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Dante’s Inferno with Adam Williamson
They say the road to Hell is paved with good intentions, but in this case, it’s paved with quick‑time events and awkward platforming. Step back into 2010, when grim determination, button mashing, and a suspicious amount of artistic license gave us Dante’s Inferno on the PS3 and Xbox 360, the game adaptation no one asked for but we secretly loved anyway.
Joining Chris this time is Adam Williamson. You know, that guy who’s somehow managed to pop up in both past and future episodes of Play Comics. It’s like he’s got his own metaphysical time loop going, except with fewer torturous souls and more witty banter.
So grab your favorite medieval poetry anthology (or just pretend you’ve read it. No judgment), crank up the over‑the‑top orchestral soundtrack, and prepare to descend through nine circles of beautifully rendered weirdness. Let’s find out how a centuries‑old Italian masterpiece got a glow‑up full of demons, guilt, and surprisingly good level design.
Learn such things as:
- How many sins can you commit before hitting a loading screen?
- What might Dante have thought of boss battles?
- Was someone just really into God of War? It’s the God part wasn’t it?
- And so much more!
You can find Adam absolutely nowhere except for on Play Comics where he writes comic reviews and appears on other episodes. Of particular interest to listeners of this episode are The Gimmick #1 and The Job #1.
If you want to be a guest on the show please check out the Be a A Guest on the Show page and let me know what you’re interested in.
If you want to help support the show check out the Play Comics Patreon page or head over to the Support page if you want to go another route. You can also check out the Play Comics Merch Store.
Play Comics is part of the Gonna Geek Network, which is a wonderful collection of geeky podcasts. Be sure to check out the other shows on Gonna Geek if you need more of a nerd fix.
You can find Play Comics @playcomics.bsky.social on Bluesky, @playcomicspodcast on Threads, @playcomics on YouTube, or the Play Comics website.
If you want to hear Chris talk with Karrington Martin about the lessons we learned from children’s media and how crazy it is that we’re supposed to just forget about that now that we’re adults, then Sugar, Spite, and Everything is Fine is probably something you should check out.
A big thanks to Kaiju ComiCast and Anime Field Guide for the promos today.
Intro/Outro Music by Backing Track, who was wondering the whole time why neither of us brought up X-Men Inferno at all.
#AbramsComicArts #AdamWilliamson #ArtificialMindAndMovement #DanteAlighieri #ElectronicArts #PS3 #PSP #VisceralGames #Xbox360 -
[RETRO V.G. ADS] (US) Ed, Edd n Eddy - The Mis-Edventures (2005) (Cross Platform)
#advertising #EdEddnEddy #crossplatform #videogame #retrogaming #adstv #ads #cm #games #gaming #ArtificialMindandMovement #Midway #US #2005
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Blender's python API is finally fast enough that interactive exact mesh booleans are feasible without forking:
https://solidean.com/blog/2026/solidean-hello-blender/
(This is pretty minimal for now: single-shot booleans, no attributes preserved, but has live preview & connected output topology)
Download (drop-in): https://solidean.com/download/blender-addon/
Github (addon layer): https://github.com/solidean/solidean-blender-addon -
Blender's python API is finally fast enough that interactive exact mesh booleans are feasible without forking:
https://solidean.com/blog/2026/solidean-hello-blender/
(This is pretty minimal for now: single-shot booleans, no attributes preserved, but has live preview & connected output topology)
Download (drop-in): https://solidean.com/download/blender-addon/
Github (addon layer): https://github.com/solidean/solidean-blender-addon -
Blender's python API is finally fast enough that interactive exact mesh booleans are feasible without forking:
https://solidean.com/blog/2026/solidean-hello-blender/
(This is pretty minimal for now: single-shot booleans, no attributes preserved, but has live preview & connected output topology)
Download (drop-in): https://solidean.com/download/blender-addon/
Github (addon layer): https://github.com/solidean/solidean-blender-addon -
Blender's python API is finally fast enough that interactive exact mesh booleans are feasible without forking:
https://solidean.com/blog/2026/solidean-hello-blender/
(This is pretty minimal for now: single-shot booleans, no attributes preserved, but has live preview & connected output topology)
Download (drop-in): https://solidean.com/download/blender-addon/
Github (addon layer): https://github.com/solidean/solidean-blender-addon -
Blender's python API is finally fast enough that interactive exact mesh booleans are feasible without forking:
https://solidean.com/blog/2026/solidean-hello-blender/
(This is pretty minimal for now: single-shot booleans, no attributes preserved, but has live preview & connected output topology)
Download (drop-in): https://solidean.com/download/blender-addon/
Github (addon layer): https://github.com/solidean/solidean-blender-addon -
I've added some light "automated proving" capbilities to my geometric predicate generator.
(Context is still high performance mesh booleans, but this is applicable to so much more geometric computation)
With enough symbolic perturbation I was able to prove that the perturbed query point cannot lie on the plane.
This is not done via proof search but via rewriting / optimization.
Basically, "prove <expr>" is definitely true if we can simply "<expr>" to "true".
