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It looks like some of these terms aren't indexed (or the site is just too hug of deathed right now), but I'd like to see the graph of like, social media, iot, cryptocurrency, ai.

The transition between crypto and ai on the graphs is already pretty funny. https://hackernewstrends.com/?q=crypto&q=chatgpt


26 emojis? You could do the entire bestiary from the original Rogue with that!

There was a similar wave of IPOs with Uber and AirB&B, not tied to a bubble popping.

(I mean, I think this looks incredibly like a bubble too, but for completeness sake, that's the counterexample I can think of.)


Yeah, Love2d is a great option for gamedev. It doesn't have the same built-in tools as Godot so you'll need something else for putting together maps (use Tiled [1]), and you'll need to write your own main/render loops (these are just two for loops, nothing fancy).

[1] https://www.mapeditor.org/


I watch things from unknown-to-me creators in a private window, then copy the URL over to logged in window if it's any good. Same idea, might be an easier workflow.

Absurd that we have these sorts of workarounds, but of course the view numbers are better if it keeps fishing for just the right kind of clickbait trash that you'll wolf it down endlessly.


When I was a kid, we'd host the pics we want to post on forums on geocities and rename the file extensions to .txt to get past its "no hotlinking images" policy. So it's not like much has changed.

There are a lot of barriers between kids and better solutions, one of which is that anything needs a domain and a server, and that means a credit card.


Modern AAA games take tons of people because of ballooning scope and graphical fidelity expectations. Games like Super Mario World have went from highly technical team efforts to something a person with no training can accomplish solo. (However, 3D tools have lagged behind dramatically. Solo dev Mario 64 is possible but needs way more specialized knowledge.)


Lovely page. Reminds me of the venerable Think Labyrinth (https://www.astrolog.org/labyrnth/algrithm.htm) page, but the live demos add a lot.

My favorite maze algorithm is a variant of the growing tree algorithm - each time you carve a cell, add it to a random one of N lists. When choosing a cell to visit, pop the last cell off the first non-empty list. It's considerably faster than the standard tree algorithm, but more importantly, changing N has a dramatic impact on the texture of the maze (compare 1 2 4 8 etc on a decently large maze).


Dang, it's been cool watching gaussian splats go from tech demo to real workflow.


For sure!


Is it possible to replicate the digital->film transition with tone mapping? (I assume the answer is yes, but what is the actual mapping?)


Generally yes, but we're still working on it all these years later! This article by Chris Brejon offers a very in-depth look into the differences brought about by different display transforms: https://chrisbrejon.com/articles/ocio-display-transforms-and...

The "best" right now, in my opinion, is AgX, which at this point has various "flavours" that operate slightly differently. You can find a nice comparison of OCIO configs here: https://liamcollod.xyz/picture-lab-lxm/CAlc-D8T-dragon


Wow, those links are a goldmine, thanks!

I went down the tonemapping rabbit hole for a hobby game engine project a while ago and was surprised at how complex the state-of-the-art is.


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