shy
『she hacked you』 is like a pokèmon, evolving into a larger + more complex community project
How could you possibly be bored at the end of the world?
Climate instability is a small component of impending total cascading ecological collapse.
In academia? Struggling for grants for what? Measuring the collapse in scientific papers that are ignored. Sooo then what?
Unfortunately, SHY is and can not be the solution; realistically, there probably isn't any solution. SHY is not proposing our goal is to fix the world, or stop impending ecological collapse
About Us
A community of scientists, and data shows mostly computer scientists
But also makers, hackers, academics, communists, eco-terrorists, anarchists, nurses, hardware and software engineers, socialists, ecologists, electrical engineers, lawyers, mycologists, programmers, journalists, artists, designers, arsonists, kopimists, nomads, writers, union organizers, educators, witches, musicians, environmentalists, arboreals, activists, narco-terrorists, luddites, night-timers, day-dreamers, exiles, and party-crashers
Ultimately, and Ideally a diverse group of people and skills bound together by similar goals: 1. Participate in a project larger than themselves 2. Collaborate on a project that seeks equitable treatment + dignity for all Terran life
All languages +cultures +nationalities +political-affiliations (including apolitical) +identities +religions +age-group are invited to participate
Unique perspectives divergent opinions presented in good faith are appreciated + will be discussed
Rules
Essentially none; you are free to be stupid, post about anything
SHY seeks to mimic the freedom of expression found on the early internet; but also includes freedom to endlessly ridicule, embarrass, insult, and shame stupid posts; it goes both ways
Preferably, cultivate Interpersonal communication skills, be comfortably wrong, and be able to learn from others
Racist, fascist, + classical to neo nazi- will wish they got banned; instead of consequences like oddly bricked devices Go ahead, post, put all your devices on the line to test if serious.
Origin Story
SHY originally was only free educational computer science courses streamed live weekly; it needed music for the stream, so a music project was created, needing students to avoid an empty stream, a social media presence on Mastodon+Reddit was created and grew rapidly.
Over time, the essence of SHY began to change. Always intended to be nucleation point for a community, but who was in it and shaped it, and so what it means are still open questions: it requires all of us to answer them.
Will this work? Who knows? Probably not, but we can only find out if we try
Contact
The founder and current administrator of the community is Mastodon.social@ekis
Until I regret this decision, anyone can contact directly + immediately via email:
Gladly accept love letters, but not fond of death threats; but don't censor yourself.
Use XMPP? Join our chat [email protected]
Or, Instant Message Ekis [email protected]
Support & Donations
Contributing financial support will speed up growth of this community via paypal or via ko-fi
SHY is already tied to an established CA non-profit with a dedicated bank account. Revenue and donations will be held in a dedicated business account, community audited, and control will rest with the SHY community; it may fund open source projects or other yet undefined community objectives.
Work will begin to convert the organization into a non-profit workers' cooperative; demonstrating how cooperatives can be operated democratically, and without C-Suite executives. Completely worker owned, operated, non-profit cooperative (but we will be designing our own instead of using the new standard California model).
Goal of a non-profit workers cooperative:
- Transparency
- Democracy
- Exerting force within the organizational ecosystem
Creating an organization within the current organizational ecosystem, explicitly with entirely different goals and motives combined with no board of directors, makes our design incredibly efficient by comparison; in addition, willing to lose profit for achieve other goals, will make SHY dangerous entity within the ecosystem*
Bitcoin Donations
Never buy & give them to SHY to sell:
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Give Me Your Coins!
And, of course, you can personally shower me (Ekis) with your cryptocurrency.
Made an obscene amount of money? And you haven't already sent some? I'm offended!
Will even take your esoteric fork-coin; but no regaling me with tales of extraordinary properties. Really don't care-
Interested In Leadership Roles?
SHY is an ambitious project that exist beyond this site; already connected to an established CA non-profit. Members wishing to have democratic control will be required to join the SHY non-profit cooperative.
