Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

Digimon Source Code Mobile game New promotional video from Digimon Source Code “Digimon: Source Code” the upcoming mobile RPG by Bandai Namco Entertainment has revealed its gameplay at ChinaJoy 2023. The game features battle with turn-based gameplay. It seems like digimon source code will be released soon in China....

24,663 görüntüleme • 2 yıl önce •via X (Twitter)

0 Yorum

Yorum bulunmuyor

Orijinal gönderinin yorumları burada görünecek

Benzer Videolar

At the end of the day, as I discussed with Jordan Peterson, there are just two games to be played, one real, one Woke. The real game is called civilization. The false game is called power. A long post/🧵: The real divide between Woke and not Woke is in power. The Woke game is the power game, and it is a parasite on the real game, which is civilization. Here's roughly how Jordan described the foundation of this idea. There are various rules, norms, etc., in the game society ultimately plays, and these create a hierarchy that is based upon competence, mostly organically, obviously imperfectly. If the rules of the game are good enough, the imperfections (natural corruptions) are minor and society thrives. If they are not, you'll have problems. This is the real game of building society, and it ultimately has to favor competence. This game must be called "civilization" because that's not just its goal but it is also what it does. It civilizes us beyond our base instincts and impulses so we can work together productively in a healthy manner that generates prosperity. As Jordan put it, this game is also a reservoir of value, and reservoirs of value create parasites. What are these civilizational parasites? They’re parallel games organized by and around malignant psychopathological modes like Dark Tetrad traits, psychopathy, and Cluster-B disorders: histrionic, borderline, antisocial, and narcissistic. These malignant pathologies render people incompetent except at manipulation, so they cannot rise far in a healthy civilizational hierarchy. What do they do, then, to gain power and status in life in a game they cannot actually play? They define a parasitic parallel game and rope people into playing it. It is parasitic in that it draws off the real game (civilization) and mimics its form so that the hosts (people in society) are less likely to realize it’s there, but it doesn’t build or create of its own. It siphons and tears down. What drives this game is failing to see what makes the civilizational game and the hierarchy it produces legitimate in the first place. This is characteristic of the psychopathologies at its heart. The narcissist imagines the world should be serving himself at the top, but it isn’t. The problem can’t be himself, so it must be that the game is illegitimate. Otherwise, he’d be at the top, but he isn’t. Therefore, the game is corrupt. His histrionic nature makes him a victim of the real game, preying upon emotions like empathy and righteous indignation to recruit followers. Because of his Dark Tetrad alignment, his game is not only illegitimate but toxic. It’s inherently sadistic, cruel to its recruits in the way typical of all cults—alternating punishment and leniency or even love-bombing. It’s dishonest. It’s psychologically broken from reality. It’s also a Machiavellian game, which means it has no interest in moral or ethical behavior but only in power. Thus, this rival game to the game of civilization is the game of power. The parasitic game—that is, the power game—is based on a fundamental failure to understand the legitimacy of the civilizational game or the approximately legitimate hierarchy it produces. This is a result of its narcissism, mostly. The game cannot be legitimate because the psychopath isn’t on top of it, where he sees himself constantly as a projection from his frail ego. It sees power in the real hierarchy, though, which it can perceive and understand, and for which it blames most of its troubles. What this means is that the (Woke) power game develops a critical theory of the existing legitimate civilization game. That’s why Woke means “using critical theory (and activism).” A critical theory exists not to articulate a vision—at least not beyond a Utopia after the cult power game holds power to enforce its power game long enough—but to “criticize those aspects of the existing society we wish to change,” as Max Horkheimer, creator of the Critical Theory, put it. The critical theory of the power game exists to recruit by delegitimizing the civilization game in the minds of some of its players, usually ones who aren’t succeeding as well. It picks at “contradictions,” failures, and imperfections while casting the whole civilization game as corrupt and unjust. It offers itself as the only alternative to civilization game while pulling at the threads of the civilization game that allow people to believe in it. It all proceeds from the Woke failure to understand the legitimacy of the hierarchy of the civilization game as it proceeds from its set of rules. Misunderstanding legitimacy leads it to conclude that all hierarchies are actually based in power, and all power is fundamentally arbitrary. That is, they do not believe all power is illegitimate. They believe power is the only legitimate thing in any hierarchy, but they also believe that power is located in persons like themselves through their narcissism and projection. Think of Voldemort as an icon of this mode of thinking: “there is no good or evil, only power and those too weak to seek it.” Of course, that quintessential Dark Tetrad perspective is what ensures the psychopathological power game will be rigged to make sure the psychopaths are attracted to it and rise to its top. This belief is what we call Woke. The Woke game is the power game, and it is a parasitic competitor to the civilization game. There is no overlap between these two games. To adopt the power game is to abandon the civilization game entirely and, in fact, to become its enemy. But James, you might ask, isn’t there power in civilization? Yes, there is, and necessarily, but it isn’t what defines the civilization game. It’s a byproduct of the game, not the game itself. The civilization game is fundamentally the building out of an organic and dynamic hierarchy based on a set of rules, or what some people call “muh principles,” that will succeed or fail for that civilization in direct proportion to three things. 1) How aligned with the truth are the rules of the civilization game? 2) How aligned with justice are the rules of the civilization game? 3) How willing are the participants of the civilization game to defend their principles and their game, including against socio-parasitical perversion? The more aligned with truth and justice a civilization game is, the more successful it will be, and the more legitimate its hierarchy. The power that results as a byproduct is extremely legitimate in a highly aligned civilization where people haven’t forgotten their charge to defend the game itself, which is what we call responsibility. A civilization game strongly aligned with truth and justice filled with a preponderance of responsible people will produce a thriving, prosperous society. It only works this way every time. Not everyone is responsible, though. Some are also incompetent because of various pathologies (not talking about for other reasons). Those pathological players may, under certain circumstances, create a parasitic side game with themselves on top through a variety of strategies that mimic the values and principles of the real game while distorting them into power plays because their game is power, as discussed above. They will recruit into that game primarily from those who are resentful of the real game for any variety of reasons, and getting recruited into the power game from the civilization game is called “going Woke.”

