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demofox, to random
@demofox@mastodon.gamedev.place avatar

For some reason people are talking about homomorphic encryption.
In game dev, for deterministic simulations like you see in RTSs, you can prevent write cheats by ensuring that the hash of the deterministic sim state matches across players.
You can't easily prevent read cheats though - being able to see the entire map when you shouldn't eyc.
Homomorphic encryption is a way to prevent read cheats.
Fyi!

demofox,
@demofox@mastodon.gamedev.place avatar

Last I checked, fully homomorphic encryption was much too slow to use in game dev. There are partially homomorphic encryption schemes though, where you have a subset of operations you can do, vs FHE which can do any operation.

dougmerritt,
@dougmerritt@mathstodon.xyz avatar

@demofox
Just to make sure you didn't overlook Jeremy Kun's recent-ish posts about low degree polynomial approximation in order to make use of FHE (Fully Homomorphic Encryption)

https://mathstodon.xyz/@j2kun/112426452236288901

I reposted some of it, and you two might even follow each other (is there a reasonable way to check that?) but FYI regardless

demofox, to random
@demofox@mastodon.gamedev.place avatar

Does anyone know of any code laying around the net that distributes points on a mesh in a blue noise distribution?
A student intern i work with is looking for this. It's tempting to write it, but im also kinda swamped :X

demofox,
@demofox@mastodon.gamedev.place avatar

Mitchell's best candidate would work well here, and would give a sequence instead of a set (use the first N of M total points, for any N), but what makes it more than a 1 hour task is the mesh connectivity, and multiple paths through triangles to the same points that you need to calculate distance between.

topher_batty,
@topher_batty@mastodon.acm.org avatar
demofox, to random
@demofox@mastodon.gamedev.place avatar

Stardew valley is pretty great, I just started playing it. Last night I went and saw the moon jellies on the last day of summer and woke up to fall.

demofox, to random
@demofox@mastodon.gamedev.place avatar

Hey software license knowledgeable friends. We recently put code out for a paper that is BSD licensed.
What would happen if some other company forked it and made a bunch of changes/ improvements?
Would it still be copyright EA in the license on their fork? And it'd have to stay BSD right?
Ty, random curiosity :)
https://github.com/electronicarts/fastnoise/blob/main/LICENSE.txt

demofox,
@demofox@mastodon.gamedev.place avatar

@pkhuong whats the "patent grant for using the licensed software"?
Like if the company patents the work, the license implies that they are free to use the patent as well?

aeva,
@aeva@mastodon.gamedev.place avatar

@demofox @pkhuong the wording is such that if a patent troll contributes to an aparche2 licensed project, they automatically grant the right to use any relevant patents to the project. It is meant to help mitigate against a kind of legal trojan horse essentially.

demofox, to random
@demofox@mastodon.gamedev.place avatar

LF individual with last name of Mann to co author a paper and help invent the Wolfe Mann algorithm :)

demofox,
@demofox@mastodon.gamedev.place avatar

@breakin @topher_batty I have a game dev friend named Brandon Mann I was thinking about doing this with before 😂

breakin,
@breakin@mastodon.gamedev.place avatar
demofox, to random
@demofox@mastodon.gamedev.place avatar

My video's power level is over 9000

TonyVladusich,
@TonyVladusich@mathstodon.xyz avatar

@demofox

The left still has an extraordinary glassy appearance.

demofox,
@demofox@mastodon.gamedev.place avatar

@TonyVladusich oh yeah totally. Interesting.

demofox, to random
@demofox@mastodon.gamedev.place avatar

So linkedin as a social media platform... I feel like if I speak my true thoughts as a promethean anarchist, that is going to be detrimental.
And I cannot stand seeing all the people I know to be useless getting prestigious positions.
Mastodon friends, I live for the toots.

aeva,
@aeva@mastodon.gamedev.place avatar

@demofox I signed up for linked in once about 14 years ago because a girl I met at a party gave me her linked in handle when I tried to ask her out. I didn't know what linked in was, and deleted my account some time after that.

aeva,
@aeva@mastodon.gamedev.place avatar

@demofox I think the thing that motivated me to delete my defunct linked in account was getting a never ending deluge of spam to join sent to my work email despite already having an account

demofox, to random
@demofox@mastodon.gamedev.place avatar

Ok so the internet is the epitome of cache invalidation problems (f5 and dns), and the challenge of naming things (urls). Are there significant off by one errors? :P

demofox,
@demofox@mastodon.gamedev.place avatar

@rrika neat!

demofox,
@demofox@mastodon.gamedev.place avatar

@pkhuong oh right :)

demofox, to random
@demofox@mastodon.gamedev.place avatar

New Blog Post: A Low Discrepancy Shuffle Iterator (+Random Access & Inversion)

What if you had a shuffle iterator that could traverse a shuffle, without actually shuffling.

