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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)MP
magic_lobster_party @ magic_lobster_party @fedia.io
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Joined
11 mo. ago

  • At least this madness is isolated to this function. It can easily be fixed.

    Pirate’s code is just cluttered with magic numbers everywhere. Hard coded numbers that are referring to a big ”story array”, or characters. It’s just a giant web of complexity. The only fix is to start from scratch.

  • There’s a difference between ” it hasn’t changed because it doesn’t need to be changed” and ” it hasn’t changed because it’s impossible to predict the impact of any change, and no one wants to be responsible for things breaking”.

  • There was a German mathematician who allegedly managed to do it. https://en.wikipedia.org/wiki/Theodor_Kaluza

    Strange stories were told of his private life, for example, that he taught himself to swim during his thirties by reading a book about it and succeeded at his first attempt in the water.

  • I would buy it if the excuse was they wanted an actor that could do voice as well as motion capture, and maybe David Hayter wasn’t cut to do both at the same time. In some promo it sounded like they wanted someone who could do both. In the age of motion capture, it’s going to be jarring to record voice lines in a booth separately. Particularly if multiple actors interact with each other in a scene.

    But no. There was barely any interesting acting at all from Snake. Most of the acting was carried by the other characters, while Snake was just grunting doing nothing in particular.

    I’d rather take MGS4 Snake any day.

  • Interesting paper. I skimmed through it quickly, but it seems like they wanted to avoid relying on ray tracing.

    Minimal ray tracing. Many non-local lighting effects can be approximated with texture maps. Few objects in natural scenes would seem to require ray tracing. Accordingly, we consider it more important to optimize the architecture for complex geometries and large models than for the non-local lighting effects accounted for by ray tracing or radiosity.

    Most of the paper is way above my understanding, so I’m not qualified.

  • They used top of the line hardware specialized for 3D rendering. Seems like they used Silicon Graphics workstations, which costed more than $10k back in the day. Not something the typical consumer would buy. The calculations are probably a bit off with this taken into account.

    Then they likely relied on rendering techniques optimized for the hardware they had. I suspect modern GPUs aren’t exactly compatible with these old rendering pipelines.

    So multiply with 10ish and I think we have a more accurate number.