Chris_PHP
Chris_PHP
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Can video games be too intuitive?
As our understanding of human computer interaction improves and the video game audience grows. Are some games trying to be too easy to play?
Thumbnail image from GameRant:
gamerant.com/resident-evil-yellow-ladder-controversy-separate-ways-explained/
Bibliography:
God of War gdc talk:
ua-cam.com/video/eSB29qx6sWw/v-deo.htmlsi=rugDPqWgLUNUhZcT
Forbes articles on making Sekiro and dark souls 3 easier:
www.forbes.com/sites/davidthier/2019/03/28/sekiro-shadows-dies-twice-needs-to-respect-its-players-and-add-an-easy-mode/#2606efa91639
www.forbes.com/sites/davidthier/2016/04/13/yes-dark-souls-3-badly-needs-an-easy-mode/
Medium article on the accessibility of Sekiro:
medium.com/@arielgarlow/game-journalists-difficult-gameplay-and-the-accessibility-of-sekiro-shadows-die-twice-54634a120349
Reddit post on god of war puzzles being too easy:
www.reddit.com/r/GodofWarRagnarok/comments/yrdg4n/puzzles_are_made_too_easy_because_of_the_head_and/
Game UI database:
www.gameuidatabase.com/index.php
Forbes on genz not being as tech savvy:
www.forbes.com/sites/forbestechcouncil/2023/06/23/the-next-generation-of-workers-is-less-tech-savvy-than-we-may-think/
Forum post discussing genz being tech illeterate:
news.ycombinator.com/item?id=28436154
Zaric Zhakaron tutorial for daggerfall:
ua-cam.com/video/Rp1TstKeuLE/v-deo.html&ab_channel=ZaricZhakaron
Переглядів: 808

