This is exactly the wrong approach. LLMs are good at writing programming languages they already know, that are well represented in the training data, not at writing programming languages that they have never seen before, so that you have to include the entire programming language manual and lots of example code in every prompt.
This is not my experience. I've been experimenting with something very similar to vera. However my language transpiles into multiple languages (Java, Typescript, Common Lisp, Rust, C++, Python, C# and Swift). The transpiler is written in the language itself (there's a separate bootstrap transpiler written in Common Lisp). But where I'm going is that Claude, at least, is extremely capable at writing decent code in my new language with barely any prompting; just minimal guidance on the language itself and no examples.
Yea, it is funny in /r/worldnews. Everytime Trump says something, there will be a thousand comments describing why everyone should ignore everything he says..
This is idiotic. Blender runs an open development process. It's all out in the open, and they would never do such a thing. Obviously you know nothing about the Blender developer community, and you're not qualified to speculate without even bothering to do the most basic research, so your posts are much worse than any hallucinating ai slop, just insulting the work and integrity of hard working dedicated people. Your histrionic conspiracy theory posts in this discussion are absolutely off the rails, detached from reality, and your ignorant mindless attacks on Blender are helping nobody but Autodesk.
I think you missed my point completely - I am not attacking Blender, I'm attacking the Anthropic. You think Dario woke up this morning and just felt like doing charity? Or do you think there's an underlying business reason for getting into this space? If you believe they're doing it because they're lovely people I'm afraid we'll disagree about that.
Yes you most certainly are attacking Blender, accusing Blender developers of being in on a conspiracy of checking in code to Blender that sends data to Anthropic.
And your conspiracy theory about the Blender developers selling out to Anthropic and secretly checking in code (that anyone can see since it's public) that sends data to Anthropic is objectively idiotic.
Unity donated a lot of money to Blender too. Do you have any evidence that Blender sends data to Unity?
Can you point to the code in Blender that sends data to Unity? Or is your conspiracy theory that the official Blender builds contain secret spy code that is not checked into the repo? How many Blender developers are in on this conspiracy, and how have they kept it secret until now, now that you publicly announced your accusations that they intentionally spy on their users in exchange for donations from sponsors?
I think you'll find my original parent comment said "You know, for now..." - as in they aren't doing it yet. But do you really think Dario cracked open his wallet for fun without some later expectation of a return on investment? The Blender devs willingly or not are now frogs on the boil until the soulless ghouls over at Anthropic come calling.
Can you imagine watching a movie, and not being able to tell which scenes have GC special effects and which don't? Oh no!!! GC totally ruins all movies!!! Even movies that don't use CG are ruined by the tension of dreading that they might, and wondering if they do, and doubting everything you see in the screen, even if they don't. CG has ruined everything!
From all the parochial nationalistic close minded savage bigoted homophobic toxic macho corrupt Putin boot licking behavior they regularly exhibit, and their spectacularly brutal self-destructive war criminal performance in Ukraine, you'd think they all lived on a community farm, raised as livestock and cannon fodder.
Living in modern cosmopolitan Moscow yet still acting and thinking that way is so much worse than actually being born on a community farm without choosing that lifestyle and mentality.
DonHopkins on July 12, 2021 | parent | context | favorite | on: I Stopped Using Emojis
>What we saw was, if you go too far in that [representational] direction because you want to be inclusive, people don’t see themselves represented and they’re not going to use it. You have to have enough specificity to represent you enough, but not so inclusive that your emoji palette is hundreds of thousands of emoji.
Scott McCloud wrote a whole book about this: "Understanding Comics".
>One of the book's key concepts is that of "masking," a visual style, dramatic convention, and literary technique described in the chapter on realism. It is the use of simplistic, archetypal, narrative characters, even if juxtaposed with detailed, photographic, verisimilar, spectacular backgrounds. This may function, McCloud infers, as a mask, a form of projective identification. His explanation is that a familiar and minimally detailed character allows for a stronger emotional connection and for viewers to identify more easily.
>The masking effect or masking is a visual style, dramatic convention, and literary technique described by cartoonist Scott McCloud in his book Understanding Comics in the chapter on realism. It is the use of simplistic, archetypal, narrative characters, even if juxtaposed with detailed, photographic, verisimilar, spectacular backgrounds. This may function, McCloud infers, as a mask, a form of projective identification. His explanation is that a familiar and minimally detailed character allows for a stronger emotional connection and for viewers to identify more easily.
Scott McCloud and Will Wright discussed masking and other issues in their 2002 GDC discussion, "When Maps Collide":
Understanding Comics and masking influenced The Sims 1 graphics architecture and design (using detailed pre-rendered 2d+z sprites for the environment and simplistic real time 3d graphics for the people), which fortunately ran fast on the common un-accelerated 3d graphics hardware of the time (greatly expanding the user base), and synergistically enabled user created content (which was essential to its success) which I described in this earlier post:
>Going 3D at that time in history meant that the quality of the graphic would take a huge hit, as well as the rendering speed, and fewer people would be able to run it because it would require a high end computer, so it was just not worth it.
>Using 2D pre-rendered sprites means that the artists can use as many polygons, rich textures and lighting techniques as they want in 3D Studio Max, and tweak them until the sprites look perfect, and that's exactly what the user sees. You just could not approach anywhere near that quality with 3D graphics at the time. Of course things are a lot different now!
>That was during the time that The Sims was also in development. One reason The Sims was successful is that it did not try to be full 3D, and ran well on low-end computers (the old computer that little sister inherits from big brother when he upgrades to a gaming machine). It used a hybrid 2D/3D system of z-buffered sprites, with an orthographic projection constrained to four rotations, three zooms, and only the characters were rendered with polygons into the pre-rendered z-buffered scene, using DirectX's software renderer.
>I developed the character animation system and content creation tools for The Sims, and when the EA executives were reviewing the technology to decide if they should buy Maxis, to justify our approach I bought them a copy of Scott McCloud's book Understanding Comics, which explained a concept called "masking" --
>Hergé's Tintin comics are a great example of how that works: The idea is that by making the background environment very realistic (i.e. rich pre-rendered sprites from high poly models), and the characters themselves more abstract (i.e. efficient real time 3d texture mapped low poly models), the readers (players) can more easily project themselves into the scene and identify with the characters. Much in the same way an abstract happy face can represent everyone, while a photograph of a person's face only represents that person.
>The other fortunate consequence was that it was easy for players to create their own characters and objects by editing the textures and sprites with 2D tools like Photoshop, without requiring difficult 3D modeling tools like 3D Studio Max, so that enabled a lot of user created content by kids instead of professional artists, which was essential to the success of the game.
I went from Cat Photos into History of Victorian Cat Photos With Props like Miniature Tea Sets And Velvet Chairs And Humorous Captions On Calling Cards In Visually Ironic Aristocratic Cooperplate Font The Victorian Meme Script With High Stakes Expectations Anchored In A World With Human Dignity As It Relates To Modern Memes in just a few clicks.
Oddly specific, but that was exactly what I needed to see today.
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