ThrowingAway
35 posts


@ryonavore Thanks so much for your hard work, it's the perfect bad ending!
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@kkr_poppo Oh yes, it's exactly how I imagined Sayuri-san! Please don't let any of these fox brats take your skills!😤
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ThrowingAway retweetledi

📢【BrownDust2】X【Goblin Slayer Ⅱ】 Collaboration Schedule Announcement!
We are now revealing the highly anticipated collaboration update date! 🎉
Make sure to mark it on your calendar! Don’t forget!
📅 May 8th, 2025
Get excited for the fantastic collaboration between 【BrownDust2】X【Goblin Slayer Ⅱ】!
More details will be shared in an upcoming announcement.
To receive the latest news first, don’t forget to follow and like the official BrownDust2 community! 😉
browndust2.com/en-us/?utm_sou…
#BrownDust2 #BD2
#Collaboration #GoblinSlayer #May8th

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@ANNO1189 You may also want to account for occlusion. This also becomes quite abstract and it's easy to overocclude or underocclude doing it based on passable tiles. That's where terrain tags come in handy to define acoustically opaque tiles.
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@ANNO1189 It depends on how complex you need things to be, ultimately! For most use cases, simple panning with ILD will suffice. If you want realistic front-back localization, you will need to employ HRTF.
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@ANNO1189 When trying to create spatial sound in abstract 2D spaces like a topdown RPGMaker map, you need to experiment with what sounds right. Generally speaking, inverse square falloff is far too aggressive with integer tile sizes. Games typically make use of less aggressive formulae.
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@ANNO1189 For games, you typically have no need to worry about complex directivity patterns. Omndirectional sources with exponential falloff are fine. Attenuation is a fairly simple calculation.
But then you run into the issue of sounds falling off too aggressively.
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@ANNO1189 Distance falloff is also complicated, but usually, it doesn't need to be. Inverse square law applies for omnidirectional sources, but most sound sources have a specific directivity pattern. Also, you need to account for the attenuation of high frequencies in air.
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@ANNO1189 I'm not an RPGMaker wizard, but something like:
if !$gamePlayer.isMoving()
if !switch
switch = true
$gameTimer.start(60)
else if $gameTimer.expired()
your timeout logic here
switch = false
else
switch = false
$gameTimer.stop()
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@peachmangoppai @peachmangoppai Hi Peach, this is 'no' from Pixiv.
Making games is indeed fun!
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@CreatingJas @gregisenberg You can already do that, sans the meta-world stuff. You just need a bit of money and know-how.
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@gregisenberg One day, you’ll be able to:
- create your Ai girlfriend
- write her a story
- have that story be generated in your fantasy world
- get married to her in the meta world
- and then live happily ever after.
The dark times are upon us.
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The market cap for Match Group is $9B. Someone will build the AI-version of Match Group and make $1B+.
I met some guy last night in Miami who admitted to me that he spends $10,000/month on "AI girlfriends".
I thought he was kidding. But, he's a 24 year old single guy who loves it.
I asked him what he loved about it:
Him: "Some people play video games, I play with AI girlfriends"
Him: "I love that I could use voice notes now with my AI girlfriends"
Him: "I get to customize my AI girlfriend. Likes, dislikes etc. It's comfort at the end of the day".
Me: speechless
There are a few platforms he likes but he prefers candy dot ai and kupid dot ai
"It's kinda like dating apps. You're not on only one."
See this photos of women below? Tap in.
All of them are AI-generated.
Look real, but aren't.
AI models are starting to look freakishly real to me.
Maybe you too.
Things are about to get pretty weird.
--
I share things i notice on the world here @gregisenberg (follow me) or in my link in bio for free startup ideas.




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@gregisenberg This is total bullshit, you could max out the 200k context on Claude 3 Opus (the most capable and expensive model currently available) every day and you would not spend anything close to $10,000 a month.
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