tototrains
Joined 1 year ago
Joined 1 year ago
The only people who didn't understand this were either delusional or being paid not to.
Absolute snakes - if it's more profitable to manipulate you with outputs or steal your work, they will. Every cent and byte of data they're given will be used to support authoritarianism.
1. Inspector for lists/arrays works once, crashes editor, must be restarted each time.
2. Race conditions in the basic animator functionality making animation events useless, killed a project because we couldn't edit the underlying code, didn't have time to redo animator-based functionality which should have worked in theory.
3. Segfaults in compiler -> 6 hours of debugging, gave up, still can't build reliably.
Each of these killed the workflow and therefore the ability to deliver the project dead, and were completely out of my control.
Vibe code your engine, at least you'll die on your own terms.
Unity is also just a fundamentally hostile organization waiting to pull the rug, as evidenced by their past behaviour.
Do not build your castle on someone else's land.
Paul McCartney can't read music or speak in theory, is he not a musician?
Otherwise it's an insurmountable barrier.
I think it's a bit like writing a novel.
Everyone's got a novel in them, but you absolutely need to know how to write to get it out. Unless you can dictate it but then... you could also hire a developer.
Those without the resources to hire a developer, without the years of education and practise to code at any level of proficiency, can now realize some form of their ideas.
I just logically can't see how the increased accessibility and output won't increase the amount of interesting games, even if 99% are slop (so is fan fiction, let them enjoy it).
Obligatory: https://xkcd.com/1414/
"The core mechanics appear to be a weighted scoring function, a minimum threshold clamp, and a pinning list, all wrapped in terminology borrowed from differential geometry, quantum mechanics, and fluid dynamics in ways that don't reflect the actual math of those fields."
AI is obliterating the barriers to game production for the next generation.
Will this be the next flash revolution? Or is the underlying 'brainrot' actually destructive to creative potential?
I am optimistic about the human spirit in this regard. Making games with AI will be cool when the games are cool, and the only barrier is design.
Straight JS/html/css front-end with zero dependencies works well.
Ask for a node.js backend and can be instantly deployed as client/server or straight to html - multiplayer feels trivial.
C# Monogame works well for something heavier.
You can actually edit Unity scenes directly using the LLM as they're a readable text file which works ok, but Unity is bloatware when you can code it all yourself (it's an absolute nightmare of inexplicable bugs, do not use it. After updating to 0.62f from 0.48f my clang compiler now segfaults while building Webgl - luckily my team mate can do the builds)
The key is building exactly and only what you want and need. Make your design lean, suit the game as you are actually building it not a theoretical overengineered masterpiece - refactors are cheap later, but bloat will kill your project.
No conspiracy is too cynical. If you can think of it, they can think of it.
Not once have I found it useful: if the intention isn't clear from the code and/or concise docs, the code is bad and needs to be polished.
Well written code written with intention is instantly interpretable with an LLM. Sending the developer or LLM down a rabbit hole of drafts is a waste of cognition and context.
It does seem like there could be a distinction between markets which require genuinely knowledge and analysis (geopolitics), versus pure gambling (sports, crypto up/down 5 minutes, etc), but I'm not sure who's going to bother making it.