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Exploring AI in Game Development: Game-Changer or Overhyped?

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Hey everyone,

I’ve recently been diving into the use of artificial intelligence in game development and programming, and I’d love to hear your thoughts and experiences. AI has been touted as a revolutionary tool, but I’m curious about how it’s practically impacting our workflows and outcomes.

For instance, I’ve been using ChatGPT-4 to assist with coding and debugging. It’s been incredibly helpful, not just for fixing issues but also for suggesting multiple approaches to problems. This has definitely improved my efficiency and expanded my understanding of different programming techniques.

How has AI influenced your development process? Are there specific tools or platforms you find indispensable? Also, what are your thoughts on the ethical implications of AI in game development? Are there any concerns or challenges you've faced?

It would also be interesting to know how you use AI in everyday life

Looking forward to a great discussion!
 
One comment only: it is NOT AI and TBH, I'm getting to be really hacked off seeing/hearing these extremely sophisticated self-generative computer programs referred to as Artificial Intelligence. To be AI, by definition it has to be self-aware and these programs (ChatGPT, etc.) are not and never will be self-aware. </grumpy mode off> 🤣
 
Beg to differ, Niels Bohr. Have you never heard of YouTube? I endorse you to edify, it is filled with examples of fully functional humans devoid of self awareness.
 
In so far as the tools I've had huge help just the other day writing batch files to custom rename folders and file names.

Copilot has helped me incredibly with MSFS SDK stuff when I've needed answers, it's basically at intern level though, hey go research this for me, I need an answer to this problem etc.

Oh and I had it do a custom aircraft.cfg batch file that would find and change my naming convention for 37 aircraft for custom texture and ui variants.

e.g. texture="JF_PA38_Flying School 1990 N1234F" to texture="JF_PA38_N1234F 1990 Flying School"

There was a program called FNR.exe called find and replace but doing it through a batch file made it faster for me.

Then there's reprogramming my old Visual Basic Program I used to generate masses of photoscenery data tiles for FSX and P3D and converting the code to C#. I hired a friend to code the original program but now I'm able to do the port as he doesn't know C# and has moved on to other things. Also doing up photoshop scripts to process thousands upon thousands of tiled files...

Analyzing data is another useful tool. Say I want to change something in a .cfg file to adjust the oleo height, rather than digging through the SDK it's faster to ask advice on what I need to look at. Sometimes it'll hallucinate but it's easy enough to throw it back and try again.

Also tracking down information, for example VH-FTI that was one of the aircraft I learned to fly in was originally the Piper demonstrator for Australia and there's one solitary photo of it on one side of the aircraft that has half the flying schools listed that helped bring the Tomahawk to Australia. So I was able to ask what other flying schools were not on the list I had, and it gave me a list of a bunch more that likely are written on the other side of the aircraft in 1980 that I can further research.

There's a bunch of other stuff I've used it for on the film side, such as creating an AppleTV app, dealing with film related stuff and more, such as massive documents for movie releases called CDSL's and CCSL's outlining every line of dialogue in the film and timecode and that gets used for generating foreign subtitles etc.

As for self awareness I have to disagree with those who only live in the now and can't see the future. It's like I spoke with a friend who did work amongst tribes in Indonesia that one day we'll have translators in our hands we can talk into and it'll output audio in a foreign language. He said it would never happen. But it has. Just like AI, we haven't even got traction on quantum computing yet, if anyone has seen some of the interviews with the heads of AI companies you'll learn how everything is a language. We're not far off being able to communicate with animals in their "language", or build things on an atomic level. Everything is a language of some type to these AI systems. Patterns and recognition and learning. We are about to enter into an unparalleled time in earth's history... It is full of promise and full of peril...
 
I completely agree with you—AI tools have been incredibly helpful in so many aspects of development. Your examples with batch files, MSFS SDK, and even Visual Basic to C# conversion really resonate with me.

I’ve had similar experiences where AI has significantly boosted my productivity. I use ChatGPT in my everyday life as well. For instance, I'm wanted to choose a racing simulator so asked ChatGPT for advice, and it suggested DOFReality among other options. I tried it and have been really satisfied with the experience. (It seems to me that even in everyday matters the 4th version is better:scratchch)

Your point about AI’s potential and future capabilities is spot on. We're just scratching the surface of what’s possible, and it’s exciting (and a bit daunting) to think about where we’ll be in a few years. The advancements in quantum computing and AI's ability to understand different "languages" are particularly fascinating.
 
Here's one I just needed advice on as the PLDU normal map in the new PA-38-112 has only one registration burned in, and the albedo textures have changed text but the normal (aka bump mapping) still has the legacy height data.

I've gone in to photoshop to create a blank plate, but ideally want to create new normal maps for each aircraft that match the serial number text... So I just used ChatGPT to help outline the process...

ChatGPT said:
Creating a new normal map that matches your albedo texture and makes the lettering look engraved for Microsoft Flight Simulator (MSFS) involves understanding the specific texture format and channel arrangements used by the simulator. Here are the steps to create a suitable normal map:

### Understanding MSFS Normal Maps

Microsoft Flight Simulator uses a special arrangement for normal maps. Typically, the simulator uses a specific arrangement of the RGB channels to store different types of data:
- **Red Channel (R):** Stores the X component of the normal vector.
- **Green Channel (G):** Stores the Y component of the normal vector.
- **Blue Channel (B):** Usually used for other data like height or gloss, depending on the specific shader requirements.

