David Frank

Trying my best to talk more about gamedev | currently Tech Artist and R&D at an AAA publisher.

David Frank boosted:
M. Vice Pres commandasaurus 🦖amcasari@hachyderm.io
2025-06-04

When I decline to use facial recognition at US TSA checkpoints or airline counters, I have gotten in the habit of telling the agent:

"I work in tech and I trust you more than I trust the people who designed this machine."

It's been interesting how well that is consistently received.

2025-06-04

@sol_hsa pride, it was always pride.

2025-06-04

@morgan3d for a start, check: #pixelart #ドット絵

Some of my favorites aren’t even on mastodon but from fediverse, say: @hby 👀

2025-06-03

In all seriousness, I think someone ought to take the “my AI is not stealing from your AI, it is merely learning from different sources” idea further.

Somehow AI industry were able to argue they had “learned” from training input, hence couldn’t be held responsible for remixing copyrighted content as-is.

All these industrial revolution and national security fluffs.

Yet moonshine models are what they fear the most.

2025-06-03

The term unauthorized distillation of AI models implies the existence of moonshine AI and botleggers.

David Frank boosted:
2025-06-03

NEWSFLASH: Just 2 days after a major military operation in #Russia, #Ukraine hits the Kerch Bridge using underwater explosions — an attack which took months of preparation.

The bridge is critical for the transfer of supplies from Russia to occupied #Crimea.

2025-06-02

Looking at this Steam event and thinking to myself: video game aesthetics still have hopes.

But also: so many devs are making shopkeeping games now, fulfilling one of my long-anticipated genre balloon prediction (the other being desktop idle games).

store.steampowered.com/sale/co

2025-06-02

The irony of gamedev finally having a public holiday and then proceed to learn another game engine.

David Frank boosted:
おゆざき🍥コミティア152【K33b】oyzk@misskey.flowers
2025-06-02

今年の冬に折れた山椒はこんなんなりました

2025-06-01

github.com/wolfpld/tracy has Metal GPU profiling capabilities now? color me excited, always wanted something beyond Xcode / Instruments.

2025-06-01

I chuckle at the fact that The Sims 3 (2009) use "temperature" to describe the how the sims would react differently given the same input.

These days we associate AI "temperature" with "creativity", but in fact it is the same lever as always: how much human are allowing probabilistic models to deviate from local maximum.

In The Sims 3 (2009), Richard Evans used a modified version of the Boltzmann distribution to choose an action for a Sim, using a temperature that is low when the Sim is happy, and high when the Sim is doing badly to make it more likely that an action with a low utility is chosen.[2] He also incorporated "personalities" into the Sims. This created a sort of 3-axis model — extending the numeric "needs" and "satisfaction values" to include preferences so that different NPCs might react differently from others in the same circumstances based on their internal wants and drives. - "Utility System" on Wikipedia
2025-06-01

Addendum to this: my gut feeling is if we want to model butterfly effect in games, we are in fact playing with probabilistic models, and in this case Utility System would be a decent approximation.

en.wikipedia.org/wiki/Utility_

Things are more manageable in utility system than complex state machines/behavior trees; it is easier to design a utility system with functional or reactive style programming.

Plus if we use pseudo-randomness we might be able to simulate/replay the system deterministically.

2025-06-01

@floooh thx! my problem is I haven’t used the reactive paradigm beyond MVVM (which are ironically UI focused), are there talks or blog posts on how to use reactive to communicate between smaller models and while keeping it debug friendly?

2025-06-01

@lritter thx will check out datalog, haven’t heard of it. Reactive I had more experience with, but only in MVVM context, I am not sure I have ever tried that with a complex singleton (in production we might have multiple models to be updated, not sure how to communicate between them that allow for easy troubleshooting.)

2025-06-01

@morten_skaaning so it is better to be functional in this case and avoid side effects and callbacks, right?

Programming wise I think this is a decent approach, but I think we will struggle a bit getting non-programmer onboard, are there examples of visual debugging for ECS systems?

David Frank boosted:
2025-06-01

#gamedev programming question, for a game design where a single state change can cause a lot of additional state changes (as in “butterfly effect”), is there a programming paradigm that can make it more manageable?

Is there a visual programming paradigm that can make this design more debuggable to non-programmers?

Alternatively, is there a way to breakdown such design in a manageable way (But not significantly limit its effect and reach)?

2025-06-01

@planettimmy thx, I will look into this, from what you said, it does appear to solve my debuggable question, but unsure how to present the states clearly to designers.

ideally I do want the state change conditions to be programmable/tunable by the designers, so they can experiment/simulate much like these factory puzzle games.

David Frank boosted:

@bitinn I can't really imagine a solution to finding out why something did something without having either logging or breakpoints.

Tomorrow Corporation has an engine where it stores the entire state every frame allowing you to rewind to any previous game state: youtu.be/72y2EC5fkcE

Also, debugging might be easier if the state change of an object only makes a change the next frame - it might be easier to see what's going on as the cascade might be more visible.

2025-06-01

@Elegantbeef I should look into this concept, how do you deduce why the game is in a particular state with this solution?

2025-06-01

From my experience, in an event driven system, because a state change can trigger so many events, we end up relying on heavy logging to do troubleshooting, which unfortunately involves programmers. It would be great if a paradigm can make it more designer friendly and debuggable.

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