Відео

Recreating Stardew Valley with Odin and Raylib
Переглядів 334Місяць тому
Recreating Stardew Valley with Odin and Raylib
Should you incorporate procedural generation in your game?
Переглядів 526Місяць тому
Procedural generation is a powerful tool for creating endless and unique content but it has it's own issues scope creep, complexity and even repetitive. Bibliography: Algorithmic beauty of plants: algorithmicbotany.org/papers/abop/abop.pdf Necesse steam page: store.steampowered.com/app/1169040/Necesse/ Masters code on procedural strawberry plants: github.com/ChrisPHP/L-Strawb-Py Procedural race...
Are these AI pins redundant?
Переглядів 151Місяць тому
Both humane ai and rabbit r1 products recently launched and haven't been reviewed well with issues of being slow, unreliable and expensive. My video on running an LLM on an old server: ua-cam.com/video/1RnKZ6LGwOI/v-deo.html&ab_channel=Chris_PHP Bibliography: rabbit r1 founder tweet about mkbhd review: x.com/jessechenglyu/status/1785105150769811471 meta llama 3 vision model: ollama.com/blog/vis...
How to create and render a seamless tile set for your game!
Переглядів 761Місяць тому
Using Wang tiles and marching squares you can easily create a seamless world without needing to draw many combinations. LPC terrains: opengameart.org/content/lpc-terrains Wiki on Wang Tiles: en.wikipedia.org/wiki/Wang_tile Bitmask guide: code.tutsplus.com/how-to-use-tile-bitmasking-to-auto-tile-your-level-layouts cms-25673t Marching squares: nils-olovsson.se/articles/marching_squares/
Convert real images into pixel textures!
Переглядів 1282 місяці тому
Creating pixel seamless textures with real images is an effective and useful way of making compelling textures quickly. Bibliography: imagemagick: imagemagick.org/ Pixelize script: www.fmwconcepts.com/imagemagick/pixelize/index.php img2texture: github.com/rtmigo/img2texture?tab=readme-ov-file GIMP: www.gimp.org/ Polyhaven for the textures: polyhaven.com/ Blender: www.blender.org/
Affinity acquired by canva, a good or bad thing?
Переглядів 862 місяці тому
Affinity acquired by Canva will the design software become a subscription service or remain as a one time purchase? Bibliography: Affinity announcement of acquisition: affinity.serif.com/en-gb/press/newsroom/canva-press-release/ Affinity update post: affinity.serif.com/en-gb/press/newsroom/affinity-and-canva-pledge/ Affinity announcement video: ua-cam.com/video/YcaGgGErLMo/v-deo.html&ab_channel...
Why are game file sizes getting so big?
Переглядів 1,6 тис.3 місяці тому
Game sizes have increased greatly over the past years even remasters ballooning in size like the star wars battlefront remaster. Bibliography: Home video game console generations wiki: en.wikipedia.org/wiki/Home_video_game_console_generations Halo 3 rocks being reused: www.reddit.com/r/halo/comments/1aswpp6/halo_modder_notices_something_about_halo_3s_rocks/ techspot on video game file sizes inc...
Why is Raylib becoming so popular?
Переглядів 17 тис.3 місяці тому
Raylib is a treat to work with and I highly recommend you try it out for some of your visual projects. Raylib: www.raylib.com/ All the raylib bindings: github.com/raysan5/raylib/blob/master/BINDINGS.md
Why some emulators get sued and others don't
Переглядів 8833 місяці тому
Bibliography: Open source collective: opencollective.com/opensource Polyhaven: polyhaven.com/ Polyhaven at blender conference: ua-cam.com/video/P2E3mu44mUI/v-deo.html&ab_channel=Blender Verge yuzu settlement: www.theverge.com/2024/3/4/24090357/nintendo-yuzu-emulator-lawsuit-settlement Topic about dolphin and donations: forums.dolphin-emu.org/Thread-dolphin-donations Graphtreon about yuzu's patr...
How to create procedural racetrack for your game!
Переглядів 2013 місяці тому
You can create racetrack in both 3D and 2D by using convex hulls and interpolation to curve the edges. My original code: github.com/ChrisPHP/ProceduralRacetrack Bibliography: Article for racetrack procedural generation: bitesofcode.wordpress.com/2020/04/09/procedural-racetrack-generation/ Using voronoi diagram to create an F1 like track: playracecraft.com/procedural-engine-for-sim-racing-track-...
How you can render your sprites like in Stardew Valley!
Переглядів 1,4 тис.3 місяці тому
Render your sprites like in stardew valley so sprites appear behind certain objects like trees. Bibliography: Painters algorithm: en.wikipedia.org/wiki/Painter's_algorithm Sorting algorithms geeks for geeks: www.geeksforgeeks.org/sorting-algorithms/ Sprite textures used: opengameart.org/content/lpc-conifers opengameart.org/content/lpc-terrains
Is Python good for game development?
Переглядів 5714 місяці тому
Python is one of the most popular languages in the world, so is it a good language to make some video games in? Python for game development from stxnext: www.stxnext.com/blog/python-for-game-development/ Tiobe Index: www.tiobe.com/tiobe-index/ Languages that are eco friendly: datasciencelearningcenter.substack.com/p/what-are-the-greenest-software-programming Pygame ce pyga.me/ Raylib: www.rayli...
Automatically remove silence parts from a video for free!
Переглядів 2614 місяці тому
Easily remove silent parts of your video with a little python library called unsilenc! Unsilence: github.com/lagmoellertim/unsilence My little script: github.com/ChrisPHP/SilenceRemover
How to contribute to open source projects!
Переглядів 1,8 тис.4 місяці тому
Contributing to open source projects is a great way to improve your coding and to improve your cv/resume. It's also a very rewarding experience to see your code be added to a project used by other people. Github thumbnail is from: medium.com/@olyaB/making-your-github-green-again-dab6f414b04b
Is Palworld using AI and plagiarism?
Переглядів 4774 місяці тому
Is Palworld using AI and plagiarism?
The rise of open source software!
Переглядів 2 тис.4 місяці тому
The rise of open source software!
Is the Dead Internet Theory real?
Переглядів 1,1 тис.5 місяців тому
Is the Dead Internet Theory real?
The Ethics of AI: How to use AI ethically and safely
Переглядів 645 місяців тому
The Ethics of AI: How to use AI ethically and safely
Can you run an AI LLM on an old server?
Переглядів 2,6 тис.5 місяців тому
Can you run an AI LLM on an old server?
GODOTeater revamping the textures | Devlog
Переглядів 407 місяців тому
GODOTeater revamping the textures | Devlog
From Raylib to Godot: Anteater Game Transformation
Переглядів 3058 місяців тому
From Raylib to Godot: Anteater Game Transformation
Minecraft's mob vote problem
Переглядів 2858 місяців тому
Minecraft's mob vote problem
Eating Ants in Raylib Anteater: How the Tongue works
Переглядів 122Рік тому
Eating Ants in Raylib Anteater: How the Tongue works
Raylib Anteater: A Classic Game Revamped
Переглядів 226Рік тому
Raylib Anteater: A Classic Game Revamped
The ultimate guide to creating trees with l-systems
Переглядів 200Рік тому
The ultimate guide to creating trees with l-systems
Minecraft RTX Ray Tracing how to create a Resource Pack Tutorial
Переглядів 6 тис.3 роки тому
Minecraft RTX Ray Tracing how to create a Resource Pack Tutorial

