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AI apps @ google; past: eng lead @Subnautica, Game Builder https://nitter.gq/t.co/upyvgJuTT0, google poly gfx (RIP), https://nitter.gq/t.co/gxcEO6Q6hl; he/him

NYC
Joined February 2009
Photo by mastodon.gamedev.place/@Steverock (@steverockan)Photo by mastodon.gamedev.place/@Steverock (@steverockan)Photo by mastodon.gamedev.place/@Steverock (@steverockan)Photo by mastodon.gamedev.place/@Steverock (@steverockan)Photo by mastodon.gamedev.place/@Steverock (@steverockan)Photo by mastodon.gamedev.place/@Steverock (@steverockan)Photo by mastodon.gamedev.place/@Steverock (@steverockan)Photo by mastodon.gamedev.place/@Steverock (@steverockan)Photo by mastodon.gamedev.place/@Steverock (@steverockan)Photo by mastodon.gamedev.place/@Steverock (@steverockan)
“Certified organic software, no AI used”. I mean hey, if you wanna do it, go for it. Maybe there’s a market for it. It’s a free market.
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The biggest thing I think about with AI is how to ship 10x faster but without 10x more bugs
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betrayal at krondor at 640x480... lots of glitches, but good progress for 1 day!
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mastodon.gamedev.place/@Steverock retweeted
When I was writing Unreal Engine 1, my time was divided as follows: - Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking. - Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results. So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks. What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files. I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks. What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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“Oh I got a repro!!! …oh, that’s what Claude suggested 5 minutes ago”
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playing through OG warcraft 3 on hard mode. "the culling" is legiiiit
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trial and error gameplay...i wanna say it's bad/lazy game design, but so many of my favorite gaming moments are a lot of trial and error. dark souls. racing games. rhythm games. or really hard RTS missions. or rock climbing.
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so, a more productive question: what makes for GOOD trial and error gameplay?
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so is this epic games launcher supposed to be better...? cuz it's really not..... @TimSweeneyEpic
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So I assume the AIs are working on P=NP
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asked claude to create a devlog of its progress..i really enjoyed reading the result
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asking claude to make a dev-blog about its progress..
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krondor REA progress...so far 1 day, $20/day claude plan
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i do kinda miss coding in vim. i wonder if hand-coded software will have the same appeal as, say, wood carving. "check this game out - i made it by hand!"
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so it's using dosbox to compare screenshots...also using dosbox MCP to see what's happening at runtime i think
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a couple hours later...it has reverse engineered the 3d rendering...it looks pretty good..
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