945 karma · joined March 20, 2012
yourlifeunderrome.com
I love rail but it is a convenience / luxury mode in many cases, and should be complimentary to car travel, not replace it.
But if you want to see a 4D level editor, the dev of 4D Golf made his own, love to see it: https://www.youtube.com/watch?v=5pTBSafvQ7Y
Also, here's a CPU-based prototype that led to the Hyperhell engine:
Why? Well, apparently ants have 6 legs because this allows tripod-gait, a simple leg movement that always keeps 3 stable points on the ground[1]
In 4D, you'd need 4 points on the ground, hence tetra-pod gait (4+4 legs).
You could of course do with less, I'd guess even as low as 1-2 if you have lots of muscles and good balance.
I tried pretty hard to increase the rendering efficiency on consumer GPUs. The biggest issue is that the main view is actually a 96x96x96 grid of "pixels" (or voxels). This makes scaling brutal: going up to 128x128x128 we'd double the total amount of pixels, to around as much as 1920x1080 resolution. Doubling the grid res to 256 would get us 16M voxels, which is about the same as two 4K displays. On top of that simple 4D object meshes scale much worse in terms of tetras than 3D objects do.
A quick solution could be to give the user a few resolution options, so they can bravely test the limits of their hardware.
So I've just modified the engine to allow you to specify a custom resolution in the URL:
https://dugas.ch/hyperhell/levels/the_bargain.html?vox_resol...
(Higher resolutions might break rendering entirely if the accel structure doesn't fit in allowed memory anymore. I was able to push it to 160x160x160 on my machines)
I'll also try to think of other ways to make the rendering more efficient, maybe a BVH instead of my simpler grid-based acceleration structure? My background is not in computer graphics, so others here might have better ideas.
So I figured, what the heck, might as well make the implied previous article real, and fulfill our collective destinies.
I feel so seen (my last post to hn was literally about visualizing the 4th dimension with threejs - and now working on the webGPU version)
Of course, there's all the secret sauce to actually getting the models to learn anything, and all the empirical progress we make to make the training more efficient (ReLUs, etc). But how many of those are fundamental, vs. simply efficiency shortcuts? And: if you'd asked me 10 years ago what I thought it would take to get the kind of output these large models are getting these days, I would not have guessed anything nearly as simple as what those models actually are.
https://dugas.ch/artificial_curiosity/GPT_architecture.html
I hoped it would be simple enough for anyone who knows a bit of math / algebra to understand. But note that it doesn't go into the difference between GPT-3 and ChatGPT (which adds a RL training objective, among other things).
[0] https://www.lesswrong.com/posts/K4urTDkBbtNuLivJx/why-i-thin...
[1] https://www.lesswrong.com/posts/6Fpvch8RR29qLEWNH/chinchilla...
[2] https://twitter.com/_akhaliq/status/1479265403142553601
[3] https://twitter.com/TacoCohen/status/1584499066410790912
Imagine if something like google didn't exist, and then it suddenly did. People would be saying: "This newfangled computer algorithm is giving everyone copies of my code with a misattributed licence, just by typing the function name and site:github.com !"