| ▲ | bob1029 7 hours ago | |||||||||||||||||||||||||||||||
> I stand by a lot of what I’ve said, but am in the process of shipping a project where I’ve also used none of this. I think the scale I’m targeting here is really larger projects. The author appears to be on track to learn an important lesson about LLMs and art. LLMs have completely solved the coding side of game development. But this was never the hard part. Not even close. The fixed randomness and determinism thing sounds great on paper (all of this does), but in reality this is an extremely confining way to build a video game. Ensuring you maintain determinism across many platforms is where things get super nasty. If you want a turnkey AI game development experience, why not double down on diffusion? This sidesteps virtually all of the tooling and integration concerns. There is no game engine to integrate with if you use a diffusion model. | ||||||||||||||||||||||||||||||||
| ▲ | apf6 3 hours ago | parent | next [-] | |||||||||||||||||||||||||||||||
> But this was never the hard part. Not even close. This is revisionist history. Coding was definitely one of the hard parts! | ||||||||||||||||||||||||||||||||
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| ▲ | pton_xd 7 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||
> LLMs have completely solved the coding side of game development. This is not quite true. Currently you still need to give them guidance on what type of architecture would best work for your game, or after many iterations on gameplay you'll end up with terrible performance and a complete mess of a codebase. I expect that will be solved sooner rather than later, though. | ||||||||||||||||||||||||||||||||
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| ▲ | glimshe 7 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||
I partially agree. Coding is not the hardest part for a large portion of indie games. You can in theory build an AI-coded game that sells well if you have the right art and gameplay. But many top games have complex engines and online services that require technical mastery beyond the current AI capabilities. For those genres, engineering is a huge barrier of entry. For a not so extreme example, you won't vibe code Cyberpunk 2077 while just taking care of art and gameplay ideas. Gosh, humans could barely pull that one off! | ||||||||||||||||||||||||||||||||
| ▲ | rrradical 6 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||
> The fixed randomness and determinism thing sounds great on paper (all of this does), but in reality this is an extremely confining way to build a video game. Ensuring you maintain determinism across many platforms is where things get super nasty. Why 'nasty'? I agree it's a problem to solve, but you just use a fixed-point math library and it's fine. Determinism is freeing, not confining. It allows you to do things like rollback netcode, replays and easy debugging. You can't just say that 'reality' happens to be what you in particular are used to. | ||||||||||||||||||||||||||||||||
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| ▲ | simonw 6 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||
> Ensuring you maintain determinism across many platforms is where things get super nasty. I learned that one the other day - I've been building a little RTS game with a replay mechanism, and replays in Safari broke where they worked in Chrome. Opus 5.5 fixed it by replacing calls to things like Math.sin() and Math.cos() with its own deterministic functions: https://gist.github.com/simonw/7df96ed7296c69b70a9990102cae0... | ||||||||||||||||||||||||||||||||
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| ▲ | wccrawford 5 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||
I think it's more generous to say it's not the only hard part. It's certainly very, very hard for a lot of people. | ||||||||||||||||||||||||||||||||
| ▲ | aaronrobinson 3 hours ago | parent | prev | next [-] | |||||||||||||||||||||||||||||||
LLMs certainly haven’t solved coding. | ||||||||||||||||||||||||||||||||
| ▲ | kkukshtel 4 hours ago | parent | prev [-] | |||||||||||||||||||||||||||||||
hello, author here! It's definitely not my intention to try and describe ways for making game development be more turnkey. I'm more trying to directly address ways to make non-one-shot (read: actual) game development be more tenable when an agent is involved. | ||||||||||||||||||||||||||||||||