5/20/2025 at 7:58:02 AM
After having worked on my own (2D) game engine [1] for about 5 years now and having worked on related stuff for paid work I'd like to explain one thing that many people might not find so obvious.Engines are the easy part.
The real meat & potatoes is all the tooling and content and asset pipelines around the engine. If you think about it, you need to implement:
- importing data from various sources and formats, textures, audio, model files such as gltf, fbx, animations etc etc.
- editor app with all the expected standard editing features, cut, copy, paste, undo, redo, save, delete etc.
- all the visualizations and operations that let the game developer use the editor to actually create and manipulate data, entities, animations, scenes, audio graphs, scripting support etc. etc.
- all the data packaging and baking such as baking static geometries, compiling shaders, resampling and packing textures, audio, creating game content asset packs etc
- etc etc.
And this is just a small sample of all the features and things that need to be done in order to be able to leverage the engine part.When all this is done you learn that the actual game engine (i.e. the runtime part that implements the game's main loop and the subsystems that go brrr) is actually a rather small part of the whole system.
This is why game studios typically have rather small teams (relatively speaking) working on the engine and hordes of "tools" programmers that can handle all the adjacent work that is super critical for the success of the whole thing.
by samiv
5/20/2025 at 8:42:26 AM
I keep saying that the engine is just that little runtime attachment dangling off the end of the asset pipeline ;)(and the same is becoming more and more true for shader compilers vs 3D APIs - all the interesting stuff is happening in the shader compiler, while the 3D API is just there to kick off shaders and feed them with input data)
by flohofwoe
5/20/2025 at 1:41:44 PM
Keep in mind that when writing your own "engine," you don't need it to be as general as possible to handle every possible kind of game. You just need it to handle your game.And there are plenty of libraries and frameworks that can be pulled in to handle things like UI, compression, etc. The OP uses imGUI which is an excellent, small UI library for making in-game editors.
When choosing to go down that path you're not making, "an engine for all games." So there is a ton of work you're not doing.
by agentultra
5/20/2025 at 3:23:57 PM
It is still a lot of work.And every external libary you do pull in, to ease some of the workload, is just waiting to go abandonend next year. So instead of focusing on release by that time, you will now focus on reinplementing that needed functionality that just stopped working.
by lukan
5/20/2025 at 8:41:22 PM
> So instead of focusing on release by that time, you will now focus on reinplementing that needed functionality that just stopped working.That makes no sense. A library being abandoned doesn't mean it suddenly stops working.
by Narishma
5/20/2025 at 10:23:26 PM
I wish that would be the case, but on the web stack, it happened more than once to me.The web evolves. Lots of features get deprecated all the time and sometimes removed or change behavior in a significant way.
by lukan
5/20/2025 at 9:28:18 PM
The library would continue to work but may no longer be usable if other dependencies require a later version of "n" that the abandoned library is incompatible with. Ruby or Python runtimes are the classic example.by Balooga
5/20/2025 at 9:28:46 PM
Support for any studio larger than a few people is the most important part of 3rd party tools. If (and inevitably, when) a tool has a bug or can't do something you need, there's reassurance being able to tell someone else to fix the problem.Using abandoned tools either means you're very sure all use cases are covered, or that your own engineers are willing to hack around should it not be sufficient. And I think anyone who works with legacy code knows that navigating already written codebases without guidance can take just as long as whipping up a custom implementation.
by johnnyanmac
5/20/2025 at 5:13:56 PM
Definitely, it’s a trade off. Pulling in dubious dependencies can be a risk. Might be worth writing your own library or forking the dependency and vendoring it in your source.There’s a spectrum of options here.
by agentultra
5/20/2025 at 6:00:26 PM
This is really the case for all engines. Unity is a bit of of an outlier, though took a long time to get where it is.Unreal Engine is really the Unreal Tournament/Gears of War engine at its core.
Good engines are those that are focused on what the game needs. YAGNI/KISS apply here too
by cobalt
5/20/2025 at 2:38:19 PM
> Engines are the easy part.> The real meat & potatoes is all the tooling and content and asset pipelines around the engine.
When people talk about engines they often include the asset pipelines and editors by default. Engines today are not just a main loop + 3D API calls. Very few devs will say we're going to use Unity but only for its rendering code.
