…cogito, ergo sum…

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Joined 11 months ago
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Cake day: December 3rd, 2025

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  • Roger that. Thank you for the clarification that you meant the actual term, and not just the fact of no mandatory payment and it having an the source available for public.

    I get what you mean, yet frankly, I do not believe such projects may be always free that are supposed to always be up-to-date for another system they have no official relation to, and keep it as a responsible hobby other people depend on.


  • It is free and open-source on Desktop at this moment.

    Keyguard is a commercial app and unlocking a premium funds its further development and supports me (Artem Chepurnyi) directly. As of right now, only the Android builds distributed via Google Play store have main features locked behind a paywall, other distribution channels have a build with everything unlocked.

    Source: https://keyguard.dev/docs/premium/

    But it makes sense to pay for it, since Bitwarden is a constantly changing system and these projects based on it must always be up-to-date with their API changes, too. This is time and worry consuming, and should be compensated.






  • May I ask, what is art, for you, @SchmidtGenetics@lemmy.world ?

    So someone who isn’t a good artist can’t ever be a game developer than?

    Developer? It depends on the subject. Programming is art, of course, but here I focused on the visual art only I initially referred to.
    And from visual viewpoint, yes, if you want to be an artist, you learn how to be an artist.

    You you search, you discover, you practice, you achieve, you communicate…
    You practice, practice more, you try, you try again, you try harder…
    You live…

    If you want to be respected by others, the first and main thing is to respect yourself.
    Only by that, only by self-respect will you compel others to respect you too.
     ~ 'The Insulted And Humiliated" by Fyodor Dostoyevsky [translated]

    You, as a non-ignorant and non-indifferent human, express your unique life-gained experience…
    You achieve an artwork, with effort, reified in a love peace of your ineffably miraculous life of an opportunity…

    You leave a message in the veils of infinite history… that will exist for others after you to learn from, to search for, to discover, to practice from, to achieve on, to communicate through… since art is a timeless communication between a human and a human…

    All they told me was “Just give up
    You’ll never be good enough”, never good enough
    Pushing me, pushing me…

    ~ The Depths - Of Mice & Men

    Related:
    - https://www.fiverr.com/gigs/artists (Get the best artists services… “I will draw with cartoon art style illustration anything for you”… from €14…)
    - https://www.fiverr.com/hire/traditional-art
    - https://www.fiverr.com/hire/arts-crafts


  • …gotta start somewhere…

    No. This is not a start. This is the end for this “artist” and “developer” from my point of view.
    Artists are capable to evolve, create, express art.

    You don’t start from disrespectful and degrading attitude to the history, damaging art as a miracle… by using systems based on stolen art, on devalued human effort, on defaced actual artists in LLM datasets who scream and cry in sorrow…

    This is not art. This is awful, disgusting disrespect and atrophy to the miracle as art, human, life, love, purpose…




  • I’ve done a few investigations back then, and still have the following in notes… The title… the Artists… the people who crafted… are ineffably magnificent…

    At Eidos-Montreal, the art team is passionate about architecture and it shows in our games. Deus: Ex: Mankind Divided features some of the richest environments ever built in a video game. In this talk, you are invited to take a peek behind the curtain…

    There are many processes in parallel here, and many possible points of failures…

    There are more environments than Prague in Mankind Divided, but by far the most complicated environment is Prague. The density and the size of our virtual Prague makes it a significant technical challenge to achieve on today’s hardware. So, we’ll keep with that example along the way…

    But if we are doing a large enough environment, we cannot simply save every single building as individual, custom meshes that have been generated with offline algorithm. We need to figure something out…

    Then we push this a bit further, like I said, it’s a bit like the references in max. It’s not quite like an instance. In our engine, Dawn, we can output any single parameters of pretty much any kind of resource to be modified at runtime, at any point in the game. We use this to modify each instance. So, we do keep the same set of data, then we simply modify one parameter to change something. Anything. The color of the diffuse, the actual texture diffuses inside a material, the way it reacts to light depending on if it’s wet or dry outside…

    In the case of Deus Ex: Mankind Divided, we have a significant number of parallel features, a lot of choice offered to the player, which the player can enact when he wants, and a mostly non-linear structure. We are stretched very thin on most resources and need to use some workarounds.

