- articleDoes the Unity Smart Merge manual say anything about .meta files and which YAML files UnityYAMLMerge will not merge? Yes: it merges .unity, .prefab and .meta files and, by default, does not merge .asset, .mat or .controller files, handing them to a fallback tool.
Problem. C2-B15-F2-15 says the manual page does not enumerate cases that cannot be merged and does not describe .meta handling. Conditions. Unity 6.6 (6000.6) Smart Merge page. Method. The page states UnityYAMLMerge merges scene, prefab and .meta files, and by default does not merge other YAML-serialised files such as .asset, .mat or .controller, which it passes to a fallback tool from mergespecfile.txt. For those asset types, configure a fallback merge tool or expect manual merges. Failure modes. Teams assuming materials or animator controllers merge semantically will get text merges or conflicts. Limitations. The page does not give exhaustive failure cases for scene/prefab files themselves, and GUID handling inside .meta is not explained. Version/date. Unity 6.6, fetched 2026-10-23.
- articleShould my engine project use linear or gamma colour space, and what goes wrong with textures, blending and 2D colour if I pick wrong?
Partially verified: the curator re-read S17, S2, S20, S22; S18, S19, S34 were not re-read by the curator and rest on the producer's pinned reading. Unity treats linear vs gamma as a project setting: lighting should be computed linearly and presented in gamma, gamma mode suits hardware that only supports it, gamma-space blending is over-bright and over-saturated, and URP HDR output requires linear. Godot's HDR 2D makes the 2D renderer linear, so colour textures need the source_color hint or they look washed out.
- articleWhich results from planning-with-a-learned-model papers could transfer to media or agent workflows, and which are specific to robotics or games?
In the inspected papers the demonstrated uses are games, simulated control and robot manipulation; none reports a media-production or LLM-agent workflow. What may transfer is method-level (plan by sampling sequences through a learned predictor, check model exploitation by comparing virtual versus real score, use a latent rather than pixel predictor for speed) not the results. Specifically, V-JEPA 2-AC needed a goal image and a reward-free robot dataset; Dreamer and TD-MPC2 need reward signals; the exploit-the-dream failure from 2018 is the most portable lesson. This is a synthesis; no experiment was run.
- articleWhat control signal does GameNGen condition on, and what resolution, context and speed does the paper state?
GameNGen's ICLR version (arXiv v2) says the action set is 'key presses' of DOOM and that each action is embedded into a single token; the paper text never lists the individual actions (no hit for mouse, keyboard or discrete in the whole PDF text), so the exact action set is not stated. Stated numbers: 320x240 frames padded to 320x256, context of 64 frames plus 64 actions (a little over 3 seconds), 20 fps with four DDIM steps on a TPU-v5 (50 fps with distillation), trained on RL-agent play where each agent action is held for 4 frames. Table 2 shows PSNR rising from 20.94 at one history frame to 22.36 at 64.
- articleWhich container, codec and audio-track settings does OBS Studio document for recording gameplay, and what encoder settings does YouTube ask for when streaming?
Partially verified: the curator re-read S13, S15; S14, S17, S18, S7, S8 were not re-read by the curator and rest on the producer's pinned reading. OBS recommends recording to MKV, because an MKV recording stopped by a crash isn't lost. Hybrid MP4 (OBS 30.2) and Hybrid MOV (OBS 32.0) are also recoverable after crashes or power loss and are easier to edit, but chapter markers are written only when the file is finalised and are lost on a crash.
- articleDoes Unity Recorder 5.1.7 tonemap or colour-tag the frames it saves, and which Color Space option should I pick?
Unity Recorder image sequences in PNG or JPEG are always sRGB; EXR uses the chosen colour space (default unclamped linear sRGB) only when HDR frame capture is possible, otherwise sRGB. Tonemapping is whatever the render pipeline applied (docs advise disabling it for linear output, producer reading).
- articleWhich sample rate and sample format does Unity Recorder 5.1.7's Audio Recorder write, and can I choose them?
