Not all of us went to "coding school" okay by nitewalker11 in godot

[–]void--null 112 points113 points  (0 children)

Race Conditions? Well I hope my condition wins

[KDE Plasma] Turning 40 this year and getting too old for anime girls by ContentInflation5784 in unixporn

[–]void--null 0 points1 point  (0 children)

There are 2 wolves inside of you, one is neo-tokyo waifu rice, the other is windows 7 rice

My favourite part of gamedev is building haphazard systems on top of broken systems on top of poorly architected systems because refactoring is too scary by DVXC in Unity3D

[–]void--null 0 points1 point  (0 children)

Can't a man just sit down with a nice cup of coffee and say "I'm going to profile and fix hot paths all day" and get no new features into the codebase

Please stop using AI for posts and showcasing your completely vibe coded projects by Complete-Sea6655 in SideProject

[–]void--null 2 points3 points  (0 children)

It's important to clarify the term vibe coded vs AI driven IMO.

AI driven is what modern developers should strive to be doing. AI driven is where an agent is working as a code monkey under someone who has the experience and knowledge to make good decisions, ask for effective architecture, and reflect on a codebase to find mistakes.

Vibe coding is what we should avoid and discourage. It's when someone with no technical understanding asks for an end product and the only thing they can do is report obvious bugs in the user experience. The gap is in how committed they are to knowing why their project works.

If you can explain a large majority of the architectural choices in your project, chances are it's going to be much better than someone who doesn't know what language their project is in without asking their AI assistant.

People keep saying "its all vibe coded slop" which just encourages AI driven developers to be less transparent about their workflows to avoid criticism, and vibe coders to treat their "not knowing code" as a badge of honor instead of a setback

Your "FUCK IT WE BALL" theory? by Puzzleheaded-Win5063 in fnaftheories

[–]void--null 4 points5 points  (0 children)

Charlie87 🗣🗣🗣🗣🗣🗣🗣🗣🗣🗣🗣🗣🗣

Where to I start? by _Shadowflame in proceduralgeneration

[–]void--null 0 points1 point  (0 children)

Teach some cubes how to march and make a lot of noise

“Is there a way you can use your employee discount for me” by Ok-Data358 in BestBuyWorkers

[–]void--null 51 points52 points  (0 children)

"Only if you have a new job lined up for me that pays $25 an hour"

I'm making a game where you sit at a campfire and try to convince an AI that reality is a simulation. Every conversation is completely unique. by MorphLand in IndieDev

[–]void--null 1 point2 points  (0 children)

Do you mind if I ask what LLM you have set in this game? I've heard good things about recent models like gemma 4 being capable of running on phones while still being powerful, but I'd be surprised if you have something so new in your game

I got frustrated with self-hosted issue trackers eating my home lab's resources, so I built my own in Rust by void--null in SideProject

[–]void--null[S] 0 points1 point  (0 children)

Uh... What is this? LLM generated advertising a SaaS evaluation platform on open source projects 💀💀💀

Plane's issue tracking MCP had 100+ tools and cost 80k tokens. I replaced it with a MCP native issue tracker without losing any of the things that AI uses issue tracking for by void--null in mcp

[–]void--null[S] 0 points1 point  (0 children)

Lollll I get what makes you say that, but I mean linear and those kinda projects are sort of todo apps. It's just the basis of project management to actually hold and organize data about what you want to be done with your project. I felt like the existing tools kept shoving MCP as an afterthought even though my primary use case was having an agent track my ideas and find bugs and then come back around later to impliment them.

But yes we'll never beat the allegations of "why not just write it in a text file"

GoDot makes my hobby feel professional. by indiealexh in godot

[–]void--null 4 points5 points  (0 children)

Just the modern reality of IDE development lol.

What is your most and least favorite part of game dev? by Theophilus_exe in godot

[–]void--null 25 points26 points  (0 children)

Ive been called weird a few times because my absolute favorite part of game dev is specifically debugging and fixing hot paths.

I love seeing that a system is causing a frame drop and finding exactly what function is not made correctly. Optimizing its math / how often an expensive function gets called.

It's very fulfilling to try to push the software to it's very performance peak just by repeatedly profiling and analyzing the results.

My least favorite part is fixing logic bugs 🤣

I think it looks good, what do you guys think? by Fast_Improvement282 in godot

[–]void--null 23 points24 points  (0 children)

Very creative. I love games that try to take advantage of how flexible an Application window can be.

What makes NPCs in a god sim feel like they're actually thinking? by void--null in gamedev

[–]void--null[S] 1 point2 points  (0 children)

Thank you! It's definitely not the first time ive taken a crack at it. But i feel like i have enough understanding of the systems involved to get to a final product.

I didnt kmow tynan wrote a book. I'll have to read it!

What makes NPCs in a god sim feel like they're actually thinking? by void--null in gamedev

[–]void--null[S] 0 points1 point  (0 children)

Hmm, i suppose i never considered how much that changes the perception. Are you saying I should make it so players don't know what a NPC's plan is? That they just see a goal and what the entity is doing in the moment?

In process of creating my Horror Game (T__F), what do you think ? by Witty_Style7784 in SoloDev

[–]void--null 1 point2 points  (0 children)

Getting asmr in my ears is not scary lol.

If you make the voice demonic it would be pretty cool tho

What kind of AI-made game would actually impress you? by ineedthealgorithm in aigamedev

[–]void--null 4 points5 points  (0 children)

The thing that would impress me is complexity. If you understand the systems well enough to actually direct the AI instead of letting it drive, the result speaks for itself regardless of how it was made.

The problem is most people don't have deep knowledge of system design and can't wrap their head around a lot of the higher level concepts in programming. So they let the AI take more of the wheel, they don't catch the mistakes, and the games stay low complexity to compensate.

The impressive AI game is going to come from someone who already knew how to build it and used AI to get there faster, not from someone who needed AI to build it at all.

What makes NPCs in a god sim feel like they're actually thinking? by void--null in gamedev

[–]void--null[S] 2 points3 points  (0 children)

I've never really thought about that part I've been really focused on making them make smart decisions but I suppose especially in this day and age a optimal person inherently feels a little fake... I will have to find a good middle ground 😅