What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. The real grind is in all the invisible layers on top; balancing the loop, tuning difficulty, creating assets that don’t look uncanny, and building enough polish to hold someone’s attention…
As a much lower bar, I'd love it if more of the LLMs used for coding were actually multimodal, accepting images of games as part of the context. In general, LLMs are far better at generating web apps than they are at pure 2D or 3D games that use graphical APIs. There's far less training data, and there's no way to test anywhere close to what you can do with testing on a DOM. In an interactive game, with physics, anim…
Making games in Go: 3 months without LLMs vs. 3 days with LLMs
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Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#42Earlier quoted context omitted.
I'm not going to say this is all LLMs but Steam game releases have exploded. https://steamdb.info/stats/releases/
Still seems to be roughly following the pre-AI trajectory though. Which is really easy to argue it's more down to Unity + successors making game dev accessible as it starts in 2015. No huge spike since Claude code got released or anything like that.
Not really. The jump from 2023 to 2024 is bigger than the jump from 2019-2022 in raw numbers and 2020-2022 in %. So the jump of 3 to 4 years happened in a single year.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#43A developer who can build a game by hand in 24 hours could probably build and publish something very polished and professional on Steam within 3 days using LLMs, which leads to some kind of software Fermi paradox: where are all the games??
Delegating all the fun of making games to LLMs and leaving only the boring part for yourself puts you in the infinite procrastination mode. Watching LLM generating the code doesn't help with producing the dopamine.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#44What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. The real grind is in all the invisible layers on top; balancing the loop, tuning difficulty, creating assets that don’t look uncanny, and building enough polish to hold someone’s attention…
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#45Asking for information - Is Go/wasm doing something here which React/JavaScript cannot?
The front end is still react. But I'd be curious to know if LLM's are less prone to errors generating code for strongly typed languages over others like Javascript.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#46What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. The real grind is in all the invisible layers on top; balancing the loop, tuning difficulty, creating assets that don’t look uncanny, and building enough polish to hold someone’s attention…
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#47Asking for information - Is Go/wasm doing something here which React/JavaScript cannot?
The front end is still react. But I'd be curious to know if LLM's are less prone to errors generating code for strongly typed languages over others like Javascript.
It's also much easier for you as a developer to digest the code if you need to refactor because you got lazy and accepted some slop.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#48The LLM started with a three month headstart, both in terms of code, using the previous game as a template, and more importantly, all of the learnings and mistakes you made in the hand-coded pass.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#49What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. The real grind is in all the invisible layers on top; balancing the loop, tuning difficulty, creating assets that don’t look uncanny, and building enough polish to hold someone’s attention…
My litmus test for generative AI: generate a complete spritesheet for a 2D pixel art action game, e.g. only for the battle tank or main hero movements. No success so far.
Re: Making games in Go: 3 months without LLMs vs. 3 days with LLMs
#50What I like about this post is that it highlights something a lot of devs gloss over: the coding part of game development was never really the bottleneck. A solo developer can crank out mechanics pretty quickly, with or without AI. The real grind is in all the invisible layers on top; balancing the loop, tuning difficulty, creating assets that don’t look uncanny, and building enough polish to hold someone’s attention…
We definitely saw an explosion of good indie games by around early half of 2010s. Whether it had anything to do with Unity is another moot point.