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@winglee

swe @anara | my goal is to make the fastest gpt wrapper → https://t.co/XgzL3XUr5M

Lumbridge Castle Katılım Şubat 2012
135 Takip Edilen381 Takipçiler
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wing
wing@winglee·
i think this is a better show case of @zero__ms one step closer to making zeron the fastest gpt wrapper video is realtime and on production
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cristi
cristi@cristicrtu·
one of my favorite things we shipped on the new @anara landing: the demos aren't videos, it's the actual product running inline. real editor, real citation numbering, streaming token by token all our own components and design system
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wing
wing@winglee·
@BlauNate @Quirrel__ @Pirat_Nation That’s why I said correlated randomness and not pseudo randomness. What I described is how correlated randomness works. For example: if you see Precarious Shears and the right Corpse Slug is debuffing, Defects Lightning Orb has an >95% to hit the left Corpse Slug.
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Nate Blau🐀
Nate Blau🐀@BlauNate·
@winglee @Quirrel__ @Pirat_Nation That's not how psudo random works, the idea is you can't predict the next outcome even knowing the previous ones. And by splitting into multiple random sequences, patterns do emerge. Slot machines for example do the same thing and only use one.
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Pirat_Nation 🔴
Pirat_Nation 🔴@Pirat_Nation·
A dedicated Slay the Spire 2 fan has claimed the game isn’t as random as it seems after publishing a 6,600-word essay based on their analysis of the game’s code. After digging through the game’s code, the player found that different systems share the same random number generator, meaning certain outcomes can influence others. “Once you look at this chart, there’s no way to un-know it,” The fan stressed that the system isn’t cheating players. In fact, he argued that pure randomness would hurt the experience. “I think it would be pretty bad for the game,” these hidden patterns help make runs feel more balanced and interesting.
Pirat_Nation 🔴 tweet mediaPirat_Nation 🔴 tweet media
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wing
wing@winglee·
@Quirrel__ @Pirat_Nation It’s not about seeded randomness, it’s correlated randomness. If you see X early in the game then you know for certain or with higher probability Y will happen latter in the game. That turns the “randomness” into a flow chart of decisions to play optimally
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Quirrel
Quirrel@Quirrel__·
@Pirat_Nation I mean the whole point of a seed is to be able to replay the randomly generated content exactly as is? What is this guy talking about?
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wing
wing@winglee·
i’m currently using it in zeron to load chats virtually instantly + stream fade in you can try it out at zeron.sh
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wing
wing@winglee·
one of my goals is to make creating fast gpt wrappers easier for everyone mugen is a react library that makes virtualization easier using pretext to calculate the heights of items instead of estimating them this makes it possible to load large lists instantly, without jumpy scrollbars and weird resizing behaviour pretext also enables cool features that were hard to implement before, like text stream fade in + performant syntax highlighting on longer code blocks
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Arttu Pesonen
Arttu Pesonen@officialpesonen·
@winglee @zero__ms I’ve also played around with this and works super well. What tick rate are you using btw?
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wing
wing@winglee·
since monday i’ve added npcs, monsters, combat, inventory and equipment system, and a leveling and experience system everything is done through updating game state in postgres and using @zero__ms to broadcast updates to the clients
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wing
wing@winglee·
the tilemaps are loaded in chunks through a zero query so it only loads chunks near the user, and those are static the game loop checks entity intent every tick and updates the database depending on the current game state, and clients get the updated game state through zero queries
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Tanmay
Tanmay@tanmay_singewar·
@winglee @zero__ms How you manage the game loop with all these actions and environment
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wing
wing@winglee·
user actions such as moving, dragging inventory irems, attacking, equipping/unequiping are all done through zero mutators. the server is a @bunjavascript server in the background running its own zero client and a loop to to manage the game logic and push updates to the db
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wing
wing@winglee·
Saw @PlanetScale’s demo of video calls through Postgres and thought: could Postgres handle a simple online game too? So this weekend I started building a prototype using @zero__ms and @threejs
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wing
wing@winglee·
@providerproto @PlanetScale @zero__ms @threejs Of course if it’s just a data layer it’s common sense Postgres would be able to handle it. It just never occurred to me that you could use Postgres as the game state itself, and use the WAL to broadcast game updates until I saw Planetscale’s video call demo.
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wing
wing@winglee·
@Heav2point0’s description is pretty accurate, it does have the data duplicated to sqlite, however the data in the game loop is actually saved directly to the postgres database and zero listens to the WAL to update its own data and broadcast the updated data to clients. also worth noting that while planetscale and zero are not related, zero can work with planetscale postgres offering
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wing
wing@winglee·
@spacetimedb @PlanetScale @zero__ms @threejs I actually want to try doing this with SpacetimeDB, but I had more friction trying to do things like load maps or make a map editor that worked well last time I tried SpacetimeDB. I want to explore it more though
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wing
wing@winglee·
Authoritative game server using Postgres as state, and Zero to broadcast updates to clients. Includes chunking, so we only load players and map chunks near the player, and a tilemap editor that lets you build open world scenes with autotiles, collision, and proper y sorting.
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