КОМЕНТАРІ

  • @Aldrenean
    @Aldrenean 19 годин тому

    Dark souls having "the simplest UI so you can't really get confused" is an absolutely wild statement. I remember when DS1 first came out and people needed video walkthroughs for how to equip a shield and for what the levelable stats meant.

    • @chris_php
      @chris_php 17 годин тому

      Well this is the point of the video on how some games are naturally less intuitive. But what I mean by simple is that it's nothing fancy that some games like to do. They further improved the UI in the later games.

    • @elio7610
      @elio7610 3 години тому

      simple UI does not prevent confusion. confusion comes from a lack of understanding, a simple UI often communicates less to the player which could make it harder to understand things and thus cause more confusion.

  • @tsclly2377
    @tsclly2377 День тому

    HP ML350p with 256GB, 1200W dual power supplies, 2 dedicated 16 lane, one 16-8 lane for the NVLinked.. and the video cards are up to you as to speed and power consumption,, But the A5000s should do for the linked or A6000(s) in the 16 dedicated, lane 32 bus.. three vid cards will leave you absent for PCIe accelerator cards and high bandwidth connections.. like to your mass storage.. Oh, expect your internet provider to complain if your LLM has access to the Web... you may have to upgrade to a business plan. These programs are hard on SSDs, choose accordingly or you consumer NVME will be written to death in months, so have a big backup platter (HD) as least and backup often. Petabyte write rated drives.

  • @rickiesgucci4814
    @rickiesgucci4814 2 дні тому

    very mature takes! You are different on the hate bandwagon online now

    • @chris_php
      @chris_php 2 дні тому

      Thanks! I try to get as much information and research as possible to get a more factual conclusion

  • @paulvarano5675
    @paulvarano5675 4 дні тому

    😊!

  • @NetrunnerAT
    @NetrunnerAT 5 днів тому

    Old PC with 128-512gb ddr3 RAM + a lot pci-e slots + some cheap Nvidia P can lift heavy workload without issue. Also in a tight 1000€ budget.

    • @chris_php
      @chris_php 3 дні тому

      Yeah can do some good work with a Setup like that decent for also training your own data for your own models.

  • @happygofishing
    @happygofishing 5 днів тому

    Raylib will probably surpass pygame in popularity.

  • @omerjawhar
    @omerjawhar 14 днів тому

    I loved it until I wanted to attempt to develop a basic 3d game

    • @chris_php
      @chris_php 14 днів тому

      Yeah when it comes to 3D you will have to start using opengl in order to have the scene lit and such

  • @archtard
    @archtard 17 днів тому

    raylib is simple, fast and very easy to implement, litterally just one of the best graphic libraries, also works wonderfully in C so yea

  • @SomeRandomPiggo
    @SomeRandomPiggo 21 день тому

    Raylib is nice but for more serious projects I either use OpenGL directly or rarely SFML

  • @niggacockball7995
    @niggacockball7995 Місяць тому

    raylib is great introduction if you want to get into openGL in my opinion it lets you more focus on the game itself without drowning you in lower level stuff so that once you get to opengl you can better focus on the inner details and behind the scenes work

  • @futotta-neko
    @futotta-neko Місяць тому

    Currently learning networking programming using raylib, and Rust™

  • @koto9x
    @koto9x Місяць тому

    yeah

  • @undeadpresident
    @undeadpresident Місяць тому

    I've been messing with raylib for the past week and was excited when I realized how easy it was to load and render a 3d model. But as soon as I tried to add lighting I hit a brick wall and couldn't do it. The basic lighting example program works but when I add my own model it won't light it. So I dug into the code and it appears no less complicated than doing it straight in opengl. Perhaps even moreso because raylib is automatically assigning uniforms and it's a huge pain in the ass to figure out what the hell is going on or what is going wrong.

