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#121
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Compute cost as a function of code-base size scales between O(n^2) and O(n), with traditional attention vs. various linearity hacks/Chinchilla Doom was ~50k LOC Everquest through Velious probably had between 500k and 1m LOC (EQMacEMU's server has ~2m for example) Compute scales at something like 2x per 2-3 years according to Gelsinger vs. Huang's updating of Moore's law. So maybe log2(500k/50k)*2 to 2*log2(1m/50k)*3, or ~7 to 26 years for the compute power. You will almost certainly run out of training data long before that. We're basically out now. I hope that helps. I need to get back to debugging the COBOL Cursor keeps inserting into my secure networking code. Edit: for an interesting albeit bad comparison, Anthropic claims their C-compiler experiment was basically autonomous(still required expert developer designed test-cases and a CI pipeline that would be impossible for a game) and ran in 2 weeks for $20k, producing 100k LOC. It sometimes works. | |||
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Last edited by Baugi; Yesterday at 10:04 PM..
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#122
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Here's what comes up when you type this into Gemini: The "Project Norrath" Roadmap Phase 1: The Foundation (The Engine) Before you build a world, you need a place for it to live. Step 1: Choose and install a Game Engine (I recommend Godot or Unity for beginners). Step 2: Learn the basics of your engine's coding language (GDScript or C#). Step 3: Create a "Player Controller" (making a character move and rotate). Phase 2: The "Old School" Aesthetics Step 4: Import/Create low-poly 3D models (that chunky, nostalgic 1999 look). Step 5: Set up a "Third-Person Camera" that follows the player. Step 6: Design a basic environment (a flat plane with a few trees or walls). Phase 3: The Mechanics (The RPG Guts) Step 7: Create a Stat System (Health, Mana, Strength, etc.). Step 8: Build a basic "Targeting System" (clicking an NPC to select them). Step 9: Implement "Auto-Attack" and basic spell casting. Phase 4: The "Multiplayer" Magic Step 10: Set up a basic server (making two players appear on the same screen). Step 11: Syncing data (if Player A moves, Player B sees it). Step 12: Database integration (saving your character so you don't lose progress). Then it goes into deep breakdowns of each step.
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<No Rez Necessary>
Hardcore Perma-Death Thulu - 51 Shaman | |||
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