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- Hacker News
- > old school
> 2012
sigh
by tantalor - > Why not? I think because it wasn't a good business decision to compete with me.
The owner of Pinboard has a great story about this:
"I ended up buying a competitor. Why? Because his choice of tech stack + server footprint cost more than mine. The consequence of this was that even with each of us charging the same price. I was profitable and he was not.
Do not try to compete against Pinboard"
by alexpotato - I have been building my own game and game engine for a while now, and cannot help but see whats really happening with vibe coded game generation: and investment into the content generation pipeline.
I feel a solid game engine paired with a good content pipeline can ship games at such a rapid clup that the gameslop gets lost as the noise it is.
by RobRivera - When I was a boy my father forbade me playing Summer Olympics on our Atari 800XL, he didn't like the crunchy noises coming out of joystick and he didn't want to pay for the repairs.by dvh
- Are there any popular/successful vibe-coded games? I suppose perhaps they wouldn't disclose that it was vibe-coded but I'm not aware of a single one.
- I always enjoy hearing the thoughts of someone who took a slightly different path (indie game development being a favourite), and isn't committed to advancing some thesis -- pressing me to love this or hate that. It feels like it gives my brain a chance to step back from dopamine- or rage-induced habits and just... connect with other people.
I don't know what will happen either. I hope that you and I and other hardworking, basically good people will continue to have a somewhat meaningful, somewhat pleasant existence in the post-AI world, and I think that might be possible, but I just don't know.
- I started building a VR game during COVID and released it 2024. When it released, I was using GPT and Copilot to add a lot of quality-of-life stuff (like visual juice) faster.
Yesterday, I finally got around to setting Opus 4.8 on the codebase. It was able to find and correct numerous subtle performance issues.
Features I could no longer spend time implementing, it could one-shot in roughly 10 minutes (not without issues). I could also fan out agents to work on multiple things at once.
One thing I found is that the knowledge I gained from doing things by hand greatly helped reject bad AI generated ideas. For example, my game is a starfighter flight sim and one idea was to tick AI collision detection checks lower the further AI ships were away from the player, which for a flight simulator leads to a lot of crashing into the terrain. A great idea for an FPS, but a terrible idea for a flight sim where enemy ships are often very close to the terrain.
My takeaway is that we are in a golden era where we currently have projects that are half human coded, where AI can pickup the slack. But soon we will be in the Dark Ages where AI generates all the code, and the end result will be much worse as the devs begin to lose an understanding of what they are creating.
by LarsDu88