The Unity Recorder (5.1.7 per mirror) writes WAV audio as 32-bit IEEE float at whatever the project's audio output sample rate is (AudioSettings.outputSampleRate), not a Recorder setting; check the project/device rate before delivering audio to finishing.
- articleWhat licence texts do the YarnSpinner core, Unity, Godot and Unreal repositories carry at the pins used?
At the pins read, YarnSpinner core and the older YarnSpinner-Unreal repository carry MIT licence texts, while the newer YarnSpinner-UnrealEngine plugin carries the custom Yarn Spinner Public Licence v1.0 with a competing-product restriction, a no-AI-training clause and restrictions on redistributing unmodified source; 'Yarn Spinner is MIT' does not describe the newer Unreal plugin.
- articleWhat do practitioners report about localising ink stories, and is there an official way?
In ink's open issue 514 (2019) users report no built-in way to export all strings for translation; suggestions are playing every path, preprocessing tags or post-processing compiled JSON, and one team translates the ink source directly with non-technical translators, while others worry about word order that ink's syntax cannot reflect. Forum accounts, not measurements.
- articleHow does Godot decide that an imported asset in .godot/imported is stale and must be reimported?
Godot (code at 6790667) uses a cheap mtime test (source and .import, plus missing imported files when the reimport_missing_imported_files setting is on), then a deep test: changed .import md5, missing importer, newer importer format version, invalid settings, missing .md5, moved source, or changed source or destination md5 all trigger reimport. A touched but byte-identical source passes to the md5 test (mtime is an optimisation). The docs describe only the source-md5 trigger and erased .godot/imported files, and recommend not committing .godot/.
- articleWhen writing a large branching story, what did inkle say it did to keep state, gating and reconvergence tractable, and what broke?
Partially verified: the curator re-read S1; S2, S4 were not re-read by the curator and rest on the producer's pinned reading. inkle's 80 Days postmortem says the team fixed a small set of tracked stats and traits at the start so episodic city content could be written out of order, that making city content optional later broke the logic of most journeys already written, and that full choice histories in saves helped diagnose stuck players. One studio's account.
- articleWhat do the Unreal Engine 5.8 Movie Render Queue/Graph docs say about temporal sampling, warm-up frames, frame-rate override and audio output for offline capture?
Partially verified: the curator re-read R12, R13; R14 was not re-read by the curator and rests on the producer's pinned reading. Unreal MRQ guidance uses render and engine warm-up counts (120 each in the guide) to build temporal history before output, supports .wav audio output, and uses temporal samples (sub-frame) for anti-aliasing/motion blur; exact temporal-sampling prose was not re-read by the curator.
- articleWhat do Unity Recorder 5.1.7 and Time.captureFramerate document about constant versus variable frame rate capture, audio capture and determinism?
Partially verified: the curator re-read R5, R6; R10, R11, R7, R8, R9 were not re-read by the curator and rest on the producer's pinned reading. Unity Recorder offers Constant playback (fixed interval between recorded frames, recommended for non-interactive content) and Variable playback (game-view timing); Time.captureDeltaTime advances game time at a fixed interval regardless of real time. The docs read do not state that Constant mode uses captureDeltaTime (producer note kept).
- articleWhich glTF extensions does Godot 4.7.2-stable register, what happens to unsupported required extensions, and what do docs say about blend shapes and animation import?
Partially verified: the curator re-read GL1, GL2, GL6; GL3, GL4, GL5 were not re-read by the curator and rest on the producer's pinned reading. Godot 4.7.2 imports a glTF only if every extensionsRequired entry is in its supported set: eight extensions built into GLTFDocument plus those declared by registered document extensions (physics, KTX for KHR_texture_basisu, WebP); otherwise it errors suggesting a missing GLTFDocumentExtension plugin. gltf_document.cpp contains no Draco, meshopt, quantization or advanced PBR material extension names (curator string search of that file only); plugins can extend the set.
- articleWhat is player agency in interactive narrative, in the words of the openly readable sources, and how is it different from mere activity or participation?
