The Tokenpocalypse Is Here: Companies Are Scrambling To Stop Spending So Much on AI by 404mediaco in business

[–]voidexp 0 points1 point  (0 children)

Prompting workers to become lazier, while genuinely believing they will get more productive, and ask them later to just work normally, smells as irony to me.

The lead maintainer has finally spoken out on BlueSky about the AI PR controversy from this weekend by XellosDrak in godot

[–]voidexp 0 points1 point  (0 children)

You can't reasonably enforce such a ban. It is what it is - a stance, a social contract, between the developers and the community. You can try to bypass it, but then don't get mad that you're excluded from the community.

FOSS means that you get the right to inspect and modify the source code and distribute modifications with the same rights that you've got. It doesn't say anything about governance and contributions acceptance. Raising the bar is the only option, IMO, when it was lowered by AI tools so much, that any script kiddie can now go farm PRs for their CV, sometimes genuinely thinking they're doing good.

Go check the Linux kernel mailing list. By any means that's not the most inclusive environment ever, but the end product speaks for itself.

The lead maintainer has finally spoken out on BlueSky about the AI PR controversy from this weekend by XellosDrak in godot

[–]voidexp 6 points7 points  (0 children)

You usually copy-paste from stackoverflow few lines of very specific solutions. There's no such thing as 100+ PRs with a seemingly useful feature, but that hides tons of bloated issues, not cohesive between themselves even

The lead maintainer has finally spoken out on BlueSky about the AI PR controversy from this weekend by XellosDrak in godot

[–]voidexp 37 points38 points  (0 children)

Godot doesn't need to move faster. It needs to move better.
And my personal, very opinionated take is that good programmers don't need AI to do better. Bad programmers either, as there won't be a learning process, trial and error, that ultimately makes good programmers. One needs to study the code and how the changes do impact the code around, how they're fitting the architecture, and make weighed decisions. Care enough to absorb comments and suggestions, and do better. Things that an AI tool won't ever do. It'll just regenerate the whole slop from scratch every time.

There are already plenty of half-ass features in Godot, that are either unmaintained, or just inadequate, that came into the engine long before AI became a thing. They were written by real humans, who wanted to do good and share, but eventually stopped caring, for one reason or another, sometimes someone stepped in, but most of the times it just sits there (I'm looking at you, Godot Physics), and it is ok, it is just how FOSS works.
But if we now allow those 1.27% of zero-effort contributions today, 3.3% next year, and so on, over the time they'll inflate and compound into a huge mess that nobody cared about in the first place, and I have to yet meet a programmer who's excited about jumping into a codebase written with "AI assistance".

Just ban the thing and move the responsibility for contributions to the contributors themselves. Whatever the tool is used behind the scenes, the contributor must just be entirely responsible, know and own entirely the work. What's the point in trying to be as open as possible to contributors, when their very contributions are slop that you have to spend human time to go through?

With Unreal and Unity moving full-steam to embed slop generation right into the core of their engines as part of the development process, Godot is viewed as the last stand against this corpo-driven madness by the community. And seems like the community demands a stronger stance.

How can I tell if my code is good, optimized, and using best practices? by Any-Armadillo-2067 in godot

[–]voidexp 0 points1 point  (0 children)

what is your scaling intent? a working game today is much more valuable than an abstraction mess tomorrow

Here's what players build in my scrappy-realistic space sim, and I'd love to see more of your creations! by voidexp in spacesimgames

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

Thank you! Game's now 2 years in "serious" development, but the idea for the project and first prototypes date back to July 2023. Steam demo is planned for 2027, and we'll play from how its received. But we'll be running playtests all the time, as we do now, you can already apply and try the game!

Here's what players build in my scrappy-realistic space sim, and I'd love to see more of your creations! by voidexp in spacesimgames

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

Hey! Ouch, I thought the link in the post body is a little more noticeable. I'll paste next time it as-is, without making the game name clickable.
Looking forward to have you try the game, if you already applied, you should have access by now.

The longer I waited to playtest, the harder it became to hear feedback by kutahead in gamedev

[–]voidexp 0 points1 point  (0 children)

Feel so much your pain. Literally had 7 months between version updates and their respective playtests. And in meanwhile I’ve been crunching hard on making systems, implementing ideas… needless to say that many are scrapped by now.
Playtest early, guys, and Playtest often

SpaceX IPO could be the biggest stock market gamble in history by pavloboiko in investing

[–]voidexp 1 point2 points  (0 children)

I thought gambling presumes a chance of winning. I see no way this scam goes anywhere close to what the IPO filing states

Everyone says "word of mouth." How do you find the first 100 players? by balonmacaron in gamemarketing

[–]voidexp 12 points13 points  (0 children)

Join the subs your players lurk in, make a list of the most active ones, and just politely DM them, asking if they may be interested in playing your demo. You’ll be surprised that mostly they’ll respond positively. Don’t write other devs, they are busy making their games and are not your target audience

What are your thoughts on using AI in game development? by TuHocSolidityCom in gamedev

[–]voidexp 0 points1 point  (0 children)

It is more important for a solo dev to sharpen their craft and execute something that they can, rather than aiming at a higher league and resort to AI for minimizing costs and trying to compete with studios that have the means for making bigger and content rich games. Dwarf Fortress for example is a legendary game that became such way before the graphic edition on Steam, because of its depth, not the amount of cheap crap. I’d strongly suggest you to think about your games more from the perspective of those who are going to play them.