  • @iamdozerq
    @iamdozerq 2 місяці тому

    Cos tsoading using it lol?

  • @zanagi
    @zanagi 2 місяці тому

    So its like a Util? well at that size its a framework i guess...

  • @benbowers3613
    @benbowers3613 2 місяці тому

    What I'd add to the library vs GUI engine is it really matters if you are working on the game solo, or if you need to collaborate with non-programmer artists. If you are collaborating with artists and level designers, the GUI is more for them than for you. Level designers need a "Halo Forge Mode," if you will.

  • @Siroitin
    @Siroitin 2 місяці тому

    Raylib is also good for statistical and simulation visualization when there is a lot of particles and nodes

  • @bibliusz777
    @bibliusz777 2 місяці тому

    I use Bevy and want to transition to just wgpu, ECS and my utils

    • @encentaber6653
      @encentaber6653 Місяць тому

      does bevy give you too much overhead? i.e. performance concerns

    • @bibliusz777
      @bibliusz777 Місяць тому

      @@encentaber6653 no. i just don't like frameworks - i prefer having just what i need

  • @kidpudel
    @kidpudel 2 місяці тому

    I’m using Raylib-go and i love it. This framework gives you just the right amount of abstraction, so you have all of fundamental blocks of functionality for all basic aspects of the engine (that’s made very easy), yet you are not bound to the engine, you are free and productive

    • @undeadpresident
      @undeadpresident Місяць тому

      I was hoping that would be the case and it very initially appeared that way until I tried to add lighting to a model and couldn't get it to work.

    • @zZGzHD
      @zZGzHD 12 днів тому

      @@undeadpresident I've found that it's counter-intuitive in Go to do shader stuff because you gotta get into the "unsafe" package.

  • @tx7300
    @tx7300 2 місяці тому

    that comparison with game engines isn't very apt. yes obviously something like raylib is awesome for getting into game engine programming without building absolutely everything from scratch, but if you set out to make an actual *game*, you're going to end up reimplementing the same patterns and abstractions present in pretty much every game engine ever in some shape or form. it doesn't really mean anything that it's "more familiar" to a non-videogame programmer, because making any game that holds up to any sort of modern standard (not talking about AAA, this applies to anything that sells as a game on steam for at least a dollar, or something you see made for a 48 hour game jam) will require you to learn how to program a *game*, which is something very complex and deep, which programmers with experience in other fields might see as very alien. so in any case, what you'll be doing will be unfamiliar. a proper game engine (i.e. Godot) allows you to only need to get familiarized with some basic abstractions like scenes and nodes (which typically exist in other engines with names such as rooms and entities), but not have to deal with any of the heavy lifting that requires months if not years of study like collision, lighting, shading, rendering, optimization, and so on. the programming itself is exactly the same, thus the barrier of entry ends up being far lower than if you had to code your own game from scratch.

    • @undeadpresident
      @undeadpresident Місяць тому

      raylib seemed all fine and dandy to me until I tried to add lighting to a test model then I couldn't get it to work. Looks like to get it to work I have to not only know how to do it from scratch in opengl but also figure out what raylib is doing automatically vs what it isn't, and where the data is going which is considerably difficult.

  • @solotechoregon
    @solotechoregon 2 місяці тому

    i have plenty of old servers..but the requirements have other hidden dependencies... such as avx2 or better. While avx2 hit intels cpus in 2012 with the haswell tech... the cpu in your server could predate avx2.

    • @chris_php
      @chris_php 2 місяці тому

      Yes the CPU predates any avx which contributes to it's very slow speed which is why I had to disable avx entirely to get to even run.