### Steps to Create the Normal Map

1. **Create a Normal Map from Albedo**:
- Use a tool like Adobe Photoshop, GIMP, or a dedicated normal map generator (e.g., NVIDIA's Texture Tools for Photoshop, CrazyBump, or NormalMap Online) to create a normal map from your albedo texture.
- Ensure the normal map accurately reflects the height information where the lettering should be engraved.

2. **Edit Normal Map Channels**:
- Open the generated normal map in an image editing program that supports channel manipulation (e.g., Photoshop).
- Verify the normal map's channels:
- The **Red channel** should represent the X direction of the normal.
- The **Green channel** should represent the Y direction of the normal.
- The **Blue channel** can be adjusted based on MSFS requirements (usually for height or other data).

3. **Adjust for MSFS Specifics**:
- For Microsoft Flight Simulator, the normal map might need specific adjustments:
- If MSFS requires a specific value in the Blue channel for proper rendering, ensure that this is set correctly. This often involves setting the Blue channel to a specific value across the entire texture (e.g., 128 if using a height map that is neutral).
- Create an engraved look by inverting or adjusting the normal vectors in areas where the lettering should appear recessed.

4. **Use Substance Painter or Quixel Mixer (Optional)**:
- If you have access to Substance Painter or Quixel Mixer, you can paint the normal details directly onto your 3D model, ensuring that the normal map matches the new albedo textures precisely.
- Export the textures in the required format for MSFS.

5. **Save in the Correct Format**:
- Ensure the normal map is saved in the correct format (e.g., DDS) using tools like DirectXTex's `texconv.exe` to convert and compress the texture if necessary.

### Example Workflow

Here’s a simplified example using Photoshop:

1. **Generate Normal Map**:
- Open your albedo texture in Photoshop.
- Use a plugin like NVIDIA's Texture Tools to generate a normal map (Filter > NVIDIA Tools > Normal Map Filter).

2. **Edit Channels**:
- Open the Channels panel (Window > Channels).
- Select the Red and Green channels to inspect and adjust the normal vectors if needed.
- Set the Blue channel to a mid-grey (128) if necessary.

3. **Engrave Lettering**:
- Use the normal map filter to add depth to the lettering, making it appear engraved. You may need to manually paint or adjust these areas for precision.

4. **Save and Convert**:
- Save the normal map as a PNG or TGA.
- Use `texconv.exe` to convert it to the appropriate DDS format for MSFS:

```sh
texconv.exe -f BC5_SNORM -o output_directory input_texture.png
```

### Final Steps

- **Test in MSFS**: Load the new normal map into MSFS and apply it to the aircraft model. Check how it looks in-game and make adjustments as necessary.
- **Iterate**: You may need to iterate a few times, adjusting the normal map to ensure the engraved look is perfect.

By following these steps, you should be able to create a new normal map that matches your lettering and gives the desired engraved effect in Microsoft Flight Simulator.

Here's the new serial number plate with new text, you can just notice the G-BNKH normal map below it, and how also the PA38-112 albedo and normals on the plate aren't 100% aligned....
20240529212240_1.jpg


Well I've done some artwork in photoshop on the normal map using AI generative fill which gets rid of the registration and c/n numbers e.g. 38-79*, but there's still a slight mismatch on the normal on Piper PA38-112 which will bug me. So really I need to regenerate the normal map just for the plate so I can build proper depth maps (a small but worthwhile endeavor) rather than just relying on the cool font... Here is the rework sans rego and c/n on the normal map.
20240530011049_1.jpg
 
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I'm not dismissing what these self-generative programs can do - I simply dispute that they are true AIs. If used in a very narrow way (as illustrated above by Dean M) they can be extremely useful. The danger comes when you feed one of them broad questions and start to take the answers as gospel without doing a secondary check on known good primary sources. It will happen.
 
Yeah it's basically at intern level right now, but remember we started with very low powered computers even below 8 bit in the early days. And it is a form of artificial intelligence, being able to take training data and piece together somewhat intelligent results. I believe you may be referring to the singularity which is still a ways off but probably a lot closer than any of us realize.
 
OF course the real problem with 'AI' is that it's tied to robotics in a loose way. We already have machines designed to kill (drones). It's a short step to evolve AI to the point where these machines will decide what their target are, in a similar fashion to what driverless cars are deciding how to behave. Isaac Asimov is rolling in the grave.
 
Hey everyone,

I’ve recently been diving into the use of artificial intelligence in game development and programming, and I’d love to hear your thoughts and experiences. AI has been touted as a revolutionary tool, but I’m curious about how it’s practically impacting our workflows and outcomes.

For instance, I’ve been using ChatGPT-4 to assist with coding and debugging. It’s been incredibly helpful, not just for fixing issues but also for suggesting multiple approaches to problems. This has definitely improved my efficiency and expanded my understanding of different programming techniques.

How has AI influenced your development process? Are there specific tools or platforms you find indispensable? Also, what are your thoughts on the ethical implications of AI in game development? Are there any concerns or challenges you've faced?

It would also be interesting to know how you use AI in everyday life

Looking forward to a great discussion!

Revisiting this, the advancements in AI this year to date have been phenomenal. ClaudeAI is extremely good with coding, way better than ChatGPT. I've now generated numerous mini programs or scripts to do stuff like parse folders and extract certain data etc. So much so that I'm working on a massive AI project that hasn't been done before, and hope to have some early proof of concepts soon.
 
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