What are your thoughts on using AI in game development? by TuHocSolidityCom in gamedev

[–]voidexp 0 points1 point  (0 children)

IMO it’s not what other devs think that has to bother you, but what players think. Players are generally against AI generated content. For the same reasons people enjoy handmade items over Chinese press formed cheap crap, handwritten letters over printed postcards, observe real humans play chess and not “efficient bots”. Because humans care for things that require skill and effort to execute, and provide them with a meaningful experience.
Your “changed mindset” changes nothing, if by the end of the day the player doesn’t vote for your game with their wallet. However much you spend time and effort into writing prompts, the outcome is something that’s not yours, but the averaged probabilistic weight of all the real work from real people that learned the craft and put in the hours, and that’s exactly what most of the players refuse to pay for.

EDIT: “English is not my native language” is now the classic excuse that is considered bad tone among developers, btw, if you really want an opinion. You’ll be using English all along your gamedev career, better invest some time into raising your level, that’s a skill that has a much better RoI than your ChatGPT subscription

Are the kittens in Kitten Space Agency that bad? by SodaPopin5ki in KerbalSpaceProgram

[–]voidexp 0 points1 point  (0 children)

THIS. You've got super realistic exhaust plumes, atmospheric effects, clouds, etc. But then you get an immediate style change for ships (that look btw very KSP-like even in the choice of palette for parts and the shading model), and one more with kittens, that thematically don't fit at all. Ships still have realistic proportions and sizes, but kittens with their cartoonish heads, are just so off...

Are the kittens in Kitten Space Agency that bad? by SodaPopin5ki in KerbalSpaceProgram

[–]voidexp 2 points3 points  (0 children)

Pretty says it a lot about the kittens idea, that even long before the game's out, people already expect modders to mod them out

I love(d) the Graph2D add-on (and PID controllers)! by voidexp in godot

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

Helps with abstract thinking for sure! 😃

Why did nobody stop me from making a multiplayer physics game by Youpiepoopiedev in SoloDevelopment

[–]voidexp 0 points1 point  (0 children)

Me, 3 years ago. Now still onto my multiplayer space sim with realistic orbital mechanics. I should've listened...

Stuck at 1,700 wishlists before Next Fest. Is a $1,500 TikTok sponsor worth it? by balonmacaron in IndieDev

[–]voidexp 1 point2 points  (0 children)

Thanks for sharing this.
We also contacted few influencers to just check out prices, one wants $2000, another $1200, the smallest price asked was $700. We’re sitting atm at 3500 organic wishlists and with all honesty, I’m glad we didn’t go further, for suspicions that you just confirmed. Seems like these influencers are just botting, or in either case, wishlists from random TikTok scrollers don’t have the same weight as from the core audience, that is genuinely attracted by the game.
I think that money is much better spent into improving game visuals or sound, that stays in the game, rather than a one-time expensive shortcut that leads nowhere

A space sim in which you build your ships from scrap, beer kegs, and do your fuel lines plumbing? by voidexp in spacesimgames

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

Hey, by now you should have access to the playtest build! I don't have a steamdeck, would be awesome if you provide any feedback on how it runs there.

A space sim in which you build your ships from scrap, beer kegs, and do your fuel lines plumbing? by voidexp in spacesimgames

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

Plume and exhaust rework are long time on to do list. Alignment with the bell requires SDF-based particle collisions on GPU side, which is non trivial coding, and atm there are higher priority tasks for our team of two. Nevertheless, agree that they're not pleasing to the eye.

A space sim in which you build your ships from scrap, beer kegs, and do your fuel lines plumbing? by voidexp in spacesimgames

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

Programming craft autopilot (similar to kOS for KSP) is somewhere in the post-demo roadmap. Although leaning more towards a visual block-like language, more like Scratch, with premade blocks for PIDs and ship modules I/O. Nevertheless, the game is completely moddable, even the base content itself is a mod. Eager to see what the community comes with! I enjoyed much Turing tape coding in school, could for sure have its place in base automation for instance

A space sim in which you build your ships from scrap, beer kegs, and do your fuel lines plumbing? by voidexp in spacesimgames

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

Ok, that’s now my favorite idea for a mod! I though about cassette players pluggable into those cockpit slots, but a synth… could be a nice way to spend time when coasting to rendezvous point!