TommyGun
backyard   Lithuania
 
 
:excitebox: hello its me, the game guy :excitebox:
I pretty much accept any friend invite that doesn't look like a scammer, but this goes both ways, meaning that sometimes I'll remove random people

INFORMATION
:tommygun: making vidoes
:tommygun: was a guardian of drg's wiki [deeprockgalactic.wiki.gg]
:tommygun: list of completed games [howlongtobeat.com]
:tommygun: a little bit of a rascal in the steam comments tbh

DATA PROCESSOR
:tommygun: Date Acquired: 2020 December (Last Upgraded: 2025 February)
:blissful_creep: GPU: GeForce RTX 3060 12GB OC
:happy_creep: CPU: AMD Ryzen 5 3600XT ~3.80GHz
:blissful_creep: RAM: 32GB DDR4 3200MHz (4x 8GB)
:blissful_creep: SSD: WD Blue 1TB (932GB SATA)
:blissful_creep: SSD: Kingston 1TB (932GB NVMe)
:blissful_creep: HDD: Toshiba P300 2TB (1.81TB)
:blissful_creep: PSU: Cooler Master B600 Ver.2 (600 W)
:nonplussed_creep: OS: Windows 11
:blissful_creep: Monitor: LG 24GL600F-B "23.8 (1920x1080 144hz, IPS 1ms)
:blissful_creep: Monitor 2: Samsung Series C570 "23 (1920x1080 60hz, IPS 5ms)
Jugando
Rocket Rats
Expositor de artwork destacado
pyro yoga
9 8
Estadísticas del salien
Nivel alcanzado
25
Jefes combatidos
33

Experiencia obtenida
38,743,025
Actividad reciente
5.1 h registradas
Jugando
28 h registradas
usado por última vez el 21 MAR
2,439 h registradas
usado por última vez el 21 MAR
TommyGun 19 DIC 2024 a las 2:59 a. m. 
yep
spykerhyk 12 DIC 2024 a las 3:32 a. m. 
Crack crock crack crock
heavy, 2007 15 AGO 2024 a las 3:19 p. m. 
So we started moving more and more towards putting actual humans into these games, because it turns out that if you put actual humans into these worlds, then the things that people do start to be a lot more interesting, and a lot more complex, and way harder to predict. The things that we’ve learned since then are: 1) It’s really hard to make a good multiplayer game; and 2) If you do it, it’s more fun for everybody. Because you never know what’s going to happen, and you’re never going to see the same thing twice. That was the transition we went through as a company.”
heavy, 2007 15 AGO 2024 a las 3:19 p. m. 
“When we started out, we were a single-player company. Then we got into multiplayer games. And the Internet changed all of that. You’re trying to solve a really hard problem in single-player, which is: How do you get this person who is playing a single-player game to feel like there’s a human being behind the entities that they’re interacting with? If you look at Doom, and Quake, and all the way up through Half-Life, it’s like: How do we create the illusion of intelligence? It turns out that’s really hard to do, and the best AI looks nothing like an actual human player. But then we started thinking about this in the context of multiplayer. And we realized that the best way to make a convincing human opponent is to actually have it be a human.
spykerhyk 7 JUL 2024 a las 9:34 a. m. 
s a n d c a s t l e
spykerhyk 7 JUL 2024 a las 9:34 a. m. 
sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool sandcastle+rep built a cool