This is incredibly sad
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When I was writing Unreal Engine 1, my time was divided as follows:

- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.

- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.

So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.

What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.

I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.

What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.
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Replying to @TimSweeneyEpic
@TimSweeneyEpic There's also thinking things through more. Moving to 3d has killed many companies because the dev process wasn't fully understood or realized. Making sure things are evaluated and thought through is critical.
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Replying to @TimSweeneyEpic
@TimSweeneyEpic There is another benefit. Remember U1's multiplayer issues without more trained structured code skills? AI is training US at the same time. And not in a bad way. It means we can "human iterate" faster on context and clarity, thereby honing solo iteration but also team skills.
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How'd I miss this quote/story?!
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Replying to @therealcliffyb
@therealcliffyb Engineers from any level see AI like an irresistible drug. It is so much of a game changer for code that they apply it to everything. And like anything else, it needs to be thought through. There are so many details that generalized statements are pretty ignorant.
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B movie-inspired isometric destruction game 'ROLLA' is now available on PC.
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Replying to @nexindie
@nexindie Kaiju monster Katamari!
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Some say...

Shut up.

You know nothing.
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Replying to @oldyzach
@oldyzach Wait.

Are you saying "shut up, you know nothing" to "some say role playing is dead"? Or "shut up, you know nothing" to "experience the rebirth of a legend"?
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FINE finally caved and got a Switch 2.

What should I play first?!
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Replying to @therealcliffyb
@therealcliffyb Castlevania: Belmont's Curse 🤣
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Making progress on rough waters, tough swim #Tehom #indiegame #gamedev
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Alexander Brandon 🔜 GameSoundCon retweeted
Hoy domingo, en este día de descanso, te comparto estos tres pensamientos :

1. Las pulgas del perro
creen que ladran.

2. He vendido
mi diablo al alma.

3. Nada te sucede
eres lo que sucede.

Te envío un inmenso abrazo,
Alejandro
.
Photos @PascaleMJodo
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A few of my illustrations
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Replying to @iamlaurael
@iamlaurael That contrast and saturation is bold, striking and impressive!
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Alexander Brandon 🔜 GameSoundCon retweeted
Resolutions ✨️ #pixelart
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With all the hubbub about pride flags in games the last, uh, decade or so it reminds me of how I used to play Quake3 with rainbow letters that said GAYPRIDE! when I was damned good at the game and kicked all their asses.

Made them FURIOUS.
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Making the water crispy pixel art style with fake caustics and depth. Looks like sprite I want to drink it #gamedev #indiegame #Tehom
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Replying to @trys_____
@trys_____ Been a water in games snob since Neutopia (check it out if you haven't, simplest pixel animation method but it blew doors off other water methods in the late 80s), and you're rocknig this!!!
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アクトレイザーのBGM「フィルモア」は、制作当初、PC-88で『悪魔城伝説』の楽曲をコピーして作った音色を使って作曲しました。今回は、その当時のMML(楽曲データ)を、現在制作中のMUCOM VSTiからニューファミコン実機へMIDIで転送し、演奏させてみました。
です。
最初に流れるのがPC-88版、後半がファミコン+VRC6版です。
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Replying to @yuzokoshiro
@yuzokoshiro This is beyond amazing
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Just once I wish someone would throw my first failed commercial game in my face.

(Look at that sick art and stock fonts! And that date!)
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No idea why. I really like the @JohnWickMovie series. But some scenes I just keep going back to, particularly ones that go by in the blink of an eye. Early in the first movie @JohnLeguizamo doesn't have a ton of screen time but his character is unforgettable. Great work!
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Alexander Brandon 🔜 GameSoundCon retweeted
Nobody wants or needs infinite music; this is a (false) solution to a non-existent problem.

I want a relatable story, channeled via lived experiences.

The trauma, dirt, messy human emotions of pain and desire, nothingness and void, captured in notes, and the spaces in between.
I am not joking when I say this.

Spotify, Apple Music, and streaming in general is over.

AI music is now very, very good. You just don't know yet because all AI music circulating today is from ~2-3 generations ago.

Suno v6 pro et al has solved infinite personalized music.
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Replying to @MikanGamerPrime
@MikanGamerPrime THANK YOU MIKA!!!
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