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Гэмблинг разработка

Development progress on a neural network-based companion game, highlighting challenges with animations, physics, and model fixes.

Key Takeaways

  • Neural networks still require significant human oversight in game development.
  • Animation and physics fixes are iterative and time-intensive.
  • Texture and model issues can cause unexpected visual glitches.
  • Hair physics remain a difficult problem to solve in this project.
  • The development process feels like gambling due to frequent trial and error.

What the video covers

  • Development is ongoing with neural networks not yet advanced enough to fully automate companion creation.
  • The process requires constant checking and fixing at every stage without much coding.
  • Initial versions had many crashes, texture loading issues, and engine limitations.
  • Physics for skirt and ear movements were implemented and tested separately.
  • Animations such as character turning and looking were done one by one, taking significant time.
  • Fixes often cause new issues, requiring repeated attempts similar to gambling.
  • Texture problems included see-through skirt lining and overlapping jacket textures.
  • Hair physics were particularly problematic, with clipping and glitching issues unresolved after hours of work.
  • Model rebuilding is time-consuming, sometimes taking up to 20 minutes per iteration.
  • Despite challenges, the current state is acceptable for now, though improvements continue.

Answers

Questions about this video

Why does the development process feel like gambling?

Because each fix can cause new issues, requiring multiple attempts to succeed, similar to winning or losing in a casino.

What are the main challenges with hair physics in this project?

The hair clips through the body and glitches badly, flying apart or drifting away despite hours of effort, making it difficult to achieve a good look.

Is coding required to make modifications in this development?

No, most fixes and modifications currently happen without writing code, relying on iterative testing and adjustments.

Full Transcript — Download SRT & Markdown

00:00
Speaker A
So, guys, development is in full swing. Neural networks haven't evolved enough yet where you can just tell one: "Make me a companion and work it all out yourself so that everything is perfect," and have it hand you a finished result. No, you have to check everything at every stage and fix a ton of stuff. I've been sitting here for two days now, fixing a whole bunch of things. It's just that these fixes happen without writing any code now. At the beginning, there were tons of crashes. The game would just crash the moment she spawned. Textures weren't loading or wouldn't update because the engine didn't support something there.
00:10
Speaker A
I had to redo a whole lot of things. We did the physics—skirt physics, ear physics. Yeah, all of that had to be done separately, checking it each time by restarting the game and seeing how it looked. Look, there's this as well.
00:20
Speaker A
Like this. And like this. Yes, this was all done and tested separately too. Just like this. Animations, so she turns and looks at me, yeah. All of that also had to be done one by one. So for now, it all takes a lot of time.
00:29
Speaker A
But it's cool that you don't really need to know code to make these kinds of modifications. The lining is flickering right now, see? That's because of the original model; he's already fixed it now, but when you looked at her from the front, the skirt was see-through from the inside because it lacked a texture—it was transparent. I mean, it looked fine from the outside, but it was see-through from within. He redid all of that. I told him: "Yes." But now the lining is overlapping with the jacket texture, and they’re conflicting because of that. He’ll redo that too now, but rebuilding the model takes a long time, like 20 minutes. Anyway, I'll have to check it again later then.
00:41
Speaker A
And it’s like that with everything—you tell it: "Do this." You go in, and something is all messed up, something is happening like this. You tell it: "No, fix this part." It redos everything. It checks it out, yeah, finds the error here, redos everything. You go back in, look, something is wrong again, you go in again, look, the game crashes, and that's how you do animations. And that's just how you sit there. And it's like gambling, you know, like in a casino. Like, redo this. It redos it, you go in, look—success, failure, success, got lucky, cool.
00:55
Speaker A
Let's move on. Then redo this again. You look—failure, failure, failure, and on the fifth try, it worked. Like, yes, let's move on. It’s like some kind of casino. It's like a neural network casino. You just hope that sooner or later it gets everything right. By the way, regarding the hair, yeah, we never managed to get it to stop clipping through the body. No matter how hard we tried, and we spent a long time, probably two hours, on the physics of it all, it kept glitching badly, starting to fly apart or doing other weird stuff, just drifting away somewhere. In short, we never managed to get the hair looking good. That’s the point where I stopped, because, well, it was taking up way too much time, and it wasn't clear if it would ever work out. It looks okay, I guess, and for now, it suits me.
01:06
Speaker A
was see-through from the inside because it lacked a texture—it was transparent. I mean, it looked fine from the outside, but it was see-through from within. He redid all of that. I told him: "Yes." But now the lining is overlapping with the jacket
01:16
Speaker A
texture, and they’re conflicting because of that. He’ll redo that too now, but rebuilding the model takes a long time, like 20 minutes. Anyway, I'll have to check it again later then.
01:24
Speaker A
And it’s like that with everything— you tell it: "Do this." You go in, and something is all messed up, something is happening like this. You tell it: " No, fix this part." It redos everything . It checks it out, yeah, finds the
01:34
Speaker A
error here, redos everything. You go back in, look, something is wrong again , you go in again, look, the game crashes, and that's how you do animations. And that's just how you sit there. And it's like gambling, you know
01:45
Speaker A
, like in a casino. Like, redo this. It redos it, you go in, look—success, failure, success, got lucky, cool.
01:51
Speaker A
Let's move on. Then redo this again. You look—failure, failure, failure, and on the fifth try, it worked. Like, yes, let's move on. It’s like some kind of casino. It's like a neural network casino. You just hope that sooner or later it gets everything
02:03
Speaker A
right. By the way, regarding the hair, yeah, we never managed to get it to stop clipping through the body. No matter how hard we tried, and we spent a long time, probably two hours, on the physics of it all, it kept glitching
02:13
Speaker A
badly, starting to fly apart or doing other weird stuff, just drifting away somewhere. In short, we never managed to get the hair looking good. That’s the point where I stopped, because, well, it was taking up way too much
02:23
Speaker A
time, and it wasn't clear if it would ever work out. It looks okay, I guess, and for now, it suits me.
Topics:game developmentneural networksanimationphysics simulationtexture issuesmodel fixinghair physicsgame crashesiterative developmentVilknz

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