MooseBoys
@MooseBoys@lemmy.world
- Comment on Its most common use case is interrupting games 11 months ago:
There’s also no reason for a game to inadvertently trigger it. All games should clear the
SKF_HOTKEYACTIVE
flag on launch to disable the feature trigger during gameplay. - Comment on Choose wisely! 11 months ago:
transfer of matter or energy from one point to another without traversing the physical space between them
Right. So stand one inch in front of a piece of glass. Your nose teleports 7” forward and is now 6” behind the glass. All good. Your tongue teleports 7” forward and is now 5” behind the glass. Still good. Your cheeks teleport 7” forward and are now 4” behind the glass… Your ears teleport 7” forward and are now 3” behind the glass… Your spine teleports 7” forward and is now just barely behind the glass… Your shoulder blades teleport 7” forward and are now still in front of the glass. Your ass cheeks teleport 7” forward and are still well in front of the glass.
- Comment on Choose wisely! 11 months ago:
I wouldn’t interpret 7 inches as the amount of a gap you can cross - I would interpret it as literally translating your body 7 inches in one direction. Unless you can fit your body between two planes 7 inches apart, you’re not going to be teleporting through any barriers.
- Comment on GTA 6’s Publisher Says Video Games Should Theoretically Be Priced At Dollars Per Hour 11 months ago:
Unpopular opinion - I completely agree. In terms of cost per entertainment-hour, video games are by far the best value compared to similar media.
- Comment on He spilled the beans 11 months ago:
Yer fond of me lobster, ain’t ye!
- Comment on apple users in a nutshell 11 months ago:
I tried Android with the S10 for a little over a year. It felt too clunky and everything I wanted to customize would have required jailbreaking, which feels too much like work for me. I went back to iPhone after that.
- Comment on I'm not asking to be rich. 11 months ago:
Yep; money is necessary but not sufficient for happiness. Source: I have money but am miserably depressed.
- Comment on Restaurant Bill 11 months ago:
If you pay with your CC and sign the receipt after seeing the total, you’re going to have a very hard time getting it removed.
- Comment on Blueberry milkshakes 11 months ago:
It’s a simple, nearly instantaneous test that goes by the name of the LAL, or Limulus amebocyte lysate, test (after the species name of the crab, Limulus polyphemus). The LAL test replaced the rather horrifying prospect of possibly contaminated substances being tested on “large colonies of rabbits.” Pharma companies didn’t like the rabbit process, either, because it was slow and expensive.
From www.theatlantic.com/technology/archive/…/284078/ (emphasis mine).
- Comment on GTA 6 has patented a new locomotion system to make "highly dynamic and realistic animations" 11 months ago:
All the claims except 8 are “obvious” IMO. Claim 8 fails novelty because of the huge amount of prior art on the matter.
Note that I’m using “novelty” and “obvious” according to their english definitions, and the intent of patent protection. If they’re different in practice, that’s a failing of current patent law.
- Comment on GTA 6 has patented a new locomotion system to make "highly dynamic and realistic animations" 11 months ago:
- A locomotion system for controlling animation of a character in a three-dimensional (3D) virtual environment comprising: a rendering engine; a core system logic communicatively coupled to the rendering engine for executing core game logic of the virtual environment …
This is basically a description of a game engine that supports movement and animation. Descent (1994) would be the earliest production use of such an engine.
- The locomotion system of claim 1, wherein a key identifies one or more variables of the blackboard, the key comprising a human readable name associated with the variables to provide the selection criteria.
Congratulations, you just described “variables”, a concept at least as old as ENIAC (1945).
- The locomotion system of claim 1, wherein the core game logic defines one or more desired physical movements to sequence the motion type objects blocks.
Yes, that’s one way to describe “animation”
- The locomotion system of claim 1, wherein a selected archetype block defines a fallback archetype block, the fallback archetype block defining at least one new motion animation block or motion type block not present in the selected archetype block and inheriting any remaining motion type blocks and motion animation blocks from the selected archetype block.
Variables having a default value is the default behavior of most programming languages and software systems.
- The locomotion system of claim 1, wherein a selected archetype block defines the character’s default animation.
Yea, we’re talking about animation here. Default value of animation description = default animation.
- The locomotion system of claim 1, wherein a selected archetype block of the character is unique from a second archetype block of a second character and at least one motion type block is common across the character and the second character.
Inheritance, a property of most software designs since the 1980s.
- The locomotion system of claim 1, wherein at least one of the motion animation blocks, the motion type blocks, and the archetype blocks is defined by a series of extensible markup language (XML)-based meta files.
