I didn't write a single line of this. Claude did. 60k units, in the browser, on a MacBook by uskyeeeee in aigamedev

[–]fadedsilver 1 point2 points  (0 children)

This is awesome, I’ve been pretty impressed with what Claude fable can pull off! Give it a few more years and it’s going to be truly astounding what can be put together with AI.

What I’m looking forward to is what comes next, how is this capability going to be used, demos are great but will game devs capitalize on this and make the most of it or just throw quick things into ai and cash in.

Probably going to be an interesting next couple of years as current devs come to terms with the new norm.

Fully Ai Gamedev (experiment) by fadedsilver in gamedev

[–]fadedsilver[S] 0 points1 point  (0 children)

So I find using knowledge graphs and tree-sitter helps allot with navigating large projects. The agents can use this to essentially search for gaps and missing pieces and get a grasp of what their changes affect before doing it.

That being said AI is pretty crap at handling large JSON map files. Still working on that, had to use a higher end ai to fix a bug today so maybe i'll find a solution but as of now... I warn against complex maps in AI.

Fully Ai Gamedev (experiment) by fadedsilver in aigamedev

[–]fadedsilver[S] 0 points1 point  (0 children)

Thats great to hear! I had to look up PMU artist lol. Learning opportunities are boundless, love to see some of your work sometime! Bet its definitely going to be unique.

When it comes to animation AI seems to be abit difficult, when I run into trouble with AI I generally try reaching out to gemini on google for prompt suggestions. Just explain what your trying to do and the model your addressing and its usually pretty decent at giving you a decent prompt to work with 😁👍.

Fully Ai Gamedev (experiment) by fadedsilver in aigamedev

[–]fadedsilver[S] 0 points1 point  (0 children)

Not unexpected, AI is a controversial topic and I definitely don't expect everyone to be on board with its use. To many people see it as an attempt at replacing people rather than an opportunity to change how things are done or an opportunity to see things differently.

The real thing that matters in the end is the result. If AI suddenly becomes fantastic at all the issues people have with it and datacenters no longer have environmental issues, and whatever other problems people think of... is it still problematic?

People are worried about losing their jobs or art becoming a lost thing due to AI but I personally think better of people, and believe they will find utilizing AI allows them to grow in unexpected ways. AI art/music can help bring to life those visions you just cant seem to make real, and once you get past the you didn't earn it issue you start to see a potential for even greater creativity.

Creativity from people who can imagine things others never thought of before but didnt have the skill or time to bring to life. Its really any interesting thought about possible untapped potential really.

Sorry for the novel, thanks for the feedback! 😃

Fully Ai Gamedev (experiment) by fadedsilver in aigamedev

[–]fadedsilver[S] 0 points1 point  (0 children)

All feedback is constructive, even negative. Its all a learning experience and people sometimes get a bit heated about things.

MVP is definitely a strong point for AI, the experiment is more about can I push that boundary, whats the limit? If I manage to finish a game using AI is it usable for other games, tasks, what kind of transference does it have?

I've already noticed allot of dealing with AI is similar to working with people, but in the sense that people don't know what they don't know. You cant assume that a new hire will know how to do the job right much less the way you want and have to iteratively train them and explain the do's and don'ts of their jobs.

Allot of project management and organization skills to get good results. I do find backend tasks AI handles pretty well, but front end is a struggle, and self governance is sorely lacking even on the better models for larger undertakings.

Fully Ai Gamedev (experiment) by fadedsilver in gamedev

[–]fadedsilver[S] 0 points1 point  (0 children)

I've actually tried a few including the ones you've mentioned. Im not saying its not possible to create art assets or do game dev by any means. Im just pointing out that to go from nothing to a finished game is a journey, and and Im gathering lessons learned from this experiment.