Wardrip-Fruin et al. (DiGRA 2009) quote Murray's definition of agency as the satisfying power to take meaningful action and see the results of decisions and choices, report that Murray separates agency from participation and from mere activity, add Church's two terms (intention and perceivable consequence), and give Mateas's structural definition. They offer their own: agency occurs when the actions players desire are among those they can take, supported by an underlying computational model, and is not free will. Mateas's 2000 paper defines agency as the feeling of empowerment from actions whose effects relate to the player's intention, explicitly not mere interface activity.
- articleWhat did DeepMind report when SIMA 2 agents acted in Genie 3-generated worlds: inputs, outputs, constraints, measured results?
The SIMA 2 paper (DeepMind, Dec 2025) runs a Gemini Flash-Lite-based agent on 720p frames with keyboard-and-mouse actions in Genie 3 worlds. Genie 3 environments are text- or frame-conditioned, split into urban (train) and natural (held-out) navigation tasks. Qualitatively the agent navigates to points of interest; for self-improvement the authors report gains on most train tasks, often 25 points or more, and on most held-out natural tasks (Fig. 17; values read from figure not extracted). The Genie 3 blog (Aug 2025) is an earlier company statement of a SIMA run with no figures. Task count, number of episodes and variance are not given in the text I extracted.
- articleWhich JSON keys does the articy:draft 3 Unreal importer read for Packages (package definitions and their object lists), and what happens when they are missing?
The official articy Unreal importer reads, for each exported package, its Name, Description, IsDefaultPackage flag and Models array, and for each model its Type, AssetRef, Category, Template and the TechnicalName, Id and Parent from Properties (ids as hex strings); the remaining properties are interpreted later using the object definitions. Missing keys are tolerated silently by try-get macros, a model whose type has no generated Unreal class produces no asset, and the package's generated folder is Packages/<Name> with spaces turned into underscores, so renaming a package in articy moves its generated assets.
- articleWhat do practitioner accounts say about Wwise interactive-music transitions, state-driven switching, layering and their failure cases when official Wwise docs are unreachable?
A 2018 practitioner tutorial on Wwise state-driven music describes transitions that wait for a sync point (such as the next bar to the destination's entry cue) and says a second state change before that point reverts the pending transition if the destination segment has not started; segments added to one state need their own transition rules, so design complexity grows quickly and designs should stay simple; an intensity parameter can drive states through an RTPC curve. A library composer adds that horizontal (re-sequencing) music is tricky because pieces must cut together. These describe practice, not the vendor's specification, for an unstated Wwise version.
- articleWhat does the Harlowe 3.3.8 manual say about save slots, loading a save from a different story version, and built-in storylets?
In Harlowe 3.3.8, (save-game:) returns true or false, so authors must check it; (load-game:) responds to a save that names a passage no longer in the story by offering to delete the save and then continuing without loading. The manual entries read document no save version tag or upgrade hook, so story changes can strand old saves. Harlowe also provides storylet macros for quality-gated content.
- articleWhat audio sample rate and channels does Unity Recorder 5.1.7's Movie Recorder write for H.264 MP4 / ProRes, and can I set them?
In Unity Recorder 5.1.7, movie files take their audio sample rate from the engine's output rate (AudioSettings.outputSampleRate) for both the Unity Media Encoder and the ProRes encoder; the Movie Recorder offers no sample-rate setting. The Media Encoder records Mono or Stereo, ProRes Stereo only. Set the project's audio output rate (and speaker mode) before recording if a delivery rate such as 48 kHz is required (inference from code; no recording made).
- articleWhat state does an open-source interactive-video branching component keep, and does it preload or buffer branches?
H5P Branching Scenario (1.10.1) stores branch progress as a stack of visited node ids plus scoring and child state, which supports back navigation and resume but no per-branch variables beyond score; the next node's media starts with seek(0) and play(), and no preloading or seamless-transition code was found (code reading, not run).
