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Archives for development

BOSS AI – Redone on Oblivion – FRESH Linux MATE

Introduction: The Setup – VIDEO COMMING SOON

After moving from Ubuntu with Mate Desktop to Mint LTS, we pulled out the existing scripts, improved the entire setup, and made significant improvements to the GUI. The goal was to get Ollama AI running smoothly on a Dell T7500 with NVIDIA GTX 1650.


Challenges Faced

1. Scripts Not Executing as Expected

Problem:

After switching from Ubuntu to Mint LTS, the scripts didn’t execute properly. Missing dependencies, permission issues – you name it, we hit it.

Solution:

We ensured that YAD, cURL, and jq were installed correctly. Permissions were cleaned up, and the scripts were made executable. Once all that was in place, everything executed as expected, kinda.


Implementation: Custom Bash Scripts for Interaction

1. Starting and Stopping Ollama

To get Ollama to run without glitches, we split the scripts into smaller parts for better readability and efficiency. Now, starting and stopping Ollama is a breeze, and we’re in full control of its operation.

2. Interacting with the AI

Interacting with Ollama AI is smooth. We updated the script that sends queries to the Ollama API to ensure proper communication between the AI and the system, making everything much more seamless.


GUI Integration with YAD

We didn’t want to be stuck in the terminal forever, so we created a simple GUI using YAD. The GUI makes interacting with Ollama more intuitive and user-friendly, while still maintaining all the power of the underlying bash scripts.


The Machines: Oracle and Oblivion

Oracle

  • Role: Oracle is a machine for research, web tasks, and experiments. It doesn’t handle AI workloads, but it’s essential for testing configurations and setting up new environments.

  • Setup: Oracle was set up with a clean install of Mint LTS after we ditched the 2-year-old, corrupted Arch Linux installation. It’s now purely functional, built for testing and experimentation.

Oblivion

  • Role: Oblivion, the Dell T7500 with NVIDIA GTX 1650, is dedicated to running Ollama AI tasks.

  • Setup: Oblivion was also set up with Mint LTS after we cleaned up the mess from its previous Ubuntu installation with Mate Desktop. It’s now fully focused on AI tasks, with everything optimized for performance.


Conclusion: AI, Tweaked and Tuned

Both Oracle and Oblivion now run Mint LTS, and the systems are running smoothly. While Oblivion is handling Ollama AI tasks, Oracle is providing the necessary environment for ongoing testing and experimentation. The system is now stable, with a smooth, streamlined setup for BOSSAI to work on other ubuntu based machines if wanted. Plus the GUI looks much better.


Consideration

  • Debian with XFCE/Openbox or AntiX will give the lightest, most customizable setup.

Our Shift to Unreal Engine 5: MoboNode’s Experience Beyond Unity3D

MoboNode is a passion project where players take on the role of Dr. Boss, a computer scientist shrunk down inside an old PC whilst investigating AI Ethics at CERN. As he navigates a hazardous environment, he will battle digital threats and demonic entites, repair malfunctioning components and maintain the PC. The game is structured around linear missions involving fixing components, defeating enemies, and uncovering the fate of other scientists.

VIDEO PREVIEW OF IN DEV

 

Core gameplay revolves around base building and combat. Players can craft tools as weapons—like screwdrivers and EMF bombs—to combat rats, roaches, demonic entities, viruses and rogue updates (anything you expect to find inside a PC case). A base of operations exists inside the Power Supply Unit (PSU) serves as a safe zone for crafting and resting, creating a balance between exploration(combat) and strategy. The visual style leans into a retro aesthetic reminiscent of classic FPS games, while character design reflects a blend of human and machine elements. Key locations feature distinct environments, from the chaotic motherboard to the safe haven of the PSU.

After years of building MoboNode in Unity3D, we faced a pivotal decision: stick with what we knew or embrace the cutting-edge features of Unreal Engine 5. This was over a year ago! While the transition has presented its challenges, we firmly believe it’s the right move for our project.

We want MoboNode to stand out visually, and Unreal Engine 5’s advanced rendering capabilities, like Nanite and Lumen, promised to bring our vibrant world to life in ways Unity simply could not. Nanite allows for incredibly detailed assets without the usual performance trade-offs, while Lumen offers dynamic global illumination, creating realistic lighting that adapts in real time. This leap in visual fidelity has opened up exciting possibilities for MoboNode’s aesthetic, allowing us to create a more immersive experience for players.

However, switching game engines is no small feat, and we quickly realized the journey would not be without its struggles. Here are some key challenges we faced:

Unreal Engine 5’s Blueprints system feels like learning a new language. It offers a robust visual scripting environment that, while powerful, can be overwhelming compared to Unity’s simpler interface. As someone who prefers coding in C#, embracing Blueprints has become a necessity to fully leverage the engine’s capabilities. This shift required us to adapt our thinking and workflow significantly.

Migrating assets from Unity to Unreal was another hurdle. While some assets could be converted, others needed to be reworked or recreated to fit Unreal’s framework. This process was time-consuming but ultimately rewarding, allowing us to revisit and enhance our art and design.

Despite these challenges, the decision to switch to Unreal Engine 5 has begun to pay off, enhancing the overall vision for MoboNode.

Keep up-to-date on Development or contact us to get involved –> https://www.bossit.net.au/welcome-to-boss-it/programming/mobonode/