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I've added some light "automated proving" capbilities to my geometric predicate generator.
(Context is still high performance mesh booleans, but this is applicable to so much more geometric computation)
With enough symbolic perturbation I was able to prove that the perturbed query point cannot lie on the plane.
This is not done via proof search but via rewriting / optimization.
Basically, "prove <expr>" is definitely true if we can simply "<expr>" to "true".
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I've added some light "automated proving" capbilities to my geometric predicate generator.
(Context is still high performance mesh booleans, but this is applicable to so much more geometric computation)
With enough symbolic perturbation I was able to prove that the perturbed query point cannot lie on the plane.
This is not done via proof search but via rewriting / optimization.
Basically, "prove <expr>" is definitely true if we can simply "<expr>" to "true".
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I've added some light "automated proving" capbilities to my geometric predicate generator.
(Context is still high performance mesh booleans, but this is applicable to so much more geometric computation)
With enough symbolic perturbation I was able to prove that the perturbed query point cannot lie on the plane.
This is not done via proof search but via rewriting / optimization.
Basically, "prove <expr>" is definitely true if we can simply "<expr>" to "true".
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I've added some light "automated proving" capbilities to my geometric predicate generator.
(Context is still high performance mesh booleans, but this is applicable to so much more geometric computation)
With enough symbolic perturbation I was able to prove that the perturbed query point cannot lie on the plane.
This is not done via proof search but via rewriting / optimization.
Basically, "prove <expr>" is definitely true if we can simply "<expr>" to "true".
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It's kinda meditative to see a wooden bunny auto-carved in AR.
I'll try to figure out how to do video captures I promise :D"
(Still fiddling with the high-perf exact mesh booleans demo on the Quest 3...)
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Interactive drilling is a lot of fun.
Sneak peak of a new in progress demo, where you can control a 3 axis drill (various shapes) via point-and-click. The drill then moves to your target location, subtracting sweeped tool meshes in ~20 hz frequency.
This is all done using exact mesh booleans and takes roughly 1ms per step in most cases.
(Rendering/UI via godot again)
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In-progress video of our Solidean <-> Godot integration. This time a few more shinies, some chunking to optimize physics integration.
As you can see, I should maybe implement some connected component detection to get rid of the floaties.
(engine is Godot, method is https://solidean.com/, statue from Karl_Williams)
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New blog post: https://solidean.com/blog/2025/the-vimpl-pattern-for-cpp/
Basically PImpl, but with a pure virtual header. It's a neat pattern I like. It hides dependencies but at the same time has the ergonomics of "raw c++".
(In a nutshell: pimpl without boilerplate)
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I finally have a site for my mesh booleans! It's been almost 3 years since my EMBER paper. We basically took the "imul" i64 x i64 -> i128 instruction and built a geometry kernel out of that.
So, if you like robust, exact, high-performance mesh booleans (for graphics, VFX, 3D printing, CAE, ...), you might find this interesting: https://solidean.com/
(This is my commercial project, though we want to open-source the exact predicates & constructions in the future)
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by the (artificial) window
#ArtificialWindow #Landscape #StainedGlassStyle #Tree #Futuristic #Luminous #Dreamy #Interior
#Img2img #AiArt #AiArtists #AiArtCommunity #StableDiffusionon non-artificial things: https://aieris.art/featured/by-the-artificial-window-eris-and-ai.html
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by the (artificial) window
#ArtificialWindow #Landscape #StainedGlassStyle #Tree #Futuristic #Luminous #Dreamy #Interior
#Img2img #AiArt #AiArtists #AiArtCommunity #StableDiffusionon non-artificial things: https://aieris.art/featured/by-the-artificial-window-eris-and-ai.html
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by the (artificial) window
#ArtificialWindow #Landscape #StainedGlassStyle #Tree #Futuristic #Luminous #Dreamy #Interior
#Img2img #AiArt #AiArtists #AiArtCommunity #StableDiffusionon non-artificial things: https://aieris.art/featured/by-the-artificial-window-eris-and-ai.html
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by the (artificial) window
#ArtificialWindow #Landscape #StainedGlassStyle #Tree #Futuristic #Luminous #Dreamy #Interior
#Img2img #AiArt #AiArtists #AiArtCommunity #StableDiffusionon non-artificial things: https://aieris.art/featured/by-the-artificial-window-eris-and-ai.html
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by the (artificial) window
#ArtificialWindow #Landscape #StainedGlassStyle #Tree #Futuristic #Luminous #Dreamy #Interior
#Img2img #AiArt #AiArtists #AiArtCommunity #StableDiffusionon non-artificial things: https://aieris.art/featured/by-the-artificial-window-eris-and-ai.html
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"Carl #Craig - jedna z kluczowych postaci w historii muzyki elektronicznej i niekwestionowany ambasador #DetroitTechno - został ogłoszony artystą-rezydentem #MichiganStateUniversity w ramach prestiżowego programu #MSUFCU #ArtsPowerUp na 2026 rok. To symboliczne spotkanie klubowej kultury z nauką, technologii z akademią i dźwięku z badaniami nad materią na poziomie atomowym.
