Interesting to see people here complain about Witcher 3 and Cyberpunk being categorized as "Not yet", whereas for me those games were actually the litmus test to see whether the site made a principled approach to the question or not.
As much as endless updates can seem like you are getting your money worth or a nice excuse to revisit a game, there is a real value to just leaving your work be. Let it face the test of time by allowing it to age.
I don't think AI can create convincing timelapses of digital art being made, yet. I know there is nothing stopping it from getting there, but I think artists are happy for any kind of proof-of-work they can produce right now.
I think Arch has to rethink what the AUR really is for in the age of AI.
If users aren't supposed to trust anything from the AUR, then they will start to use LLMs to scan PKGBUILDs for them. But at that point, why not let the LLM loose directly on the upstream repo and build+install the package from source?
You really don't see the difference between a deterministic script installing a tarball pinned by its hash, and "sudo chatgpt install master branch of this repo"?
Yes, the second option gives me an easily inspectable list of results (as I can see all the tool calls the model made). The deterministic script is probably overly complex and hard to read, maybe supports ten billion platform combinations.
(honestly I think the way that arch packages work is really nice compared to most other distros: you can almost copy and paste the README of a project into one and have a package)
Here's the most complicated one I found, building a browser:
I run it on my milk-v duo s risk sbc. The risk-v version is maintained by a few dedicated people, and the milk-v specifics I had to fix myself. But it works :)
I knew there's an unofficial version for ARM. I meant more that the vast majority of AUR packages target x64 only because that's what 'official' Arch supports.
That being said, didn't know there's a RISC V effort as well now, so TIL.
The AUR is still a better option than using curl to freebase shell scripts straight from github, which is pretty much the go-to route for any LLM-generated guides.
Or you could use Nix as a package manager on practically any distro or OS of your choice. Arch, Debian, Windows, macOS - it doesn't matter. Most users should never ever need to bother with AUR again with this approach.
Nobody needs to rethink anything in "the age of AI". Stop trying to make everything about your favorite topic. If the tool can provide value then they'll use it, if not they won't.
I would have preferred the same team working on a new IP. Thimbleweed Park 1 has possibly the worst ending of a game, ever. Just an endless series of being told that I am a big dummy for having suspended my disbelief. I see no way of believably returning to that world without the retcon of a lifetime.
I'm guessing, given they're relying on private financing, the ability to reuse assets from TP1 is the major reason to make it a sequel instead of a new IP.
Personally I liked TP1 a lot for the most part, but I agree that the ending was a horrible misstep. I'm not adverse to metafiction, and this is Gilbert after all, that's kind of his jam, but the sheer nihilism of it all left a horrible taste in the mouth. Ironically, for someone who cares so deeply about game design, it felt like an ending entirely borne of Gilbert and his fellow designers pleasing themselves, instead of thinking about how it would feel for the player.
That said, I'm still glad there's going to be a sequel. Hopefully it has more of what I liked and less of what I didn't.
If you feel like trying a hail Mary to perhaps improve the ending I have two theories that I couldn't muster enough strength to check. Also, spoilers from here on.
First, there's a fridge that you can't open close to the ending of the game and that I understand as containing the body of the ghost character. I imagine there must be a way to open it, if only to give him closure.
Second, and related: given that the ending shows you a Basic prompt I imagine there has to be a way to use it for something other than restarting the game. I believe there was (for instance) a part of the game about getting a videotape but, once you had the right equipment, was no longer available to get. Perhaps those parts of the game can be unlocked if you know how to use the console to set the proper variables.
I've long hoped that we've all been getting the bad ending while there's a second one hidden somewhere (which has been hinted at [1]), but since I was fairly down after the ending I got I couldn't muster the energy to replay it all again.
> Thimbleweed Park 1 has possibly the worst ending of a game, ever.
I see that someone hasn't played the latest Monkey Island.