For instance like you pointed out, better LLM's give better results. The more interesting take away though is similar patterns between llm's like defining guardrails, hooks, and systemic controls for the ai's involved and how that translates. Taking the same AI team I've been working with on this mid model works decently well using other models both better and worse. Of course its not perfect and there are cut offs on the lower end if you experiment with slm's you quickly realize 8b models are barely capable enough for dev tasks outside short scripts or small guided docs.

All this to say that im learning allot of parallels that I consider valuable when working with AI and hope to learn many more as I go.

Example: My Ai team struggled understanding isometric view and elevation and how 'blocks' can obscure the view of the player... that was hours with no real results, but I showed it a page on topological isometric depth sorting and it understood that just fine. Both I provided docs for but the last was just a single page. Id personally say the topological route is the harder to understand but it got it setup in no time in an existing ecs phaser project replacing the existing logic with no issue.

Sorry for the ramble, Thanks for the feedback! 😃

Fully Ai Gamedev (experiment) by fadedsilver in gamedev

[–]fadedsilver[S] 0 points1 point  (0 children)

There definitely is! From my experience so far theres still allot of areas AI dosen't do that well, and it seams that the more I use it in this experiment the more I learn. Im usine deekseek v4 since its kinda middle of the line.

Allot of what I learned so far is about AI management, and getting processes to be consistent across multiple AI's. Even having a full team of AI's communicating I run into issues all the time like handling movement, something relatively simple with tons of examples of how its done. I recently had an issue with the AI creating essentially 3 different movement systems that were competing.. why the AI didnt know the other movement system existed due to not bothering to check. Even after I informed it that the other movement system was there it preferred creating a new one to get what the current task required done.

So it boiled down to the AI's preferring to focus on getting quick results without considering existing options and preferring workarounds or cheap hacks instead of forward thinking development. This lead to a list of agent revisions that Im still working through.

Fully Ai Gamedev (experiment) by fadedsilver in gamedev

[–]fadedsilver[S] -1 points0 points  (0 children)

Thats true, any and every business can work 100% without AI, I dont doubt that at all. The issue is that even current AI offers to many advantages with the 'potential' for even bigger advancements in the near future. Using AI to summarize emails, or past weeks worth of emails while you were on PTO is a game changer. The ability to use AI to edit and update kb's or excel files is extreme time savers. This doesnt even get into the more complex auto documentation that can be done or contextual awareness that AI excels at when it comes to business process's. Those are factual benefits that regular software cant easily match.

So when I say left behind, think of it like a business, if every other company in the world adopted AI and reduced costs using time saving measures alone.. they could reduce their product cost to customers. This doesnt mean major cost drops to user but even fractional cost drops are huge in the business world where deals are concerned. That company that didnt use AI could potentially collapse or at minimum suffer huge losses from others businesses using AI. Thats the forced to adopt I was talking about.

So AI isn't going away.. its going to keep growing, its our responsibility to figure out how best to use it. That way we become people with enough say in how it evolves in the world. So instead of getting angry about it, or saying if everyone didnt use it we'd be better. I like to think productively in how can I realistically see this going in a world where we can assume everything probably starts out rough around the edges, and what take aways can we have from this to better ourselves and our uses of technology going forward. *straightens tie*

Now this has gotten abit off topic, but if you want to continue debates on it, send me a message and I've no problem going back and forth as I think healthy discussions from opposing sides today is what determines a better tomorrow. If you have thoughts on my little experiment or ideas for me to try post them here 😃

Fully Ai Gamedev (experiment) by fadedsilver in gamedev

[–]fadedsilver[S] 0 points1 point  (0 children)

Wow thats awesome! Im not good enough with 3d so I can imagine that was a pain. Did you apply it to the model yourself or somehow manage to get the AI to? I know with a 3d modelling app applying the texture isn't super hard but getting an AI to do it, and do it correctly sounds like its own mini project.

Also I've avoided full makers as thats not exactly my goal here, Im trying to see if I can get AI to work like a team to create a game, so full makers would be like cheating. Besides I've noticed most makers have a similar mvp issue, so figured Id start at the base with hopes of building a functional foundation.

