It's great for small scope games, but AI slop gets exponentially unwieldy the bigger the project gets. Without an knowledgeable engineer giving it technical instructions, AI projects are doomed to fail.
AI isn't good for anything at the project level. It does a decent job at generating a single class with a lot of hand holding, but cannot be trusted whatsoever at any higher scope than that.
Any integration must be done by an actual programmer that understands the entire process in order to make it run correctly and efficiently. Otherwise, the AI will spend 95% of the runtime digging holes and filling them back in, or just outright choking to death.
If you thought today's UE5 slop is buggy and poorly optimized, the vibe coded shit on the horizon is about to say "hold my beer."
this was true 4 months ago, but it's not remotely true anymore. the latest models can generate entirely working small-scale projects with interlocking systems just fine, especially with the right skills files to guide design patterns.
the problem with relying on AI is knowledge of what needs to be built, as it needs to be coached how to build it at the technical level, not just the user requirement level.
And it can be handy for occasional shortcuts to small, quick (temporary) solutions and implementations that might require a second pass anyway, even if it had done by hand.
Personally I prefer to just use some separate standalone AI to point me in the right direction if I really need to figure something out and don't want to spend extra time researching it. I usually know enough to identify and decipher anything wrong with the AI's results, and can figure out where it maybe didn't go far enough to do an optimal job.
Sadly yes, it means a lot of idiots will use it to try to put out slop and market it. Not exactly a new problem though.
It's great for small scope games, but AI slop gets exponentially unwieldy the bigger the project gets. Without an knowledgeable engineer giving it technical instructions, AI projects are doomed to fail.
AI isn't good for anything at the project level. It does a decent job at generating a single class with a lot of hand holding, but cannot be trusted whatsoever at any higher scope than that.
Any integration must be done by an actual programmer that understands the entire process in order to make it run correctly and efficiently. Otherwise, the AI will spend 95% of the runtime digging holes and filling them back in, or just outright choking to death.
If you thought today's UE5 slop is buggy and poorly optimized, the vibe coded shit on the horizon is about to say "hold my beer."
this was true 4 months ago, but it's not remotely true anymore. the latest models can generate entirely working small-scale projects with interlocking systems just fine, especially with the right skills files to guide design patterns.
the problem with relying on AI is knowledge of what needs to be built, as it needs to be coached how to build it at the technical level, not just the user requirement level.
And it can be handy for occasional shortcuts to small, quick (temporary) solutions and implementations that might require a second pass anyway, even if it had done by hand.
Personally I prefer to just use some separate standalone AI to point me in the right direction if I really need to figure something out and don't want to spend extra time researching it. I usually know enough to identify and decipher anything wrong with the AI's results, and can figure out where it maybe didn't go far enough to do an optimal job.
Sadly yes, it means a lot of idiots will use it to try to put out slop and market it. Not exactly a new problem though.