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Genie 2: A large-scale foundation world model

Dockercraft YouTube
  1. A Minecraft Docker client! To visualize and run containers directly from a Minecraft environment.

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  2. Our mission is to give everyone a voice and show them the world.
    > I strongly disagree that you need to cater to existing workflows. I didn't say that these tools need to though. :-) I said that actual high-end game developers need precise control over every aspect of their game. A developer needs to be able to say something as simple as: "I want to make my particle system run at 30ps, while my cloth animation is 120fps, while my logic is at 60fps." > I've written my own 2D and 3D game engines as well as worked in Unreal. I'm currently working on a controllable diffusion engine using Bevy. Then you know all that I'm suggesting already! You probably have a list of the typical problems that game engine programmers are trying to solve when they build their own engines or have to modify Unreal Engine itself. You could even just watch GDC[^0] or the Graphics Programming Conference[^1] and ask how these tools solve the problems discussed. Generative tools will create a new way of making games or game assets, but they won't eliminate the current way of making games. Since you're building these generative tools alongside your game, you can demonstrate how they solve the kinds of problems game engine programmers need to solve and there's no need for us to misrepresent either side of the equation. Just give a presentation or publish an essay showing engine problems being solved at the standard a typical studio needs. [^0]: https://youtube.com/@gdconf?si=F_n4G4zxQSny8BNC [^1]: https://youtube.com/playlist?list=PLLaly9x9rqjsXLW1tMFruyh_657sh8epk&si=L5DuRFsPlGfZYaeM.

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