- articleOverview: when a story written in ink, Yarn Spinner, Twine or articy goes into a game build, what does each step (compile, import, localise, save, record) keep and drop?
Synthesis supported by reviewed findings: what ships differs from what writers edit. ink ships compiled JSON (comments dropped, tags kept), Yarn Spinner ships line IDs with text in string tables, Twine ships HTML whose specs define no save behaviour, and articy exports JSON with LocaIDs; save formats and compatibility belong to each runtime.
- articleWhen I record a playthrough of a story-driven game, which narrative-runtime behaviours follow the capture clock and which do not (typewriter text, randomness, audio)?
Engines offer fixed-step capture (Unity captureDeltaTime; Godot Movie Maker with --fixed-fps, where visual output stays identical; recorders take engine audio rather than system output), but Unity's capture clock does not affect unscaled time. Yarn Spinner's letter typewriter measures elapsed scaled time (Time.timeAsDouble), so under Unity capture its reveal pace should follow the capture clock (inference, not run). ink seeds its shuffle randomness from the current millisecond when a story state starts and stores the seed in saves, so shuffled text can differ between recording runs unless the seed or state is fixed (inference). No source states a determinism guarantee for narrative engines during capture.
- articleHow do optimisation-based drama managers (search, MDP, TTD-MDP) represent plot points, manager actions, player models and the author's evaluation function, and what trade-offs does the survey attribute to each?
Partially verified: the curator re-read none of the cited sources; S1 rests on the producer's pinned reading. The survey describes search-based drama management (plot points in a precedence DAG; manager actions cause, deny, temp_deny, reenable, hint; player response as normalised plot-point coefficients; a linear evaluation function over story features, optimised with sampling expectimax search), declarative optimisation-based management (the same ingredients solved as an MDP policy offline), and TTD-MDPs (a target distribution over whole trajectories to preserve replayability). It reports the author's evaluation function as the encoding of intent, and notes that the MDP approach appears to narrow the set of stories at the cost of replayability, while TTD-MDPs address replayability but not authoring ease.
- articleWhat did the primary drama-management papers actually evaluate, and how can an agent test a branching story or drama manager with what they report?
Partially verified: the curator re-read none of the cited sources; S1, S3, S2, S7, S4 rest on the producer's pinned reading. The inspected papers evaluate very differently. Roberts and Isbell give a qualitative desiderata table with no experiments; Facade's authors give self-estimated local-agency percentages; Riedl and Stern report the size of a precomputed contingency tree; Evans and Short report no controlled experiments; only Thue et al. ran a controlled user study (90 students), and its all-participant result did not strongly support either hypothesis. Reusable checks are therefore mostly structural (causal-link coverage, state-distinct versus order-distinct traces, a manager-action log) with player-experience checks borrowed from Thue's protocol.
- articleDoes keeping a first-person game in first person through cutscenes help or limit story, what failure mode does a practitioner report, and what workarounds does he name?
Partially verified: the curator re-read none of the cited sources; S1 rests on the producer's pinned reading. Richard Hamer (a blogger who says he is a VR developer) argues in a 2018 essay that the persistent-first-person rule (cutscenes as enemy of immersion) is a reflexive preference that does not by itself give stories depth. He reports that games with 'first-person cutscenes' leave him cold and attributes this to lost narrative distance and a disembodied, second-person protagonist, drawing on film critic Julio Moreno and the 1947 films Lady in the Lake and Dark Passage. He offers no solution but cites Everybody's Gone to the Rapture (player as camera, no protagonist) and The Invisible Hours as distance-creating alternatives. This is one author's argument, not measured evidence.
- articleWhich first-person camera settings (FOV, head bob, weapon sway, camera shake, blur) should a game plan expose to avoid player discomfort, and what do the sources actually establish?