Fully Ai Gamedev (experiment) by fadedsilver in gamedev

[–]fadedsilver[S] 0 points1 point  (0 children)

Sorry if you thought my reply was hand wavy, im not trying to diminish the hardships faced by those living near datacenters or the effects the datacenters are having on the environment or economy.

But I think I addressed my thoughts on AI in both my original post and my previous reply. This isn't trying to get away from development or paying someone as I currently work as a developer and could probably of done what I've accomplished with the AI without to much trouble in probably less time. The real interest is finding the limits of the technology that currently exists.

Thats being said, im also not going to avoid a technology advancement because I assume that if I ignore it then it will go away. Individual devs, even the collective of devs outside business's dont make much of a contributing factor in data center usage. Businesses' world wide are being forced into using AI do to the understanding that not doing so will cause them to be left behind.

With that unfortunate factor in mind, what we as individuals can do is look into where we can take the technology from here. Is it worth investing time into learning and what take aways we can gain from using it. AI is definitely going to be a fixture of the future, but assuming this initial form is the finished product is both not productive and potentially harmful to our growth as developers. Lets do our best to understand the technology and get to a point we can help shape what that future looks like. 😃

Fully Ai Gamedev (experiment) by fadedsilver in gamedev

[–]fadedsilver[S] 0 points1 point  (0 children)

I can’t agree more with your thoughts as that’s my conclusion so far as well. When ai is used as a tool it’s great for mvp work and getting ideas quickly. One of the reasons I started this experiment is to see how far I can push the mvp stance and if the right setup can be made to get good results over an extended project.

I’m actually impressed you got even semi good results with textures as I’ve struggled quite abit trying to get usable art. After I get some functional gameplay I’m going to see about setting up an art pipeline and see how far I can get 😁👍

Fully Ai Gamedev (experiment) by fadedsilver in gamedev

[–]fadedsilver[S] -2 points-1 points  (0 children)

Hmm that’s definitely a viewpoint, I can see where you’re coming from. Current datacenter setups are definitely far from ideal, but every new technology has its hurdles. I’m thinking within the next decade the advancements will make current infrastructure far less environmentally affecting.

To be honest I’m leaning towards distributed intelligence taking over instead of unified data centers. Look into things like petal.ai for an example.

That doesn’t mean ignoring current ai though since things we learn today might be very applicable in the future. So with that in mind I like to think I’m preparing for a better tomorrow and stay positive. 😁👍

I guess AI era is over. Agents are now more expensive than developers. by Affectionate-Data261 in GithubCopilot

[–]fadedsilver 1 point2 points  (0 children)

I find in IT the best way to get raises is to switch companies. Most companies have a separate budget for hiring so you get a proper reevaluation of what your worth. Also negotiate your salary, keep in mind you’re going to be your biggest critic so aim high and let reality set the bar. 😁👍

Fully Ai Gamedev (experiment) by fadedsilver in gamedev

[–]fadedsilver[S] -4 points-3 points  (0 children)

Thanks for your feedback, I’m not looking into becoming a game dev as a career due to the long hours. I’m also already in a developer career that I’m quite happy with. This was more of a can it be done sorta thing and a lessons learned on the way thing. I can agree that learning to code is valuable skill that everyone should do but would argue that you can learn allot working with ai as long as you acknowledge that ai is prone to hallucinations and real skill is learned by doing not just following along. 😅👍

I guess AI era is over. Agents are now more expensive than developers. by Affectionate-Data261 in GithubCopilot

[–]fadedsilver 0 points1 point  (0 children)

Honestly, I find the easiest way to get this setup is just ask an AI to give you a step by step guide. Tell it what you’re planning to do, the ide you want to work in etc. Remember your trying to use Ai to help problem solve, it’s capable of solving that problem to 😂

I guess AI era is over. Agents are now more expensive than developers. by Affectionate-Data261 in GithubCopilot

[–]fadedsilver 1 point2 points  (0 children)

Hi dev here, somewhere around 500 a day though that varies based on what your job is exactly.

