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> You can always generate one using LLM if you don’t care about how it actually works. Lol, right. That might work for some of the runtime parts of a very simp
by flohofwoe 4mo ago
> You can always generate one using LLM if you don’t care about how it actually works.
Lol, right. That might work for some of the runtime parts of a very simple engine, but not the other 90%, especially when you "don't care about how it actually works".
A game engine (like UE or Unity) easily exceeds the complexity of an entire desktop operating system (not necessarily in line count, but in number of features, their diversity and complexity).
- TheSamFischer 4mo agoI’m certain there’s enough actual game engine code in the datasets that with enough token spend, you could have a platform layer, basic renderer, entities moving around. There would be absolutely no point in creating one over using one that exists and since there’s no learning that’ll come of it, it’s kinda wasting money.
- flohofwoe 4mo agoSure, but that part is only the "trivial 10%" of what's called a game engine these days. The actually important and much bigger part is the tooling.
- TheSamFischer 4mo agoAbsolutely. tooling is very rest of the owl when it comes to building something rather than just working with debug data.