• TJA!
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      1022 months ago

      This comic is so old, that both should be rather easy now

            • @[email protected]
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              2 months ago

              Or there’s fish and we are one, or there’s fish but hagfish, dogfish and lungfish are something else.

              I guess we could return to medieval and say it’s based on shape not taxonomy, too, so whales would be fish.

              • @[email protected]
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                12 months ago

                It’s why taxonomy uses latin for this… the definition of english words are based on common usage which isn’t going to line up to any kind of scientific categorization. English is always changing and scientific categorization is also always changing when there’s more empirical data. These changes are independent of each other so it was wisely decided long ago to not even try to make english words consistent with scientific taxonomy.

                So in common usage, yeah it’s based around the general shape but it isn’t a whale (big mammal) a dolphin (a relatively smaller mammal). A shark might be called a fish but more likely someone will just call it a shark instead of just using just “fish”. This is fine for communication among laypeople, if marine biologists are having a conversation about those same animals, they break out the latin and there’s no confusion.

                Also my understanding is that in medieval times, the word whale actually refereed to a specific species of whale… what we know call the Right Whale, which is nearly extinct. So a word for a species became a word for a group of species and then it was awkward how to refer to that original species. What kind of whale is that? “It’s a whale whale… you know the original whale… the proper whale… the right whale.” There’s actually a paragraph in Moby Dick about this.

                English is weird and changes in weird ways. Just use latin if you want to be scientifically precise.

                • @[email protected]
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                  2 months ago

                  I mean, some of the taxanomic divisions do have common names as well - jawed fish and ray-finned fish might come up in that conversation. And don’t forget some of the formal names and roots are Greek as well.

                  What kind of whale is that? “It’s a whale whale… you know the original whale… the proper whale… the right whale.” There’s actually a paragraph in Moby Dick about this.

                  Was that the weird chapter that was just a biology lesson, but was also completely wrong?

      • Rose
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        292 months ago

        Well, sure, with an image classifier, the bird identification is doable. I’m sure I could implement that if I went looking for some open source thingamabob that does that. But it’s still not something I could actually understand. That part definitely hasn’t changed over the years.

        • @[email protected]
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          2 months ago

          Having taken an ML class, with some of my college notes I could do this and “understand” it… but the weights would still be a black box. AI training is black (box) magic.

      • @[email protected]
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        532 months ago

        Oh, yeah, the specific example listed was solved within roughly a month of the comic being posted. But the idea still applies, as seen with the twitter post above.

        • OpenStars
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          52 months ago

          Plot twist: it will be written and created by AI:-(.

      • @[email protected]
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        2 months ago

        TBF it had been a long standing problem for roughly a half century before this. Specifically birds were the thing researchers tried to identify first, which is probably the reference here.

  • @[email protected]
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    2 months ago

    https://xkcd.com/1425

    Alt text: In the 60s, Marvin Minsky assigned a couple of undergrads to spend the summer programming a computer to use a camera to identify objects in a scene. He figured they’d have the problem solved by the end of the summer. Half a century later, we’re still working on it.


    Edit: seems I’m the third person to comment this! :')

    • @[email protected]
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      42 months ago

      My bg3 character is female. She was in slacks until act 3 where she could finally have a dress

      We looted everything. I feel like there are two dresses in the game: the robe Gale wears and a white dress you find in a Balders Gate house near the end of the game

  • Ephera
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    162 months ago

    Only in 3D. In 2D, you slap some pixels on top and there’s your scarf:

    • @[email protected]
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      42 months ago

      and add a couple of frames to the sprite sheet in order to animate the scarf if that’s required.

      • Ephera
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        12 months ago

        I actually do, yes. Hundreds, if not thousands, of hours played and I made it down there and back out exactly once. 🙃

        • @[email protected]
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          2 months ago

          Lol, I still died half way up my one orb run, so you’re further than me. I save scummed right before Zot:5 and did get it on my second try, but that doesn’t count.