(Of course I'm not implying as long as you use Unity/Unreal you'll never need to write your own asset tools.)
by raincole
5/20/2025 at 8:29:59 AM
I have recently done an engine rewrite for my sequel game and I very much agree with this. In my postmortem[1], I wrote:> Most people think of a “game engine” as code that is shipped with the game executable. However, that’s only half of it. The other half, which I’d argue is more significant, is the code that is not shipped with the game - level editors, content pipelines, debugging/profiling tools, development workflows, etc.
Writing tools is arguably more boring and tedious compared to writing an engine, and that's where lots of "making a game with custom engine" type of project grinds to a halt
[1] https://ruoyusun.com/2025/04/18/game-sequel-lessons.html
by insraq
5/20/2025 at 12:55:44 PM
So that’s where Chris Robert’s billion dollar went.by philistine
5/20/2025 at 9:57:46 AM
Writing an editor from scratch is a lot of work. That's one reason why I would use an existing editor whenever possible. For example, TrenchBroom (Quake editor) + func_godot seems to be getting more popular among Godot users, and Tiled looks pretty good for 2D games. For game data management I've seen CastleDB (never used it though), which now seems to be integrated into Hide, a full-blown 3D editor.Either way, once you get the tooling up and running, the next big step is actually designing a game and creating all the content. :)
by pwitvoet
5/20/2025 at 8:43:56 AM
It really is a miracle that any video games get shipped at all.by leonard-somero
5/20/2025 at 2:17:18 PM
At the indie studio I used to work at, we had some folks with engine experience. So, we rolled our own 3D engine and asset pipeline from scratch. But, we didn't have the budget for an editor. Instead we set up the asset pipeline to hot-reload everything. Meshes, scenes, materials and animations from Maya. Textures from Photoshop. Audio as a pile of WAVs. Scripting in Lua. UI layout in XML. Changing the asset files would change the game live.Then we added "State machines as Lua exported from Excel". Rows are states, columns are events, cells are code to execute given a state+event combo. I've done this a few times. It makes huge state machines manageable.
Our games were very stats-heavy and our designers liked Excel. So, a new thing we added as "Dynamic data sources as grids of Lua exported from Excel". So, fill out Excel sheets like normal. But, instead of Excel script, every cell is evaluable Lua code. Strings, numbers, bools, functions are all values in Lua. So, a cell might contain a number. Or, it might contain a function checking the contents of two other cells and optionally triggering an event on some other object.
We shipped multiple games on a single executable using this system. Artists could lay out 3D scenes and 2D UIs with hooks for the Lua to control it. And, the designers could populate scenes and UIs from Excel dynamically according to the state of the game. The programmers mostly worked on game-agnostic features in C++, and the heavier side of scripting in Lua for game-specific features.
Aside: Lua is being so dynamically typed makes it not great for large-scale software engineering. But, https://teal-language.org/ might be a good TypeScript-For-Lua. I haven't tried it. Also, are there any Lua debuggers newer than the ancient https://github.com/unknownworlds/decoda that require zero integration? Decoda just need a pdb of your executable and it can automatically debug any scripts passing through the Lua library.
Eventually, we switched to Unity for corporate reasons. As a primary implementer of our custom engine, I think the switch was overall a good thing. Our games had started to outgrow what our little engine team could deliver. The artists reported they felt slightly less productive working in Unity's editor. I switched roles to finding and working around the undocumented bugs in Unity that we ran into. Then later finding which bugs had been fixed without being mentioned in the release notes so I could delete my work-arounds. It was a very boring couple of years until the company burned to the ground because of the same corporate reasons that lead us to switch to Unity :P
by corysama
5/20/2025 at 5:01:32 PM
> But, we didn't have the budget for an editor. Instead we set up the asset pipeline to hot-reload everything. Meshes, scenes, materials and animations from Maya.I was the tools lead for "Superman Returns: The Videogame" (the PS2/X630 Superman game, no the N64 one). We did the same thing. All of Metropolis was essentially "modeled" in Maya with plug-ins handling importing and exporting between that and the in-game format.
It was an open world streaming game and it would have killed an artist's machine to try to load the entire city into Maya, so the plug-in would let an artist pick which chunks of the city to load, load them in, let them make changes, and save the results back out.
It worked out fairly well.
by munificent
5/21/2025 at 3:17:49 PM
The usage of Excel is so hilariously cursed I can't stop thinking about it. Its just raw memory address look ups with extra steps. How did you merge the Excel file? Did you actually have source control on this?Ok maybe a sheet is fine for a state machine if you don't care about visualizing transitions... Why reference cells when you could have named functions in a source file that could actually parse the syntax? That file would be trivially merged. You want to be loose on types so I guess its fine but you could actually have type safety and linting all the other language features and tooling if you just used a file full of named globals.