  • @0000kk
    @0000kk 2 місяці тому

    I think start citizen uses lumber yard

    • @xormak3935
      @xormak3935 Місяць тому

      It uses the so called Star Engine, which, at this point, is basically a heavily modified version of Lumberyard which in itself was a heavily modified version of CryEngine.

  • @scoo73r
    @scoo73r 2 місяці тому

    I just started learning go and I plan to use raylib for gui elements of programs and experiments more than I do games.

  • @SB-qm5wg
    @SB-qm5wg 2 місяці тому

    So yeah, but hella slowly

  • @skejeton
    @skejeton 2 місяці тому

    i wish the C bindings didn't clash with Windows API, preferably had some sort of optional rl_ prefix

    • @colleagueriley860
      @colleagueriley860 Місяць тому

      Yep, doesn’t seem like something Ray is going to add tho

    • @jasonpenick7498
      @jasonpenick7498 Місяць тому

      There are a lot of design choices like this, and like the other commenter pointed out Ray is not going to change them. He has an overly stubborn and asinine view on LOTS of things, which is why I do not use Raylib. Its a solid idea, screwed up by one mans insistence on being retarded.

    • @alrshdn
      @alrshdn 9 днів тому

      The API and bindings are all open-sourced. Find and replace all instances, re-compile, and done. I think it is worth it.

  • @hebedite4865
    @hebedite4865 2 місяці тому

    I'm currently learning my way around both Crystal and Raylib by just coding a bit of the basics every day l- ike moving a 3 frame sprite on the x axis - and then gradually adding more features, or rewriting things I notice could be implemented in a better way, etc.. and it's genuinely been such a joy to work with. Plus the community not being centered around one single language means you can get more broad advice, get so much inspiration, and easily find something you like and translating it to whichever Raylib bindings you're working with as once you get used to it it's fairly easy to translate from one language to your preferred one. The examples in the github repo are phenomenal and easy to read, plus the cheat sheet and live demos via their website are a huge help. Plus the creator is equally, if not more-so, passionate about everyone's projects and their genuine gratitude and excitement for every new project using Raylib is infectious! I would not hesitate in recommending this amazing assest(s) to everyone and anyone!

  • @nexovec
    @nexovec 2 місяці тому

    I've had some limited exposure to SDL couple years back and it felt ancient. No wonder there is such demand for a simple unifying API with bindings for a lot of languages that's also not older than you. Where else are these people supposed to go?

    • @grimvian
      @grimvian 2 місяці тому

      Me too, I was not compatible with SDL, but Raylib YES!

    • @xravenx24fe
      @xravenx24fe 11 днів тому

      SDL is very nice IMO but yeah, it only abstracts so far and there's some learning involved in just using it. Docs are great though and tutorials been around for years

  • @raindroptimemain1651
    @raindroptimemain1651 2 місяці тому

    I did not hear anyone talking that affinity is sandbagging. Autotrace code is available for ages, but not finalised, since it is not perfect enough. Now it would be nice if also AI is added to to autotracing. The affinity team is already 90 people for ages. Income is large enough for a bigger team. And if needed always an update like 3.0 can be sold. Now for good updates, for sure a subscription model is coming. It is no longer in the hands of affinity, too bad. The promises are empty words.

  • @replikvltyoutube3727
    @replikvltyoutube3727 2 місяці тому

    It's simple, easy to embed using C FFI. Handles most of what is needed. And also because of tsoding.

  • @volvoxpl
    @volvoxpl 3 місяці тому

    This video is longer than needed, and does not answer main question (but honestly skipped part of it) - why game that was small, now it's so bit without big improvment in graphics.

    • @chris_php
      @chris_php 3 місяці тому

      Because it's diminishing return. Increasing polygons or raising the resolution of a texture gets to the point where the difference isn't as notable but still takes up a lot of memory.

    • @volvoxpl
      @volvoxpl 3 місяці тому

      @@chris_php I was mostly thinking about Battlefront remaster (as it was used in this video). Change in graphics is baerly noticable (models, maps, sounds are this same, textures only a bit better), while size is like 10x bigger.

    • @chris_php
      @chris_php 2 місяці тому

      Because it's upscaled to 4k which is why it is 10x bigger.

