[HN Gopher] Building a Game with the Real Engine
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Building a Game with the Real Engine
Author : luu
Score : 133 points
Date : 2024-10-18 23:04 UTC (3 days ago)
(HTM) web link (novalis.org)
(TXT) w3m dump (novalis.org)
| Groxx wrote:
| Point and clicks have quite a few similar examples, the genre
| lends itself well to dioramas because even when it's 3D it's
| often a fixed camera path that you can optimize for.
|
| As an example, a nice looking one from a decade ago:
| https://store.steampowered.com/app/205020/Lumino_City/
|
| Papetura also got a fair bit of attention for a while (for good
| reason, just look at it): https://youtu.be/ZVhtuKleLuI
|
| Personally I love the hand-crafted "real" look these bring. It
| tends to consume a _ton_ of disk space, but it looks good pretty
| much forever.
| aeontech wrote:
| Lumino City was the first one that came to mind for me as well!
|
| The next one was the Fantasian, by the creators of Final
| Fantasy (https://youtu.be/ePFgyBtvqQU) - apparently this is
| finally coming to non-Apple platforms this year, at that.
| esperent wrote:
| Same, it's such an amazing game. And the mobile port is great
| too.
| rkachowski wrote:
| Same, I was blown away watching the making of video
| (https://www.youtube.com/watch?v=NLv2uHxygc0) and discovering
| that these environments were created physically. The whole
| world had that soft handcrafted feel, and it turned out to
| stem from actual crafts!
| butlike wrote:
| That Dungimon system in Fantasian seems like it may be the
| best new idea for JRPGs I've seen in like...forever.
| krypton2k wrote:
| There was a nice game in this style called The Neverhood.
| 22c wrote:
| The soundtrack for The Neverhood was also very nice.
| a3w wrote:
| Lowdee huh
| croo wrote:
| That game was made out of 3.5 tonns of clay.
| jermaustin1 wrote:
| This is the game that comes to my mind. I had the demo from a
| Windows 95 game disk. The demo was great. Never played the full
| version though.
| Charon77 wrote:
| You could do gaussian splat on the diorama picture and you can
| have pretty good dynamic camera movements where the player could
| walk around
| esperent wrote:
| Your game would go from playable on a smartphone to requiring
| an rtx 4090 and 64gb of RAM (ok, slight exaggeration). But it
| would certainly look amazing.
| diggan wrote:
| In true game dev fashion, I think parent meant to do the
| splatting once at build time, and runtime would just use the
| resulting data, rather than each scene load involving a
| dynamic "Splatting the gausses" in order to finish loading.
| CaptainFever wrote:
| Just for reference, here is a real-time 4D Gaussian web
| viewer: https://antimatter15.com/splaTV/
|
| Does anyone on a smartphone want to try it?
| ffsm8 wrote:
| 80-90fps on pixel 8 pro. Occasionally spikes to 3 digits
| for a few moments.
|
| The calculating power of current gen devices is honestly
| mind-blowing
| aidenn0 wrote:
| Vsync locked at 60fps on my desktop 1050Ti, which was
| released 8 years ago, so not _too_ surprising.
| bitwize wrote:
| Oddly enough, some of Cliff Bleszinksi's first titles published
| by Epic (then Epic MegaGames) were point and click adventures
| like Palace of Deceit: The Dragon's Plight. They had MSPaint
| graphics and VB code.
|
| This is a lovely continuation of that same tradition that takes
| full advantage of your analogue craftsmanship skills.
| PinkMilkshake wrote:
| Something similar was done for the 1996 game _Creatures_. A part
| of the diorama still survives and is on display at the _Centre
| for Computing History_ in _Cambridge_
| (https://www.computinghistory.org.uk/det/42694/Creatures-
| Deve...).
| esperent wrote:
| Wow that's a blast from the past! 12 year old me was absolutely
| addicted to this game.
| qw wrote:
| I accidentally hovered my mouse cursor over the images, and saw a
| detailed description. It may have been generated by AI, but it's
| a nice touch that was not expected
| rob74 wrote:
| I especially liked the descriptions to the eagle images, where
| the prompt was "Painting based on Goya's Saturn Devouring His
| Son, but with a giant eagle eating a tiny headless monk in a
| brown robe. The eagle holds the monk's in its giant claws.
