• BenevolentOne@infosec.pub
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    5 days ago

    It’s why I don’t use engines!

    I couldn’t imagine using an engine for a jam game and getting what I want out of the jam.

    But I can respect that decision, because for some folks it’s the vision, for others it’s the marketing, for some it’s making the assets.

    There are a lot of pieces that go into making something that stands out.

    • strawberry_enjoyer42@lemmy.blahaj.zone
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      5 days ago

      For me, it depends on what is defined as an engine.

      If an engine is a suite of prepackaged tools and editors—e.g. Unreal, Unity, Godot, etc.—then I dislike game engines.

      If an engine is more like a library, or a framework—e.g. Raylib, SDL, LÖVE, etc.—then I very much prefer working with an engine.

      I suppose the difference is akin to operating systems: on one hand, we have full suites of software, such as the BSDs and Godot; on the other, we have lots of seperate software, like Linux distros and SDL (+ the code and asset editors of choice).

      My exception to all of this is writing ROMs for console emulators, and fantasy consoles like PICO-8.

      • BenevolentOne@infosec.pub
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        4 days ago

        My point is, engines are fine.

        Even though I like my jam games hand-rolled C or JS with assets made in paint (or laid out in text!) it’s a matter of taste. Even unity, which I could shit on at length, is fine.

        Running around hosting purity tests about engines, or AI, only hurts creators who are just trying to make something by whatever means are available to them.

        • strawberry_enjoyer42@lemmy.blahaj.zone
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          4 days ago

          I have nothing against engines; I just don’t enjoy using them.

          The trouble with jams is that the LLM is, legally, where the code came from, and said code should either count as an external asset or boilerplate, or the LLM needs to be considered a team member.

          Also, legally, the “vibe-coders” or “operators” aren’t the creators of any AI-generated content.