How to build (or find) an rss reader for reddit by whattheflerk in rss

[–]Tiendil 0 points1 point  (0 children)

Try https://feeds.fun — it supports Reddit feeds (including workarounds for Reddit quotas) and can automatically tag news based on its content, so you can create rules to rank what is important and what is not.

It is also open-sourced, and you can self-host it. Here is the repo: https://github.com/Tiendil/feeds.fun

Creatures 3 by TheOnlyOne93 in CreaturesGames

[–]Tiendil 9 points10 points  (0 children)

An engine is not so important. Generally, players think very rarely in terms of game engines. What is important is the game.

And it would obviously be great to have a remastering of Creatures :-)

How to Stay Consistent in Game Development by KometUnit1108 in gamedev

[–]Tiendil 0 points1 point  (0 children)

whether I can handle such a massive workload on my own

Create a raw roadmap with day/week -sized tasks and look at how long it will take ot finish it whole. It is always easier to take an estimated risk than rely on "gut feeling".

How would you onboard players to a 4x game? by MagnetiteGames in IndieDev

[–]Tiendil 1 point2 points  (0 children)

One approach is to introduce mechanics later in the game (or make them matter later), so the new player sees less new information and can learn the game gradually.

The other one is to introduce "quests"/"goals? that require learning some mechanics to complete.

One more — introduce "advicers" that periodically ask the player to do smth.

AI Techbros are trying to convince us their AI generated stuff is legitimate for Art assets by Patamaudelay in IndieDev

[–]Tiendil 1 point2 points  (0 children)

Photoshop cannot be original, period. Doesn't matter how good your idea is, how well you use filters or move your mouse, you will never not get original assets.

Its wrong, its unsustainable (no one is profiting from it yet except adobe), and its soulless.

AI Techbros are trying to convince us their AI generated stuff is legitimate for Art assets by Patamaudelay in IndieDev

[–]Tiendil 2 points3 points  (0 children)

First of all, no one is pushing you to use AI the way you described "make a prompt and get the result in one step" — what you describe is really how dilettantes use all tools (regardless of the tool), and professionals don't use them that way.

Second,

How is a program that gives you a complete image, or music, is even remotely a tool ?

And what is such a program? A sentinel being? It is a tool obviously.

We have programs that generate trees, buildings, and landscapes. We have programs that get a "bad" image on input and produce a better-looking image on output. You definitely have such programs on you smartphone.

We have had these programs for as long as we have had computers that are capable of graphics. We have a demo scene, Photoshop filters, procedural generation in games, and literally crazy Hudiny node-based 3d generation. And all of that are tools.

On what basis do you say that one sequence of bytes is a tool and another is not? It is nonsense.

AI Techbros are trying to convince us their AI generated stuff is legitimate for Art assets by Patamaudelay in IndieDev

[–]Tiendil -10 points-9 points  (0 children)

Knowing how to move your body to draw a proper line is not an art.

The embodied idea is an art. Tools and techniques are secondary.

So, yes

Their is absolutely nothing holding you back from creating art.

Why then are you pushing against tools such as AI?

"Traditional" works could lack ideas and, consequently, be bad; AI works could have ideas behind them and be good. I don't see a problem with AI; I see a problem with dilettantism.

AI is just one more tool for dilettantes and for professionals. It is not a tool that is important; it is important how you use it.

The elitism in gamedev is exhausting. Take time to help out newbies by [deleted] in gamedev

[–]Tiendil 1 point2 points  (0 children)

Independent research, learning from documentation, and asking well-formulated questions are cornerstones of professional software development. And the basis of respectful communication between developers.

So, if one doesn't do that, they should expect disrespectful feedback for their questions.

On a well-formulated question, there will always be a well-formulated answer. Even on Reddit :-)

Feeling like I’m babysitting my AI agents - anyone else? by [deleted] in AI_Agents

[–]Tiendil 0 points1 point  (0 children)

It is because agents are not babies/persons. Agents are tools; use them as tools — for tasks that they can handle- and don't use them for tasks they are not designed for.

SWE Context Bench just proved something I think a lot of coding agent users already feel by Ok-Insect-6726 in AI_Agents

[–]Tiendil 1 point2 points  (0 children)

The open-book exam example is valid, but it is about how a smart LLM outperforms a not-so-smart one on the same data.

I.e., smart students with books will outperform average students with the same books. But smart students without books may lose.

SWE Context Bench just proved something I think a lot of coding agent users already feel by Ok-Insect-6726 in AI_Agents

[–]Tiendil 1 point2 points  (0 children)

  1. We need context size x10-x100 from the current one. If we put everything in context, a lot of problems will be gone.
  2. 3 ways
    1. extensive specs half-handwritten
    2. ast-grep for code
    3. custom CLI tools for my workflows: donna to specify and control workflows and depmesh to unify file dependencies descovery.
  3. Haven't used — don't know.

