
#gamedev vet, C# fan, DOD/ECS expert. Made Robocraft & Svelto.ECS.
UK
Joined July 2009
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I published the first video, without audio, of Polysmith, just to show a subset of the available feature. If you are interested, I will add explanations and I will make more video. I have already used it in a product, but I wonder if there is a general interest for similar tools
Sorry to tell you @JetBrainsRider but there is zero reasons nowadays to have AI integrated in the IDE except for the intellisense. How do I disable the permanent chat box ?
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guys it's the generational history repeating itself...it was like that with loot boxes 10 years ago...imagine that. Nobody will care next year
"Undisclosed AI use"
They didn't use any AI that requires disclosure by steam, they didn't use GenAI. They LITERALLY did nothing wrong.
This is so unfair.
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Sebastiano Mandalà retweeted
I cannot even 😂😂😂
Human (guy with shoe on head) trolls AI Karen Bot in an interview for a minimum wage job at Burger King.
Absolute Perfection. 🤣🤣
Humans for the WIN!
Not only caged but also tortured. No farmed fish for me ever
Norway now has more than 2,000 underwater AI laser robots shooting lice off its salmon
they're made by a company called Stingray, and they already guard more than 50 million salmon and trout 24/7
the reason is sea lice, tiny parasites that latch onto salmon and feed on them
as few as 11 can kill a small fish, and one pen can hold 150,000 salmon
the usual fix is pumping the fish out and blasting them with warm water or water jets to knock the lice off
but the handling is so rough that Norway's fish health report ranks it the top cause of death in full-grown farmed salmon
so instead, Stingray puts a robot inside the pen that hunts lice one at a time, all day:
> two cameras watch every salmon that swims past
> AI checks two frames to make sure it's really a louse
> then a green laser fires from up to 2 meters away
> the salmon's scales reflect the beam, so the fish swims off fine and the louse is dead
we now live in a world where AI lasers do pest control on your dinner lmao
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Sebastiano Mandalà retweeted
Unity Interactive Stocking Pulling😊
Fanbox:sakura-rabbit.fanbox.cc/post…
Patreon:patreon.com/SakuraRabbit/pos…
Want the full project? Subscribe to my Fanbox or Patreon to download it!
#Unity #VFX #shader #realtime
Sebastiano Mandalà retweeted
たまに流れてくるけど『ほーん』くらいであんまやらないやつ。Metaに申請するだけでダウンロードできて商用可――
SAM3.1 & SAM 3D Body
Opusに相談丸投げで環境構築も簡単だし、なにより指関節まで綺麗に取れる
商用3Dモーションに困ってるひとはみんなやったっていいなと思いました。あと複数人のモーション個別割り当ても余裕なの神
・動画生成:MiniMax-H3(pikah3LoRAのシンプル6STEP i2v)
・人の追跡:SAM 3.1
・3Dの体の推定:SAM 3D Body
・アンリアルエンジン5.8
Sebastiano Mandalà retweeted
Breaking news from @ianmking: Nvidia CEO Jensen Huang admits to extramarital affair and the company board is now investigating him being targeted by a Chinese espionage plot. He remains CEO for now. bloomberg.com/news/articles/…
Sebastiano Mandalà retweeted
腾讯游戏里的动作资产,被用来训练AI动作模型了,
港科大、腾讯游戏Motus等团队做的Möbius,不光能根据文字生成3D人体动作,
还能理解、补全,再按指令修改动作,
作者确认用了许多腾讯游戏的动作资产,发布还需要申请审批,目前代码仍在内部审核。
希望腾讯会同意吧!
Sebastiano Mandalà retweeted
Another experiment for my game, featuring the Katamari creature smashing through procedurally destructible walls using Box3D!
I'm working on moving as much of the destruction simulation as possible to the GPU while keeping it independent of Unreal Engine.
If you enjoy what I'm building, I'd really appreciate it if you could add DEFECT and Ad-Metallum to your Steam wishlist.
Every wishlist makes a difference for an indie developer, and your support means a lot! ❤️ There's plenty more destruction coming!
#GameDev #UnrealEngine #GPUProgramming #ProceduralDestruction #indiegame
Sebastiano Mandalà retweeted
PETAFAB just released on Steam at $9.99:
store.steampowered.com/app/5…
PC, Mac and Steam Deck/Machine. 90Hz on Steam Deck OLED. Up to 540Hz + 8000Hz late-latch mouse on high end PC for ultra-low latency.
Let's see if you can beat my high scores :D
Yeah a bit too late for this mate
AMD is putting priorities on AI ahead of gaming, CEO Lisa Su openly declared: “We are a data center-first company.”
AMD’s gaming revenue dropped 40% to $773 million, while total revenue hit a record $13.4 billion, up 97%.
AMD plans to more than double its data center business next year, PC gamers clearly aren’t the priority anymore, we are so cooked
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Yeah this is the biggest issue about using non local LLM. They could destroy a business with a knob
Replying to @sebify
Pretty wild to build an entire business around this tech without even knowing what they're actually selling you
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Sebastiano Mandalà retweeted
MuJoCo 4.0 from Google DeepMind is the first major version of the physics engine since 3.0, three years ago. Its headline feature, speculative contacts, keeps thin and fast objects from passing through each other, which allows much larger timesteps.
The problem
• Collision detection checks geom poses only at discrete timesteps. A thin or fast object can move further than its own thickness in one step and tunnel through, so the usual fixes are a smaller timestep or an inflated margin.
How it works
• Speculative contacts: each fast-moving geom is swept forward through the step to find when it would hit something. The solver gets a contact like any other that stops the motion at the surface, with no sub-stepping.
• Deformables are now solved implicitly together with rigid bodies, joints and tendons, which keeps cables, cloth and shells stable at 5-10x larger timesteps. New are penetration-free cloth and elastic rods with bending and twist.
• Plasticity: wires, clay, folded paper and metal foil now keep their dents and creases.
Does it pay off?
• In the team's tests, an arm catches a 0.7 mm playing card falling at over 2 m/s with a 16 ms timestep every time, where discrete collision detection misses it above 8 ms.
• Humanoid stair climbing and thin-object grasping run 6 to 9 times faster, because they can use larger timesteps.
Also in 4.0
• MuJoCo Studio, a new viewer SDK with physically based rendering. The same tools run in a browser tab with nothing to install.
• MuJoCo Playground 1.0 ships alongside.
Caveats
• The speedups and timestep factors are the team's own measurements, without benchmark details in the announcement.
• Speculative contacts predict motion from pre-step velocities, so a slow geom pushed across an obstacle within one step can still tunnel. They cover convex primitives and meshes on CPU. Heightfields, SDFs, flexes, MJX and MuJoCo Warp are listed as coming next.
• Breaking changes: composite bodies, the cable and shell plugins and flexvert equalities are removed, Python 3.10 is dropped, and 3.x installs need a pip uninstall first.
By @yuvaltassa and the Google DeepMind Robotics Simulation Team.
MuJoCo 4 is released!
github.com/google-deepmind/m…























