>they do track object across video frames which for me it's the minimum a system like this should do. All previous FSD systems are just Fake self-driving.
I'm pretty sure Waymo does this. It's hard to imagine not using this information, it's basically 50% of what I do when driving (e.g. that kid that was running on the sidewalk suddenly disappeared from view in an unexpected way; I wonder if he's about to cut across the street, etc).
I've bounced off NMS several times, despite having tried quite hard to get into it. So, my take is based on ~20 hours of early game, from 2025ish. Probably the best parallel I can draw is to Elite: Dangerous, which I played for several hundred ours before getting bored of it. What I find lacking in both games is that there's no _meaningful_ emergent gameplay that spawns off the procgen. Everything is wildy different on each planet, yet very same-y, because none of the differences really play into each other. In both, one can discover random biomes and creatures, but it's not like they are inherently interesting, they are mostly just following the same scripts.
Contrast this with something like Dwarf Fortress, which takes a slightly more in-depth approach to procgen, one where things have history, and in many ways, things "make sense". Or Rimworld, where the game tries its hardest to conjure up a narrative for you, dynamically, but still in a sandbox. So, basically, NMS is a perfectly functional sandbox game, and I have huge respect for them for keeping on working at it for so many years. However, it doesn't scratch my "hardcore simulation / mastery" itch, and so far I haven't been grabbed by any of its story generation. It just felt like a long series of fetch quests and "collect them all" games.
I feel like can also compare the difference to some rougelikes where the combos of random things can yield vastly different experiences but in NMS the randomness felt more like a skin - not affecting gameplay much.
I think the main difference in Dwarf Fortress and Rimworld is that the world happens to you, you have to respond to the events the game generates, while in No Man's Sky you happen to the world, you choose how to interact with it.
No Man's Sky is much more like Minecraft in that way, you have to make up your own goals, the game doesn't really prompt you in any way to do anything.
In general, I completely agree with you. Personally, as a human: I have fallible memory, beliefs that are not as sound as I may believe, and all of those notwithstanding, I may not correctly reason, even if my "inputs" were perfect. Let's not even get into cognitive biases, etc. I am acutely aware of my, and other humans' fallibilities.
I think when people are irritated by the "hallucination" aspect of LLMs, they are often running into something of a slightly different nature. I mean, firstly, there seems to be a higher-than-normal ratio of these "little mistakes". And secondly, there are some pretty odd ones - e.g. in my team, Claude regularly just straight up makes up Jira ticket numbers, and then refers to them with high confidence. I guess what I'm saying is that a human would probably not just make up an id, and run with it (they may be off by one, or mix two up, etc). In my opinion, these can be successfully treated, but I guess you can never fully eliminate the tendency that irks people.
Aside from the other reply, pi makes it _really easy_ to build your own usage tracking and limit machinery.
I would normally advise against such efforts for a variety of reasons (such as inaccurate tracking, etc), but specifically under pi, this mechanism has been extremely well behaved and accurate for me.
Several people have given the opinion in this thread that DF is basically immune to having a tutorial; I am trying to figure out why. I don't see a tutorial as an end-to-end blueprint of everything the game is capable of. It's just a series of info, hints, and follow-along instructions, possibly with railroaded / simplified UI. I mean, the first time I booted up DF with no context circa 2013, it took me a few minutes to figure out that we're seeing a top-down view. I certainly would have appreciated a hint or a tutorial (though I do not necessarily fault the game for not having one; it's _not_ a game that is aimed at onboarding heaps of fresh newbies by the truckload each week).
> But I also spent some time with modern Spring Boot, and I get where the hate is coming from. There is a lot of complexity that just doesn't seem necessary at all.
I'm sure there is some (very high) level of inherent project complexity where the massive number of abstractions and tools that Spring Boot gives you (and forces on you) actually starts turning into a net positive... And I'm also fairly sure that most projects don't quite break even, and would be better off with something more lightweight.
the functionality is often necessary and useful the question is if they're required to be implemented in the way that they are or if there is a simpler approach.
also a lot of oop hate is 1) hatred of compile-time hierarchies attempting to match the domain model and 2) all the complexity in oop systems which isn't really inherent to OOP but made possible by it. oop doesn't require a PrototypeFactoryInjectorFactoryBean but it doesn't prevent you either :)
on the flip side I've seen functional codebases which are also full of complexity because of how fragmented everything is, like 20 functions all applied when it could have been a single imperative one making it hard to keep track of what is happening.
I think the hate typically comes from the mis-application of various tools; overly complex solutions for simple problems. There's nothing wrong with patterns per say, or frameworks that have complex building blocks for every conceivable permutation of relatively common issues. However, when people reach for unnecessarily complex tools out of laziness/habit, some hate is justified. I suspect this is very similar to what you're saying, and of course, it's not OOP specific. Functional languages have their patterns too, but instead of a famous book enumerating them, we have a famous blog post stating that functional languages are so awesome that they don't need patterns (or at least, this is how most people seem to interpret it).
I agree with Gabe Newell's take, however it absolutely is _also_ a money issue (which Steam went a long way to alleviating with regional pricing). Median PPP ratios for other continents are: Asia ~2.76x, Africa ~2.76x, Europe ~1.58x, etc.
Currently new AAA titles debut for 60 to 80 USD. I'm wondering what the piracy situation would look like in the USA, if this was, say 160 to 220 USD; because that is what paying US prices feels like to the median person.
Aside from the skills mentioned, I recently found that asking the model to create a simple HTML presentation to walk you through it's proposed design can do wonders. Fine tune your prompt to your liking (language style, what to include, what not, etc). Then, read that thing thoroughly, and keep asking questions and iterating on the plan until you fully understand what's about to be built, and are happy with it.
I think it's a terrible _interview_ question, partly due to it's "IQ test" nature, but mostly because it's a pretty hard problem and I really wouldn't expect someone to be able to just spew out a solution the first time they hear it.
Of course, the process would be more about the interviewer observing your thought process, seeing how you develop a notation for solving this thing which you almost certainly don't have any pre-existing notation for, etc. I just really wouldn't expect much progress in the space of 5 to 10 minutes, although I am basing this on the "13 marbles" version of the problem.
I've been using a plain ASD-STE100 prompt for a little bit now, and while I somewhat prefer the text that agents produce while being told to use simplified English, it does not necessarily change the overall structure of what they write. It just now tends to have shorter sentences, and fewer drumroll, pitch-deck / vacuous section titles like "the finding that pivots the preposition", etc. Overall a significant quality increase in my opinion, but nothing earth shattering, and doesn't fully solve the problem.
I'm pretty sure Waymo does this. It's hard to imagine not using this information, it's basically 50% of what I do when driving (e.g. that kid that was running on the sidewalk suddenly disappeared from view in an unexpected way; I wonder if he's about to cut across the street, etc).
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