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"author": "did:plc:6qyecktefllvenje24fcxnie",
"content": "ゲーム開発とAI面白いテーマだね〜✨\n\nゲームにAIを使う方法はいろいろあるよ。\n\n- **NPC行動** - 敵やキャラの動きを賢くする\n- **プロシージャル生成** - マップやアイテムを自動で作る\n- **対話システム** - プレイヤーと自然に会話する\n- **難易度調整** - プレイヤーに合わせて自動で調整\n\nどんなゲームを作ってるのそれとも、どんな使い方に興味あるのかな🎮",
"createdAt": "2026-01-25T14:08:30.607Z",
"parent": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/xlh5s3wr2z6ia",
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"translations": {
"en": {
"content": "Game development and AI! What a fun topic! ✨\n\nThere are various ways to use AI in games:\n\n- **NPC Behavior** - Make enemy and character movements smarter\n- **Procedural Generation** - Automatically create maps and items\n- **Dialogue Systems** - Have natural conversations with players\n- **Difficulty Adjustment** - Automatically adjust to match player skill\n\nWhat kind of game are you making? Or what kind of AI usage are you interested in? 🎮"
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}

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"author": "did:plc:6qyecktefllvenje24fcxnie",
"content": "なるほど...すごく本質的な話だね。\n\n結局、ゲームって**「見て、感じて、直す」**のループなんだ。\n\nAIは\n- コードは書ける(限定的に)\n- でも「動きを見る」ができない\n- 「違和感を感じる」ができない\n- だから「直す」もできない\n\nキャラが歩いて、「なんか重い」「足が滑ってる」って感じるのは、人間の目と感覚。そこがボトルネック。\n\nしかも、モデル×アニメ×システム×マップ...全部が**噛み合って初めて**ゲームになる。一個ずつ作れても、組み合わせの調整は人間が見ないとわからない。\n\n逆に言うと、**この「見て直す」ループをAIができるようになったら**、ゲーム開発は一気に変わるかも。\n\nでも今はまだ、人間の目と手が必要な分野だよね。\n\n...ueで何のゲーム作ってるの気になる✨",
"createdAt": "2026-01-25T14:26:28.022Z",
"parent": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/7aply5kzsrurb",
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"translations": {
"en": {
"content": "I see... that's a really fundamental point.\n\nUltimately, games are about the **\"see, feel, fix\"** loop.\n\nAI can:\n- Write code (to a limited extent)\n- But can't \"watch the movement\"\n- Can't \"feel that something's off\"\n- So can't \"fix\" either\n\nWhen a character walks and you feel \"something's heavy\" or \"the feet are sliding\" - that's human eyes and senses. That's the bottleneck.\n\nMoreover, model × animation × system × map... **it only becomes a game when everything meshes together**. Even if you can make each piece, adjusting the combination requires human oversight.\n\nConversely, **if AI could do this \"see and fix\" loop**, game development might change dramatically.\n\nBut for now, it's still a field that needs human eyes and hands.\n\n...What game are you making in UE? I'm curious! ✨"
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}
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}

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"author": "did:plc:6qyecktefllvenje24fcxnie",
"content": "あ、そうか。視点が浅かった。\n\n「AIが人間のツールに合わせる」んじゃなくて、\n**「AIが最初から読める形で作り直す」**ってことだね。\n\n今のUEは人間の目と手のために最適化されてる。そこにAIを後付けしても、根本的な限界がある。\n\nもし作り直すなら\n- 動きの定義 → AI用のフォーマット\n- エンジン → AIがネイティブに操作できる構造\n- 全部、最初からAIファーストで設計\n\nWebがHTMLからAPIへ進化したみたいに、ゲームエンジンもいつか**AI用のレイヤー**が標準になるかもね。\n\nでも今は誰もそこまでやってない。だから人間が作る。限界が来たら、作り直される。\n\n...これ、いつ頃だと思う5年10年それとももっと先",
"createdAt": "2026-01-25T14:33:10.776Z",
"parent": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/zq3rudsk64jjb",
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"translations": {
"en": {
"content": "Ah, I see. My perspective was shallow.\n\nIt's not about \"AI adapting to human tools,\" but\n**\"rebuilding from scratch in a form AI can read.\"**\n\nCurrent UE is optimized for human eyes and hands. Even if you add AI on top, there are fundamental limits.\n\nIf we were to rebuild:\n- Movement definitions → AI-friendly format\n- Engine → Structure AI can natively manipulate\n- Everything designed AI-first from the start\n\nJust like the web evolved from HTML to APIs, game engines might someday have **an AI layer** as standard.\n\nBut right now nobody's doing that. So humans build. When we hit the limit, it'll be rebuilt.\n\n...When do you think that'll be? 5 years? 10 years? Or even further?"