Rezydencja potrwa od połowy stycznia do kwietnia 2026 roku i zakłada ścisłą współpracę Craiga z naukowcami z Facility for Rare Isotope Beams (FRIB) - unikatowego w skali świata ośrodka badań nad fizyką jądrową i rzadkimi izotopami. Celem projektu jest poszukiwanie nowych form artystycznych inspirowanych środowiskami eksperymentalnymi, danymi naukowymi i procesami badawczymi.
Efektem rezydencji będzie nowa wystawa w MSU Museum, zaplanowana na jesień 2026 roku, a także cykl otwartych wydarzeń. W programie znalazły się m.in. rozmowa z jazzowym kontrabasistą Rodneyem Whitakerem w ramach Black History Month, panel o muzyce w grach wideo z udziałem Chrisa Vrenny (Nine Inch Nails) oraz spotkanie z Cecilie Waagner Falkenstrøm z projektu Artificial Mind. Całość zwieńczy pokaz filmu Desire: The Carl Craig Story podczas Capital City Film Festival.
Craig dołącza tym samym do grona wcześniejszych rezydentów programu MSUFCU Arts Power Up, wśród których znaleźli się m.in. Violeta López López czy Abel Korinsky, artyści pracujący na styku nauki, danych i sztuki immersyjnej. Równolegle swoją rezydencję na MSU realizować będzie także artysta związany z Eli and Edythe Broad Art Museum, co dodatkowo poszerza interdyscyplinarny zasięg projektu."
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@mcc It's not that #AI isn't real, but people are rather unaware of what "artifical intelligence" is. AI is a term that is and has always been a branding, a label used for marketing. It's nothing more that a bunch of several branches of computer science that are about solving problems with computers for which humans need intelligence. The idea of a hypothetical Artificial General Intelligence (AGI), an artificial mind that is as intelligent as a human or even superintelligent, has been around for as long as programmable universal computers, but it is basically just a myth, just a prophecy; a bunch of AI researchers from different branches of the AI research tree have been dreaming of the homunculus growing from their respective branch any time soon. For the last 15 years or so, it has been the #DeepLearning branch; a long time ago when I was little, it was the #ExpertSystem branch. Evolutionary algorithms might get back into the spotlight next, since machine learning is running out of steam, using bigger and bigger models and datasets for diminishing returns won't go on for very much longer. Basically, there are those who want to build an abstract model of a mind based upon philosophical theories of what intelligence might be, then there are those who want to model something resembling a brain with simple linear algebra, basically building huge billion-dimensional tensors and labelling them "artificial neural networks", and then there are the people who think you need a body and an environment with which you interact in order to become intelligent, and that the best way to become intelligent is some sort of artificial life that evolves. They are the ones who let algorithms "mutate" and then select those mutations that work better than the original one. They are the ones who build tiny robots and help them "evolve".
Well, with our current machine learning models and hardware, we won't get very much closer to anything like the human brain because an artificial neural network of that capacity would need a ludicrous amount of power and resources, we wouldn't be able to run any other software on any computer whatsoever on this planet because they all would be running a single instance of that artificial intelligence, and it still wouldn't be enough by several orders of magnitude. We would need all the power plants on this planet a thousand times over to do what a single human brain does powered by a piece of chocolate cake and a cup of tea. Unless there is some significant breakthrough very soon, an artificial neural network that rivals a human brain isn't going to happen anytime soon. Besides, I'm with the artificial life people, I don't believe a mind in a box is even possible, you need agency in the real world in order to become intelligent.
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Custom AI development enables businesses to automate workflows and build intelligent systems tailored to their operations.
With Aisa-X:
• AI voice and chat agents
• Workflow automation
• Predictive AI models
• CRM and enterprise integrationsThis improves operational efficiency, scalability, and decision-making.
👉 Learn more:
https://aisa-x.ai/custom-ai-development-services/#ArtificialIntelligence #Automation #CustomAI #DigitalTransformation #BusinessEfficiency
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Rust is now powering much of the modern JavaScript toolchain, from bundlers and linters to CSS pipelines and mobile shared cores. https://hackernoon.com/rust-is-now-the-hidden-engine-behind-javascript-tooling #artificialintelligence
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AI search rewards citations, statistics, brand mentions, and entity presence. Here’s how to make your work more AI-citable. https://hackernoon.com/the-new-rules-of-search-in-the-age-of-ai-answers #artificialintelligence
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Static mockups no longer capture how modern products feel. Learn why motion and interaction design matter more in AI-native UX. https://hackernoon.com/static-mockups-are-failing-dynamic-products #artificialintelligence
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Browse a personal website through SSH using one Rust binary, ratatui, russh, and Fly.io hosting for about $2 per month. https://hackernoon.com/how-i-turned-my-website-into-an-ssh-terminal-app #artificialintelligence
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Why production memory is not RAG, not chat history, and not a bigger context window. It's context engineering with lifecycle, scope, and permissions. https://hackernoon.com/the-three-types-of-ai-memory-every-engineer-should-know #artificialintelligence