@GramepaGaming@StudioDraxi I thought we were all talking about that black hole simulation game. I'm saying the UI clearly looks AI generated and looks terrible. I don't care if you make your games like that, but I'm allowed to say it looks like shit.
@sockrmoker@StarfighterInt1@HomieSanto You can for sure say it was vibe coded. His game and website UI are identical to every single vibecoded final project at my school's web programming class this year. Literally every single one looked like that because they all used an LLM. People never used to make UIs like that.
@HomieSanto But it does lead to low-quality and generic results, as seen here. And I don't like that.. But hey, relying on no-programming engines/workflows also had that problem (though different and not as bad), and people never seemed to have an issue with that.
@HomieSanto I think animation and UI code (not stored images / meshes) are fair game. Not explicitly prohibited by gen-AI disclosures. And if people want to vibe code those ... to each their own. (Though I guess you could cheat by having complex meshes/bitmaps as giant static arrays in code)
@BeanJuiceStudio@MorsGames (I agree the UI looks like something an LLM would spit out. It was clearly vibe-coded. So they asked an LLM for code to draw their UI and shipped it as part of the game. No AI disclosure needed because that only applies to assets like bitmaps, audio, etc., not code.)
@BeanJuiceStudio@MorsGames "If code is being used to generate graphics or UI, the developer would need to disclose it."
How do you generate graphics without code? All user interfaces are generated at runtime by code.
@sudo_d3v@Jonathan_Blow@nicbarkeragain I found that even for small personal projects I need the GPU or certain operations can feel choppy. Any time you have a high number of draw calls per frame. You can make a software renderer yourself and see. Start at the first episode of Handmade Hero.
@sudo_d3v@Jonathan_Blow@nicbarkeragain When you say no frameworks do you mean no graphics API as well? Like software rendering on the CPU? When I made my software renderer I found you really want to use the GPU for performance reasons so I had no choice but to set up Direct3D (then make draw calls from my wrappers).