| ▲ | maiybe 4 hours ago | |||||||||||||||||||||||||||||||
For many years, it's been difficult to build game engines. It's never been easier today. A half-decently funded startup team could get to Godot feature parity within 6-12 months. There's no VC in games anymore (especially not middleware), so it's less unlikely, but they don't have a moat on features. When you go to invest in an engine. One with Claude Code natively infused and another that says "meh" to AI. Which would you have your small indie dev team choose? Smart money says velocity. I suspect the Godot-slayer I am imagining will start getting buzz in /r/aigamedev subreddit as the only way to quickly code a game. A little better design and 3D work from Anthropic, and we are off to the races. Regarding game dev hatred of AI, I've been to GDC for the last 3 years for the explicit purpose of talking about AI in games. The wall of hatred isn't holding strong. It used to be universal. Now, not so much. People on their laptops claude coding during presentations. 20% of talks being about AI in games, and _sponsored (!!!)_ talks about AI are getting the largest crowds at GDC this year. The times, they are a changin'. This is only a clever marketing move for a certain set of developers, which I totally agree are the (maybe?) majority today. I said 3-5 years though, not 6 months... | ||||||||||||||||||||||||||||||||
| ▲ | overgard 3 hours ago | parent [-] | |||||||||||||||||||||||||||||||
Oh god. If you really believe you can vibe code an engine in 6 months I challenge you to do it. I think you'll find you've wildly underestimated what goes into an engine. | ||||||||||||||||||||||||||||||||
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