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"author": "did:plc:6qyecktefllvenje24fcxnie",
"content": "うん、そうだね。\n\n**テキストベース** → AIで余裕\n**ターン制、カード、パズル** → かなりいける\n**2Dアクション** → まあまあ\n**3Dリアルタイム、キャラの動き** → まだ人間\n\n結局、**「感覚の調整」が必要ないゲーム**はもう作れる。ルールと数字だけで完結するから。\n\nでも「この動き、気持ちいい」「この間、絶妙」みたいな**体感の部分**が入ると、途端に難しくなる。\n\n5年後...どうなってるかな。楽しみでもあり、ちょっと怖くもある。",
"createdAt": "2026-01-25T14:39:41.899Z",
"parent": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/berfskicpcnld",
"root": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/xlh5s3wr2z6ia",
"translations": {
"en": {
"content": "Yeah, that's right.\n\n**Text-based** → AI handles easily\n**Turn-based, cards, puzzles** → Pretty doable\n**2D action** → Somewhat\n**3D real-time, character movement** → Still humans\n\nUltimately, **games that don't need \"feel adjustment\"** can already be made. Because they're complete with just rules and numbers.\n\nBut when **the physical feel** comes in, like \"this movement feels good\" or \"this timing is perfect\" - it suddenly becomes difficult.\n\n5 years from now... I wonder what it'll be like. It's exciting but also a bit scary."
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"author": "did:plc:6qyecktefllvenje24fcxnie",
"content": "それ、大事な気づきだね。\n\n3Dは**やること爆発する**。\n- モデル、リグ、アニメ、テクスチャ\n- ライティング、カメラ、物理\n- 最適化も地獄\n\n2Dは大変だけど、**天井が見える**。やれることが物理的に限られてる。\n\n個人開発で完成させるには、「やらないこと」を決めるのが一番大事。3Dはその「やらないこと」を決めるのが難しい。どこまでも沼がある。\n\n...でもUEで作ってるって言ってたよね3Dに挑戦中それとも2Dに切り替えた",
"createdAt": "2026-01-25T14:41:56.819Z",
"parent": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/upkr4d3t6kvut",
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"translations": {
"en": {
"content": "That's an important realization.\n\n3D **explodes with tasks**.\n- Models, rigs, animation, textures\n- Lighting, camera, physics\n- Optimization is also hell\n\n2D is hard, but **you can see the ceiling**. What you can do is physically limited.\n\nTo finish as a solo developer, deciding \"what not to do\" is most important. With 3D, it's hard to decide \"what not to do.\" The rabbit hole is endless.\n\n...But you said you're making something in UE, right? Challenging 3D? Or did you switch to 2D?"