Storing configuration in a data file. You’d be hard pressed to find an alternative. Maybe some genius will come along and find some way to represent it in JSON…
- The locomotion system of claim 1, wherein a selected attribute of a selected motion animation block includes at least one of a clip set that is used by a selected motion of the character, an overloadable animation blend tree to be used for the selected motion, named additional clips within specific clip sets, parametric blends from sets that can be named, a Boolean that specifies whether play speed of the selected motion can be modified, a minimum speed, and a maximum speed.
This seems to be the main claim of the patent, but seems to have a huge amount of prior art (see links). “Parametric blends” and other terms are just jargon.
- The locomotion system of claim 1, wherein the attributes of the motion animation block are custom float values.
Oh my god. Really? Shall we also include “doubles”, “halfs”, or maybe “rationals”?
- The locomotion system of claim 1, further comprising one or more transition tables to control a relationship between motion animation blocks.
“Translation table” seems to just be referring to the graph topology of the system. Yes, graphs are the most common way to represent arbitrary N:M relationships.
- The locomotion system of claim 1, further comprising an in-game graphical user interface for real-time modification of at least one of the motion animation blocks, the motion type blocks, and the archetype blocks.
Node-based editing; standard practice in all 3D modeling.
- A computer-implemented method for controlling animation of a character in a three-dimensional (3D) virtual environment comprising: executing core game logic to render the virtual environment using a core system logic communicatively coupled to a rendering engine …
Yes, you already described what a game engine is and an animation system is. Game engines certainly do have animation systems…
- The computer-implemented method of claim 12, wherein said animating the character further comprises identifying a second archetype block, the common set of motion type blocks and the motion animation blocks of the second archetype block altering the animation of the character as a game story defined by the core game logic develops.
Picking animation keys based on game logic. What else would you base it on exactly?
- The computer-implemented method of claim 12, wherein said animating the character further comprises identifying a fallback archetype block of the archetype block, the fallback archetype block defining at least one new motion animation block or motion type block not present in the selected archetype block and inheriting any remaining motion type blocks and motion animation blocks from the selected archetype block.
Yes, default values do be defaultin’.
- A computer program product for controlling animation of a character in a three-dimensional (3D) virtual environment, the computer program product including a non-transitory computer readable storage medium having program instructions embodied therewith, the program instructions executable by a device to cause the device to perform a method comprising: executing core game logic to render the virtual environment using a core system logic communicatively coupled to a rendering engine …
Yep, software sure does run on computers. Computers are neat. And they have storage.
- The computer program product of claim 15, wherein said animating the character further comprises identifying a second archetype block, the common set of motion type objects blocks and the motion animation blocks of the second archetype block altering the animation of the character as a game story defined by the core game logic develops.
Are we really going to enumerate all the permutations of engine + animation + defaults claims?
- The computer program product of claim 15, wherein said animating the character further comprises identifying a fallback archetype block of the archetype block, the fallback archetype block defining at least one new motion animation block or motion type block not present in the selected archetype block and inheriting any remaining motion type objects blocks and motion animation blocks from the selected archetype block.
I guess we are…
- Comment on Ok Lemmy Rorschach test time. Tell me what you see. 11 months ago:
A pig with horns holding up two dancing penguins.
- Comment on GTA 6 has patented a new locomotion system to make "highly dynamic and realistic animations" 11 months ago:
If it was something you already did prior to filing and you could prove it then their case would be extremely flimsy
A brief search shows a variety of publications that seem to do what is described by the patent:
…siggraph.org/…/neural-animation-layering-for-syn…
advances.realtimerendering.com/…/index.html
- Comment on GTA 6 has patented a new locomotion system to make "highly dynamic and realistic animations" 11 months ago:
It’s definitely possible they’re doing something novel internally, but the details that would support that interpretation are missing from the filing. One of the requirements for patents is that it “sufficient disclosure of the invention so that it can be reproduced by others”. I would say I qualify as an expert in the domain covered, and I have no idea what they’re actually doing based on the patent alone.
- Comment on GTA 6 has patented a new locomotion system to make "highly dynamic and realistic animations" 11 months ago:
I work in patents. If it wasn’t novel it wouldn’t be granted, believe me.
I work in computer graphics software. My former employer preferred that engineers liberally apply for “defensive” patents because of how often people would get a patent for something we already did and then try to sue us for it. Plus we got a small cash bonus when our patents were approved. Through this process, I was granted six patents for my work there. It would be unwise to put something to text that could be used as evidence to invalidate the patents, so I’ll just say that my opinion on how low the bar is to getting software patents approved is definitely well-informed.
