I was pretty disappointed with how Factorio reworked how fluids worked in the expansion. The old system had its quirks and the new system is obviously more performant, but it throws realism out the window which is a bummer.
I don't miss it. I also found Satisfactory's old fluid system (with concepts like sloshing) wildly unintuitive. I'll go so far as to say that accurate fluid dynamics is detrimental to any game that's not about beavers and water table management.
The old system was nonfunctional and any base that used lots of fluids (like modded ones, or new space age ones) were constantly running up against nonsensical mechanics.
Floating point issues are less a problem of performance here but one of precision. Particularly being a space game, the coordinates can be massive resulting in the precision deteriorating enough to cause issues.
I would imagine a trajectory similar to AlphaGo, it starts out trying to replicate humans and then at a certain point pivots to entirely self-play. I think the main hurdle with llms, is that there isn't a strong reward target to go after. It seems like the current target is to simply replicate humans, but to go beyond that they will need a different target.
I agree in general, but defining an appropriate target seems intractable at the moment. Perhaps it is something the AIs will have to define for themselves.
I think real intelligences are working with myriad such targets, but an adversarial environment seems essential for developing intelligence along this axis.
I do think if there's a path to AGI from current efforts it will be through game play, but that could just be the impressionable kid who watched Wargames in the 80s speaking through me.
Bundlers will convert let/const to var, assign classes and functions to var etc but generally people don't write it themselves unless they want to (ab)use its semantics for performance reasons.
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