    Other games may not have to do as many sacrifices to achieve the same visual quality as what we are achieving…

    Source (Behind The Scene – Building The World of Deus Ex: Mankind Divided…)

    The technologies and effort are so indescribably marvelous…

    Just want to clarify that they’re not made on the same engine. Our game is made by the team that previously worked on Deus Ex and uses the Dawn Engine.

    Source

    Mankind Divided runs on the Dawn Engine, a game engine designed for eighth-generation gaming hardware. It was built on Glacier 2, an in-house engine created by IO Interactive. The team had several choices of engine technology… The team introduced physics-based rendering (a new animation system) as part of the redesign, and the engine was optimized for the game’s narrative base… The characters’ hair, designed to appear as lifelike as possible, was animated with in-house technology based on TressFX…

    Source

    …Julien Bouvrais, director of technology…
    That graphics engine rewrite introduced the increasingly ubiquitous physically-based rendering, and debuted a fresh animation system that especially considers Deus Ex’s character needs, while more broadly the team were able to cater for more polygons.

    But what of that optimisation in the favour of narratives? While engines certainly need to serve as a platform for games that tell stories, the idea of storytelling tools in a game engine brings technology and narrative a little closer to one another than is often seen.

    “We put particular emphasis around adding a few tools and pipelines to cope with our demanding narrative needs, such as an improved conversation system, and better fidelity in our cut scenes,” Bouvrais offers.

    Source

    The Dawn Engine, based on a heavily modified version of IO Interactive’s Glacier™ 2 engine, features new technology that allows for improved rendering capabilities, real-time physics, and advanced artificial intelligence programming, among other things.

    Source

    Character artist Frederic Daoust gave us some details on his work with hard surface augemtations and organic parts and discussed his approach to designing mechanical details… Most of the augmentations were different from each other with different mechanisms, so it was a new challenge with each model…

    Source

    Mankind Divided’s gorgeously realized version of Prague…
    Source

    And I thought: “Ooh, it would be crazy if we could bring the shower scene from Deus Ex: Mankind Divided into this!”.
    Source

    And dear… of course, the soundscape/sound Artist… by Michael McCann…
    - https://youtu.be/KbVBDA6TY14 (Deus Ex: Mankind Divided - Prague: Čistá…)

    No words…

    Related:
    - https://artstation.com/fredericdaoust23 (Frederic Daoust… Senior Character Artist at Imagendary…)
    - https://quixel.com/megascans/home
    - https://80.lv/articles/embracer-group-to-acquire-eidos-crystal-dynamics-square-enix-montreal
    - https://youtu.be/1TiG0Adh-fM?t=507 (Embracer Group enters into an agreement to acquire Eidos, Crystal Dynamics, and Square Enix Montréal…)


    …versus Gen AI: Too much spend, too little benefit?

    No… sorry… never…

    - Freedom… To those who don’t have it… ~ Adam Jensen
    - Machines should work; people should think. ~ IBM Pollyanna Principle


    Some of personal screenshot backups of Deus Ex: Mankind Divided:
    - https://imgur.com/gallery/rIG7W4Z



  • Artwork@lemmy.worldtoSelfhosted@lemmy.world•Selfhosted coding assistant?
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    10 months ago

    No, thank you. Sorry, never.

    Not only that, but the huge probability of mistakes is just deafening. The last time I used LLM was in 2023 someone recommended for a task at paper work, and I got a literal headache in 10 minutes… Since then I never ever will use that sorrow for anything that is not for blackbox pentesting or experimental unverified data generated you may find in medicine or military isolated solutions.

    That deafening feel that every single bit of output from that LLM or void machine may contain a mistake no soul is accountable for to ask about… A generated bit of someone’s work you just cannot verify since no source nor human is available… How would you trace the rationale that resulted in the output shown?

    Faster? Is that so… Doesn’t verification of every output require even more time to test it and consider stable, to prove it is correct, to stay accountable for the knowledge and actions you perform as a developer, artist, researcher… human?

    Your mind is to be trained to do a research, remember, and do not depend on someone’s service to a level of predominance/replacement.
    Meanwhile, effort, passion, creativity, empathy, and love, in turn, you carry, supports in long-term.

    You may not care now, though, but you do you. It’s your mind and memory you develop.