karurosu
Lately I've been working on an embedded system with limited access to std lib/libc and this was very interesting but I was hoping to see more information, like how can I tell if something will be supported? what are alternatives? what does implementation specific mean?
I guess I am used to HN having more in-depth articles.
But all of them run into the fact that making a good simulation (VR or not) requires time and money, and that's something VR games rarely have in abundance.
I find the best experiences for me are those that require less "getting your VR legs": puzzling places, zombieland or that kayak infiltration game. Of course everybody has different preferences, but to the author's point: not everyone wants (or can) play high intensity action games (which is what AAA focuses on).
As an aside: the other big one are sports games (usually racquet), playing ping pong or tennis feels realistic and its a good exercise.
If one side gets too much power then it can land in situations like you describe (design makes unrealistic requests, or engineering over constraints the product). When the balance is right then working becomes quite amazing, nothing better than seeing my work (engineering) used to make stuff I couldn't even think of and I can see the appreciation of helping design make their vision come true.
It also seems we are seeing the specific applications in the wild, and as the author points out they are still staunchly called AI. I am talking about Adobe's use in Photoshop or phones using AI to enhance pictures; concise and commercially viable uses that are very far from the doom and gloom (or castle in the sky) predictions.
And they did it in a smooth and fairly uneventful way, so that's remarkable.
It needed a specific XSLT processor as most couldn't generate individual files, but it was nice that it worked with off the shelf software, so technically I didn't write a single line of code.
(XSLT is madness, don't attempt)