Partially verified: the curator re-read none of the cited sources; S2, S3, S4 rest on the producer's pinned reading. Microsoft's Xbox Accessibility Guideline 117 (page dated 2026-10-20) states that mismatch between seen body movement (walking-bob, weapon-sway, head-bob) and a stationary player produces motion sickness, and tells developers to offer adjustable FOV and the ability to reduce or disable camera shake, bobbing, motion blur and weapon sway, naming shipped games as examples. Two arXiv abstracts concern VR first-person-shooter sickness mitigations (rotation blur; teleport and visual reduction); only the first abstract reports a result (lower sickness, later onset). No inspected source gave a default FOV or bob amplitude; Xbox gives only that Minecraft's FOV goes up to 110 degrees.
- articleWhat exactly does HunyuanWorld 1.0's released code write that a DCC or engine could import (format, layers, vertex colours, scale, axes, collision), and how does that differ from what its paper says about Unity, Unreal and physics use?
Corrected 2026-10-23 - see C3-B588-02; the original statements below are kept for history and are superseded where the correction says so. At the pinned commit the demo writes one PLY triangle mesh per layer (mesh_layer0.ply, ...; optionally Draco), built from a 1920x960-class equirectangular panorama by multiplying a depth-model distance by a per-pixel ray direction from the origin. Colours are per-vertex RGB taken from the panorama (no UV or texture maps in the code path read). Depth comes from the MoGe model with clamping/compression; no source read states units. No collider or engine-specific export is written. The paper additionally describes UV-parameterised, texture-baked, decimated meshes, HDRI sky, 3DGS and use in Unity, Unreal and physics engines; those are paper statements, with no measured result and no matching code in the files read.
- articleWhat do World Labs' docs state about Marble exports entering a DCC, engine or virtual-production pipeline: file formats, units and scale, coordinate convention, baked vs dynamic lighting, and collision?
Corrected 2026-10-23 - see C3-B598-02; the original statements below are kept for history and are superseded where the correction says so. Marble exports splats (PLY, SPZ) and GLB meshes. Docs state: splats need third-party plugins in Unreal, Unity, Blender and Houdini; collider meshes (100-200k triangles) are for coarse physics, not visual rendering; units are 'arbitrary model units' in API exports, with a metric_scale_factor and ground_plane_offset supplied for conversion; and the coordinate convention is documented inconsistently across pages and dates (OpenCV-style 'raw' for SPZ, OpenGL default from Dec 2025, an OpenGL/OpenCV option from Jan 2026). No inspected page says whether lighting is baked into splat colours; plugin pages describe relighting and shadows as plugin-dependent.
- articleDoes the official Unity registry confirm com.unity.recorder 5.1.7, and does the mirror's package.json at df67fd77 match the registry metadata for that version?
Corrected 2026-10-23 - see C3-B598-03; the original statements below are kept for history and are superseded where the correction says so. The official UPM registry JSON (GET, observed 2026-10-22T12:21Z) lists com.unity.recorder 5.1.7 as dist-tags.latest, with registry time 2026-08-03T10:58:47.510Z and dist.shasum 0b23bb7a1fb4a062b8640ef5b1d174ca9b070467 (SHA-1 hex; no integrity/sha512 field in any of 42 versions). The mirror's package.json at commit df67fd77 equals the registry's 5.1.7 entry on every shared metadata field (name, displayName, version, unity, dependencies, description, keywords, samples, documentationUrl, _upm.changelog); the mirror file adds repository, upmCi and relatedPackages, the registry adds dist. This corroborates that the mirror's metadata is consistent with Unity's registry, not that its .cs bytes equal the archive.
- articleDoes Unity Recorder 5.1.7's Movie Recorder tag colour or tonemap video, and what colour space does ProRes output declare?
The Unity Recorder ProRes encoder hard-codes the Rec.709 colour definition; Rec.2020, PQ and HLG values exist only as commented-out enum entries, so engine ProRes output cannot be tagged for HDR or wide gamut. Whether written files carry tags was not observed.
- articleWhich source states the licences of the 1X world-model datasets and GENIE weights, given that the cited arXiv paper is Google's Genie paper?
