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by somestag 951 days ago
Interesting. I also work in game development, and I tend to work on project-specific optimization problems, and I've had the opposite experience.

If I have to solve a hairy problem specific to our game's architecture, obviously I'm not going to ask ChatGPT to solve that for me. It's everything else that it works so well for. The stuff that I could do, but it's not really worth my time to actually do it when I can be focusing on the hard stuff.

One example: there was a custom protocol our game servers used to communicate with some other service. For reasons, we relied on an open-source tool to handle communication over this protocol, but then we decided we wanted to switch to an in-code solution. Rather than study the open source tool's code, rewrite it in the language we used, write tests for it, generate some test data... I just gave ChatGPT the original source and the protocol spec and spent 10 minutes walking it through the problem. I had a solution (with tests) in under half an hour when doing it all myself would've taken the afternoon. Then I went back to working on the actual hard stuff that my human brain was needed to solve.

I can't imagine being so specialized that I only ever work on difficult problems within my niche and nothing else. There's always some extra query to write, some API to interface with, some tests to write... it's not a matter of being able to do it myself, it's a matter of being able to focus primarily on the stuff I need to do myself.

Being able to offload the menial work to an AI also just changes the sorts of stuff I'm willing to do with my time. As a standalone software engineer, I will often choose not to write some simple'ish tool or script that might be useful because it might not be worth my time to write it, especially factoring in the cost of context switching. Nothing ground breaking, just something that might not be worth half an hour of my time. But I can just tell AI to write the script for me and I get it in a couple minutes. So instead of doing all my work without access to some convenient small custom tools, now I can do my work with them, with very little change to my workflow.

2 comments

>I can't imagine being so specialized that I only ever work on difficult problems within my niche and nothing else. There's always some extra query to write, some API to interface with, some tests to write... it's not a matter of being able to do it myself, it's a matter of being able to focus primarily on the stuff I need to do myself.

there might simply not be enough literature for LLM's to properly write this stuff in certain domains. I'm sure a graphics programmer would consider a lot of shader and DirectX API calls to be busy work, but I'm not sure if GPT can get more than a basic tutorial renderer working. Simply because there really isn't that much public literature to begin with, especially for DX12 and Vulkan. That part of games has tons of tribal knowledge kept in-house at large studios and Nvidia/intel/AMD so there's not much to go on.

But I can see it replacing various kinds of tools programming or even UI work soon, if not right now. It sounds like GPT works best for scripting tasks and there's tons of web literature to go off of (and many programmers hate UI work to begin with).

Well, I think most software engineers in games don’t work all that much with scripts or database queries, nor write that many tests for systems of scale that GPT could produce. You might be in devops, tools, or similar if you deal with a lot of that in game dev.

GPT code in a lot of critical path systems wouldn’t pass code review, not probably integrate well enough into any bespoke realtime system. It seems to be more useful in providing second opinions on high level decisions to me, but still not useful enough to use.

Maybe it could help with some light Lua or C# gameplay scripting, although I think co-pilot works much better. But all that doesn’t matter as due to licensing, the AAA industry still generally can’t use any of these generative AIs for code. Owning and being able to copyright all code and assets in a game is normally a requirement set by large publishers.

To conclude, my experience is indeed very different from yours.

I think the difference in our perspectives is the type of studios we work for. In a AAA studio what you're saying makes perfect sense. But I've worked entirely for small- and mid-size studios where developers are often asked to help out with things outside their specialization. In my world, even having a specialization probably means you're more experienced and thus you're involved in a variety of projects.

Whether that's "most" software engineers in games or not I can't say. AAA studios employ way more engineers per project but there are comparatively way more small- and mid-sized developers out there. It's interesting how strong the bubbles are, even within a niche industry like games.