The mind boggles
by jayd16
5/22/2025 at 8:02:11 PM
> visualizing transitionsIn systems where we used this it was common to have 100+ states x 100+ events. Visualizing that would have been fun, but not useful.
One implementation had layerable sheets. So, you could define a base state sheet and multiple overlay sheet that the game could enable dynamically on major changes.
Within each event column there would be long, broken up runs of "do the same thing" for runs of states. So, you could define a chunk of code in a cell below the main table and reference it in the runs and it would show in the main table.
Almost all functions were trivial. 1 or 2 statements. "Modify a value. TransitionToState X". There would be hundreds of these little snippets in a sheet. Naming each one would double the complexity for no gain. Let alone having function signatures. They'd all be `void randomName(event)`. And, Lua's a dynamic language. You aren't going to get much error checking in an IDE. Better to just keep everything local to the sheet rather than flipping between Excel and VSCode.
And, in the implementation discussed above, most of the cells were full of numeric/string values or references to assets.
by corysama
5/22/2025 at 9:52:57 AM
Have you tried Luau - Roblox's open source compiled Lua with Types? Someone made a debugger for it that plugs into Visual Studio Code.https://github.com/luau-lang/luau/ https://github.com/sssooonnnggg/luau-debugger
I'm working on an engine based in C++, Luau, and OpenGL - started almost 2 months ago. I aim for it to me MIT license open source, but it's too early for sharing. When it is, I do plan to post a show HN with the Github link.
by slippy
5/22/2025 at 7:44:59 PM
I have not, but it looks great!by corysama
5/20/2025 at 3:34:06 PM
I guess the main disadvantage with a custom engine vs Unity, is that you must train new people in it all, vs hiring experts in the tools.Your custom engine sounds interesting, though. I can recognize some thoughts ..
by lukan
5/20/2025 at 5:20:03 PM
This is so cool and clever!Scott Bilas also documents doing something similar for Gabriel Knight 3, one of the “grandfathers” of data-driven engines and bit of an influence on ECS.
Instead of excel however it was comma-separated text files that shipped with the game. During development could edit the files locally and reload the data without recompiling.
Since we’re in a web heavy forum: An sql database and a web editor would also allow for a distributed workflow.
by whstl
5/20/2025 at 2:58:08 PM
There's the Local Lua Debugger [0]. I don't know how it compares to decoda, but I experimented a bit with this debugger last weekend and it seems nice enough - well integrated into VS Code.---
by wsc981
5/20/2025 at 6:15:54 PM
The magic of Decoda is that you can download the debugger and immediately start debugging your existing program with no modifications. No libraries. No sockets. No changes at all.Decoda uses your PDB to locate the Lua C library within your .exe and the Win32 API CreateRemoteThread to inject the code into your process to hook the Lua API.
by corysama
5/22/2025 at 10:25:13 AM
> The real meat & potatoes is all the tooling and content and asset pipelines around the engine. If you think about it, you need to implement:The sum of all those parts IS the actual meat of the engine imho.
People mistakenly assume that rendering something and having a Dear ImGui frontend constitute an engine but it's only the tip of iceberg. Actual real world issues, productivity concerns, getting shit done is the meaningful work.
by ocornut
5/20/2025 at 12:19:54 PM
> The real meat & potatoes is all the tooling and content and asset pipelines around the engineThis depends a lot on the type of game that you create. For example, if a lot of content is procedurally generated, for example the map editor can be simpler, and you need less kinds of data formats to import. Also, some genres require a lot more "external content" than other genres. Even if you keep the genre constant, you will find games where the "value proposition" lies more in the game engine vs those where the "value proposition" lies in the assets.
In particular for indie games, you can be much more flexible on how you structure your game compared to AAA titles.
by aleph_minus_one
5/20/2025 at 6:41:57 PM
When I was a game dev I spent way more time on tools than on the engine. Those days of small teams are gone now, so at least in a professional setting you are likely to be able to concentrate on the engine while some other person has to build the editors.by qingcharles
5/20/2025 at 3:49:49 PM
The engine is the fun part. Assets and game design are near impossible as a solo devby glouwbug
5/21/2025 at 7:13:00 AM
I somewhat agree. Good game design requires a great idea, but more than that a lot of iteration. If you are working solo you need to hold the implementation and design in your head, which is incredibly difficult. Iteration is slow. You need someone to bounce ideas off of.The best indie combo is a programmer plus a designer/artist in my opinion.
