We’re playing with embodied LLMs that can externalise thoughts in a virtual environment. The idea is to help facilitate knowledge work.
It’s not our main area of interest, but it’s been interesting to experiment with how human/machine and machine/machine interactions work in real-time when you limit how fast agents can move or write. It's much easier to engage in a dialogue with agents that can't create / move tens of sticky notes and graphics faster than you can create one.
I see the red rings in front. I tried adding some depth cues to see if I could see it both ways - https://i.imgur.com/LsPtsRr.png
It kind of works, but for me it feels more like the blue ring now has a variable depth, with parts below and parts above the red rings, kind of like a piece of fabric draped over a bar.
I wonder how it feels for people who see blue in front?
In 2015 the UN created 17 ‘Global Goals’ (https://www.globalgoals.org/) that are meant to be a "shared blueprint for peace and prosperity for people and the planet, now and into the future":
Of the 10 most popular multiplayer games in 2023[0] seven of them owe their core mechanics to mods / flashes of brilliance from a handful of amateurs.
A more or less correct history of their origins:
- Four of the games on that list are battle royale games, which started life as a somewhat popular Minecraft mod and really took off with "Battle Royale" - a mod of "Dayz" which itself is a mod of "ARMA II". It's mods all the way down.
- Two are tactical FPS games, which owe a huge chunk of their mechanics to "Team Fortress" a Quake mod and "Counter Strike" a Half-Life mod.
- One is a MOBA, which started life as "DotA", a Warcraft III mod.
Of the other three, one is Minecraft. Created by a solo dev, and I expect its moddable nature has helped its multiplayer popularity significantly.
One is Roblox. Created by two devs, and is itself a game creation system.
The final one is Genshin Impact - something of a an outlier in terms of team size and genre origins.
Does anyone have examples of games with a client/server architecture, where new clients have been written, but that can still connect to an original server? I think there's a valuable learning exercise in the idea, but I can't find anything that actively courts multiple clients being developed.
The only UI/UX newsletter I subscribe to[0] also has a a similar problem, but the advice is usually solid. Maybe the first and/or last rule should be ‘seek feedback’.
I still think of early human progress as this slow march forward rather than what I expect it really was - thousands of years of rediscovery and reinvention by a few million people spread far and wide. Who knows how many groups of people, and their knowledge, were wiped out through bad luck, bad judgement, or worse.
Both metaphors seem apt. One is leaning towards how a product makes a person feel when using it, one is about what the product offers.
I hear arguments around what products can offer me all the time, they make sense, but I generally go with how a product makes me feel. Probably more than I even realise.
I don’t use Emacs, I do whisk eggs and fish doughnuts out of oil with chopsticks, I couldn’t fully say why for either.
It’s not our main area of interest, but it’s been interesting to experiment with how human/machine and machine/machine interactions work in real-time when you limit how fast agents can move or write. It's much easier to engage in a dialogue with agents that can't create / move tens of sticky notes and graphics faster than you can create one.
You can see a short, old video of the environment at https://www.temin.net