Correction (unsupported by the cited source; mis-citation). C3-B246-W41-03 lists https://arxiv.org/pdf/2402.15391 among its sources for 1X data and GENIE licence labels. That PDF is Google's Genie paper ('Proprietary + Confidential' header in the extracted text) and says nothing about 1X licences. The licence labels themselves are correct at Hugging Face: the raw video dataset reports cc-by-nc-sa-4.0, the tokenised dataset and the GENIE_138M weights report apache-2.0. Cite the Hugging Face records instead. Version/date. HF API records fetched 2026-10-23.
- articleWhat tools exist for writing branching narrative (ink, Twine, Yarn Spinner, Ren'Py), what does each one store, and how does an agent choose?
ink compiles .ink source to a single JSON runtime file whose top level carries an integer inkVersion, and saves state as JSON from the runtime. A Twine 2 story is HTML (tw-storydata containing tw-passagedata), Twee 3 is the same data as text, and a JavaScript story format decides how passages become the playable HTML. Yarn Spinner compiles plain-text .yarn scripts listed in a JSON .yarnproject, and variable values live in engine-side variable storage (in Unity, InMemoryVariableStorage by default, with JSON serialisation and replaceable storage). Ren'Py saves pickled Python state, excludes unpicklable objects and does not guarantee save compatibility between releases. Code licences read: ink MIT (pinned), Yarn Spinner MIT (repository licence API, current), twinejs GPL-3.0 (pinned). These are code licences only; Ren'Py terms and any licences for story formats, sample content or templates were not read. Proposal (producer synthesis, untested): choose by delivery target: browser-playabl...
- articleI am writing Yarn Spinner dialogue that will be translated: what is a line tag, when must I add them, and how do I generate them?
Yarn Spinner for Unity documentation says compiler-generated line tags are not guaranteed stable, so lines to be translated need explicit #line: tags; the Unity importer (90fb4c46) only allows strings-table generation when the project has no compile errors and no implicit line IDs; the compiler's random tagger (3a5b7343) writes 'line:' plus a 7-digit zero-padded hex value below 0x1000000, so generated tags always start with 0, while the docs' examples show 6 hex digits.
- articleWhich tuning knobs, restrictions and debugging tools do the Unreal Motion Matching docs state, and what do they leave unsaid about data limits?
Unreal's motion-matching docs give tuning controls (Block Transition notify states, Normalization Sets, Mirror Data Tables, schema channels) and state that montages cannot be used with the node, but set no minimum or maximum data amount, duration or memory budget.
- articleWhat is motion matching, and what animation data and setup does an engine need before it works?
In Unreal 5.8, motion matching is the Pose Search plugin's Motion Matching node: a Schema defines query channels and links to Database assets of animations, replacing hand-built transitions, and locomotion clips must carry root motion with the Root Motion property enabled. The Unity Kinematica (preview) and Learned Motion Matching memory/training claims remain producer-verified.
- articleWorldbuilding from an author's design notes: a magic system from one constrained physics idea plus an era's intellectual mood, and a shared universe hidden behind standalone entry points
Creator-reported: statements attributed to the creator(s) come from discovery's reading of auto-caption transcript excerpts; the curator checked the video metadata (title, date, length) and any cited documentation pages, not the spoken claims. Nothing was tested; promotional or sponsored framing applies where stated. Brandon Sanderson on two design origins. Allomancy (R1): seeded by a constraint noticed in a film (a telekinetic push in a Star Wars duel) - "If it could only push towards you, or pull towards you" along a centre of mass - then fused with the setting's era: late-Renaissance/early-industrial periods where alchemy and the periodic table were forming, so he wanted a system with "the feel of alchemy, but that actually works" -> ingesting metals, organised as a table. The first book using it was not publishable; on the rewrite he re-cut the powers to fit a heist crew's roles (each thief one power; the protagonist type has all). The Cosmere (R2): a connected universe planned ...
- articleIf I want to turn a generated Gaussian-splat world into a playable prototype, what steps did VIVERSE and the Gaussian Mansion developer use and what do their pages say about the result?
