| ▲ | daveguy 2 days ago | |||||||
I am 100% certain the code you write by hand will be better quality, even with AI pointing out options, than letting the AI string together completely obtuse abstractions. | ||||||||
| ▲ | hirvi74 a day ago | parent [-] | |||||||
GP here, hopefully you are correct. I have two projects running concurrently. One is my hand-written project. The other is one "demolition zone." In the latter, I can vibe-code and do whatever I want just to see what LLMs can hack away at in comparison. Besides the enjoyment I get from programming by hand, I have a more overarching concern when it comes to a building a full game. I am using Monogame, and I realized that is probably not the library to use if I am going to have no understanding of how things work under the hood. I tried to review LLM code, but without knowing enough of Monogame's API, I really couldn't make a good judgement call on the quality. Looking at the LLM code, for example, were the keyboard and game pad implementations correct? I am not sure at first glance. I haven't implemented one since I used C++ in a game dev class in college over 12 years ago. The LLM's tests passed, which is fine and dandy, but how do I know the tests are truly valid if I do not understand what is fundamentally being tested? I am not building this game entirely for fun either (though I am having a blast). I am working with a few non-technical friends on making this game. So, I do not want to disappoint them by creating something with bugs that I cannot fix because I have no earthly clue how anything works. I believe that would be embarrassing for me and disrespectful to them. | ||||||||
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