James Lindsay, anti-Communist

154,373 görüntüleme • 1 yıl önce

Is a provably fair game actually fair? How would a player know? "Provably fair" has become a badge casinos award themselves. Almost every casino claims it. Almost none can prove it. Today we're launching ProvablyFair​.org Certification An independent open-source audit standard for casino built games. Here's why it exists: The casino builds the game. The casino builds the verifier. Then they tell you to use that verifier as proof the game is fair. Of course it matches. That only proves the casino is consistent with itself. It doesn't prove the game is fair. And the gap is real. Every one of these surfaced in the last 6 months. All marketed provably fair, all passing the casino's own verification: -Pay table quietly swapped to lower RTP, the verifier updated to match - A client seed accepted but never used. Decoration - Server seed rotated every bet, nonce stuck at zero, discarding unfavorable seeds - A committed hash swapped after the player locked their seed. Defeats commit-reveal entirely - A verifier running different code from the live game None of these were caught by the casinos own protocols, because a self-verification system can't catch a problem its own author built into both sides. And none of them are things a normal player can realistically detect. So here's how we built it. The method rests on one decision: we rebuild each game from its published rules, not the casino's code. Re-running a casino's own code only proves it's consistent with itself. Rebuilding it independently tests whether the live game does what the casino publicly claims. From that rebuild, for every game we: - Capture and recompute thousands of real bets independently - Run the entire provably fair chain, every cryptographic rule in order - Derive the true RTP from first principles, never trusting the casino's own number - Confirm it across millions of simulated rounds Break even one core rule and the game can be rigged. Pass them all, with the RTP holding up, and it's provably fair. It's binary. It's math, not opinion. That's the standard we think provably fair gaming should be held to. Not a black box audit. Not a trust-us bro PDF. Every audit is public, every verifier is public, every repository is open source. Anyone can clone the code and reproduce the findings themselves. Self-verification proves a casino is consistent with itself. Independent verification proves it's consistent with what it publicly claims. Only the second tells you whether the games are actually fair.

ProvablyFair.org

16,011 görüntüleme • 1 ay önce

Are game developers doomed? Claude Fable 5 just did 6 years of my work in an afternoon. I don't think game developers are doomed. But our industry is about to change faster than almost anyone expects and I just watched it happen with my own game. Let me give you a concrete example. I started building Moonga when I was 17. After high school, I took a gap year before university and spent the whole year building the first version an online trading card game, back when web games were still in their infancy. It wasn't perfect. It was the work of a young developer. But it worked, people played it, and it proved the concept. In 2008 I rebuilt it from scratch, created a company, hired a team, modernized rules, redesigned experience, and we spent about a year and a half of work for an iPhone version. We launched on the App Store in 2010. Over the years we invested close to a million dollars. The game became especially successful in Japan and developed a loyal community. Ironically, our biggest challenge was never creating content it was maintaining the technology. Back then, iOS and Android meant separate codebases. A web version meant a third. Every feature, every bug fix, every improvement had to be duplicated across platforms. The maintenance cost was enormous. Fast-forward to today. I gave Claude Fable 5 the complete source code of Moonga roughly 500 cards, each with its own abilities and gameplay logic. It's years of accumulated game rules, edge cases, and design decisions. Five or six hours later, I had a fully playable version running on a modern multiplatform stack. One codebase. Web. Mobile. Modern architecture. A few more prompts and I was polishing interface and gameplay. It's not production-ready I could spend another week on animations, UX, and visual polish. But that's not the point. The point is this: years of accumulated development knowledge were enough for Fable 5 to recreate the entire game on a modern stack in a single afternoon. That doesn't erase the original work. Someone still had to invent the mechanics, balance 500 cards, design the systems, create the assets, ship the first implementation. But once that knowledge existed, rebuilding it became almost free. That's the real shift. The cost of implementing software is collapsing. The value is moving toward ideas, game design, content, world-building, community, and taste. We're entering an era where a small team or even a single developer can build what used to take dozens of engineers. For game developers, that's both terrifying and exciting. The question is no longer "Can I build this?" It's "What should I build, now that implementation is no longer the bottleneck?"