Alternatively, you can spend a very long time iterating solo. Most don’t have the runway for this.
This is also why big studios produce technically impressive games with mechanics seen thousands of times before. The production risk is much lower for “make spectacular assets” than for “come up with a novel game mechanic”.
by rienbdj
5/20/2025 at 10:07:12 PM
Impossible but necessary. It's the big difference between an engine programmer and an indie dev. The latter needs to wear multiple hats to get something out while the former can specialize and work within a team of other specialists.by johnnyanmac
5/20/2025 at 7:29:46 PM
Word! i've done some ground-up 2D games with no engine library. So i hand-rolled resources, frame rate, collision, simple physics, etc. One has no graphics assets. Another other does.https://github.com/raould/pn0gstr0m https://github.com/raould/sheepgate
by cypherpunk666
5/20/2025 at 12:40:38 PM
> The real meat & potatoes is all the tooling and content and asset pipelines around the engine. If you think about it, you need to implement:I wonder if there'd be any value in someone making a FOSS engine-agnostic editor designed to be as easy and powerful to adapt to any other engine/framework/etc as possible.
by Llamamoe
5/20/2025 at 12:51:30 PM
The problem is that the type of assets you need to design varies tremendously depending on the type of game you’re making. A 2D pixel-art platformer, a multiplayer FPS, a top-down strategy sim, and a puzzle game are all going to require completely different types of assets with unique design requirements. You’d need an all-singing-and-dancing tool that probably wouldn’t be as good at any one thing as the existing specialized tools, FOSS or otherwise.Although come to think of it, you could probably do most of that in Blender, so maybe such an thing already exists.
by zoky
5/20/2025 at 1:08:42 PM
There's basically two paths:(1) Build a generic and extensible UI tool which at the core is a 3D scene viewer, object outliner and an asset browser (similar to how VSCode is such a tool for 'mostly text data' for 3D scenes). Implement anything else as engine specific plugins - Blender can be that tool, but it would be important to do a complete UI overhaul to get the modelling and animation features out of the way.
(2) Integrate the editor UI right into your engine, which is quite trivial with Dear Imgui - the tricky part here is that game state data should either be organized for editing, or for runtime performance. Mixing both isn't a good idea (unless moddability is a priority).
About a decade ago I would probably have opted for option (1), nowadays I tend towards option (2).
by flohofwoe
5/20/2025 at 1:48:08 PM
I feel like path #1 would also run into the same problems as #2 as soon as there was any need for real-time editing of scenes.by whstl
5/20/2025 at 1:43:19 PM
> The problem is that the type of assets you need to design varies tremendously depending on the type of game you’re makingUnity, Godot, Unreal, Defold and others kind of get away with it, by having editors that work for most game types.
But also: a tool doesn't have to cover all bases, especially a free/FOSS one.
by whstl
5/20/2025 at 2:20:32 PM
To some degree subsets of this exist.For example for 2d games it is possible to use Tiled as a level editor if you build your game (or some tool) to parse out tiled's file format and turn it into in-game levels.
A more general purpose editor in line with Unity or Godot's that includes the ability to attach functionality to everything would be much harder since the specifics of that will be much more engine specific.
by runevault
5/20/2025 at 2:02:18 PM
Some of the other commenters have pointed this out. But this just doesn’t quite work.I’ve been doing Game Dev for the better part of 15 years now which is almost all of my career. I’ve been almost solely focused on building Tools and almost always building Editor internals and the interactions with the engine/assets systems.
There’s just so so much nuance to how editing works. You also want to be as close to how the engine will render so there’s also the need to either embed or have an api on your game to edit content live. People need hot reloading, people need things to look and act correct.
Just rendering a model accurately can be a challenge. Don’t get me started on animations
by msarchet
5/20/2025 at 1:03:47 PM
> I wonder if there'd be any value in someone making a FOSS engine-agnostic editor designed to be as easy and powerful to adapt to any other engine/framework/etc as possible.I see one problem (there very likely exist a lot of others) in the fact that a lot of frameworks and engines are "deep ecosystems" that take a lot of effort to get deeply into. Once inside the engine ecosystem, a lot of concepts are "very integrated/intertangled" (though not necessarily in the "best possible way").
