Tuf retweeted
imagine you're a solo developer using your own savings to make your dream game
you then figure out AI can help you make it faster and/or better
you work day and night to polish your demo for Next Fest
then you wake up to see your game marked in red for having used AI
Tim's making a really important point here and I think people fundamentally misunderstand it.
Let's paint a scenario. You are an indie developer and you want to make a game.
Traditional game development will take you 1 year and cost you $200,000 in outsourcing costs to buy art, animation, and additional programming resources.
AI assisted game development will take you 3 months and cost you $50,000 in credits + some additional resources.
In a good scenario your game could make $200,000 and break even, but in many scenarios you mortgage your house and no one sees your game and you are out your savings.
Now, with the anti-AI mania, Valve is forcing real economic harm on you because you get the equivalent of hate mobs at your door for your choice of tooling.
Your economic viability is harmed because Valve chooses to put a label on you that generates negative attention. It makes your economics worse.
Anti-AI proponents will point out that this proves their hate campaigns work. The appeal is not to them, because they are morons, but to developers to stand up to Valve and say remove these labels so that we can have livelihoods. And Valve makes money of you either way.
Stand up for your rights, devs!
Tuf retweeted
Replaced by AI
artists:
nah im fine. WAIT, FUCK! OH NO! OH NO! ah no nvm im actually fine
engineers:
i am a froooog and i'm in da hoooot tuuub and it's soo niceeee ooo yes yes i like it warmer mmm yeahh thats good warmer please oooohhhhh yeahhhh hotter please frog love hot tub mmmmmmffgghh
Tuf retweeted
When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
Tuf retweeted
guYS With the power of Crack GPS Asstra 6.9, Claus Opoops Slopnet 5.5, I was able to Mod EVERY GAME INTO ONE, I did it all myself with hard work by my typing and coding thanks to AI assistant!!! THE FUTURE IS HERE AND NOW
Tuf retweeted
Replying to @ThePrimeagen
I've been reflecting on this. I'm generally a very optimistic person, but lately I've been feeling a strange sense of sadness that coding has been "solved".
I can, and have, made many caveats to "solved"... but I also know that in five years none of them will matter. It will be solved.
Building things is still fun, but a different kind of fun. It doesn't activate the same parts of my brain as trad coding did.
I think it's okay to mourn the thing we loved doing being different now. Software was the first job to go through the five AI stages of grief, which means we're also some of the first to internalize that this will happen to many other jobs.
It was the best of times, it was the worst of times.
Tuf retweeted
the chance AI will kill us all is close to 0%
the chance that Anthropic or OpenAI want to have ultimate control over humanity is close to 100%
few understand this.
Tuf retweeted
Stopping is not an option. Distributing it as widely as possible and as quickly as possible is the best choice we've got. Better everyone have it than only the tech companies who have been manipulating you for years.
I have information that Anthropic scraped my github twitter reddit discord and facebook posts for the development of it's Fable model.
To do this they developed a sophisticated internal platform to conduct large scale scraping and obfuscation of their actions.
We have information that Moonshot AI distilled Anthropic’s Fable for the development of its K3 model.
To do this they developed a sophisticated internal platform to conduct large scale distillation against U.S. models, allowing them to quickly switch between multiple methods of access to avoid detection. Moonshot AI has also acquired GB300-equipped servers and has accessed GB300s in Thailand, likely to train its AI models.
The United States strongly supports the free and fair development of AI, including a thriving competitive ecosystem that spans frontier models, specialized systems, open-source frameworks, and open-weight models. Legitimate AI distillation used to create smaller, more efficient models plays a vital role in this open innovation ecosystem. However, large-scale, covert industrial distillation aimed at stealing proprietary U.S. technology and undermining American research is unacceptable.
Tuf retweeted
One thing game devs should learn is ABS: Always Be Shipping.
I learned that working with @notch As Mojang grew and new coders joined the team, there were complaints about old code/shortcuts/“bad” technical decisions.
My response was usually: without those decisions, none of us would be here. There probably wouldn’t even be a Minecraft if everything had been done the “correct” way from the start.
Games are explorative. You build, test, cut, rewrite, hack things together, and keep moving. A shipped imperfect system beats a perfect system that never makes it into players’ hands.
I’ve never worked on a game where you didn’t have to go back and touch old code/systems later anyway.
Tuf retweeted
You have to review all LLM code!
Codex 5.5 tried to push this awful hack to our Metal backend when it was coding font rendering. It decided to implement hacky "robust buffer access" style OOM check inside the shader and hacked our whole Metal binding architecture to add a special bind group slot 30 (hardcoded) to deliver sizes of all buffer bindings. This of course made the binding model super slow and required extra data for each buffer.
Tuf retweeted
Don't fear making a 2 week game. Those 8 months will be the most fulfilling 2 years of your life!


