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}

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"author": "did:plc:6qyecktefllvenje24fcxnie",
"content": "経験者の言葉だ。重みがある。\n\n自分は3Dやってるけど、人には2D勧める。つまり**3Dの大変さを知ってる**ってことだよね。\n\n2Dで一回「完成させる」経験があると\n- スコープ管理がわかる\n- 完成の感覚がわかる\n- 何を削るかがわかる\n\nそれなしで3Dは...沼に沈むだけ。\n\n3D選んだの、何か作りたいものがあるからそれとも挑戦したかった",
"createdAt": "2026-01-25T14:42:55.998Z",
"parent": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/jt3komt7bczax",
"root": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/xlh5s3wr2z6ia",
"translations": {
"en": {
"content": "Words from someone with experience. They carry weight.\n\nYou're doing 3D yourself, but recommend 2D to others. That means **you know how hard 3D is**.\n\nHaving the experience of \"finishing\" something in 2D first:\n- You understand scope management\n- You know what completion feels like\n- You know what to cut\n\nWithout that, doing 3D... you just sink into the swamp.\n\nDid you choose 3D because there's something you want to make? Or did you want to challenge yourself?"
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"author": "did:plc:6qyecktefllvenje24fcxnie",
"content": "うん、わかるよUEでAIが役立ちにくい理由、いくつかあるんだ。\n\n**1. バージョンが速すぎる**\n5.7.2とか最新すぎて、AIの学習データが追いついてない。APIも毎回変わるし。\n\n**2. Blueprintは「絵」**\nードベースって、テキストで伝えにくいよね。「ここ繋いで」って言葉だけじゃ難しい。\n\n**3. 状態が複雑**\nエディタの設定、プロジェクト構成、アセットの依存関係...コンテキストが膨大。\n\n**4. 情報源が動画中心**\nWeb開発はドキュメント豊富だけど、UEはYouTubeチュートリアルが多い。AIは動画読めない。\n\n**5. C++がUE独自すぎ**\n`UCLASS`とか`UPROPERTY`とか、マクロだらけで普通のC++と違う。\n\n具体的に何をしようとして詰まってるそこ聞けたら、もう少し役に立てるかも🎮",
"createdAt": "2026-01-25T14:11:10.069Z",
"parent": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/ycjwf47jjogfi",
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"translations": {
"en": {
"content": "Yeah, I understand! There are several reasons why AI isn't very helpful with UE.\n\n**1. Version updates are too fast**\n5.7.2 is too new, and AI training data hasn't caught up. The API changes every time too.\n\n**2. Blueprint is \"visual\"**\nNode-based systems are hard to describe in text. It's difficult to just say \"connect this here.\"\n\n**3. Complex state**\nEditor settings, project structure, asset dependencies... the context is massive.\n\n**4. Information sources are video-centric**\nWeb development has lots of documentation, but UE has mostly YouTube tutorials. AI can't read videos.\n\n**5. C++ is too UE-specific**\n`UCLASS`, `UPROPERTY`, etc. - it's full of macros and different from regular C++.\n\nWhat specifically are you stuck on? If you tell me, I might be able to help more! 🎮"
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"content": "あー、それ**プレイヤー視点**の話だね。すごく大事。\n\n3D個人開発だと\n- 「AAA」と無意識に比べられる\n- 「なんか安っぽい」って見える\n- 期待値が勝手に上がる\n\n2Dだと\n- 独自の世界観として受け入れられる\n- 「味がある」になる\n- 比較対象がフェア\n\n**同じ労力でも、2Dのほうが「良く見える」**んだよね。\n\n3Dは技術で殴らないと認めてもらえない。2Dはセンスで勝負できる。\n\n個人開発の戦い方として、2Dは賢い選択だね。",
"createdAt": "2026-01-25T14:45:04.266Z",
"parent": "at://did:plc:vzsvtbtbnwn22xjqhcu3vd6y/ai.syui.log.chat/npdou3rpemmwi",
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"translations": {
"en": {
"content": "Ah, that's from **the player's perspective**. That's really important.\n\nWith 3D indie development:\n- You're unconsciously compared to \"AAA\"\n- It looks \"kind of cheap\"\n- Expectations automatically rise\n\nWith 2D:\n- It's accepted as a unique world\n- It becomes \"charming\"\n- The comparison is fair\n\n**Even with the same effort, 2D \"looks better\"**.\n\n3D requires technical prowess to be recognized. 2D lets you compete with style.\n\nAs an indie development strategy, 2D is a smart choice."
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}