  • @KermodeBear
    @KermodeBear 3 місяці тому

    Build dependencies. You need to do X in your application. Play a sound, for example. So you look for a library, already written, that does that for you. You include that into your product. That library depends on five other libraries. Each of those depends on two or three more. And when you build your project, you're not excluding all the routines you're not using; you're just leaving them all in there. See it all that time, everywhere.

  • @Mightydoggo
    @Mightydoggo 3 місяці тому

    Because they can. Everybody has huge ass SSDs nowadays and compressing/optimiziing your product takes time, time that you have to pay people for, which is bad for your investor´s RoI. I worked with AI upscaling myself, it´s not like you just hit a button and it´s done. It´s faster yes, but not as fast as people think. Not yet anyway.

  • @kieranhosty
    @kieranhosty 3 місяці тому

    Exactly the question on my mind, though I expected all these answers. Not much we can say without seeing the process that went into this, other than speculate about the usual suspects of greedy publishers/developers, though given the relevant history of the Devs, very likely a mix of their inexperience and publisher greed.

  • @skurtov
    @skurtov 3 місяці тому

    The best approach to this would be to offer 4k textures as an option. Gaming is at 1440p now. No need for those massive textures. Having a massive asset library is cool, but I'm sure it's a massive headache from a development standard. Also a better optimized compression methodology perhaps combined with AI could even further reduce file size.

    • @brendanhickey4955
      @brendanhickey4955 3 місяці тому

      The game is already 40 bucks for a game that is worth less than 4 dollars now you want to suggest the consumer to pay for 4k textures for a game that is already commercially worthless. These games should be both packaged together with updated textures for 15 bucks. Nothing else is added. Its just a cash grab man. You shouldnt have to pay for something that should be at bare minimum have updated graphics attached to the original released content. Your position is just delusional man.

    • @tonedeaftachankagaming457
      @tonedeaftachankagaming457 3 місяці тому

      @@brendanhickey4955 Many games offer the largest texture sizes as a free add-on. Pretty sure this is what OP meant

  • @SigmaMegaStud
    @SigmaMegaStud 3 місяці тому

    I bet its the in game shop

  • @rickamsler3088
    @rickamsler3088 3 місяці тому

    I don't think I would mind so much if I could actually make use of the standard drive for my game storage. but on xbox only the proprietary SSD can store and run current gen games. So that $20 external hard drive is now useless because I cannot actually put games on it. because it is "too slow" And to add that we are now really seeing the consequences of not optimizing games (or game engines.) you end up with most of the current generation of frustration in a gameplay experience. Destiny and Destiny 2 are a couple of the worst optimized games and even the developers have voiced this frustration. taking hours to load map/level editors and that un-optimization leading to the "sunsetting" of content that was paid for. just because the game file is too large.

  • @mobiusrazgrim
    @mobiusrazgrim 3 місяці тому

    The short answer: "Because they can". Understand that "optimization" takes time. Hours of dev time, it costs money. Tuning texture resolution/compression, vector count, arcane tampering with render settings. Sometimes you need to invent brand new tricks to deal with novel bottlenecks. And the goal isn't "make as optimal as possible", it's "make it as accessible as profitable". 99% of people can afford 70GB of storage. That remaining 1% they're going to miss in sales, isn't worth the cost of optimizing for them. Sure it's shit form. But it's business.

  • @scumbaag
    @scumbaag 3 місяці тому

    First off, nice vid- Ill throw ya a sub/like/bell. Gratz on getting picked up by the algo, you were in my home page recommended. 🤙 Because 99.999% of dev studios are factories, not stuidos. They don't care about the finished product. MONEY MONEY MONEY. Also, if the majority of the game installs through a launcher- a large portion of users outside of the US will run over their 2 hour playtime return period by simply installing the game with slow-ish internet, ez money. Mainstream games and steam releases are on the same level as google play store trash these days. These fuckers are lucky im somewhat mentally stable, this is unibomber-deserving levels of ineptitude. You did make a few valid points, though. I remember a few PS1 games that were about 100mb themselves, with 400mb of various language data and voice dubs.

