copygirl

joined 1 year ago
[–] copygirl@lemmy.blahaj.zone 2 points 1 week ago (1 children)

I was editing my comment as you were responding. Check the issue on GitHub I linked in the edit, and maybe thumbs it up for visibility. One of the commenters mentions using a third-party tool but I'm not sure the one they linked to can grab posts. In theory another one might exist to dump your post data.

[–] copygirl@lemmy.blahaj.zone 10 points 1 week ago* (last edited 1 week ago) (8 children)

Which service? Mastodon has a built-in export functionality in preferences.

I can't find such an option on Lemmy, but you should be able to do a GDPR request for your information as a last resort.

edit: Non-post data / user settings can be exported (and imported!) but posts are a separate issue. See this open issue.

[–] copygirl@lemmy.blahaj.zone 5 points 2 weeks ago (2 children)

The idea is that "roguelike" = a game like Rogue, which according to some people, requires checking most if not all of the boxes including ASCII, proc-gen, perma-death, turn-based, ... while the term "rougelite" is less strict. But I think we're past the point of that distinction being adopted into mainstream.

[–] copygirl@lemmy.blahaj.zone 0 points 2 months ago (1 children)

ECS already makes it a hundred times easier for me to conceptualize game mechanics, modify and extend them. Giving AI the ability the ability to create data separate from systems that use them will make it much easier for it to build a game. I don't believe for a second it will be able to write functioning object-oriented game code for example. It will likely be best if it avoided coding via a text-based language altogether, and use visual scripting or another system based on chaining logic blocks together. But that still counts as the "system" part of ECS.

[–] copygirl@lemmy.blahaj.zone 13 points 2 months ago (3 children)

There is a possibility something like this will be possible in the future, but it's not going to be an achievement of AI, it's largely going to be the achievement of regular developers creating a general-purpose game engine that can be used to put together a game block by block, which can be utilized by both human game designers and AI. (Likely to better effect by the former.) I can imagine Entity Component Systems will play a big part of that.

One of the biggest blockers for AI making games is going to be testing it to select for better performance. With text it's relatively easy to see if some text an AI produced is plausible. Images are also plentiful, but that's a lot more subjective. With both of these it would also not take a massive amount of time to add a human element. It's quick to check if a paragraph or image looks like it is a good response to the input promt. A game, however? How long do you need to play it to see if it's fun? At best, perhaps, you can write an AI to control a bot character to see if it's technically playable.

I don't want to even think about the electricity that wlll be wasted training such models.

[–] copygirl@lemmy.blahaj.zone 3 points 3 months ago* (last edited 3 months ago)

Could you please provide some sources for that? I'd like to know more.

First of all though, there is no such thing as a "hostile fork". Being able to fork a project, for any reason, is the entire point of open source. And to be fair, not wanting to continue working for a for-profit company for free is a very good reason.

And yeah, when you suddenly turn a FOSS project that's been developed with the help of a bunch of contributors, into a for-profit company, without making a big fuss about it beforehand and allow the contributors and community to weigh in, then yeah, that's a hostile takeover of sorts, at least in my opinion. Developers gotta make money, but they could've done that by creating a new brand instead of taking over that of a previously completely FOSS project. Forgejo is preventing that exact thing from happening by joining Codeberg (a non-profit).

[–] copygirl@lemmy.blahaj.zone 133 points 3 months ago (4 children)

There's been a hostile takeover at Gitea and it's now run / owned by a for-profit company. The developers forked the project under the name Forgejo and are continuing the work under a non-profit. See also: Their introduction post and a page comparing the two projects. Feel free to look up more, since I haven't familiarized myself with the incident all that much myself. Either way though, maybe consider using Forgejo instead of Gitea.

[–] copygirl@lemmy.blahaj.zone 7 points 4 months ago

What I'm saying is that Microsoft is, in fact, being hostile by limiting OSS builds such as Codium in the ways I've mentioned above. I guess that's how they try to get people to keep using their proprietary build instead.

[–] copygirl@lemmy.blahaj.zone 7 points 4 months ago (2 children)

except for visual studio code

But also:

  • Telemetry everywhere
  • Not permitted to use the official marketplace with OSS builds
  • Not able to use certain extensions (like C# debugger) with OSS builds

Though I've been very happy about the direction .NET and C# have been going, especially the licensing.

[–] copygirl@lemmy.blahaj.zone 11 points 6 months ago

Elon was able to buy Twitter because it's public, and it wasn't making money.

Valve is a privately owned company, and I have a feeling they care a little about what they're doing.

[–] copygirl@lemmy.blahaj.zone 14 points 7 months ago

I use uBlock Origin + vaft from TwitchAdSolutions, which is currently working pretty well for me. I've had some issues before, and every now and then the stream can freeze up when an ad is played. But it's so much better than having to endure even a second of those mind-rotting ads.

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