Shaban Shaame

34,214 görüntüleme • 17 gün önce

Inspired by Grok as a developer and a heavy gamer for over 15 years, I spent some time last week building a few things. Thrilled to unveil my latest creation: an infinite runner game built almost entirely by Grok from xAI! This project showcases the incredible power of AI in game development. Grok handled everything—from designing the game mechanics to writing the code and even helping me debug issues along the way. I brought it to life using some amazing free assets from a treasure trove for indie developers. You can play the game now at Elon Musk, I’d be honored if you checked it out. AI is revolutionizing game development, and Grok is at the forefront with its outstanding capabilities. It’s more than a tool—it’s like a tireless co-developer. Grok grasps complex concepts, provides suggestions, and turns rough ideas into working code fast. For this infinite runner, it crafted smooth player controls, randomized obstacle generation, and an engaging scoring system, letting me focus on the overall vision. And cross_protocol, founded by Henry @CROSS is set to harness AI’s full potential in gaming, pushing the boundaries even further. This is just the beginning. With Grok’s help, I’m planning future projects: 1) Physics-based puzzle game where players tweak gravity and momentum to solve puzzles 2) 2D RPG with deep storytelling and branching dialogue 3) Fast-paced 3D shooter with immersive worlds Each genre requires unique skills, but Grok’s versatility makes it ideal for all of them. It adapts to any challenge—be it physics simulations, character AI, or level design—producing results that could rival a full dev team. AI like Grok is opening up creative doors I couldn’t tackle alone, and I can’t wait to see what’s next. Stay tuned for more.

J

99,717 görüntüleme • 1 yıl önce

Ropilot is essentially just Claude Code, repackaged at $50/month, on top of charging you per action. As a benchmark, a single prompt can easily consume hundreds of actions (often ~500). In practice, you’re paying more for less. That’s not innovation - that’s repackaging. In this video, Superbullet demonstrates that it can do the same without a $50/month paywall. Superbullet, on the other hand, is a true Roblox AI game creator. Core features like AI playtesting and live Roblox instance viewing are already available for free. We’re also already soon to close our $3M–$4M seed round soon - backed by real traction, execution, not marketing demos. What’s being marketed here is frankly misleading. This tool cannot genuinely create a Roblox game from scratch. Ask the obvious questions: - How does it handle 3D assets? - Animations? - Building? - VFX? - Asset pipelines? - Game-scale architecture? What was actually shown is very limited: - Editing pre-existing systems written by human developers (e.g. a shop system) - A pre-polished UI - An MCP tool to start/stop playtesting - An MCP tool to run client or server code - And underneath it all: Claude Code, which already costs $20/month directly On top of that, setting this up requires you to be a programmer and too complicated. That’s not a Roblox game creator. That’s a thin wrapper. We have many technologies already live on SuperbulletAI not mentioned here. If you care about real AI-native game creation, not demos or buzzwords, look deeper. 👉 Check out Superbullet, try the product, and judge based on what actually ships. ( nahh man, i need to get a macbook 😂)