Yes, the ending was kind of lame. Worse, it has been done before, again by Ron Gilbert. It is practically a rehash of the Monkey Island 2 ending, which got us nowhere in the long run.
If you every played the first two Monkey Island games, and understand the lore behind that, then the ending is pretty good. Thimbleweed park, in many way, was a spiritual successor to Monkey Island 2 that Gilbert couldn't make for IP reasons back in the day. With at in mind, I enjoyed the ending. That said, Monkey Island 2 got a lot of criticism for its ending too...
Oh and if you really love that dumb, sophomoric ending, you can also get Return to Monkey Island, which is yet another game Gilbert ruined with this tired trope.
And that's why Curse of Monkey Island is and will always remain the best MI game.
> Oh and if you really love that dumb, sophomoric ending, you can also get Return to Monkey Island, which is yet another game Gilbert ruined with this tired trope.
Isn't it a bit different with Return to Monkey Island? The story is told to kids by Guybrush and Guybrush being an unreliable narrator, it's uncertain how much of the story was real or an imagination by him.
The last scene though shows that something real somewhat similar to what Guybrush told did happen.
Also it completely retcons the ending of Monkey Island 2.
Can't say i disliked Return to Monkey Island much. I liked the art style and the characters. The story wasn't amazing.
MI1 will always be the top for me i guess, but i still remember almost every scene after all these years, so it's not really fun to play again and again. You can play it on almost anything by now [1]
I found Thimbleweed Park 1 very difficult. The puzzles were too hard. I didn't complete it. I tried to play it with my girlfriend, I thought it would be a nice game to work together to play/solve. It stumped both of us. No fun.
Before self-hosting your own, first get a domain and just point it at a mail
provider that allows custom domains. It will cost, but so will a VPS. I suspect
a lot of DIY homelab types would have most of their needs met with just that
setup:
- you get the vanity email address
- you can switch email providers (including self-hosting later on)
- you can have ~unlimited aliases (depends on the provider)
Most of the setup consists of steps you will have to take anyway when
self-hosting (getting a domain, changing DNS records), except for a major amount of
headaches that will be taken care of for you.
Agreed. Never use a provider-specific email domain, when for a tiny amount per year you can have an email at your own domain that stays the same no matter who your email provider is.
- Support from major engines is still bad: Unreal Engine does not have web
exports. Godot 4 does not support them when using C#. That only leaves Unity.
- While WebGL is mature, it's based on openGL es3, which is an ancient
api/shading language with limited features. If you were previously targeting
vulkan/dx12, now you have to restrict your feature set or find (costly)
workarounds to make webgl support happen
- WebGPU could be a better fit, but support is still not ubiquitous (Firefox,
Linux or older phones are especially bad)
Unreal Engine 5 does support the web, albeit as a third party implementation (my company)
We spent the last several years building out a WebGPU RHI for UE5, along with tooling to make games load fast using asset streaming, while using less memory. We were recently featured by Gamesbeat.
You can read more about it below or check out our website:
> Support from major engines is still bad: Unreal Engine does not have web exports. Godot 4 does not support them when using C#. That only leaves Unity.
Pretty dishonest to imply that C# is commonly used in Godot. The vast majority of games are Gdscript which exports to browsers perfectly
The techniques in the article right now have had around 95%-100% success at avoiding spam and take about 5 min. to implement. Your approach of putting an LLM in front of your inbox gives 97% accuracy, may have false positives (so you may not receive that account deletion email after all), requires to run inference and, I assume, would take at least an hour to setup.
Also, the two can be complementary, anyways, so I am not sure what your point is.
I noticed that, too. Technically I think this is a version of JS conversion. Interesting that he doesn't specifically mention XOR in the article. He does suggest combining methods though. I suspect this is effective.
As much as endless updates can seem like you are getting your money worth or a nice excuse to revisit a game, there is a real value to just leaving your work be. Let it face the test of time by allowing it to age.
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