We are looking for community organizers, and we need department leaders for different types of skills. If you have been doing UX design for a long time, and could help newer people getting into it, we would to hear from you. The same writing (technical writing, but not exclusively), 2D artists, 3D artists, etc. We want find people with talent in each field they can share with others and build "departments"(until we have a better word) around these individuals. They will have weighted voting during decision making votes, not massively but noticeable.
We will be building new federated platforms, while providing fixes for existing ones.
We require modifications to an existing CA non-profit structure; writing new articles of operation, to provide for a unique cooperative structure.
The goal of establishing a entirely worker owned and operated non-profit cooperative is a very rare; it will serve both as a demonstration while empowering the SHY community to be more than bystanders.
We will redefine economic disruption
A generative art tool for creating 3D spaces that result in either line drawings or even more advanced but cell-shaded, could enable rapid game development, and let comic book writers without the artistic team to quickly prototype their ideas, making it easier to potentially find a team to work with.
I was heavily into creating maps and mods from Doom to GTA SA, then got out of it for a variety of reasons.
Have been a programmer the past 20 years, and recently watched a few tutorials on modern game engines like Unity and Unreal 5.
This year I plan on finally building my own PC so that I can try my hand at creating games.
That is awesome. What kind of game are you going to create? I think learning game theory is really important, I learned it so I can try to always win.
One of the most important concepts is what ratio of chance vs skill does it take to meet victory conditions. I think the best games are probably designed to consider this balance and how it attracts different people to the game.
At first my goal is to catch up on 20 years of changes in 3D modeling, texture mapping, and animation. I knew 3D studio inside out and backwards on DOS, and keep dosbox around to play with it from time to time, but I suspect it's time to learn blender.
The tutorials on just landscape and world design really fascinated me, the ease and speed with which they showed making large forest maps with rivers just blew my mind.
Then it will be learning to map a controller to functions and just understanding how that all works.
When ever I am leaning a new language, I'll practice by making games like minesweeper, mastermind, or tetris. I think a simple ship shooter like the hacking mini game in Nier would be a fun easy one to start with.
But the real end goal, is a physics based skateboarding game with a focus on halfpipe and mini ramp riding.
There have been a few great skateboarding games over the years, but none capture the feel of riding a mini ramp.
I want to make one with a very simple Rust engine to play with rust. Once I find the link Ill send it, so you can tell me what you think. I have tried both Unity and Unreal before just for fun, seemed like they try to push you towards buying things. And again people would probably svae a lot of money if they learned game theory designed the game on paper then implemented it instead of just throwing things together like you sometimes. like counterstrike has higher skill to chance than most games and attracts a specific type of person. which i find interesting.
In highschool I enjoyed making source mods. I wish they would have kept up with it, people are finally making it easy to work with again. But its a community effort.
For some reason I'm really into the idea of building a game world where each NPC is a VM and what it does is basd on the software it has. And so players can program or more likely buy software from other people and add it to the people under their control. Its like saying: "there are always going to be botters in games, if the game currency has value which is a. positive thing for the game, then botteers will exist, so lets take advantage of botter skill by giving them exactly what they want. Software that can run while they are offline.
Then possibly you can use their software to make the mosters smarter. I think they should be in a virtual or VLAN once they are in earshot of each other. that way they can coordinate. Oddly it would probably be useful to roboticists to simulate things doing this same trick but having it be the hardware they are using. I wish most people would model their inventions instead of buying dev parts.
What I want too honestly is like /dev/body/leg0
I think it would be funny and interesting but also just like forward walk and using variables like 80% of capable speed. So that it can be used more widly.
Trying to intergrate the botters to work on your games AI instead of extract value of the game currency would be pretty different than what is done today.
Because then it proves the concept while giving you the structure for simulation, testing, etc.
I found a Rust engine that is really simple and uses the new object model for games that I have never tried.
Then use generative art or genart to make prompt based 3D models, and programmatically fill the scene with all the new 3D scene programming tools.
