• 13 Posts
  • 22 Comments
Joined 3 months ago
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Cake day: March 25th, 2026

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  • Shin@piefed.socialOPtoGodot@lemmy.mlHow to work alongside AI?
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    3 days ago

    I’m not an expert in Game Dev, but I can see “good” code and “bad” code.

    And yet, I can’t see the meaningful benefit, I can see the cracks, it’s never “fully” there, it’s always a couple details that aren’t correct in the planing, it’s always something that bothers, or some misleading thing that looks “ok”, but when you think little bit more it’s not trully correct.


  • Shin@piefed.socialOPtoGodot@lemmy.mlHow to work alongside AI?
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    3 days ago

    I know that on the empirical knowledge and testing I’m not seeing this benefit and speed.

    But for some reason people are claiming that. And it feels like I’m left behind.

    Even if the real number is a 10% speed boost, I want to know where and how to apply this to benefit from this tools. It’s the same as the LSP, people can complain about it, and be like DHH that says that LSP aren’t worth it. But on my own usage it’s a good tool to add on my set of tooling.




  • This is a very sad contradiction that I see in the market right now. The pile of work, the endless list of “Backlog” on the board that never ended, and still firing 8k people because “AI” is doing the work. If the AI is a multiplier of 100x, the backlog could be cleaned before throwing everyone under the bus.



  • Never thought on the integration with the fedi on this level. But considering that this is a “static” page I don’t even know if I want to push this on the client side.

    Also, thanks for the show of faith. I just wanted to discuss the topic with the perspective of people using the game engine, and AI tooling, (local or not), effects benefits and such.










  • I didn’t hat the opportunity to write on this comment yesterday, so I’ll do it today. Freaking awesome idea. Right now when I need to make some more “complex” logic for the AI, I’m using the singleton for the CombatManager to keep it with its data. But having a resource for the combat_context would solve and make it able to have more isolated, and for sure create even a replicable combat (since each turn is “predictable”)… Love it. Thanks for the comment.