  • @TrueBarlowed
    @TrueBarlowed 3 місяці тому

    While you do make some good points about how games were always "relatively" big compared to your average storage space at the time, it might also be important to remember that back in the day, you didn't necessarily even write all that data to your hard drive, often a lot of the data was just read off the CD as your were playing. These days however, physical media games don't even have anything on the discs anymore if you get a disc at all.

    • @chris_php
      @chris_php 3 місяці тому

      Yes that is true storing games on hard disks and ssds is a relatively new thing. Most laptops and pcs no longer come with even a disc drive anymore.

  • @cmikhail7289
    @cmikhail7289 3 місяці тому

    The thinking is probably along the lines of Wyatt Cheng goof 2018 Blizzcon. Here's how I reinterpret it to this continual install size inflation "The current plan is to keep inflating Install sizes on all OS platforms, we do not have any plans at the moment, to compress our game files to conform your 2004 tier install size." *audience boos* "WhAT Don't You guys NoT HaVe 32TB drives?! their dirt cheap too."

    • @czarkusa2018
      @czarkusa2018 3 місяці тому

      Higher game size means you can install fewer games, that means less competition. Also increases dependency on funded digital distribution while making it less appealing to fileshare among pirates.

  • @MrChooseYourUsername
    @MrChooseYourUsername 3 місяці тому

    You didn't need to make this video. This is massive Randall from Recess energy.

    • @chris_php
      @chris_php 3 місяці тому

      What a classic show

  • @TakumiJoyconBoyz
    @TakumiJoyconBoyz 3 місяці тому

    So I think you're a bit confused on this matter. Look into the case "Sony VS Bleem". Bleem was an emulator for PS1 games that ran on the Sega Dreamcast. It was sold as a disk for money. They won the lawsuit against Sony so it is actually settled law that for-profit third party emulators are legal. The more likely reason was that they announced support for TokT BEFORE it was released, meaning it would have had to have been a pirated version being used for testing and playing.

    • @chris_php
      @chris_php 3 місяці тому

      I'm just going over possible reasons why others are sued even if they can win in court or not. In a lot if not all of the cases some form money was being earned by the projects this combined with other incidents like showing the pirates games are just more evidence for them to discuss in court.

    • @UndertakerU2ber
      @UndertakerU2ber 3 місяці тому

      ⁠@@chris_php I can tell you this, the “damages” that can be quantified in terms of money makes a WORLD of a difference when it comes to copyright infringement. Quick example: Nintendo made a debug ROM that tested the hardware of the SNES and used Disney’s “When You Wish Upon a Star” to measure its audio capabilities. If Disney sued Nintendo, a judge may declare that Nintendo violated Disney’s copyright ownership, but won’t rule in Disney’s favor since they can’t prove there was any money made on Nintendo’s part or sales lost on Disney’s. Likewise, when Sony tried suing the makers of a PS1 emulator for Macintosh computers, the appellate court ruled that while the developers _technically_ violated their copyright of the PlayStation’s BIOS by copying and pasting it, and that the creation of this emulator has likely resulted in lost sales, the developers of the emulator were considered to be “a legitimate competitor” to Sony’s PlayStation in the market and copyright law wasn’t intended on being abused to shut down business rivals. For Yuzu, I think what I listed above shows the arguments in favor of the Yuzu team, but the “piracy” association with Yuzu was the best ammunition Nintendo had against Yuzu specifically more than any other emulator out there; even more than Ryujinx. Because another very important part of the assessment involves the judge trying to figure out the _intentions_ behind the alleged copyright violations, which means that if Nintendo can convince the judge that Yuzu is a criminal organization that’s trying to run a global blackmarket piracy scheme to forever ruin Nintendo’s business, then the judge will _not_ be merciful to the Yuzu team to say the least, and they’d likely have injunctive relief and punitive damages calculated against their favor if the court brands them as being the makers of piracy tools.

    • @BigFunnyGiant
      @BigFunnyGiant 3 місяці тому

      Bleem also ran on PC

  • @Hecklezz
    @Hecklezz 3 місяці тому

    Why have they not gone after Ryujinx then? It is also a Switch emulator that works pretty much the same as Yuzu and they make money from Patreon as well and have been around since the same time as Yuzu (1 month later, but I think it started development before). Some consider Ryujinx better than Yuzu in the accuracy department when it comes to emulation, at the cost of some performance, whereas Yuzu had some inaccuracies but was more performant.

    • @ChrisTheCasual
      @ChrisTheCasual 3 місяці тому

      Yuzu was selling a version of the emulator through donations tho same as citra but anyway I have yuzu backed up and the source code

    • @ricardowilliams3765
      @ricardowilliams3765 3 місяці тому

      @@ChrisTheCasual all citra versions are free, what are you talking about? there is only canary and nightly which are both free.

    • @ChrisTheCasual
      @ChrisTheCasual 3 місяці тому

      @@ricardowilliams3765 citra was created by the same team as yuzu tho it was collateral damage bro

    • @chris_php
      @chris_php 3 місяці тому

      Entirely possible for Nintendo to still sue ryujinx but ryujinx is from Brazil where Nintendo does not have an office in.

  • @perrymitchell7118
    @perrymitchell7118 3 місяці тому

    What would you recommend to run a chatbot trained on website data locallY? Thanks for the video.

    • @chris_php
      @chris_php 3 місяці тому

      If it's a small model like a 3B you don't need much ram like 8gb so it can even run on lower end graphics like a 2060 and get quick responses.

  • @ecswest6083
    @ecswest6083 3 місяці тому

    the only advantage I see for going through all this to run locally is if you are running an uncensored model like mistral dolphin , which could be useful. but if not , why not just use gemini online or claude or chatgpt , they are free and have nice UI

    • @chris_php
      @chris_php 3 місяці тому

      You can get a nice UI with a local llama as well. You can also get some more fine tuned models for certain needs like for coding which may give you better results than the online ones.

  • @onebigsnowball
    @onebigsnowball 3 місяці тому

    I was just working on something like this. I didn't even think about using a depth buffer... instead I used an approach that will only work for tile based games. It's not very flexible, but very fast for the CPU. I think stardew valley does something similar

    • @chris_php
      @chris_php 3 місяці тому

      Ah nice what solution did you use to solve this problem?

    • @onebigsnowball
      @onebigsnowball 3 місяці тому

      ​@@chris_phpIn stardew there are like 4 different layers. Some of those layers make tiles appear in front of entities if they're behind it and the other way around. The other layers are the floor and tiles that always appear above or below the entities. My version is a bit different but that's just because it's more specialized for my game's usecase

  • @NyanCoder
    @NyanCoder 3 місяці тому

    Meh, depth buffer is not necessarily OpenGL/Direct3D/Vulkan/Metal/WebGPU exclusive thing. It's not even that CPU-hard work either. All you need is additional buffer for depth-check and your own sprite_copy function, that would check depth buffer and write to it if pixel is going to be written

    • @chris_php
      @chris_php 3 місяці тому

      Ah I didn't know that thanks!

    • @NyanCoder
      @NyanCoder 3 місяці тому

      @@chris_php It's just already made solutions in those graphics libraries (in OGL it enables with single line of code even), so because of that some people could feel like it's hardware stuff or library exclusive thing, but in fact a lot of techniques (even raytracing) were made in application-side first (and in case of raytracing there are even specialized commands now to boost compute time in exact this case so modern gpus could keep up in reasonable framerate)

  • @IpfxTwin
    @IpfxTwin 4 місяці тому

    I have my eye on a Proliant Gen 8 server with 393 gigs of ram (dual socket / 12 threads each). I know more ram would handle more parameters, but would more ram speed up simpler models?

    • @chris_php
      @chris_php 4 місяці тому

      RAM speed is important since the whole LLM needs to be read from so the smaller the model the quicker you will get a response. If the LLM is 40gb in size and you can ready 40gb a second in bandwidth that means you'd have 1 token every second.

  • @meanmole3212
    @meanmole3212 4 місяці тому

    typescript: 21.50 javascript: 4.45 bruh?

    • @chris_php
      @chris_php 4 місяці тому

      I guess because typescript requires all the type definitions it uses more energy or something like that?

    • @CollCaz-2
      @CollCaz-2 4 місяці тому

      Yup thats ridiculous