Kids don't care about fancy graphics, they care about connecting and running around with their friends, in a wide variety of games, that are downloaded and up and running within seconds.
Probably worth mentioning this is just a demo. There's a looooong list of API features that aren't implemented (most notably servers and networking)
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But higher level languages were deterministic and reliable, allowing users to offload the cognitive load of the lower levels to the computer.
With LLMs you can’t fully offload the load, you need to keep a close eye on it which kind of defeats the purpose (IMO)
I'm asking the AI things that are easy to verify, and often ask it to provide web references. It's working well for me.
I don't ask it about niche topics. I occasionally ask it about myself or my games and it's always funny. It's a good reminder how wrong the AIs can be.
The amount of interest to explore this opportunity is worth it. The bubble is worth it. I don't think it's lost years, and even if it is, the technology is compelling enough to make the gamble worth it.
The fatigue of reading the same shit over and over again makes people forget that it's only a couple years. It also makes people forget how ground breaking and paradigm shifting this technology was. People are complaining about how stupid LLMs are when possibly just 5 years back no one could even predict that that such levels of intelligence in machinese was even possible.
Asking Gemini _is_ just much better at finding you the answers you need, _and_ providing links for you to verify that information.
It will be a sad day when they start injecting ads, I really hope the foss alternatives catch up.
The reason we chose to prioritize client support, then server, was replication. If we develop a strong client with broad support, it makes developing the replication piece easier, since the client already supports the features in mind. It would also allow us to make Librebox more practical for game development in its early stages.
We'd love to see how you could do the client-server model though. Perhaps, there is a new and more efficient way.
Unless you are running the client against server, you will never know if the client features you are writing are any good.
The games need to run on the server by default, and the clients are just a "view" into what is happening on the server.
For ease of development, your app is a fully functioning server and a client in a single application.
When playing single player, the game is still running on a local server, with only a single client connected.
I strongly recommend building everything around the communication pipeline between the server and client. Make it very easy to dial up latency and packet loss.