When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
I recently launched Star Forest through the official Apple developer program so now available on MacOS AND Windows..
And today testing out Star Forest App on iOS testflight.
Should have first person mode available on app store soon along with 'pocket mode'.
This will allow you play the full game but also just turn on 'pocket mode' to monitor trades, hire workers to collect resources, hire help to farm or check farm progress, etc all from phone.
Should, it's all server sync. I actually made another update recently where I moved item drops, damage, lots of stuff away from local machine to be sanity checked by server (this also prevents cheating). So it's all real time, interconnected. So..state changes should track..but ya, need lots of testing, of course. Appreciate the comment.
We're giving away a CONTROL Resonant custom wrapped NVIDIA GeForce RTX 5080 to celebrate its official release with #RTXON.
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So, I haven't posted anything since September 1st..I've been wanting to but every time I want to put my 'marketing' cap on I think of something I need to add/fix in Star Forest...
So, instead..here's a huge dump of the updates I've pushed since I last posted.๐คฃ
Direct link here (there's more): https://t.co/eORSYU9ufs
We're giving away a CONTROL Resonant custom wrapped NVIDIA GeForce RTX 5080 to celebrate its official release with #RTXON.
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T&Cs: https://t.co/Mbf7w3j1q3
I feel you here fr, I have been working on AI games for over a year now and have 411+ different builds and think an idea like this would require huge guard rails and agreed upon direction. BUT this could theoretically be done right if each person spending tokens was assigned tasks..this is worth hashing out I think.
This is a good idea..this will be a requirement for us to build something truly AAA. I've been working on games with AI for a year now and have tried every possible route (have done 411+ builds) and know this reality intimately.
Would need to have guard rails and agreed upon direction and lots of planning before tokens are spent but I like it! This is worth hashing out.
@TheRohanVarma lol how much actual prompting and setup did this take though? Which GitHub repos did you tell it to look at? This is tons of prompting and training.