‮redirtSdeR

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im a lemmy user yay
1.4KHz 😔

What's your favorite band? (Of frequency that is)

https://lemmy.world/post/44018021

fedi users try not to overreact challenge (impossible)

i got one.

what’s the most festive data type?

answer

null

yesss, don’t just ignore traffic rules and blow through intersections obviously, but losing all momentum before a big hill SUCKS

Why is Minecraft able to be forced to put restrictions on online servers, but web browsers aren't held accountable for providing access to the web?

https://lemmy.world/post/42587406

Why is Minecraft able to be forced to put restrictions on online servers, but web browsers aren't held accountable for providing access to the web? - Lemmy.World

It seems like a kind of a paradox that online video games are held accountable for servers that they have nothing to do with, but meanwhile a browser can be truly open and doesn’t have to employ any restrictions like age verification, or banning ips? Not even China goes after the browser level.

woah man, posting answers to tests online is cheating and can get you expelled!

Could a diffusion image model be used to "bake" slow operations like erosion to make them realtime?

https://lemmy.world/post/42488309

Could a diffusion image model be used to "bake" slow operations like erosion to make them realtime? - Lemmy.World

I’ve kinda just had a thought, I don’t know if it’s horrible or not, so you tell me. - 3d terrain in video games is commonly starts with a fractal perlin noise function. - This doesn’t look very good alone, so some passes are employed to make it look better, such as changing the scale. - One such technique is employing hydraulic erosion with a heavy gpu simulation, to create riverbeds and folds in terrain. - However hydraulic erosion is VERY slow, and is as such not viable for a game like Minecraft that works in real time. It also doesn’t chunk well. But what if it didn’t have to? Why not train something like a diffusion image model off of thousands of pre-rendered high quality simulations, and then have it transform a function like fractal perlin noise? Basically “baking” a terrain pass inside a neural network. This’d still be slow, but slower than simulating thousands of rain droplets? It could easily be deterministic to loop across chunk borders too. You could even train off of real world GIS data. Has this been tried before?

he’s ball