What if that shuffle was a low discrepancy sequence so neighboring values were very different and had nice numerical properties?

Another POV: selection without replacement. stateless, and low discrepancy.

https://blog.demofox.org/2024/05/19/a-low-discrepancy-shuffle-iterator-random-access-inversion/

lritter,
@lritter@mastodon.gamedev.place avatar

@demofox oh nice. i wrote one that pulls items from a set (a shuffling ring buffer, see screenshout for demo output), but doing this without a set at all is excellent :)

oh wow, and yours is invertible, even. :)

toerror,
@toerror@mastodon.gamedev.place avatar

@demofox I used to work on a marketing platform that had this competition code dispenser system that would dispense predetermined codes in a random order - it did this by pre-populating a table with millions of rows and then randomly selecting indexes and marking them used... I came up with a stateless shuffling system to remove the setup / indexing overheads. I'd excitedly tell people about it to be met with much eye-glazing ;)
It's nice to see that it's actually a thing in the real world.

demofox, to random
@demofox@mastodon.gamedev.place avatar

Anyone have any tips for repairing or desoldering corroded solder? I've tried applying fresh solder but not all points would take it.
Also, I'm thinking the brown line across the bottom is supposed to be a connection between all of them for ground. I think its corroded to not work as well anymore. Does that look/sound right to people? In the second image, it's the side with a single wire plugged in.

image/jpeg

demofox,
@demofox@mastodon.gamedev.place avatar

@TomF that makes a lot of sense.

demofox,
@demofox@mastodon.gamedev.place avatar

Thanks @TomF and @dotstdy , I drilled out the corroded chunks of solder and cleaned it up some. Now to reassemble it with fresh components.

demofox, to random
@demofox@mastodon.gamedev.place avatar

An ESPN article talks about a rendering algorithm a friend of mine made (gibs). LOL what an odd world we live in...
https://www.espn.com/college-football/story/_/id/40153072/inside-return-ea-sports-college-football-video-game

demofox, to random
@demofox@mastodon.gamedev.place avatar

Hey @mbr , I remember you did that LDS thing with integers where you had an integer representation of Phi.
How did you calculate that integer version of Phi?
Did you just multiply phi by the the maximum value the int could represent and convert to int (floor / round)?

mbr,
@mbr@mastodon.gamedev.place avatar

@demofox Oh. General audience clarification: since Φ > 1 I should have explicitly stated using (Φ mod 1)...the fractional part.

demofox,
@demofox@mastodon.gamedev.place avatar

@mbr I was just having that thought in the shower just now. Yeah. We were on the same page but didn't mention that 😂

demofox, to random
@demofox@mastodon.gamedev.place avatar

I asked my son "if you flip a coin 3 times, is it more likely to get 3 heads in a row, or head, tails, tails?"
He thought for a second and thought "they are equally likely aren't they?"
Oh damn... he is so much smarter than I was.

SonnyBonds,
@SonnyBonds@mastodon.gamedev.place avatar

@demofox Now do the Monty Hall thing 😄

demofox,
@demofox@mastodon.gamedev.place avatar

@SonnyBonds oh man. That's mean!

demofox, to random
@demofox@mastodon.gamedev.place avatar

Repairing a 3d print. Totally feels like a combination of welding and surface mount soldering 😂

luis,

@demofox is that used as a printing performance test?

demofox,
@demofox@mastodon.gamedev.place avatar

@luis no, but that's not a bad idea

demofox, to random
@demofox@mastodon.gamedev.place avatar

For folks that know me as "the blue noise guy", I've put together a 50 minute video that talks about many of the things I've learned in my ~decade long dive into noise and related topics - up to and including our latest paper published days ago at I3D.
I hope you enjoy it!
https://www.youtube.com/watch?v=tethAU66xaA

A slide showing how random numbers which are positively correlated on the screen give correlated resulting renders, uncorrelated random numbers give uncorrelated renders, and negative correlation random numbers give negatively correlated renders. Negatively correlated renders have the best perceptual quality, despite all three having the same actual error.

demofox,
@demofox@mastodon.gamedev.place avatar

note the projective geometric algebra poster in the background @EricLengyel haha

dougmerritt,
@dougmerritt@mathstodon.xyz avatar

@demofox
I know you know what you're doing, but the left side image about "irrational" and "random" reminds me of the famous John Von Neumann quote that I really love:

"Anyone who considers arithmetical methods of producing random digits is, of course, in a state of sin."

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