I’m already building protocol tools, and I actually enjoy writing network code, especially for games, but its so much easier now that QUIC exists since its basically the old trick of taking UDP and applying some TCP features to make it function better for games over say streaming.
An online game using ActivityPub for its user system would allow for quick implementation of many necessary features, and using reference material and generative 3D models, or even programmable 3D models demos could be made a lot easier; leaving the developers to focus on just the parts that make their game unique.
I’m actually writing a long-form article on generative art, the bad parts, how expecting laws to save us when we have no control over our lawmakers, is a pipe dream.
So creating a list of actionable strategies for workers, artists, and everyone in between at least begin the discussion of the best strategy to make these tools work for us, and take way power from the few.
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So do you see the problem as genart not producing consistent enough things for it to work (at least from models built and manicured anonymously). Because its all basd on open source thech, we could seed the database potentially that only produces items of a specific style and package it with the game.
Personally I like to think of most games even 3d and 2d-- what would a text based client look like, would it be a terminal with commands or options presented in order, etc. Because thats the part of the game that matters most.
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I found a site that was properietary that could relaibly do items, just not people, animals, vehicles, and I think one other thing. I can look it up for you.
If it can even just mass produce those with a style video game design would become much more streamlined.
I think we may need to quickly setup public versions of these where the data is transparent. I have more to say on that but tired…sorry