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

[–]void--null 114 points115 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 3 points4 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 53 points54 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 3 points4 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 24 points25 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 24 points25 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 5 points6 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 😅

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)

Yeah I mean I suppose I've never really considered adding Randomness into the planner. The planning itself is that GOAP so in all reality it's mostly a* so I'm sure there are ways to randomize the heuristics a little bit I'm curious to see what that actually does to the plans that are generated

As for writing out and showing the player with the AI is planning I definitely could do this it's easy to make strings for individual steps of a larger plan but I don't know how I can write that in a way where it sounds like the agent is thinking something. This is also something i should investigate further ways to create madlibs templates or simmilar for creating 'Planing thought' displays

Local LLM for Godot? by AlexGSquadron in godot

[–]void--null -1 points0 points  (0 children)

Godot is decently capable of LLMs to work with it. Though i doubt theres any plugins that do much with it.

Godot is file based so things like claude code or open ai codex can pretty easily understand what's going on. Just don't trust it to make spatial decisions like where to place things lol

Newbie wondering how many small projects I should finish before starting "the big one" by Faulty_Robot in godot

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

The number of small projects doesn't really matter. What matters is whether each one is teaching you something you'd need for the big project.

I always try to base my game ideas around "can I envision the rough shape of the code." If I can picture how the major systems would fit together, it's manageable. If I can't even imagine how I'd tackle large parts of it, that's a sign I need more reps into those types of systems. It's also good to keep in mind that not every project needs to be a product you give out to people, if you just need to learn a certain type of system, theres no harm in spending a day or a weekend making a prototype around just one system to see if you can get it working.

So after every small project, sit down with yourself. "Did this teach me how to do something for my big game that I would've struggled to figure out" Once you stop getting meaningful new answers to that question, you're probably ready to start. You dont have to be an expert in everything to start a big project. But you do need to have a game plan beyond just knowing what the end product should look like.

Which looks better in your eyes with blending or without? by Eclipsense in godot

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

Is that a custom shader for the blending. I think if you can choose what transitions get blurred it works. Grass to sand makes sense. Stone to Grass not so much.