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Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by barbariangrunge on Friday November 13, 2026 @11:54AM (#50486239)
Blow argues software development hasn't advanced much since the early 2000s. As a game developer, I want to offer a counter point.

In the last 3 years, there have been a lot more indie games of far higher quality than we used to get. I'm thinking of the RTS space right now. The Scouring for example. We went from having nobody but Blizzard able to make something that complex to several games with outstanding performance and complexity, sometimes with their own custom game engines.

I don't know how much of a role AI is playing in those games, but I think the performance and complexity of indie games is shooting up and we are seeing very, very small teams make things that large teams struggled with in the past. Honestly, I think indie studios are outperforming AAA in most ways besides spend and length and art budget

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by jarjoura on Friday November 13, 2026 @12:00PM (#50486345)
The indie game bar being higher is the result of the tooling being easier and more common.
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by barbariangrunge on Friday November 13, 2026 @12:16PM (#50486569)
Yeah, the engines help a lot with rendering, physics, and scene/level building/making custom tooling, and a bunch of other things. They are honestly amazing tools.

AAA and indies now use the same engines for the most part

In game dev however, there's a lot fewer reliable open source tools around. You have a game engine, a small number of great plugins, and a lot of dodgy stuff. You have to/get to make a lot of things yourself.

The scope and complexity of indie games, even allowing for this, is still increasing staggeringly.

...and don't get me started on unreal engine physics and pathfinding issues, or rendering bugs in unity

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by saberience on Friday November 13, 2026 @12:49PM (#50487090)
Yes, AI tooling.

Indie games didn't get THIS good because of Unity and Godot, if you think that you're deluding yourself.

I've done amateur and professional game-dev and Unity and Godot existing don't make making an FPS any easier than before, engines have existed for a long time.

A solo dev can create (from scratch) an FPS engine, assets, music, levels from scratch over a weekend now.

This is only possible with AI.

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by BigTTYGothGF on Friday November 13, 2026 @12:54PM (#50487175)
> A solo dev can create (from scratch) an FPS engine, assets, music, levels from scratch over a weekend now.

And when they do, this is what we get:

https://i.imgur.com/w25SmDR.jpeg

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by saberience on Friday November 13, 2026 @12:56PM (#50487202)
This link doesn't work outside of the US.
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by jdiff on Friday November 13, 2026 @01:03PM (#50487313)
It didn't work for me inside the US, either. https://rimgo.bloat.cat/w25SmDR.jpeg
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by 3836293648 on Friday November 13, 2026 @01:50PM (#50487985)
Works fine in Sweden
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by dmonitor on Friday November 13, 2026 @12:56PM (#50487201)
Indie games have been this good for 10 years now?
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by mjr00 on Friday November 13, 2026 @12:57PM (#50487213)
Which good indie games, specifically, are you talking about here?

There's been a lot of good indie games recently (Queen's Domain[0] being a recent example that's taken off) but I don't know of any which are using an AI-coded engine or use AI-generated assets extensively.

[0] https://store.steampowered.com/app/1799840/Queens_Domain/

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by jdw64 on Friday November 13, 2026 @01:35PM (#50487789)
If we exclude AI art assets from that criteria, wasn't AI also used for coding in Mecha Chameleon, which recently achieved big success? Quite a few games have AI code in them. I know of a Korean game company too. It's just that labeling yourself as having used AI is marketing-negative, so it hasn't become widespread.

Just recently, someone used AI code to fix a Unity engine bug and hand-wrote the rest, and it still caused a huge uproar. It's a world where honestly disclosing that you used AI code is not a good idea.

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by mjr00 on Friday November 13, 2026 @01:40PM (#50487856)
I'm not talking about using AI to help code, which seems obvious, the parent commenter is talking about people building game engines and assets from scratch in a weekend. Meccha Chameleon was built on UE5[0], and Big Walk (the game you're talking about where the devs solved a bug using AI) is using Unity. Both of these games, I believe, took longer than a weekend to create.

[0] https://www.unrealengine.com/developer-interviews/meccha-cha...

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by jdw64 on Friday November 13, 2026 @01:41PM (#50487881)
I misunderstood what you said Thank you for correcting me.
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by krapp on Friday November 13, 2026 @01:14PM (#50487473)
>A solo dev can create (from scratch) an FPS engine, assets, music, levels from scratch over a weekend now.

What does "from scratch" even mean when using an LLM trained on existing assets, music, art and code? Why even bother with that parenthetical? No one believes an LLM creates ex nihilo like God.