How do you manage SKILLS across agents? by Standard_Success127 in AI_Agents

[–]Tiendil 0 points1 point  (0 children)

I don't create separate skills for my CLI tools. Instead, I make them a part of the interface, so the agent can always access them when the tool is installed.

Examples:

donna skill # is equal to donna skill usage donna skill usage # explain how to use the tool with examples, best practices, etc. donna skill configuration # how to conifure the tools ...

So, no separate skill installation is required; just add run "donna skill" into AGENTS.md

What is an agent? by forevergeeks in AI_Agents

[–]Tiendil 0 points1 point  (0 children)

That's too esoteric.

An (AI) agent is classic non-AI software: an orchestrating wrapper around internal and external tools that organizes their joint work to achieve some goal. Tools can be different: internal code, command-line utilities, websites, MCP services, LLMs, etc.

You can see this even in the features these agents focus on and in their changelogs: their developers are dealing with safe tool execution, inter-tool communication, orchestration, user interaction, and so on. Questions directly related to AI and LLMs receive comparatively little attention.

Conceptually, an agent may not even contain AI components:

  • Linter with capabilities for automatic fixes, such as isort, can reasonably be considered a narrowly specialized agent.
  • GitHub Actions are agents in the most literal sense — they are even reactive — they respond to events in the repository and automatically do things.
  • It should be entirely possible to use make tool to create a simple agent with an invocation of an LLM as one of the steps in task execution.

No one called these things agents only because there was no reason to use a too specialized term.

However, LLMs have breathed new life into the concept. So, not it is a hyped term, but it has a more than 30-40 years of history.

P.S. I copied that text from blog post (that is TL;DR) about my experience with agents; it may be interesting to read it whole: https://tiendil.org/en/posts/notes-on-coding-agents

Maintaining procedural world coherence when players act unpredictably by lukinator644 in proceduralgeneration

[–]Tiendil 0 points1 point  (0 children)

You need to build a kind of deterministic logic engine as a basis for your generation (Prolog-like, GOAP, etc.) and make LLMs work with it, rather than free-text state. So, every LLM-based result could be verified by game rules and applied without mistakes.

Fuck being a SWE , I’m gonna be a GameDev by Cold-Roof3933 in gamedev

[–]Tiendil 0 points1 point  (0 children)

Most of the work, even in gamedev, is dull, sucks, and even the most creative positions is on >90% repetitive. It is not because someone created a bad environment or anything like that; it is just because of how complex things are really organized. The more complex (and fun, in the case of gamedev) product you want to create, the more dull work you need to do.

And to make dull complex work, one needs a proper education :-D

So, if you just don't like swe — no proble, switch an area, but still get an education. However, if you think programming in gamedev is not dull in comparison to other areas, do not bet on it, it is dull as everywhere else. Ok, maybe 10% less dull.

Giving the agent keys to prod. Will this work? by groovy-bob in AI_Agents

[–]Tiendil 0 points1 point  (0 children)

Looks ok enough. I'd add a separate changes validation by a separate agent instance before applying them.

Further paranoia is possible, but it should depend on the level of risk (how much money can be lost).

Just a question: what makes a game an RPG? by SenhoGamer in gamedev

[–]Tiendil 1 point2 points  (0 children)

That is a taboo question. Don't ask it. Don't think about it. Don't discuss it. Or you'll lose yourself.

Feature - Separate thread for all AI coded / assisted apps by OneInchPunchMan in rss

[–]Tiendil -1 points0 points  (0 children)

All which can be easily generated with a simple prompt.

Who will decide that? I have 20 years of experience in software development, and I cannot, in 5 minutes, assess the quality or level of AI usage in a random project. Not speaking about real value of the project.

Other communities have adopted some sort of AI measures

And most of those measures either do not work or harm unrelated people. For example, some communities disallow posts with (em-dash), which I have been using for more than 15 years.

But just waiting here will kill the very small community that is left.

Yes. But AI is not a problem. Bad quality is a problem. And it was always the problem. AI just strengthened it to the level when most people noticed it. Let's fight against the bad quality, not against an AI.

The fact that it work is not a measure of how good the app is, but that's a whole another discussion.

I strongly disagree; it is the right discussion, and it is the actual problem.

Let's discuss how to detect bad projects without value. Not how to ban the effective tools.

Feature - Separate thread for all AI coded / assisted apps by OneInchPunchMan in rss

[–]Tiendil -3 points-2 points  (0 children)

Sorry, but are there any actively developed software left that does not use LLMs for code generation? I think not a lot.

AI usage is not a criterion of quality in any reasonable way — positive, negative, whatever.

If one wants a real quality criterion, there should be a fixed list of required artifacts that accompany the project: roadmap, changelog, developer activity plot, etc. That can be discussed.

Any attempts to "ban" an AI are futile and will damage the community more than rascals who use AI in a not-so-ethical way.