205 karma · joined May 16, 2016
EDIT: I misunderstood the previous comment, I think you are rolling back everything that changed, and not rolling back objects which were "static" in that timeframe.
Where can I read more about that?
Also, according to this Q&A post on reddit (https://www.reddit.com/r/DotA2/comments/bf49yk) the consumable purchasing logic was scripted, not learned.
Was this widely known?
It's true that the newer retained mode GUI has supplanted the older IMGUI for "game UI" (e.g. what users interact with when playing an actual game built with Unity). On the other hand, the Unity editor itself is still built entirely with their immediate-mode GUI library, and I haven't heard of any plan to move away from that. Building "editor-like" tools (including custom user tools) is still significantly easier to accomplish using immediate-mode libraries.
Some of those are very major, though, and I think the word "restriction" is a bit misleading. Having 5 invulnerable couriers is not really a "restriction" in that it limits or simplifies parts of the game -- it's just a fundamentally different mechanic that changes the way the game can be played.
> DotA players are probably the worst to ask, because the AI is already stronger than they are at a subset of the game and they have no insight into how quickly that subset could be generalised into other aspects.
I think that's a little unfair. Most folks have been pointing out that OpenAI's current momentum-based "deathball" strategy seems to fall apart without infinite regen and a limited hero pool, both facilitated by the current set of restrictions.
I'd agree that nobody really knows how well OpenAI will adapt to the full game, but I disagree that the criticisms I've seen are meritless. OpenAI's current level of play is definitely impressive, but I think there's still room for skepticism given the current restrictions. I (and I think a lot of others) would be pretty disappointed if the TI showmatch happened with the turbo mode couriers still enabled.
There's also the problem that a large chunk of OpenGL learning materials out there are hopelessly outdated, and IMO actively detrimental to learning modern graphics techniques. Judging from the types of questions I see around various forums, it seems to be VERY hard for newcomers to distinguish between "bad" and "good" OpenGL tutorials. In general, there's too much cruft for learners to focus in on the stuff that is actually part of "good OpenGL".
Actually, most game developers do that. Pretty much every game (even ones with a custom, "non-AAA" engine) will have some kind of abstraction layer for dealing with graphics API's. Writing an additional backend for Metal is not a monumental undertaking -- it's a tiny fraction of the overall code you will end up writing. Also game consoles, for the most part, use their own graphics API's which are not portable to desktop PC's.
Not the guy you replied to, but I switched to Colemak last year. It took me about 3 weeks to get to a "usable" state, and maybe 2 months to get within 75% of my previous speed with qwerty. My progression was roughly:
0-1 weeks: Can't type anything without looking at the key map. I would switch back to Qwerty if I needed to type something long out (emails mainly).
1-2 weeks: Weird phase. I can't effectively type in either qwerty or Colemak unless I really "focus" on it. It's hard to describe, but this week was terrible for productivity :)
3+ weeks: Forced myself to use Colemak exclusively. During this time I started doing real typing exercises, and turned off autocomplete in my IDE, since I found that was detrimental to learning. I also wrote a ton of documentation for a couple of my projects, which involved a lot of typing.
Before I switched, I would get intermittent pain in my wrist (maybe twice a month), which has since completely disappeared. When I need to type in Qwerty now, it is very uncomfortable, in a way that Colemak never was.
I was also a little surprised at how well the MacBook performed, but it's quite reproducible for me. To be fair, this desktop is actually about 5 years old, and it wasn't really "top of the line" when I built it.
Thanks for reading! Since Aras is using a GTX 1080 TI on Windows, and an Intel Iris Pro on Mac, I think the numbers make sense. In my case, my GTX 770 is pretty old, and my 2017 MacBook is pretty new, so the numbers line up better.
> It's a fun exercise in ShaderToy to write a recursive ray tracer. Here's mine: https://www.shadertoy.com/view/XllBRf
> And here's a much better one: https://www.shadertoy.com/view/4scfz4
Nice! I should add accumulation to mine -- it'd look much better for barely any effort.