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making a game right now, I literally cannot imagine making it without the tooling that I generate every day it's just grunt work. I made a thing that lofts two curves together in a certain way so I didn't have to manually repair the mesh every time. probably saved 20 hours of the dumbest labour

Glenn Fiedler@mas-bandwidth.bsky.social

Being anti-AI coding in games makes zero sense. With AI you can quickly make amazing, customized tools and engine code for your team that were cost prohibitive to make before, and these tools empower real artists, designers and programmers to make better games.

"wah wah, loss of artistry" skill issue. if you're giving up artistry that's on you if you're an artist, this is a way to do MORE artistry because you're not in the friggen geometry mines all day. now I get to make stuff with curves everywhere because I can more instantly. net win for art intent

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plus if part of the "art" is in the friction through learning by doing, it's not like you can't just, like, talk to the computer to learn about the underlying math behind something in a less-complicated context *and still get to play with things*

totally! if you ask people what the best way to learn <3D modelling> would be in an ideal world, they'd answer that futzing around with an infinitely patient mentor who knows everything would be super useful and like: that's true! isn't this a wonderful magic

I think people's opinions on this shit have been negatively polarized by marketing and casual contact. they hear developers whose entire careers are built out of integrations and boilerplate talk about how the thing spitting out code takes all the friction away from their jobs and get mad

because for some domains of activity, the friction is the entire point, not just "shipping something". like that old metaphor about chopping a tree down to get exercise vs using a chainsaw. it's absolutely true that exercise is necessary for growth and efficiency can be counterproductive to that