          It was a gnoll abyssal knight IIRC. What about you?

          • Ephera
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            12 months ago

            According to the screenshot I took, it was a gargoyle berserker with an axe. I had some ridiculous luck with armor drops, so basically every resistance was either maxxed or close to it. I only really got into trouble down in Zot:5…

            And hmm, I should do more with Lugonu. I never really have a reason to pick him, but that means I also don’t experiment with him, so I won’t really learn what reasons there are to pick the guy…

            • @[email protected]
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              2 months ago

              Lugonu actually started as a goddess, before being turned into a genderless abomination. I think I’ve seen the devs use it/it’s pronouns.

              Yup. The panic buttons are nice, the easier rune is nice, and back when there was Ak there was a cheap blink+blink other ability. That character used a distortion-branded demon whip to great effect as well, IIRC. Happy playing!

    • @[email protected]
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      2 months ago

      I tend to find it’s the other way around. Once you’ve got a scarf modelled and rigged, it’ll work* for all animations, but for animated 2D sprites you have a lot more things to do.

      * May have visual artifacts like clipping

  • Lemminary
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    12 months ago

    Tbf, you can make the characters wear anything, but it won’t look good. Lol

  • @[email protected]
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    102 months ago

    The logical answer is that too many Computer Science majors loved Silver Age comic books.

    The Martian Manhunter was stronger than superman, but couldn’t handle fire. Green Lantern was similarly godlike, but was unable to control anything colored yellow.

  • @[email protected]
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    232 months ago

    There’s already a codebase for bursting from the ground in an explosion of lava. Everyone wants that.

    You’re the first person asking for a scarf, and our system doesn’t even know what a neck is.

  • @[email protected]
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    212 months ago

    I worked at a company that made IoT stuff (which is an increasingly archaic term). The web team was pitching using a third party tool called ThingSpace to view and manage the things. The web dev said ThingSpace could do all these amazing things automatically. The manager said “can we change the color of the background?” The web dev said “…. no.”

        • @[email protected]
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          32 months ago

          It doesn’t really matter how good of a web dev you are, you really shouldn’t be changing any part of someone else’s website… They tend to do things like call the police on you for “hacking” and other such frivolities /s

  • @[email protected]
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    2 months ago

    Well yeah, we have a character model for the giant demon and the giant demon has a huge use case.

    A scarf? That’s a model extension. Either you’re asking me to create a whole new character with a scarf baked into the mesh that will deform weirdly as the character moves, or you’re asking me to implement an accessory-anchor system all for the sake of a scarf (albeit other accessories might use this new framework) which will then need a physics/cloth sim to even look half good.

    • HubertManne
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      72 months ago

      my thoughts. system has to be made for costuming from the get go and you bring in a wierd new character race and everything breaks for them.

      • @[email protected]
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        52 months ago

        A character model is made up of “slots”. The head slot, the chest slot, the legs slot and so on. When you equip a piece of gear, it replaced the body mesh in that slot. So a helmet model replaces the head, a cuirass replaces the chest, I think you follow. If you want a piece of gear to only partially cover the character, you need to create a new slot. But gear is easy to implement, since it conforms to the character’s “body” and uses the same animations.

        Now add a scarf. First, you need to create a new slot, so that equipping the scarf doesn’t replace the head or chest. And then comes the question of animations. Are you going to have the scarf just lay flat against the character? That’s the easiest approach, but it’ll be completely static, look like ass and probably clip through at least some of your armors. You could use a cloth sim. If your scarf mesh has enough polygons, it’ll look the best. But it’s also computationally expensive, especially if you go with mesh-based collisions for maximum eye candy. And what types of objects can the scarf collide with? Just the character, or world objects as well? Every object the scarf collides with will create a whole new slew of physics calculations, all the time, dropping your performance in the gutter like a mob snitch. Or you could create a bespoke rig for the scarf. It’ll look better than a static object and won’t have a notable performance hit, but won’t look as good as the cloth sim, especially since it won’t collide properly with whatever else your character is wearing. And you’d need to create matching animations for literally every animation the character can possibly do. Every. Single. One. Your animators would want to murder you. And they will, when you come back to them a little later and say “Okay, real impressed with the scarf, now let’s make 5 different ones. And I want capes.”

