livrem
Joined 9 years ago
Joined 9 years ago
It was useful for making those test gamebooks. I also thought (too much) about how it would be possible to use a LLM to generate gamebooks, but probably best to first randomly generate some kind of structure (directed graph) for the story and then make many smaller prompts to ask for the book to be written one branch at a time. However even if I ever get around to experiment with that I will certainly not release any code (or slop) because AI-generated gamebooks seems like the last thing the world needs.
https://www.drivethrurpg.com/en/product/296847/t-t-solo-desi...
It is old, but I do not know of any other books really on this topic. I enjoyed reading it anyway. One of the documents in it describes a simple manual algorithm for how to number the sections in a reasonable way (just randomly assigning numbers is not very reasonable, as anyone will learn from reading a book where the author did that). I implemented that in a simple pandoc filter:
Asset Forge is for combining 3D models into bigger models. Fun to quickly bash his various free models together to make something more complex. Also comes with a bunch of sets of building blocks. I believe he used this tool to make many of the free assets.
Kenney Shape is like a simple pixel editor, except you also set the height of each pixel and then export the result to a 3D model. Can't explain it well, but it is fun.
Both Lua and Fennel are tiny languages. You can skim all the documentation in a short evening. Fennel does not even have its own standard library, so keep the Lua documentation close at hand.
I appreciate the simplicity of both Lua and Fennel. There are some ugly parts, but all languages have those.
Janet (later project by Fennel's creator) is a nicer language that is also portable and embeddable, and has a nice standard library, but Fennel runs anywhere Lua runs. Janet is great just on its own for scripting and not sure I would want to use Fennel for that anywhere Janet is available. But as a way to script games in e.g. Löve2D it seems like an excellent choice.
What? Is that a common problem? And where are those text-only apps anyway? I have installed Termux and some vim app and a few interactive fiction games that are all text. Are those somehow causing trouble by not having enough graphics to look high quality enough for Google?
The reason I checked was in my native Swedish there is only one word (labyrint).
Was it really always two different things even in English? I looked the words up in Gutenberg's public domain Webster's Unabridged Dictionary (1890?) a labyrinth there was "an ornamental maze" ... "Labyrinth, originally; the name of an edifice or excavation, carries the idea of design, and construction in a permanent form, while maze is used of anything confused or confusing, whether fixed or shifting. We speak of the labyrinth of the ear, or of the mind, and of a labyrinth of difficulties; but of the mazes of the dance, the mazes of political intrigue, or of the mind being in a maze." And from the definition of maze: "A confusing and baffling network, as of paths or passages; an intricacy; a labyrinth". Did the meaning drift a bit since then or was it only in mathematics that the words began to be used in the way that they are often used now for branching vs non-branching mazes?
https://www.arborell.com/windhammer_prize.html
The Lindenbaum Compatition is a newer attempt to do something similar and it has also resulted in some books that I enjoyed reading/playing several of the books from the first year (have not taken the time to look into the entries this year):
https://www.lloydofgamebooks.com/p/voting-is-open-for-202420...