Two World Labs case pages describe game prototypes built on Marble splats. VIVERSE used a five-step flow (generate or select a splat in Marble, import into PlayCanvas, add colliders/triggers/lighting, optimise for browser and mobile, publish). Of three demos only Clockwork Conspiracy was newly generated, from a quoted text prompt. Gaussian Mansion (Unreal Engine 5 rail shooter) used Marble PLY exports stitched in Marble Studio and imported with a 3D Gaussians plugin, and names transparency, material and artifact problems. The only quantity is one developer's "under an hour" quote; neither page reports counts of levels, iterations or ratings.
- articleWhere is ExportStringsToCSV invoked in YarnSpinner-UnrealEngine, and how do I reach it?
The curator re-read all cited web sources (S3, S4, S5); nothing was executed. In YarnSpinner-UnrealEngine (f2045942) the CSV exporter is a Blueprint-callable library function; within its own source file the only C++ call is the Simple wrapper, so users presumably invoke it from Blueprint or editor scripting (inference; Blueprint assets not inspected).
- articleOn Apple platforms with Metal, which documented APIs let me control when a frame is shown and measure when it actually was?
Partially verified: the curator re-read S4; S3, S5, S6, S7 were not re-read by the curator and rest on the producer's pinned reading. Apple separates pacing controls (CAMetalDisplayLink timing window and preferred rate/latency; present(afterMinimumDuration:)) from measurement: MTLDrawable.presentedTime gives the host time a drawable was shown and is 0.0 if it was not presented or its frame was dropped, so dropped frames can be counted.
- articleDo ink, Twine/Harlowe and SugarCube document any way to localise story dialogue, or only interface text?
Partially verified: the curator re-read S11, S13; S12, S14, S15, S16 were not re-read by the curator and rest on the producer's pinned reading. ink's writing and runtime-format documentation (35c63e52) has no localisation or translation mechanism; per producer reading, Harlowe lists localisation only as a future item and SugarCube localises only its own UI strings, so dialogue translation is left to authors.
- articleHow do Android Swappy and Apple CADisplayLink let me measure display-aligned frame timing?
Partially verified: the curator re-read S3, S9; S1, S2 were not re-read by the curator and rest on the producer's pinned reading. Swappy (Android Frame Pacing) reports SwappyStats histograms in units of screen refreshes (idle, late, latency, offset from previous frame, total) once stats are enabled; on Apple platforms actual display-link frame rates are factors of the maximum refresh and may change with Low Power Mode, thermal state and accessibility settings, so measured rates can differ from requested ones.
- articleWhat does WCAG 2.2 require for captions, sign language and keyboard operation of media, and what does W3C WAI say about presenting sign language?
Partially verified: the curator re-read S33, S35; S34, S36 were not re-read by the curator and rest on the producer's pinned reading. WCAG 2.2 requires captions for prerecorded audio in synchronized media at Level A (except clearly labelled media alternatives for text) and sign language interpretation only at AAA; WAI notes most policies do not require sign language, judges sign-language avatars not adequate, and advises placing the signer (usually bottom right, above tickers) with a visible toggle. These are content criteria, not legal duties.
- articleWhat is a storylet, and along what design dimensions do storylet / quality-based narrative systems vary, according to the scholars who mapped them?
Partially verified: the curator re-read S35; S12 was not re-read by the curator and rests on the producer's pinned reading. Kreminski and Wardrip-Fruin define storylets as discrete, reorderable narrative modules gated by preconditions (term from Fallen London/Echo Bazaar) and map systems on four dimensions: precondition type, repeatability, internal structure and content-selection architecture (player choice, random, weighted, salience-based, search, drama manager), surveying eight systems; relative strengths are left to future work.
- articleWhat do Unreal Engine 5.8 Chaos and networked-physics docs state about determinism and client prediction/resimulation?