| Crimson fluid leaks from the monk's neck.", and the
| descriptions are:
|
| - an eagle feeding blood to a child in a brown robe.
|
| - an eagle dripping blood onto the hand of a youth in a brown
| robe; the child's hand and face are bloody and the hand only
| has three fingers but not because one was eaten.
|
| - a child with no legs holding back the claw of an eagle
|
| - an eagle with its beak at the face of a man; maybe it's
| eating him or maybe it's feeding him. The eagle has distorted,
| weirdly large human hands wrapped around the man's neck.
|
| BTW, the alt text, the image filename and the element id are
| all variations of "Fuck Midjourney"...
| kleiba wrote:
| It seems quite obvious that Gen AI will be a major change in the
| creation of game assets. If not stand-alone then certainly in the
| form of AIded (get it?) tooling. In particular there's huge
| potential for the indie market. If you're thinking about starting
| up a company, that's definitely a space where things are going to
| be hot IMO.
| Vampiero wrote:
| Every single game dev on Earth has been thinking that since the
| very first GANs, but the state of the art when it comes to
| generative AIs that are actually useful for asset generation is
| still pretty bad.
|
| Much like LLMs are still pretty bad at logic. It seems like
| we're plateauing in that regard...
|
| The thing about assets is that they have to be coherent with
| each other. You can't just generate them one at a time in a
| bunch of different styles and sizes or they'll look terrible.
| In the simplest case you want to generate at least an entire
| spritesheet for a single character or object. And that's still
| fundamentally impossible with modern generative AIs
| lpat wrote:
| Consistency was for sure the biggest issue when I tried this
| approach last time. Also most of the images were a bit off,
| like having misaligned limb or some visual glitch. Sometimes
| fixing those details can be harder than drawing some crappy
| image from scratch.
|
| I really wish there was a tool where I can select the theme,
| which objects I need and it would spit out some half decently
| looking art. I even don't care if it was some simplified,
| cookie-cutter art as long as it was low-effort and
| consistent. It could be a real time saver for prototyping.
| jncfhnb wrote:
| I've been exploring this for a while. Icons are pretty solid
| with flux these days. Previous models struggled with this.
|
| Sprite sheets are achievable or near achievable imo. SDXL was
| maybe good enough as a foundational model if you could
| leverage IPAdapter or a Lora to maintain character
| consistency. Although the former was never effectively tuned
| for styles I wanted and the latter requires some actual
| artist output still. Flux as a base model is far more
| consistent and has good enough controlnets to do sprite
| generation but probably still needs some a proper IPAdapter
| running to be stable enough for production.
|
| Ideally it's just a productivity tool for an actual artist
| ksymph wrote:
| I can't speak for how well it works but PixelLab [0] claims
| to support animations, rotation and other things that seem
| impossible.
|
| [0] https://www.pixellab.ai
| kleiba wrote:
| I did, however, specifically use future tense in my post. I
| agree that we're not there yet but I don't think that we have
| plateaud. The rapid spurts in GenAI from nothing to what
| we've got today in such a short amount of time is not
| sustainable, but we're still seeing improvements all the
| time.
|
| I don't understand the LLM/logic analogy, other than that
| there's still things about GenAI that are lacking today.
|
| Current GenAI is not streamlined for asset generation. But I
| think there is a huge opportunity to go into that niche and
| address the problems that currently exist.
| KineticLensman wrote:
| > It seems quite obvious that Gen AI will be a major change in
| the creation of game assets.
|
| Check out the authors discussion on the subject of 'turds' [0],
| image artefacts created by AI that totally break immersion as
| soon as you properly notice them.
|
| [0] https://novalis.org/blog/2023-05-30-turds.html
| jtxt wrote:
| Reminds of an early tank simulator where the driver in the
| cockpit saw a video feed from a camera on a gantry they were
| slowly driving around a diarama.
| https://m.youtube.com/watch?v=AcQifPHcMLE
|
| "Real engine" for just one player at a time though.
| fiala__ wrote:
| this is neat! Diorama-based games are really underrated IMO. I'm
| currently attempting to do something related, building a game on
| top of Google Street View, with 3D audio and objects embedded in
| the panorama.
| atkulp wrote:
| Truberbrook (http://trueberbrook.com/) is a recent diorama game
| example.
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