Gamedev (Fortnite) and Pastor (not Fortnite) 🎮: Created tweak zone, human-like aim assist, flick stick, gyro best practices, quick weapon, etc.

Perth, Australia
Joined March 2009
Pinning a thread of my Twitter highlights, starting with my very recent work on @FortniteGame, redoing their gyro controls and adding flick stick. This has been a hugely rewarding experience! ...🧵 xitter.cf/FortniteGame/status/14…
We've added new and improved gyro controls along with flick stick on the platforms that support it. Made in collaboration with input specialist and flick stick creator @JibbSmart, check out the video for all of the details of what's new! More info: fn.gg/GyroControls
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LLMs approximate a lot of the AI fantasy by being good at words and using that to approximate reasoning and seem smart. But a lot of the fantasy is on-the-spot improvement and learning. Will be interesting to see when and how they get there -- especially local-only learning...
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Because being able to train the AI yourself will be cool and all, but you don't want to train the same AI that your competitors are using. Training the cloud is an un-feature for some.
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inb4 LLMs get trained to play chess so that companies can say "our model is so smart it's good at chess" ...which would be besides the point. People want AI that can in-the-wild learn to be good at things by practice. So this test measuring *improvement* is great.
I have a Continuous Learning benchmark where models attempt to learn to play chess. They are given a /goal of learning and improving playing against a Stockfish opponent in 200 games. They can choose the difficulty, take notes, whatever they like - except cheating (e.g. using a chess engine) of course. So far the improvement in Elo has been negative for Astra. Tiny bit positive for Opus, but could also be random. I've started Astra off sooner, so it finished its 200 games already, Opus is still playing. Site here to watch how they are doing: ai-learning-to-play-chess.su… The reason why this is interesting is that while we obviously don't have continuous learning, at the back of my mind I was thinking that maybe models can simulate it through self-scaffolding. Turns out not so much at least in this context. Perhaps it's a solvable problem and we don't need 'true' self-learning for models to learn in some way. ------- Just a note, the idea for the benchmarks belongs to someone else, but I don't want to use their name to give this more weight without permission.
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Jibb Smart 🎮 retweeted
Yep :) You can see the effect your anti-deadzone is having by checking out something like Gamepad Tester in your browser. The point of tweak zone is to make use of every tiny stick movement, but it can't do that if the controller hides those movements: hardwaretester.com/gamepad
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How Fortnite's "tweak zone" gives you more aim control, no matter how big a dead zone your controller needs 🎮🎯 (And why if you have a non-standard controller with built-in dead zones, you should disable them if you can)
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With today's update, Morphite weapons should no longer block building (/firing) when rapidly switching. Go nuts with them!
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Jibb Smart 🎮 retweeted
CONGRATULATIONS TO THE FORTNITE GLOBAL CHAMPIONS: @SwizzY281 AND @pixiefnbr! (EU ON TOP)
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fun fact, we use these (ring laser gyros) to keep airplanes perfectly level. they’re solid state (aesthetically pleasing) and have a drift of 1/100th of a degree per hour. they’re the most reliable and precise component out there for inertial navigation. they work by splitting a beam of light in opposite directions, when they meet again their coherent waves interfere and recombine, and the change in phase reflects the change in angular velocity and really, they just look so cool.
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Supersonic 180kg chain whip meets bulletproof glass in slow motion. Or how about skulls in ballistic gel? I hope anyone working on Ryan Gosling's Ghost Rider movie knows HowRidiculous has some absolutely incredible real life chain-whip reference:
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The Traitors is such a good show, especially UK (regular and celebrity). A lot of you already know this. But you've gotta see The Traitors India. What a ride! Season 1 is good, and then Season 2 is GREAT!
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If you want to compare more directly with COD, Gyro Offset also works in first person experiences and brings a cool flavour there IMHO. (Some weapons still have some visual issues to work out with the offset, but we're getting there)
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Gyro Offset and Tweak Zone look similar at a glance but solve different problems: • Tweak Zone addresses the stiffness caused by sticks needing a Dead Zone; • Gyro Offset addresses the camera shakines caused by the frictionlessness of gyro aiming.
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I saw one player say they only use Gyro Offset for building and editing, drastically reducing the camera-chaos of fast builds and edits. In combat they prefer to keep their aim at screen center. If you're playing with Gyro Offset, what settings do you like?
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Great to see COD adding new gyro options! Apparently MW4 now lets players move their weapon and detach it from screen center 💪🏻 We put something similar in Fortnite back in June (examples below 🧵), and of course there are always some differences...
COD has a new Gyroscopic feature that was added to MW4, called "Motion Sensor Function: "Weapon Control". I conducted a quick video on how it works in action, and you can try it out right now on PC [via DualShock 4/DualSense, USB only], PS5 and Nintendo Switch 2!
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Beyond that area your aim will turn the camera as usual by default. Experienced gyro players and flick stick players can use it without trouble. (There's also an option to have the extra gyro aim ignored for stick-aimers who want to limit gyro aim to small adjustments)
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Fortnite's "Gyro Offset" settings let you move your aim freely within a configurable area of the screen. The crosshair moves to show you where you're aiming at all times. It reduces camera movement and can help you focus on your target:
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And if you map the whole range of an int to ±½ a turn, then: • Accumulating angle in one direction wraps automatically and never loses resolution; • TargetAngle - CurrentAngle = ShortestAngleToTurn (in the correct direction!); • More resolution than a float of the same size
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"But how to I represent an angular speed larger than half a turn per second?" Lots of options, but you could stick with floats for speed. Floats often suit speeds and velocities, but integers (or other fixed point) are usually better for positions and bearings.
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"But my float precision will disappear when it's added to my integer position!" You'll be mortified to learn, imaginary objector, that your float precision already disappears when it's added to your float position. Often worse and always less consistent over your game world!
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