Search Results
!!b2oSUmilA2N/g/106120386#106144543
8/5/2025, 2:52:42 AM
>>106143983
>you are tunnel visioning too hard into engine dev must be low level and difficult
no, I am not. That is how it is supposed to be. Game engines used to be the entire operating system for a custom hardware
Just because our general PC are fast and game engine development practice using higher level languages like Python and C# became the norm, doesn't mean its ideal. As Mr. Jon Blow says, anything that isn't a manually memory managed, systems programming language is bad for video games
>there are more unsolved game problems than there is unsolved engine problems
There is no such thing as "game problems"
Its just implementing an ideas using an existing game engine so that makes the "game problems" you are talking about is the giame engine problems themselves. It is precisely so because whatever the "game problem" is, it requires distinct implementation in each game engine and if the features required for your "game problem" do not exist in a game engine then your "game problem" needs another engine that has those features. Even if you built your own framework that is tailored for your game in particular and isn't well generalized as a game engine, your "game problem" is still your game framework's problem. Factorio, songs of syx and terraria are good examples of game fraemwork's problems while no man's sky is a good example for engine's problem. Ideas are dime a dozen, its the execution that matters so its always the engine's problem with the game's design
>wanted to make something in a week, LLM's would be the way
yes. That is what /agdg/ fags should be doing. LLMs are perfect for them as making games is relatively dead simple compared to making engines
BTW >>106143572 is what an /agdg/ fag that pushes the ideology of finishing a game ASAP looks like
But when you want to learn anything fairly complex, you should do it at your own pace and once you venture deep enough, LLMs won't and can't be of much aid. This is what /gedg/ fags have to deals with casually
>you are tunnel visioning too hard into engine dev must be low level and difficult
no, I am not. That is how it is supposed to be. Game engines used to be the entire operating system for a custom hardware
Just because our general PC are fast and game engine development practice using higher level languages like Python and C# became the norm, doesn't mean its ideal. As Mr. Jon Blow says, anything that isn't a manually memory managed, systems programming language is bad for video games
>there are more unsolved game problems than there is unsolved engine problems
There is no such thing as "game problems"
Its just implementing an ideas using an existing game engine so that makes the "game problems" you are talking about is the giame engine problems themselves. It is precisely so because whatever the "game problem" is, it requires distinct implementation in each game engine and if the features required for your "game problem" do not exist in a game engine then your "game problem" needs another engine that has those features. Even if you built your own framework that is tailored for your game in particular and isn't well generalized as a game engine, your "game problem" is still your game framework's problem. Factorio, songs of syx and terraria are good examples of game fraemwork's problems while no man's sky is a good example for engine's problem. Ideas are dime a dozen, its the execution that matters so its always the engine's problem with the game's design
>wanted to make something in a week, LLM's would be the way
yes. That is what /agdg/ fags should be doing. LLMs are perfect for them as making games is relatively dead simple compared to making engines
BTW >>106143572 is what an /agdg/ fag that pushes the ideology of finishing a game ASAP looks like
But when you want to learn anything fairly complex, you should do it at your own pace and once you venture deep enough, LLMs won't and can't be of much aid. This is what /gedg/ fags have to deals with casually
Page 1