So, a lot of implementation time will have to be invested for each individual supported engine so that the editor properly integrates with it.
by aleph_minus_one
5/20/2025 at 1:42:25 PM
As a "potential customer" for such thing:I would really love something like it.
by whstl
5/20/2025 at 8:25:08 AM
Yep, the tooling is where the real grind (and magic) happensby interludead
5/20/2025 at 8:20:56 AM
This.When working on your own engine you also feel as if 90% of the time is spend on user interface creation if you actually want to have an visual editor.
People don't realize that they will spend 95% of the time on the engine and 5% on the game.
Which is ok if you don't want to make a commercial living out of it.
But unless you are making a game with extremely specific needs (eg Factorio) using your own engine will probably kill you commercially.
by NotGMan
5/20/2025 at 2:00:26 PM
> using your own engine will probably kill you commercially.No - spending a lot of time making tools you don’t need is the problem. You can write your own engine and leverage existing tools.
by monkeyelite
5/20/2025 at 3:48:24 PM
Visual editors are a waste of time. For 2D, lots of solutions exist (Tiled for example). For 3D, you can use Blender as your editor.The key to making no engine work is to make only what you actually need.
by dismalaf
5/20/2025 at 5:27:42 PM
That’s a great idea.I have limited experience scripting Blender, but there is a BPY API to add custom panels, so adding metadata to “entities” and simplifying the export workflow is probably feasible to the point it will be very close to an editor.
by whstl
5/20/2025 at 5:40:42 PM
Even without scripting Blender, GLTF is a "scene" format. GLTF files hold information about models, textures, lights, etc... So you can create your scene then import straight into your game with GLTF (open source, super common).And of course since Blender is used for movies, it does scenes well already.
by dismalaf
5/20/2025 at 10:19:16 PM
> For 3D, you can use Blender as your editor.Really depends on the team size, composition, and game. If you have designers on the team who aren't dedicated programmers, I don't think blender will cut it for them.
by johnnyanmac
5/21/2025 at 6:37:32 PM
??? Blender has scripting but it's for artists... Like, artists make movies with it... Movies that have scenes with dozens of artists working on it...by dismalaf
5/21/2025 at 10:11:25 PM
The people who are used to making models are probably not the same as are building levels.At least when I last tried Blender the UI was a lot harder to use than something like Unreal or Unity editor.
I'd probably look at the Godot editor first.
But I do like the idea of trying to find an existing editor in the same domain and modifying that rather than building from scratch.
by mhast
5/21/2025 at 7:47:30 PM
Yes, but most artists can't script. The scripting is for tech artists or programmers to build tools/pipelines on top of Blender.The demands of a movie differ from a game which is why I'm a bit doubtful. But nothing is impossible to achieve with peope planning, so I'm not dismissing it.
by johnnyanmac
5/20/2025 at 6:13:44 PM
Visual editing is how all UI is designed. It's not a waste of time. Visual editing is the primary way to prototype, which means it's heavily used at the beginning and less as development goes forward. Projects have some process to translate the prototypes into scaffolding UI in the Editor, then modify with state where necessary. This pipeline is common across all types of software.by Supermancho
5/20/2025 at 9:17:00 PM
Sorry, I thought the context was clear given the parent. Making your own visual editor is a waste of time when ones exist that will output a format you can simply put into your game.by dismalaf
5/20/2025 at 8:25:24 AM
Even factorio started out on tried-and-tested libraries before moving away from them primarily because of optimization concerns (right?)by jeffhuys
5/20/2025 at 8:30:56 AM
Yep, people forget one of the core notions of development which is not to prematurely optimise stuff. Especially something as complex as a game.Keep it super simple. Or that game will never come out.
by xandrius
5/20/2025 at 9:47:58 AM
Just the other day on reddit I saw someone asking about efficiently removing an item from an array for the game they’re working on. It became this whole CS debate and then someone asked how big the array is and how often do you remove items. The OP responded that it’s just a list of levels in their game, so not more than 20 items or so and is modified once every 5-10 minutes…So a day on their game wasted over efficiently removing an item from an array of 20 items every 5-10 minutes.
by nkrisc
5/20/2025 at 1:36:59 PM
I used to make 3D engines and asset pipelines professionally. High performance really is critical in both. So, I’d have to check myself frequently:> If I optimize this, how much time is it going to save the whole world? What will be the sum of time saved by everyone who will ever run this code? Is that less than the time required of me to do the optimization? Then, don’t do it!
