it's easy to regress when you don't pay as much attention to some detail...
And the Debian logo is: