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FredrikNoren
searching PlanetScale…
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31.
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by
FredrikNoren
4y ago
Yeah that's the idea; as a user you build multiple independent modules, which each are compiled in isolation, and which each produce a WASM module. The runtime then loads that module. All of this is very fast on the Rust toolchain with
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by
FredrikNoren
4y ago
Ambient CPTO here; Yeah that's pretty much how it works; changes on the server state and replicated to clients, which keeps "mirrors" of that state and can augment it in different ways. And yes you can specify exactly which e
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FredrikNoren
4y ago
Hi, Ambient CPTO here. 1) Yes, we're currently working on this and progress is good, so stay tuned for that! 2) We actually built a collaborative editor for this, which we've been using in-house for a year now. We choose to not re
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by
FredrikNoren
4y ago
Ambient CPTO here; We're not quite on the web just yet! We're currently working on it though and it's looking promising, so stay tuned
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by
FredrikNoren
4y ago
Ambient CPTO here; We're working on expanding the docs on this, here's the GitHub issue: https://github.com/AmbientRun/Ambient/issues/150
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FredrikNoren
4y ago
Yeah agreed, and we recognize that there will be lots of multiplayer scenarios this won't solve. But we hope to solve a large chunk of the "middle ground" multiplayer game scenarios, and make it easy for people to explore wha
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FredrikNoren
4y ago
That's great! The first thing I would recommend is to try to build something in it, so that you get a feeling for how it works. If you can even create tutorials or examples for others, that would be a huge help for us! There are also i
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FredrikNoren
4y ago
The current networking stack is pretty straightforward; it's built on top of QUIC so we do get reliable and unreliable UDP with multiple channels so the latency is really low, but we don't do anything fancy. We used to do rollback
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FredrikNoren
4y ago
Thanks! Yes! The renderer completely relies on multi_draw_indexed_indirect_count to batch everything, but I don't think it's available on the web spec yet. Without it, GPU culling and LOD-ing are a lot more toothless as we need to
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Ambient: Multiplayer-first game engine, powered by Rust, WebAssembly and WebGPU
(ambient.run)
87 points
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FredrikNoren
4y ago
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14 comments
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FredrikNoren
4y ago
After 18 months in development, we're stoked to open source Ambient, our high-performance multiplayer-first game engine! Happy to answer any questions about it.
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Derk's Gym: A GPU Accelerated MOBA Reinforcement Learning Environment
(gym.derkgame.com)
2 points
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FredrikNoren
6y ago
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0 comments
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Neuroevolving Agents to Solve XOR in Pixling World
(medium.com)
3 points
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FredrikNoren
8y ago
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0 comments
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FredrikNoren
8y ago
This is a blog post about the technology behind Pixling World. Pixling World is an evolution/god simulator I'm building where you can have up to 1M neural network agents running simultaneously at 60 updates per second, all competi
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Under the hood of my neuroevolution game/god simulator
(medium.com)
2 points
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FredrikNoren
8y ago
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1 comments
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Faircode, an alternative to Open Source that aims to get developers paid
(medium.com)
1 points
by
FredrikNoren
9y ago
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1 comments
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FredrikNoren
9y ago
Whoopsie, the error messages are still a bit rough but it looks like the recaptcha wasn't clicked? I've improved the errors on the frontend so should give you a nicer error message if it isn't now! Lmk if that doesn't fi
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Roadmap to 1.0 for the Faircode License (repo on GitHub)
(github.com)
2 points
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FredrikNoren
9y ago
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0 comments
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FredrikNoren
9y ago
Your wish has been heard; I just added a dual licensing option to the platform :) Enjoy!
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Trying a new open source model
(medium.com)
1 points
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FredrikNoren
9y ago
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0 comments
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Machine, a machine learning IDE with instantaneous, visual feedback
(youtube.com)
4 points
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FredrikNoren
9y ago
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1 comments
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FredrikNoren
10y ago
Author here. Feedback/comments welcome!
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Generating Martian Terrain with Neural Networks
(medium.com)
3 points
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FredrikNoren
10y ago
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1 comments
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On Generalization
(medium.com)
3 points
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FredrikNoren
12y ago
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0 comments
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FredrikNoren
13y ago
Yup you're absolutely right, this was something I just left from the dev days and didn't think too much about. I've merged the PR.
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FredrikNoren
13y ago
I actually started of having the staging area use git add etc. and being just a reflection of what was staged. But that meant I either had to manually add each file (or have an "add all" button), or automatically stage them. The f