chatmasta 5 hours ago

I’m surprised that Google hasn’t integrated Gemini more natively into their workspace apps like Google Sheets or Google Slides, and has instead been developing a more ringfenced NotebookLM. I think they have some very basic integration in sheets but it feels like they’re keeping it intentionally subdued for now.

I suppose they want to take their time to get it right, but there are some killer use cases for LLMs in spreadsheets. Of course, the typical corporate idiot will make a giant mess of this when they use it in the wrong scenario… and I’m dreading the day I need to look at LLM-generated slides. But it still feels like Google is keeping Gemini in its own little box, rather than letting it seep more naturally into the rest of their products.

  • emmelaich 34 minutes ago

    I'm happy they're cautious with spreadsheets. Wrong numbers can really mess up people's lives.

  • sadeshmukh 3 hours ago

    It's been increasing. They have the =AI function, generative tables, and a thing to read and "analyze" your stuff for you (though it generally says things you could probably guess). But I'm sure it'll get even better.

  • conception an hour ago

    They saw copilot be… copilot.

jayd16 5 hours ago

> Why do I even need to use the Unity3d editor for this? Why not store everything as code instead?

Some answers are... you need to recompile ever time you want to iterate on the data. You need to do a full reinstall if you were doing anything past play in editor. You need to do a week long store update if you actually shipped a game on an AOT only platform.

But yes, Unity assets don't support polymorphism like this. The data container needs to get massaged a bit.

  • danieltanfh95 an hour ago

    In this case I'm still converting to assets so I can ship asset files in future updates, but yes play testing, while doable on the editor, has to be recorded in code as well, which may not be as accessible to a non-technical designer in the future, but that's for future me to solve (maybe at that time i'll finally have time to write a fully custom inspector for this) :D

GardenLetter27 6 hours ago

Would be nice to see the exact prompt, model used, and results - it's not exactly top secret data.

BoorishBears 5 hours ago

It's been a long minute since my Unity days, but I'm pretty sure what OP wanted was ScriptableObjects with a custom Inspector

If you setup asset serialization to use text, the ScriptableObjects map to semi-editable YAML files (semi- editable because there are some internal members that show up, but nothing an LLM couldn't handle)

  • danieltanfh95 an hour ago

    I already use ScriptableObjects with a custom inspector that outputs to YAML files. the problem was that with increasing use of nested generics+components I would need to spend alot of time customising the inspector. I rather not spend time on tooling and focus on writing game logic.

  • npinsker 3 hours ago

    The downside of that is that cards often have to hook into custom functions that interface with the engine (unless they're sufficiently boring). You can still go with ScriptableObjects if you're willing to e.g. write those functions in Lua and have an interpreter layer, but for all but the largest projects, making each card its own class works well.

  • energywut 4 hours ago

    Scriptable Objects are exactly what I would use in this case. There's even a whole host of fancy tools to work with them and import/export to csv or other file formats.

cyanydeez 5 hours ago

Humans are not intelligent because they forget.

LLMs are not intelligent because they're pattern matching and those patterns are always at the tip of the context with no recall to any other point in time.

Also, humans are not intelligent because they forget.

nurettin 7 hours ago

That's it! The article beautifully summarizes how I interact with LLMs. Listing state of the art solutions and reformatting data is an excellent use case.