Its better to learn game theory and design the game on paper first and decide victory conditions and if those are obtained by what combination of skill/chance. More chance the easier the game.
I never played DnD so that would be fun, I have only done GM. But I think its because it gave me an opportunity for a mult-media art project where I didn't have to decide the plotline just the parameters of the world. Its like how in Snowcrash the world is so much more interesting than the plot it overshadows it--
I was thinking about creating a game with 3 or 4 economic systems and they are in constant battle, so you join the single system (will be perceived as authoritarian almost regardless what I do) communist, the anarcho capitalist, syndicalist communist, then maybe a socialist group.
Then have a game world with each system having its own currency that gets traded against each other. And the systems compete for territory, basically with a simulation of each system already running via NPCs then throw in the players.
But here is the twist, to spawn you have to pay like 10 cents or a quarter. And death is permanent.
And to top it off, the profit made from spawns, make like 50% the prize money for winning (since its a game of skill).
The prize money value will be seen going up and make people want to spawn more. I was thinking free spawns at a certain time interval to avoid being too annoying.
But it takes the monetary parts of the game and makes them punishment and reward; since in gamedev if you monetize they become entangled concepts. One will always affect the other. Most games let players buy meaningless changes like skins because they dont want the monetization to affect the game play but then some directly make it pay-to-win.
This is pay-to-play and win-to-real-world-reward
I was thinking of doing it isometric just fine some nice line drawing ones and see if I can generate some scenes with them.
Honestly Id just like a nicely cell shaded engine I could drop 3D things in to create scenes programmatically for a variety of reasons it just happens its the same thing game developers are usually doing.
I have played with a lot of engines, I think they are very cool. Someone implemented the source engine in Go and its a fun read.
Not really feeling good today
https://copy.sh/v86/?profile=helenos
You can now also easily put actual computers into games. Which is a interesitng artistic tool.
Computers in games have always been kinda lame, but now you can put real computers in a game and have them networked. It seems like good fodder for a puzzle game or even a RTS or MOBA where you program the robot to fight and are regularly trying to enhance it and change it to counter making it eventually essentially rock/paper/sissors game.
One of the reasons I lost interest in games was kinda learning too much about them; its very for me to find a game I actually enjoy playing anymore and I was obessed, in my head I was learning C in 6th grade to work at Squaresoft in LA. But realized later it was not what I wanted to build at least at until recently; since I dont have to hand draw sprite sheets and I can potentially develop a strategy to build serious games very quickly.
Or using the computer to be the brain of the npc; then they run different software, then behaviors can litterally be a piece of software. If players can buy companions they could programmatically control them while they are offline more easily if they were all just vms walking around. And be hackd.
The ECS paradigm came after I worked on the tactics game; and I have been very curious about trying it.
So I was looking at Bevy written in Rust https://bevyengine.org/
Its like a combination of wanting to play with Rust, wanting to use the ECS system which seems very cool, and create a game or at least a virtual space I could use on stream that I can programmatically control then I could have an avatar. There is duel reasons for wanting a good engine that simple.
If I could build a really good cell shade rendering engine I could write comic books and quickly setup scenes and get different angels. Itd be weird for sure I have considered using this https://github.com/fogleman/ln
The genart of 3D items does appear to be getting better quickly, just tested it yesterday but its only good at generated random items; but the truth is you can basically do what openSCAD does, and instead of making each screw type, you make them all parameters to generate any time of screw.
I will write an article on all this new programmatic 3D stuff that has spawned from openSCAD which is programming version of CAD software. Which is used by engineers to model physical things.
Again this is why we need an open database, also then we could pull down parts of it and throw it through standard diffusion to get what we want even offline
With programatic models of say a table you could make each one randomizbly different as placed in the game world. And thats without the genart
I like these open-source remakes of games, Id never do that or probably play it; I might use a custom opensource counterstrike client though https://github.com/OpenDiablo2/OpenDiablo2