Froredion

17,346 görüntüleme • 5 ay önce

I've built a multiplayer survival game for the browser in 30 days and I didnt write a single line of code 🤯 So I'd like to write my notes about it once the deadline is done now. The last 20% of a project is indeed the hardest part of it all. In the last 2 days i've been working on the final version of Hollowlands for @levelsio's 2026 #vibejam I worked a lot! I fixed a lot of bugs, tested a lot playing with my wife. Fixed more bugs... But now, thank God, I have the final result! The game looks good, yes. I've spent half of the jam just tweaking every single detail of the procedural world generation. And It was worth it! The game still runs well on most devices and still has less than 20MB in size. Which is pretty impressive to me. The process of building was very straighforward: 1. I used Three.js + React to create the game. Before I started I created a huge document defining every rule i'd like the codebase to be implemented upon. It had clean code rules, archtecture decisions, ECS principles (good for games), and so on. This helped a lot constrain the AI to maintain the code maintainable and separated into clear domains (systems). This document was made partially by me given my previous experience building web games (I've made a lot of mistakes in the past and made sure they will not repeat again) and partially AI suggesting best practices. 2. For every feature I prompted the AI, I was very specific on details that I'd like implemented. If I knew what I was doing, I was more specific on the "how" I wanted to be done. If I didnt know what was doing I first asked the AI to brainstorm possibilities with me, based on industry standards, pros and cons, and so on. Then I would decide what path to go. 3. Every single feature I used Leva for tweaking the values. So for example, the size of the trees, colors, distance between objects, animation speed, etc. Everything I have a slider that I can adjust. 4. To make the game look good I used Tripo to create the models. To be honest it's not 100% perfect. If you check the character in game you can notice a few issues here and there (the arms lol), but I believe that it will keep getting better over time. 1 Year ago I tried and it wasnt even close to what it's now. Then I used a few post-processing + shaders + particles techniques to bring the "wow" factor. 5. I did only 1 feature at a time. And every change it was a commit with a clear message of what was done. This helped the AI fetch previous commit to understand what changed and know exactly what happened in the past. If I opened multiple terminals at once and blasted prompts the code and commit history would be a mess in a few days. And for every change the AI did, I asked it to do a Code Review of everything that was changed and look for violations on the document I wrote in the beggining defining the codebase guidelines. I realized that I pretty much applied software engineer principles using AI: Code, review and merge, code, review and merge... 6. On the last week I implemented the multiplayer using Colyseus ⚔️ which was pretty nice. I used AI to fetch the whole documentation and create a skill.md file that helped a lot. The creator of the framework Endel also did a extensive research on how real multiplayer games are implemented. It's open source and it was a gold mine for the AI to come up with the implementation for my game. You can ask him the link :) And that was it I think. I'm extremely tired now. The last 2 days was insane. The game's final version is not what I had in mind in the beginning of the jam. I had to cut a lot of cool features. But given the 30 days deadline I think it was a huge success. Hands down my best game ever made. Now I'll take a few days to rest and come back with more updates on the game. Maybe it can become a big deal in the future with more updates. Who knows. And in the event I win first place in this game jam, I'll use the money to fund my own game studio + cover the expenses of my child that is going to be born in September :) Cheers guys! If you have any question, feel free to reach out. I'll answer every non-bot comment in here haha Note: The link to play is in my profile

André → andreelias.dev

17,950 görüntüleme • 2 ay önce

Code is free speech in Las Vegas. In a federal courtroom in Manhattan, code is forty years in a cage. That is the whole story of Roman Storm, and I put it to music. He came to this country from Russia with $500 in his pocket. Odd jobs. Learned the language. Taught himself to write software. Built a company on nights he didn't sleep. The immigrant success story we are told this nation is made of. Then he wrote privacy code. Open source. He published it, the way you publish a book. He asked lawyers first. They told him it was legal, because it is legal. On August 23, 2023, around six in the morning, a SWAT team surrounded his home. Rifles up. His three-year-old daughter awake in the house while armed federal agents pointed weapons at her father's head. Not for stealing. Not for hacking. Not for touching a single dollar of anyone's money. He never held your funds. He could not hold them if he tried. The code has no operator. The address is zero. It runs on its own, on every node, in every country, right now, while its author stands trial. Here is the part they do not want you to sit with. They sanctioned his protocol. Then a federal court said they had no right to. Then Treasury quietly delisted it. The government reversed itself on the code, and then it kept prosecuting the man who wrote it. The FBI Director stood on a stage in Vegas and called code free speech. His own Justice Department wrote a memo saying stop prosecuting developers for what their users do. Then they walked past their own memo and came after Roman anyway. They convicted him on one count. The jury hung on the rest. A normal government takes the hint. This one is retrying him on October 26. Forty years for writing software you can still download today. This was never about Tornado Cash. It is about whether writing code can be a crime. In 1999, Bernstein v. DOJ said source code is protected speech. If that dies with Roman, no developer in America is safe. The chilling effect is not a side effect. It is the point. They pardoned others. They cut deals for others. Roman they kept on the docket, because he was effective, and because privacy is the one thing the surveillance state cannot allow. So I wrote him a song. The prosecution is theater. The code is permanent. Free Roman Storm. Watch it. Share it. The loop keeps running fine. Roman Storm 🇺🇸 🌪️ vitalik.eth Enemies of The State Angela McArdle

Aaron Day

13,519 görüntüleme • 14 gün önce