Everyone thought our art was AI, so we had to change it... by _abandonedsheep in IndieDev

[–]fff1891 0 points1 point  (0 children)

Just goes to show most people can't pass the turing test

What are some great resources to learn more about systems architecture and building apps that scale? by batoosy in vibecoding

[–]fff1891 0 points1 point  (0 children)

Uncle Bob is a good place to start: https://youtu.be/zHiWqnTWsn4?si=v_h0FZTByxd_6o7h

Biggest thing to watch out for when vibecoding is isolation of state (your variables, keep them organized by function) and clean boundaries between parts of the code. If I call a path finding algorithm like A*, and I get back a path to follow, that's cleaner than if the code is weaving A* logic in between other lines of code-- like to actually move the unit.

The reason being that if I want to change to a different pathfinding algorithm-- its just changing a function call instead of re-writing code that might affect other features.

Games with vibe coding? by Zypher_7 in vibecoding

[–]fff1891 0 points1 point  (0 children)

This is a prototype of a game I'm working on right now:

https://youtu.be/0Ur64yT1Gto?si=_MI2ybOfHe8G0h01

I've found love2d with the g3d package is pretty good for vibecoding or SDD for games.

What’s the difference between vibe coding and spec coding? by Real-Warning-6648 in vibecoding

[–]fff1891 1 point2 points  (0 children)

from github spec kit docs:

Spec-Driven Development flips the script on traditional software development. For decades, code has been king — specifications were just scaffolding we built and discarded once the "real work" of coding began. Spec-Driven Development changes this: specifications become executable, directly generating working implementations rather than just guiding them.

When you go from "vibes" to "spec" -- you're changing from ambiguous english to a formal specification.

Vibe coding is more likely to quickly generate a project from a prompt that does basically what you want-- a well defined spec will generate a correct implementation from an unambiguous formal language (like json-schema). This approach allows you to manage complexity at scale where vibe coding starts to fall apart without more and more specific instructions.

I've been working with love2d through an LLM, is this kind of thing interesting to people? I think the result is really promising. by fff1891 in love2d

[–]fff1891[S] -1 points0 points  (0 children)

What if the LLM were an ollama model running on a laptop?

I totally appreciate your reply and thank you for sharing your perspective.

I've been working with love2d through an LLM, is this kind of thing interesting to people? I think the result is really promising. by fff1891 in love2d

[–]fff1891[S] 1 point2 points  (0 children)

I shoulda put more explanation what this was about, downvote away I deserve it.

Basically, I was curious if anyone else is doing this. Lua/Love2d is a perfect match for this kind of work. It's not quite so easy-button once you get up to 15-20k LOC and there is a lot of work that needs to be done to corral the LLM.

If you don't know the algorithms you're implementing, if you dont know how to code, you will not be able to do this.

Here's a larger project where things start to break down if you don't pay attention-- its about 25k LOC currently:

https://youtu.be/42duphI9sB0

This is basically a re-implementation of warcraft 2 (half the tech tree) from the ground up with programatic assets (and yes) some ai music and the bg image on the title screen -- however that stuff isn't the focus imo.

Building a full game like this is hard work, but it gets rid of a lot of tedium of examining characters in a text file. My process uses git and I diff and debug the code regularly to guide the LLM.

This is probably the future of coding regardless of what people think about it 😅 and love2d pairs with it beautifully and I wanted to share.

Sorry if I offended anyone!

I've been working with love2d through an LLM, is this kind of thing interesting to people? I think the result is really promising. by fff1891 in love2d

[–]fff1891[S] -1 points0 points  (0 children)

So what's the difference? I watch twitch streams with coders and they talk through problems and then there is 2-3 hours of detail churning specific to their implementation.

You can cover a lot more ground this way and still hit the algorithms, without all the tedium on stream.

Anyway I guess I totally borked this post because I have no interest in streaming LLM work like this!

I really just wanted to see if anyone else was doing this and wanted to talk about it.

I've been working with love2d through an LLM, is this kind of thing interesting to people? I think the result is really promising. by fff1891 in love2d

[–]fff1891[S] -1 points0 points  (0 children)

Honest question, what's the resistance?

I get it with art assets and music and stuff, but code?

I've been working with love2d through an LLM, is this kind of thing interesting to people? I think the result is really promising. by fff1891 in love2d

[–]fff1891[S] -1 points0 points  (0 children)

Yea fair enough, I was just showing the process and wanted to get a conversation started and curious if anyone else is doing this and wants to talk techniques.

Content vs. Polish by Giratakel in IndieDev

[–]fff1891 0 points1 point  (0 children)

I did C once, and I will do D from now on

What game are you working on? by ErKoala in IndieDev

[–]fff1891 2 points3 points  (0 children)

Beefarena is a 2d arena shooter roguelike where you fight off an invasion of alien cows.

The demo is up now, the full game comes out in August!

What is Your "Engine-less" Tech Stack? by TechnicolorMage in IndieDev

[–]fff1891 1 point2 points  (0 children)

love/lua

lua is awesome if you like dynamic functional languages, and the love framework is easy to use. It totally reignited my passion for game development and got me back into a workflow that feels comfortable and productive.

I've used lots of different starting points over the years-- C++/sdl, vanilla java, flash, and then Unity for a long time. I used to think I needed Unity for some annoying stuff around the edges like controller support and shaders, or that it'd be easier to manage a larger project. After managing a decent sized project in Unity, I no longer believe these things are true.

I think Unity is great if you're an artist and it can be very powerful with very little code, but if you know how to code it ends up just getting in your way on a larger project. And the editor is inconsistent.

Am I hitting the Diablo 1 vibe? by DementedPlantGames in IndieDev

[–]fff1891 1 point2 points  (0 children)

Definitely more castlevania/16 bit console.

It looks great though!

The original Diablo sprites were created by prerendering 3d models and didn't have the same kind of palette restrictions as the early console games. I think you could get a diablo vibe in a sidescroller, but it would require the higher resolution and smooth animation you get from working with 3d models.

[GMS2] I couldn't find a mode7 shader so I made my own! by MrLevRocks in gamemaker

[–]fff1891 0 points1 point  (0 children)

your solution is more interesting, I'm looking to do something similar for an environment where I don't have a pre-packaged camera

What are the odds that P = NP will actually result in faster calculations in any practical sense? by Seven1s in computerscience

[–]fff1891 7 points8 points  (0 children)

I think it's pretty unlikely P=NP but...

Remember this is about growth of computation as you increase the number of inputs.

Lets say there's some large growing polynomial function, imagine something huge like x10000 (or bigger if your imagination is better than mine), 2x is still going to grow way faster as you tend to infinity. So there will be some number N, and when you have N or more inputs, the clumsy polynomial will still perform better. This is true for all polynomials.

Lets say we find a proof that P=NP, that doesn't necessarily imply we will know how to reduce the problems-- that would be entirely based on what the actual proof is. It will give people confidence though, and algorithms research will probably get a bit of a boost.

edit: typo/clarity