That question was relevant quite often.
The big optimizations though really mattered. And, required planning before initial implementation to set the system up to be optimizable.
by corysama
5/20/2025 at 10:22:18 PM
Really highlights the divide between industry and acedemia.Reminds me of when another subreddit was mocking some legacy code (I think Motorola? Some mobile device stuff) for using bubble sort. Meanwhile, the sort probably wasnt on more than a fee hundred items and the mobile embedded is constrained for space. Bubble sort is easy to read, write and has O(1) space. Performance isn't a concern at the scale being worked at. We're talking maybe microseconds of difference.
It's not necessarily a bad thing that acedemia focuses on theory. But we keep using school to put a square peg into a round hole and wonder why students are so unprepared for actual production.
It's ultimately the company's fault. If you want certain skills, you need to train for it. Your processes aren't public, so you can't just expect candidates to magically know what matters to their role.
----
now acedemically: the answer is to swap an item to the end and reduce the buffer size. I don't think that's taught in acedemia either, but that's a trick you learn on the job. When and if you do need it.
by johnnyanmac
5/20/2025 at 8:53:19 AM
The full quote is:> Programmers waste enormous amounts of time thinking about, or worrying about, the speed of noncritical parts of their programs, and these attempts at efficiency actually have a strong negative impact when debugging and maintenance are considered. We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%.
Sometimes the best way to tackle that 3% is upfront when you're deciding on your system architecture.
by meheleventyone
5/20/2025 at 8:42:47 AM
some games require a certain level of scale and for those games you should optimize in the pre-planning stage.by ms-menardi
5/20/2025 at 7:36:20 PM
Statistically speaking, 99% of game devs won't ever make a game like that. And if they do, they will probably know ahead of time they are making it.by xandrius
5/20/2025 at 9:47:52 AM
I think you are missing the point. The larger the scale is, the more things may be optimized and the more you need to be careful to focus on the important "3%". That said, it doesn't hurt to analyse in advance which parts might be critical and steer the architecture based on those observations.by brulard
5/20/2025 at 11:16:16 AM
Not saying it's a lot less work, it's still a ton of work, but you could always build your tooling around a DCC application by either extending it with scripts or modifying or attaching parts to it like Blender, Maya, etc. Maybe even flat out game engine editors like Godot, Unity, Unreal to build stuff and export out to be used by your own engine.by Keyframe
5/20/2025 at 2:47:29 PM
Vibecoding is probably going to take this whole industry by stormAlready the biggest market is small games on tablets/phones
Now making those games is becoming exponentially faster and easier
Roblox, allowing people to quickly create their own games, was already a huge hit. Now that experience is getting supercharged with AI
by nico
5/20/2025 at 10:32:42 PM
Until AI can actually generate proper topology for meshes, I'm negatively worried about any Vibe coders flooding the market anymore than the market already is. The code is the least valuable part of a game in the eyes of a consumer.And topology isn't even the hard part of asset production. Animating is the next big hurdle after that.
by johnnyanmac
5/20/2025 at 3:07:56 PM
[flagged]by raincole
5/20/2025 at 3:15:38 PM
Such a hostile comment. Just trying to open up the conversation. No need for snark or aggressive name callingThe article is about creating video games without an engine, and the top comment is about what is hard about making video games
My comment is about how all of that is changing right now and how the public is reacting to it
by nico
5/20/2025 at 4:03:57 PM
Nah he's right, people are fed up of hearing about AI all the time, it's off topic here.by yua_mikami
5/20/2025 at 4:08:55 PM
Even if you vibe code a game engine your best llm will need to do the work of world class technical team of like 12 people, you’ll need to get 10-20 teams to be able to find that dataset. Each run costing a few million usd.by iFire
5/20/2025 at 4:42:35 PM
Not sure what that use case is. Why would you need all of that? As an individual, if you are just trying to build a basic game with your kids you don't need to build a whole engine nor a world class technical team or a huge datasetYou can either use chatgpt or something more basic like openjam.ai or something specialized like rosebud.ai
Maybe the people at rosebud.ai have been doing what you are suggesting to build their platform
by nico
5/20/2025 at 9:35:38 PM
Not everyone wants the biggest technology companies to own the process.by iFire