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The software of my dreams

Here’s my dream software video! This is an idea that’s been rattling around in my head a long time. This is territory where science-fiction could be bleeding into reality, so I want to give it a push in slipping through. I’m keeping my fingers crossed this eventually leads to something, but I at least have some closure from making this. Returning to normal videos after I have a short break!

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On 1/14/2021 at 6:43 PM, Roundcube said:

It could be I haven't heard of it, but I've wondered for a while now why there isn't a community built game engine produced in a manner similar to Linux.  A community owned and developed engine that was constantly evolving to incorporate the wants of the community rather than budgetary shackles of shareholders.

 

I admit, it would have to be a baller engine to get programmers to opt into it.

IIRC, there was an attempt to do this sort of thing with the Torque engine, but it never really took off. https://en.wikipedia.org/wiki/Torque_(game_engine)

Don't insult me. I have trained professionals to do that.

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I've got multiple dream softwares... a lot of these tie into "The GUI should be better", so... :P

1: A discord client with proper customization. I don't like how *flat* discord is and the only other discord clients I know of are Ripcord (which I'm using right now) and Better Discord (which is a pain in the ass!)

2: Something to make Windows 10 MUCH more customizable. Once again, flatness blows. Give me Aero or give me death.

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Hey Ross I came up with an idea/suggestion for the next Freeman’s mind episode!! How about including the all knowing vortagaunt after the part where you destroy the chopper. If you don’t know what I’m talking about you can search it on YouTube. Of course it’s  completely up to you. Just an idea 

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Ross: I've put a big reply up on my site, with some detailed thoughts on technical direction, unexpected outcomes and ethical issues relating to 3D gameplay capture and 3D world reconstruction:

 

https://halestrom.net/darksleep/blog/044_3dto3d/

 

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Apologies to everyone who has been commenting here, I have not read through things yet.  I spent quite a bit longer on this reply than I anticipated.  I'll get there.

 

I only found out about Ross' video a few days ago; Ross' RSS feed is being blocked by his site's Cloudflare setup, so my (and everyone elses'?) feed reader can't access it.

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Edited by Veyrdite (see edit history)

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On 1/23/2021 at 9:35 PM, Veyrdite said:

Ross' RSS feed is being blocked by his site's Cloudflare setup, so my (and everyone elses'?) feed reader can't access it.

It's probably because someone is trying to DDoS the site, or trying to bruteforce passwords.

Edited by BTGBullseye (see edit history)

Don't insult me. I have trained professionals to do that.

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If anyone is interested, I can do some work on prototyping an application for this, what I would need is somebody to generate some training data.

 

First, to deal with the "shadow problem:" If someone can generate screenshot pairs of game screens with lighting turned on, and lighting turned off, then we can use that to train a model to de-shadow an image, producing a texture layer and a shadow layer.  This should be done programatically so the screenshots match up exactly - so you would record a demo of walking around a map, and then on playback get the engine to screencap the original screen once and then again with lighting disabled.  This can also be done to the spectral highlights as well, but it's best to start off basic first.

 

I'm not familiar with photogrammetry algorithms, be we can give that a shot.  Off the top of my head, we can create another model to add depth information to a screenshot (and perhaps even better if it's from a video, but for now it's better to focus on just the screenshot case first), with the dataset again being generated the same way as in the above, just with a depth-based shader being used instead.  Stitching together the depth-based images into 3d space should be easier.  Otherwise, there are tonnes of other algorithms to look into as well (eg: https://github.com/natowi/3D-Reconstruction-with-Deep-Learning-Methods ).

 

So if anyone wants to take the dataset task on, or if anyone has old gaming hard to devote to this, post here I guess.  For anyone interested in the deep learning side of things, trying to implement some of these algorithms could be a good way to get into AI stuff.

 

 

Edited by Beaker (see edit history)

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Finally got around to watching this.

 

This got SO CLOSE to my own dream software: real-time world creation.

 

Imagine a game that created itself AS YOU EXPLORED IT. It would take data from real places, other games, etc, and throw it at a super-AI that would then generate more world on the fly. We're talking machine learning based on real places, not just random procedural stuff.

 

I imagine an MMO game where there are literally no limits to where you can go. The game could take place in a city, initially, but someone could hop in a car and drive past the city limits and the game will start filling in the surrounding country-side, and even generating a neighboring city. Then the players take it from there and breathe life into them by, say, moving into the houses and apartments, taking up jobs in the commercial buildings, etc. You'll feel like you're exploring a real place, which also makes it perfect for VR! All you have to do to determine what content is generated is to pick what initial data is thrown at the AI (i.e. sample images, 3D data, etc).

 

I actually think this is within our reach with machine learning in its current state. The issue is server space. Whatever content is generated would need to be stored and preserved for consistency, and that data is potentially infinite. We're talking Google-size server space here. But the end result would be a video game completely unbounded in where, and how far, you can go.

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On 2/15/2021 at 12:49 AM, Ganymede105 said:

The issue is server space. Whatever content is generated would need to be stored and preserved for consistency, and that data is potentially infinite. We're talking Google-size server space here. But the end result would be a video game completely unbounded in where, and how far, you can go.

Easy fix: Make it a limited size sphere of a world, rather than an endless flat expanse. Assign different structure parameters to smaller indicative symbols, and it can recreate the world on the fly, without actually storing the entire world shape-by-shape.

Don't insult me. I have trained professionals to do that.

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