Show me the AI generated game that's superior to Balatro, or Hades, Or Undertale/Deltarune? Cult of the Lamb? Expedition 33? Factorio? Kerbal Space Program? Ultrakill?

It not being easy means it requires actual effort and skill, and effort and skill are where the quality comes from. No one is ever going to care about whatever vibe-coded slopfest you had Claude shit out over a weekend. Being able to make low quality low effort shit quickly is not better.

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by fallingbananna on Friday November 13, 2026 @01:13PM (#50487449)
But can't we then say that software engineering *has* advanced, when the tooling has improved?
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by ragall on Friday November 13, 2026 @01:22PM (#50487590)
No, because the quality of the tooling and the output they afford hasn't changed.
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by sarchertech on Friday November 13, 2026 @01:01PM (#50487276)
I think the majority of the improvements come from 3 places.

1. Hardware advancements mean that you can get the same results with less optimized code (this is what allowed 3rd party engines with GC scripting languages to become popular)

2. The proliferation of learning resources and open source code.

3. The budgets and size of indie studios as well as total time spent on the games. Seriously look at some of the games these days that get labeled indie.

Warcraft 1 (my first RTS) had just 4 programmers. And only one of them was on the project the whole time. And the entire project was only 14 months.

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by corysama on Friday November 13, 2026 @01:22PM (#50487577)
As far as the coding user experience that I have personally observed, game programming peaked with the team developing NBA Inside Drive 2004 for the Xbox.

Their workflow was:

1) Arrive at work. Get coffee. Fetch latest code from Visual Source Safe.

2) Turn on Xbox. Hit F5 to build, deploy and start debugging on target.

3) Edit and Continue C++ in debugger IDE all day on target without ever bothering to stop the game. (Yes, this took some coding discipline to maintain.)

4) Turn off Xbox and go home.

Between the Visual Studio debugger and the Whole Tomato coding assistance, it was easy to understand the code and the runtime behavior. For anything GPU-related, Microsoft Pix for Xbox gave you a scrubbable timeline of every action, every pixel, every register change in the GPU while drawing a frame.

The hardware capabilities, available libraries, and artist tools have increased tremendously since then. But, the coding experience has not. 20 years later, I'm outside of gaming and I find most people using re-run-and-printf debugging for professional development. Even locally. I don't know how anyone gets anything done.

The only significant improvements I've seen in 20 years (besides the occasional memory tracker or profiler tool) has been AI agents and reversible debuggers. Otherwise, it's all been downhill since 2004.

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by armchairhacker on Friday November 13, 2026 @02:04PM (#50488202)
Live coding is making a comeback. I predict it for 2027. LLMs can and have made hot code loaders for any existing language, and make trivial the nasty bugs that used to plague JIT developers (like broken stack frames).
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by LugosFergus on Friday November 13, 2026 @03:25PM (#50489145)
I haven’t used it personally, but I always heard that VSS was a complete train wreck.

Gamedev programming probably hit a low point for me when XBox One and WiiU came around. Those were some truly awful experiences.

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by barbariangrunge on Friday November 13, 2026 @03:28PM (#50489191)
how so?
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by LugosFergus on Friday November 13, 2026 @03:46PM (#50489403)
The biggest issue with XB1 is that it felt like a massive regression compared to 360 development. We were forced to use this Windows 8 stack that came with all sorts of warts: “managed” C++/CLI, confusing manifest files, complicated app lifetime rules, only push deployment initially, limited threading control.

For WiiU, Nintendo used the Green Hills compiler. Their entire toolchain was simply clunky and unstable. You had to use this MULTI debugger which often didn’t work. My favorite line from their dev docs was “c++ not fully supported”. Well, that’s an issue since we used that extensively. It wasn’t even clear what actually wasn’t supported.

Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by corysama on Friday November 13, 2026 @05:13PM (#50490729)
Visual Source Safe was definitely an unserious source control system. That part was kindof a joke... It technically got the job done for a small local team. But, it would be laughed out of town if it was made today.
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by skydhash on Friday November 13, 2026 @03:26PM (#50489159)
I like REPL, but you can be quite fast with a Edit-Compile-Run cycle. But that require settings a test harness and have the run phase be a test run. It's not as fast and experimental as an REPL, but can be quite nice if you know the test cases for your code.
Re:Jonathan Blow – If AI Solved Coding, Why Is My Software S... by mlinhares on Friday November 13, 2026 @01:25PM (#50487641)
I lived through:

* before and after rails;

* before and after js UI frameworks;

* before and after scaled machine learning;

* now before and after LLMs;

And saying we haven't advanced much is wild.