If you do not want to be affected by AI labelling, your only choices are:
1) select another engine that won’t include AI code in its direction of travel (I don’t even know if it will be possible)
2) create your own engine from scratch and manually code it
3) campaign to have AI labelling removed.
Dear @TimSweeneyEpic ,
You've done more damage to developers with your pro-Ai crusade that even if a developer doesn't use gen ai or ai tools in future UE6 games, the customers will label the game as - made with ai - because its UE and because of how you've been gloating about pushing AI.
You just don't realize it (or perhaps not even care) because you are solely focused how fast users will be able to generate content for fortnite by pushing development with Ai. And that is your entire incentive in this debacle isn't it not.
You fought Apple, Google, etc so more of the spending people did on Fornite would return back to Epic rather than the platforms having a bigger cut and you did it in the name of "this is for the developers" façade.
This is all about money at the end of the day and everybody can see it now.
@AugustRaven Developers have always had the option of creating their own engine. Now it’s going to get a lot easier, especially for games with simpler needs. There are also permissively licensed alternatives like Godot. Everyone should do whatever is best for their particular game.
@TimSweeneyEpic@richgel999@AugustRaven It’s exactly what I started 2 months ago. I wanted to see how I could incorporate it as part of the creative process for my game. Entirely agentic coded in Rust with Claude Code.
Everything in that recording (including meshes and animations) is rust/wgsl files.
After 2 months.
@JKoukourakis@sarcastic_dom There are only 3 options:
1) ignore the tech
2) embrace the tech and do slop
3) embrace the tech and create something authentic and positively meaningful
It’s quite an easy choice when you think about it.
@richgel999 Imagine just the one coder. Can be even more unstoppable, because the agents do the work and there is no need to coordinate with other humans and compromise (unless they actually want it to be a team project).
That’s what I’m trying to do anyway.
You are going to dictate how people are going to feel about it?
This is of course such an over simplification of the actual process, often from people who simply don't understand, or use, the technology.
I've been a programmer for 30+ years. Trust me when I say I can code.
The engineering isn't going away whatsoever with this tech.
@toncijukic@SebAaltonen I had being thinking about how a game could expose MCP parameters to players that register the game with their Claude session. I think it could open up some interesting emergent gameplay experiences.
Obviously I am not saying you absolutely have to activate that in the final game product but when you want to tune things without wanting to recompile I found it extremely useful. Some of the best underwater look I got with my engine was dropping an actual underwater photo in a Claude session and ask it to match the look using the engine MCP server.
Yes I totally agree. We are at the basic shape/animation stage.
But if you control your own engine you will be able to do things that I think will rival Blender. You can implement your own muscle system or animation system.
I don’t think we are far off, I’m thinking 6 months away.
This is the bit I’ve been thinking a lot lately. Some people were like “open source your engine”. And I honestly am not sure it makes even sense anymore.
Not to mention the human effort in getting involved in a product you have to maintain backward compatibility and versioning once you need to support. It takes time and energy away.
And ultimately slows you down.
@VistaLargaGames While it can’t tell you the full fun factor, it can playtest and give some feedback. I purposely created my engine to be MCP enabled from the get-go. It allowed me to have Claude “play” the game and feedback on what seemed to be engaging or not.
So don’t underestimate that part!
I actually believe that demarcation is artificial and ultimately an illusion.
For instance code can create meshes and animations in engine, and shader code shaping a game visual identity. a look that ultimately requires human artistic vision behind, but is nevertheless entirely AI code generated.
That’s the direction I took with my custom engine.
One thing that fundamentally changes is the scale of code changes in rapid cycles. And I think that creates a situation where you wonder if it’s even worth open-sourcing a custom engine.
If I get agents to create tons of commits a day and I can decide on a whim to have whole chunks entirely rewritten, is it even practical to share the code?