Oh god. If you really believe you can vibe code an engine in 6 months I challenge you to do it. I think you'll find you've wildly underestimated what goes into an engine.
Well, this is fundamentally where we end up disagreeing. Within the timeframe of a single mobile app development cycle, the entire coding infrastructure of the world changed. Our collective day-to-day coding experience has morphed within 15 months.
Here, you're making a negative argument, it "can't" be done. Maybe. Historically, correct. I prefer to image what could be done. As insane a statement as it sounds just 15 months ago, a small dev team could get it done, I'll stand by that. Framing is up to you, to each their own!
Even getting through the discussions and negotiations with the 3 big game console companies to support their platforms can eat up so much of your time window. You can't really vibecode your way out of that - though I suppose you could generate your email responses or an AI meeting participant and risk blowing up the business relationship.
As a professional developer that's using these tools professionally and worked on multiple game engines and even written a few of my own... nope. Sorry, just, that's so much hype not grounded in anything. I'm guessing your job is to promote this stuff based on that being your purpose of going to GDC?
Also, you're really misunderstanding why people use Godot in the first place. They've always been way behind Unreal Engine and Unity on flashy features, that's not their value proposition. A lot of churn on half baked slop features would be counter to why people want to use it. Developers in a stressful industry want tools they can trust, not buggy unstable things that are constantly changing out from under their feet (a lot of teams freeze their engine version per-project for this very reason).
Not grounded in anything? Really, anything? There's no evidence you've seen in the last three years that has had any impact on what you think is possible with AI coding?
I'm not a game dev by trade, I am AI researcher turned AI engineer (not the "AI engineer" of the modern era, like getting ML deployed in prod). That being said, I have tried and failed to make plenty of games over the years. Every mistake in the book. Making my own engine, trying to do 3D game as first approach, making mobile apps 2010, using Unity for personal projects, switching to Godot. I'm not at your level in game dev, but I've seen plenty at scale.
> I'm guessing your job is to promote this stuff based on that being your purpose of going to GDC
I'm not an AI hype maker, I'm a stunned observer. A person who has said "no way" AI will impact coding for the last 10 years. I am watching evidence in front of my very eyes and my workflow and simply adapting to the reality on the ground along with reasonable projection of capabilities into the future (based on velocity and reasonable assumptions). I don't need to convince you of anything, but I'm confident your beliefs won't hold up against the stockpile of evidence gathering now and in the near future.
Since you took a swing and miss on who I am, I'm going to guess that you are reluctant to incorporate these tools into your own workflow (perhaps having cast them off quickly after some frustrated probing) and have a deep-seated skepticism of the tech that doesn't really matter what I say.
Where's my inference coming from? The idea that you've conflated that AI coding by its very nature needs to be buggy and unstable. I wish you luck on holding the line as it slips past us on an exponential curve.
> Since you took a swing and miss on who I am, I'm going to guess that you are reluctant to incorporate these tools into your own workflow (perhaps having cast them off quickly after some frustrated probing) and have a deep-seated skepticism of the tech that doesn't really matter what I say.
I actually do use them (daily), and I do find them to be useful. I even bought a couple books about how to implement them, and my own current app has an MCP server I've built. I also find them to be overhyped and not particularly essential (if I had to choose one to take to a desert island, I would take a good IDE over a good AI, for example). The way I currently see them is they make things more convenient, but it doesn't really expand what's possible for me, and that convenience can come at a profound cost (some of which we're just now starting to see). I already enjoy coding, so the convenience of not having to code is not that big of a win for me, and when you factor in the extra factors I don't even think it makes me go that much faster. (I either have to correct its outputs, or spend extra time understanding them, or the codebases become unwieldy and I've DEFINITELY seen that. On average AI code seems to be about 2-3x more verbose than what I would write). I can see why someone that can't code (or doesn't want to) would find them to be amazing, but I also think those people are not in a great position to judge the outputs, which is still pretty necessary and probably will be for the foreseeable future.
I think a common thread with AI use is it seems amazing when you're asking it questions about fields you're not an expert in (I like to ask ChatGPT questions about biology for instance), but it seems very much not amazing when you ask it questions about fields you actually are an expert in.
> Where's my inference coming from? The idea that you've conflated that AI coding by its very nature needs to be buggy and unstable. I wish you luck on holding the line as it slips past us on an exponential curve.
See, but that's what bothers me about these conversations in general, people just go "look at number go up!" like you can take any trend and just keep growing it forever. Or people make really bold claims with no evidence like your "you can vibecode an engine in 6 months" claim. It's hard to even _learn_ all the features of a mature game engine like Unreal Engine over _multiple_ years, and to do so would require at least being partially fluent in multiple different very different domains (art, animation, level design, shaders, workflows, about a trillion 3rd party tools, etc.) How could you vibe code something that quickly when even experts probably know about 15-25% of the feature set? Like how can you prompt an AI to build features you don't even understand? Also these engines evolved over a long period of time, so there are so many micro decisions and customer feedback loops that are completely opaque but important and are embedded in the code. The code in many engines contains decades of important knowledge!
I'm not swayed by the "exponentials" argument because past results do not guarantee future performance. I'm basing my opinions on what I've seen in my job and my personal work, and what I've seen is they're a boost, but not to the degree being sold and I'm kind of sick of people telling me that I need to be on board with the hype train or get "left behind". AI is not that hard to prompt, I don't view that as a real skillset, so to me I can either continue to bet on my own skills and intellect and hope they still hold value, or I can just get out of the industry entirely because my role would be entirely pointless. I would rather bet on myself even if I'm wrong, because all becoming dependent on it is going to do is degrade my skillset and my intellect, and if I'm right, well, honestly it's not particularly hard to train up on current AI harnesses or whatever compared to learning a skill (my computer science degree took 4 years -- learning Claude took a day. In what universe is knowing how to use Claude a marketable skill?)
https://github.com/charlesrw1/MultiplayerFps, its pretty easy. And this is just my hobbyist engine Ive been solo orchestrating agents with. If you had a team of ~10 AI-enabled devs, you could easily reach feature parity with Unity in a month or 2.
I'm sorry for going off on a random hobby project, but doing this in a C++ project - even if it is a standard Visual Studio solution - is "putting your whole mouth into the salsa dip"-level rude IMO, agent access should not be a prerequisite to build code!
If you really believe this, I highly encourage you to do it! Unity makes a lot of money, spread that among just 10 people and you'll be doing quite well, especially for a month of two of time spent. And more importantly you'll have the bragging rights of telling an internet commentator they're wrong!
The weird thing though is I see comments like this all the time, and I've yet to see anyone come back a month later as a billionaire so.. I'm going to keep my skepticism for the moment.
As an aside, bragging about lines of code as the first thing in your repo is a very weird flex. Lines of code are a cost, not an achievement, you (or your AI) has to maintain them and the more you have the more it costs.
FWIW good on you for making a thing, my goal isn't to trash your project, but from my perspective this does not look like a serious competitor to any game engine; it reminds me of projects I've seen from college students before AI (I don't meant that as an insult, I just don't find this as compelling evidence for your argument)
Here, you're making a negative argument, it "can't" be done. Maybe. Historically, correct. I prefer to image what could be done. As insane a statement as it sounds just 15 months ago, a small dev team could get it done, I'll stand by that. Framing is up to you, to each their own!