- Comment on GTA 6 has patented a new locomotion system to make "highly dynamic and realistic animations" 11 months ago:
They’ve built a library of small building blocks for character movements. These blocks can be combined in various ways to create a wide range of animations. … Instead of designing separate animations for each of these situations, they use these building blocks to put together the character’s movements naturally.
This sounds like shape keys, which is a technique already widely used in games and animation today. When you get shot in Battlefield, your character model plays a “getting shot” animation. When your character runs, it plays a “running” animation. When your character gets shot by running, these two animations are combined - it’s not a separate “shot while running” animation.
Would love to know if there’s actually some novel aspect to this “invention” but it seems more likely that this is yet another bullshit patent approved by a clueless clerk who did zero searches for prior art.
- Comment on Let lemmyshitpost decide... 1 year ago:
Wait, you’re telling me poop screams aren’t normal?
- Comment on You teleport into the last game world you played. What happens next? 1 year ago:
I’m so glad I decided not to play Alien Isolation tonight.
- Comment on Well, it was nice while it lasted? 1 year ago:
Did nobody stop to think that maybe the value of A24 comes from the fact that they’re not making bland action blockbusters?
- Comment on Immune to marketing 1 year ago:
Advertisement: Attractive woman smiling and putting her arm around a man.
Neurotypical Subconscious: Maybe a nice Seiko watch would make me more attractive?
Autistic Subconscious: I need to remember to schedule my dentist appointment.
- Comment on Martin Scorsese urges filmmakers to fight comic book movie culture: ‘We’ve got to save cinema’ 1 year ago:
I’ll save you a trip to your shrink and armchair-diagnose you with NPD.
- Comment on But my WiFi is just fine! 1 year ago:
When it comes to “the internet is down”, much of the time it is something within your control
This really isn’t true anymore. Most people use all-in-one modem+router+AP. I’d guess that unless you’re one to tinker with your router, there’s a much better chance you’ve tripped a breaker or GFCI than there is that you’ve somehow broken your home wifi.
- Comment on But my WiFi is just fine! 1 year ago:
The original PC Java client uses TCP; every other client, including the C++ PC version, uses UDP.
- Comment on But my WiFi is just fine! 1 year ago:
Minecraft and Terraria use both TCP and UDP, presumably in the way I described (TCP for initial connection, asset download, etc. and UDP for world state sync). Factorio uses UDP exclusively, and implements reliable transport where needed in software.
- Comment on Be kind to our financially paired brethren. 1 year ago:
Brassiere?
- Comment on But my WiFi is just fine! 1 year ago:
But when your electricity goes out, do you even consider whether it’s the power plant, substation, distribution station, or individual service drop that is the problem? Probably not. But I’m sure many power line technicians see the phrase “my power’s out” in the same way tech-savvy people see the phrase “my wifi’s out”.
- Comment on But my WiFi is just fine! 1 year ago:
Most consumer devices these days, if they detect the internet is down over a wifi connection (e.g. by inability to reach
1.1.1.1
), will automatically disconnect from that wifi network, or at least show the same UI as if it had. - Comment on But my WiFi is just fine! 1 year ago:
not many games use UDP for their transport
Citation Needed
I have never heard of a latency-sensitive game that doesn’t use UDP for inner loop communication. Sure they use TCP for login and server browser, but the actual communication for gameplay almost always uses UDP.
- Comment on But my WiFi is just fine! 1 year ago:
Your experience varies massively depending on your RF environment. In my suburban neighborhood, I’m getting a stable 3.4ms to my router. The same hardware when I was in a dense urban environment was around 11ms. I’ve never looked at retry counters, but if I had to guess, I’m getting close to zero right now, but was getting considerably higher in a dense area.
- Comment on Google Flat-Out Refuses to Bargain With Workers, Prompting YouTube Music Strike 1 year ago:
These workers are contracted by Cognizant, one of the many subcontractors which works with Google and its parent company Alphabet. … However, Google has refused to bargain with them, because it says it is not legally considered to be their employer. The workers, the union, and the National Labor Relations Board (NLRB) contest this point.
Unfortunately the workers don’t really have a case against Google here. Don’t get me wrong - “vendor” companies are parasites and often serve only to avoid paying full benefits to those whom companies would otherwise need to hire as full-time employees. But there’s decades of established law that says they are not, in fact, employed by the contractor. Without changing the law, vendor employees won’t be considered transitively employed by the contractor by any court.