| ▲ | furyofantares 5 hours ago | |
Very cool. For the small casual games I've been vibe coding, I always start from a place where the application has a CLI where it can run headless, rendering to offscreen texture, with a a screenshot command as well as performance instrumentation. It takes no time to include all this, and gives the agent a way to automate the ui and inspect important things. It also lets me trivially have the agent update screenshots. Not as neat as being part of the build process, but I will now add that. | ||
| ▲ | sho_hn 2 hours ago | parent | next [-] | |
I do the same :-) I have an offscreen screenshot path, as well as a CLI arg for world pos/camera view vector, and scripted benchmark runs with a simple text-based input format that has rows of named segments of n game ticks length with control inputs per segment. Use that extensively for A/B testing of visuals and performance while working on the game code. | ||
| ▲ | avaer an hour ago | parent | prev | next [-] | |
> It takes no time to include all this In some cases it does. Which engine? | ||
| ▲ | _fzslm 3 hours ago | parent | prev [-] | |
Would you mind sharing a link to some of these casual games? I ask cuz I'm also interested in how vibe coding can make game development easier. We had such a vibrant indie game scene when Adobe flash was about and since then nothing's really touched that level of ease of development. I think vibe coding is the first tool that actually exceeds it. | ||