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AI VTuber Neuro-Sama Has Only Gone And Done It Again, Smashing Another World Record

AI VTuber Neuro-Sama Has Only Gone And Done It Again, Smashing Another World Record https://ift.tt/jSAVzHa Twitch Hype Train world records are a rare thing. The ultimate show of dedication from a creator's fanbase, these accumulative trains rely on a streamer's viewers donating subscriptions or Bits to the channel. Neuro-sama beat her own world record at the end of December 2024 and now, well, she's only gone and done it again. The hat trick of Hype Train world records belongs to the AI VTuber, her sister Evil Neuro, and their creator Vedal987 . For the uninitiated, or those outside of the "Swarm"--the name for Neuro's fanbase--Neuro is an AI VTuber created by Vedal who utilizes a large language model and a VTuber model to communicate with her Twitch chat, play games, and even go on adventures in VR thanks to the 3D version of her model. Neuro was originally created to play the rhythm game OSU on Twitch, but rapidly evolved to become a series of AI systems t...

BioShock Successor Judas Is A Procedurally Generated Roguelite

BioShock Successor Judas Is A Procedurally Generated Roguelite https://ift.tt/NMBwr17

Bioshock creator Ken Levine's Judas has been in development for almost ten years, and now his studio Ghost Story Games are finally ready to show what its been working on all that time. While Judas is still a narrative-driven FPS in the style of the Bioshock games, it's also a procedurally generated roguelite set in a dynamically-shifting open world. Here's what we know so far.

Judas is fundamentally built around a concept Ken Levine calls "narrative Legos," which he has been refining since his GDC talk by the same name all the way back in 2014. The concept mixes procedural generation with bespoke building blocks of narrative or dialogue, creating a game that can react to a player's decisions in a way that feels natural.

"We call it pseudo-procedural because it's not like Minecraft where everything's being generated off a set of pure mathematical heuristics," Levine explained in an interview with IGN. "You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do."

Continue Reading at GameSpot

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