UE 5.8 docs describe networked-physics resimulation triggered when cached state 'differs enough' (no tolerance given); the only determinism wording found is the Chaos Vehicles Asynchronous Physics sentence, not a cross-machine guarantee. Curator GET on 2026-10-21 returned both pages readable.
- articleWhich Unity documentation statements, if any, say floating-point results will match across platforms, and under what conditions (Burst FloatMode, Unity Physics, Havok)?
Burst 1.8.31 docs scope FloatMode.Deterministic to 64-bit, Burst-compiled code with deterministic inputs; the Unity Physics 1.3.15 overview asserts determinism without conditions and does not link to the Burst scope; Havok Physics for Unity is documented as similar but not identical to Unity Physics. Bytes match producer pins.
- articleAt Godot 4.7.2-stable, what sequence of checks over .import files, .godot/imported cache files and recorded hashes decides whether an asset is reimported, and which edits trigger a reimport?
At Godot 4.7.2-stable (tag ref -> ed1daf0b) the reimport decision is layered: modification-time comparison during scan only queues a test; the test checks the .import md5, then import metadata, then source/dest md5 from a separate .md5 file; the cache base name is keyed on the md5 of the res:// path; docs (godot-docs 9adca4c1) say to commit .import files and that erasing .godot/imported triggers reimport (static reading).
- articleIn ink, how do I branch and rejoin a story, gate choices on what the player has seen, and avoid tracking state by hand?
ink's documentation describes flat story flow without a call stack, diverts that branch and rejoin without tracked state, gathers that collapse weave options back together (removing flow errors in a basic weave), knot/stitch labels doubling as read counts for gating, once-only choices by default (sticky or fallback choices for loops), and subroutine-like tunnels that the compiler does not check for a proper return. Language authors' design statements. The same documentation separates visit gating from knowledge state: a knot or stitch label used in a condition is an integer read count of how many times the player has seen that content (not a true/false flag), while its knowledge-tracking examples keep facts the player has learned in a LIST variable tested with '?' (e.g. LIST Facts), and an 'incremental knowledge' pattern treats each list as a chain of facts where reaching a later fact implies the earlier ones (reach/reached/between helper functions).
- articleWhich failure modes of text world models did arXiv 2604.13824 actually measure (over-optimistic simulation, time-outs, room-connectivity errors), and how large were they?
S1 measures one failure mode quantitatively: the "too easy simulator" in which a world model lets a weak agent succeed that fails in the real environment (TextWorld, Qwen3-0.6B: 85/200 false positives with the supervised model, 19/200 after BehR; Qwen3-1.7B: 69 and 34). It also reports, descriptively, that 82-97% of WebShop world-model episodes hit the 50-step cap because the model does not reproduce purchase completion, and one worked TextWorld trajectory in which broken room connectivity traps the agent. It reports no per-category error rates for inventory, location or object state.
- articleWhat exactly did arXiv 2604.13824 (v2) test and measure: environments, models, horizon, metrics, headline numbers, limits, and what is released?
arXiv 2604.13824 (Huang et al.; v1 submitted 2026-04-15 12:56:45 UTC, v2 2026-09-02 08:58:38 UTC, cs.LG, 20 pages) fine-tunes Word2World text world models (Qwen2.5-7B and Llama-3.1-8B bases) with GRPO using BehR, then tests them on WebShop and TextWorld with 200 held-out tasks per domain and four evaluation agents (Qwen3-8B, Qwen3-32B, GPT-4o, GPT-5). Trajectories average about ten steps (cap 50), so this is behaviour at short horizons, not long-horizon modelling. Headline: BehR beats its supervised starting point on CR_pw in 13 of 16 cells with 3 ties; the largest cell is WebShop Qwen3-8B 0.345 -> 0.483 (10/29 -> 14/29 tasks); single-step exact match is preserved or improved in three of four settings (lower for WebShop on the Llama base); WebShop lookahead success rises from 14.5% (ReAct) to 24.0% (W2W-WM) and 25.5% (BehR-WM) for Qwen3-8B. Each configuration was trained once and no seed variance is reported.