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Freya Holmér Video Oct 10, 2026, 6:11 p.m. UTC · 3 minutes ago • Freya Holmér Briefing Freya Holmér is using the topic of AI to make a broader point about how it can erode trust and humanity in creative work, including game development. The focus isn’t on a specific product or feature set, but on the social cost of normalizing machine-generated output in places where people expect human intent and craft. For developers, the practical takeaway is that AI adoption isn’t just a pipeline decision.
Hello everyone I am here to gather your opinion, remarks, ideas or any constructive criticism you may have about what I am going to present. Don’t be shy! A bit of background: I am working alone on an indy web-based game, a simulation of RPG (idle game) where the player controls a group of 4 characters that he can sent into battle and that will fight automatically based on some AI preference that are similar to the FF 12 system (but more complex / powerful).
How does it work in code? To get a point in the curve, you simply provide a value between 0 and 1, known as the t-value, to this set of lerps: a = lerp( p0, p1, t ); b = lerp( p1, p2, t ); c = lerp( p2, p3, t ); d = lerp( a, b, t ); e = lerp( b, c, t ); point = lerp( d, e, t ); While the code above is easy to understand, there are computationally more efficient, though less numerically stable, ways of evaluating this.
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