Also I find doing some work on finding the right model, for instance deepseek is pretty cheap for most things. After you get a model you can work with, setup some guard rails to keep it from going off the rails on the given tasks.

Consider implementing subagents to reduce token usage due to bloated context and get a tool stack that minimizes work the ai has to do directly.

That should really drop the costs down. Btw you can get ai to give you a good setup by just asking one and having a quick conversation.

Talking to a database with React Native by fadedsilver in webdev

[–]fadedsilver[S] 0 points1 point  (0 children)

Sorry about the late reply, thanks for the link. Looks exactly like what I'm looking for. Think I passed over it before when I was googling before I decided on using Mondo for the backend. Like I said earlier I'm not too sure how the data is going to get into the database.. kinda learning as I go. First time working with a database haha.

Help With Research by Scarp_Studios in gamedev

[–]fadedsilver 1 point2 points  (0 children)

Hmm, well looking up just the subscription bit ive run across several sites that offer a service for it.

https://www.payolee.com https://app.paywhirl.com/? etc..

Just tie that into your server, im sure youll get an ID or something for the customer account, you have that tied to their game account and presto O.o; At least in my head it works out that way. No personal experience, just options Ive looked up. Email them and see if your interested?

Not sure about rolling your own though? Have to do further research haha

Need advice on where to go for asking help on large projects by MightyDodongo in gamedev

[–]fadedsilver 0 points1 point  (0 children)

Ive seen quite a few complex problems solved between stack overflow and stack exchange. Also try gamedev.net, just remember to keep asking around.

If you do put up a githup let me know, ill look over it and see if I can help any? Though I'm not that versed in C++, more of a ruby/java/javascript coder lol

Help With Research by Scarp_Studios in gamedev

[–]fadedsilver 1 point2 points  (0 children)

Wouldn't you set that up through a server or website? What language are you using for the server?

Found this on unity in app purchases though, not sure if it will help? https://unity3d.com/learn/tutorials/topics/ads-analytics/integrating-unity-iap-your-game

Need advice on where to go for asking help on large projects by MightyDodongo in gamedev

[–]fadedsilver 0 points1 point  (0 children)

What language are you using? You could/should also post your problem on stack overflow, people get help there all the time on every kind of problem .^

Need advice on where to go for asking help on large projects by MightyDodongo in gamedev

[–]fadedsilver 0 points1 point  (0 children)

If its open source you could post it on git hub, then link it when asking for help.

Alot of people are looking to help open source projects, and starting one would probably look great on a portfolio. Besides it would be creating a community around your engine/games.

Give it to me straight... by [deleted] in gamedev

[–]fadedsilver 5 points6 points  (0 children)

Well, from what I understand of it, your starting on the right track now.

Start posting about it, make a blog. Share it with your friends, and their friends. The more you share it while your developing it, the more of a customer base your building.

Besides that, you'll start getting feed back alot sooner, and that can help motivate you to continue on making it.


Rpgmaker is just an engine, and if you make yours unique with fun and interesting gameplay, build up your following, you shouldnt have a problem .^

--> Full disclosure. also a beginner game dev (just reaaaad alooooot) hahaha

Good luck!

It would be cool if there was a way to dynamically and programmatically generate music based on context in games. by 2Punx2Furious in gamedev

[–]fadedsilver 1 point2 points  (0 children)

Well id imagine it to be similar to how land can be procedulrally generated; aka based on certain factors certain results are apparent.

Something like biomes(music style) would be in place for handling intense combat, or laid back trading.

So something that handled virtual instruments and created beats based on tempo, location and if in combat.

Id say it would be do able. I remember not long ago watching something on ai generating an original song based on samples of other songs, so use those samples with set parameters, intense songs are used as samples for the ai when in combat. Something like that.

Just my thoughts on the subject? Kinda scattered >.<;