        TL;DR: It’s not just another piece of gear.

          • @[email protected]
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            42 months ago

            I didn’t think I’d have to point out that adding a cape is a similar pain in the ass. Dynamic objects like scarves and capes are not the same as a shirt. If your character framework isn’t set up for them from the start, implementing them is not as simple as “just plop it in there bruh”.

    • Natanael
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      262 months ago

      You could import fabric physics and just have it lie there, but that’s going to be a bigger hit on performance than you possibly can imagine and it will move weirdly (in large part becomes we’re not modeling wind, just fabric in a vacuum) and the model features it will lie on top of won’t deform accurately from the simulated weight, etc…

  • nocturne
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    272 months ago

    I just want a game that lets my avatar be left handed.

    • @[email protected]
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      372 months ago

      As a gameplay programmer, I got anxiety from reading this (and I think the animators are already in a fetal position on the floor)

      • @[email protected]
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        42 months ago

        Would it be possible to just mirror what the player is seeing so literally everything is backwards? Like a visual effect ‘in-post’? Obviously that would mess with any printed text but other than I cant think of big issue?

        • @[email protected]
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          52 months ago

          You could even do that on the player’s model specifically. But it’s still a maybe, you’re almost guaranteed to get some cursed bugs due to every preexisting code having been made with right handedness in mind.

          I’m sure animators are internally screaming at the reasons why this will make some originally right handed animations look off but that’s not my area of expertise.

          In reality it’s probably not the hardest thing to do gameplay-wise, especially if you’re doing it from the very beginning of the project, but I don’t think you can simply mirror animations (and some animations-related logic) and have it look natural, so you’d have to make dedicated animations and possibly logic for left hand strikes, right hand blocks etc. which would obviously be much more expensive. But yeah that’s probably what Minecraft does now for example, and since they have a very low level of detail on player characters and their animations it looks alright.

      • @[email protected]
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        262 months ago

        Can’t you just swap x for -x. Run some unit tests just in case. We’ll push to prod next Wednesday. Sound good? Got to dash, strategy meeting started 5 minutes ago. Seeyoubye.

        • @[email protected]
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          102 months ago

          As a programmer, I’ve learned to cringe at any suggestion from someone that starts with “can’t you just”. Cause I guarantee you, I can’t “just” do that. It’s way more complicated than just.

          • @[email protected]
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            12 months ago

            Noted. I’ll talk to Jeff in FX and get all the .wav files reversed. Shouldn’t add too much to storage. I wonder if lip sync will be affected? I’ll mention it to Sue when she gets back next week.

        • @[email protected]
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          92 months ago

          The location that the player is visually interacting with would be different, but the world wouldn’t know that. Eg. in a cutscene, the player reaches out and touches a button on a control panel. If the player’s X is flipped, their left hand will be further left than their right hand, and will miss the button visually as they go to press it. Asymmetrical animations might also be fucked, ie. sidestep/jump right normally extends the left leg for leverage, but now their right leg would push off visually and they would still move right.

          • @[email protected]
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            82 months ago

            I don’t want you to come to me with problems. I want you to come with solutions. I’m going to schedule some action orientated soft skills training for you next month. There is a push to increase our education KPIs so budget is available.

    • @[email protected]
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      62 months ago

      changes all weapons to be two-handed

      This way, no one will complain and there’s only one thing to maintain!

  • @[email protected]
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    Always have to remind myself of this when managers ask me if something could be done. If it’s easy, I naturally get a little annoyed that they’re even asking. But knowing that is my job, not theirs, and it’s good that they ask. There’s lots of places where they assume and things go badly.