Game Dev | Combat Systems • Talking about games, movies & AI

Joined September 2020
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You’re describing overengineering, not AI-generated code. Humans write bloated, unnecessarily complicated code too, and AI can produce clean, minimal code when instructed properly. You’re identifying bad coding practices, not who wrote the code.
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Replying to @TokenGremlin
This alone is better than everything Tibo has delivered in the first 20 days of his 28 day challenge combined.
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They should moderate low effort posts and support requests instead of banning AI. Someone who can't maintain their own project is a problem, regardless of whether they used AI or wrote every line themselves.
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Replying to @Pirat_Nation
This is one of the dumbest things I've ever heard. The moderators admit they can't distinguish AI written English from AI translated English, yet somehow they're going to determine whether code was written by AI? And if they can't even tell the difference, what exactly is the problem?
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Replying to @Green_Light_Art
I completely agree. There’s so much I want to share about my game and what I’m developing, but honestly, the fear of having my work copied makes me hesitate.🥲
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Be careful what you share before your game or project is finished or released. AI is a powerful tool, but don’t forget that people with no ethics are also entering this industry simply because they see an opportunity to make easy money.
Indie game devs are told to build communities before launch, but doing so risks exposing their games to AI clones. Even after release, they risk being copied before they can profit. We were told Ai will help the small guy... Instead it's hurting them too.
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If you know how to use it and can verify the results, why not? Do you still do every calculation by hand, or do you use a calculator?
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Your dedication to embarrassing yourself is truly unmatched.
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Replying to @BohuslavskaKate
Elon looks like he’s in full panic mode. I doubt he even knows what he’s saying anymore. I wouldn’t be surprised if he switched sides in a few months just to avoid facing legal consequences. The man has no spine. He simply goes whichever way the wind blows.
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Replying to @elshayib_
Reverse engineering something I paid for isn’t inherently illegal, by the way.
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Replying to @elonmusk
Why highlight only the part that suits your narrative and conveniently ignore what comes right after it? Why are you trying to mislead people? Striking an invading army on Ukrainian soil is part of defending your country. Occupation doesn’t make Ukrainian territory Russian.
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Replying to @kimmonismus
What a waste of compute… I’d rather see them improve 6.1 Sol or increase usage limits instead.
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Replying to @CaolanReports
He has no spine.
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Replying to @atrupar
Apparently, Trump gets his own category.
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Nobody said this transition would be painless. But I'm okay with it. If someone doesn't want to buy my game because I used AI, that's their choice. I can't force them. I'll simply say, "This is my product, and this is how I made it." Think of it like a GDC talk. What matters is understanding how you used AI and what it produced, so you can stand behind your work.
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I actually touched on why this happens in my latest post. A lot of people entering game development through AI have little or no background in programming, 3D art, or game design. They see something AI generates, think it looks great, but lack the experience to distinguish good work from bad. That's why we keep seeing endless waves of generic friendslop and repetitive cleanup games made to chase a quick buck. There's often no real passion or creative vision behind them. They simply tell AI what to make without understanding how any of it works. And because they can't properly guide or evaluate the results, AI fills in the gaps with generic solutions. The problem isn't AI itself. It's treating AI as a replacement for knowledge, creativity, and judgment.
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That's a reasonable approach, and I agree that POCs are a great way to learn how things work. Using existing libraries can save a tremendous amount of development time. My point is that integrating all those components into a stable, production-ready engine is a completely different challenge. And there's another aspect to consider: you need a sufficiently large user base to test the engine across different hardware, workflows, and use cases, and to gather enough bug reports to identify and fix issues. Building that community is a challenge in itself. Especially when we're talking about building something comparable to Unreal Engine.
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Replying to @shakhzod1001
Ever heard of the DataKrash in Cyberpunk 2077?
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If you can understand and evaluate everything the AI produces, then sure, why not? But it's nowhere near as simple as it sounds. There's already plenty of information online, including entire open-source game engines you can study. The real challenge is making everything work together across different platforms. Even with AI, there are thousands of technical problems to solve before you have a stable, production-ready game engine.
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