I'm unsure, if this is the right community for this, but I'm really curious about agenic vibe coding for hobby projects. As in: I have trouble gasping the reasoning behind it, especially given it's current prevalence.

I really like programming to the point of creating a lot of what I'd label "art for noone". I'm also tangentially interested in ML ever since reading the DeepDream papers.

But, the whole "agentic" hobby stuff feels weird to me. I just don't get why anyone would give their hobby project over to a machine. I get that people use is for work. I even understand how someone may want to sell slop for a quick buck, even if I hate that idea.

But your personal hobby game project? Why would I have a computer do my hobby for me?

Even not minding the ethical questions. I genuienly don't get it. And worse, I feel like a lot of people vibe coding their hobby away, are not even interested in the technology, outside of getting it do their hobby.

I know this comes over a bit critiquey, perhaps because it is a little. But mostly I'm dumb founded. Thanks for any insights. Please don't meat-proxy.

Edit: Just want to mention, I read and appreciate all comments. I just find my own replies sound too harsh, and I don't want to discourage anyone from weighing in. Thank you!

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[–] 8 points 4 days ago* (1 child)

15yrs dev here.

Im not yet set for locally running agents but my hands are itching to build a decent low-mid budget machine for this. I do a lot of agentic coding at work and I've honed my skills at creating custom MCPs for whatever I want.

Lots of small utils that can be custom-tailored to my needs can be done with agents in 2-4h to prototype, 1-2d to good solution, 2w of usage to eliminate all the rough edges and bugs. I want that stuff for my personal needs.

As for the main hobby project I do, it's a godot game. Coding is the worst part of it. I do my coding at my job, now do the coding too after work hours?

You might ask me why did I even start. Gamedev feels different from usual dev in about 70% of activity. You draw assets, you create scenes, you tweak mechanics or some constants until it feels fun etc.

But hitting coding problems is inevitable. And when it's some complex shit, it can go for weeks, months. It's a grind. Its not fun.

I'd gladly eliminate the grind. The core architecture of it would still be under my guidance and supervision.

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  • [–] 5 points 4 days ago

    You might ask me why did I even start. Gamedev feels different from usual dev in about 70% of activity. You draw assets, you create scenes, you tweak mechanics or some constants until it feels fun etc.

    If OP is listening this is the meat of it. I don’t use agentic coding at all, but I can understand the desire, bceause like you said the majority of your time you’re trying to create and design and craft an experience, and that 30% of the time can be truly miserable, and can drag a project down. OP is basically asking ‘Why would anyone want to avoid that hell? ‘ and I can only assume its because they’ve never experienced it for themselves.

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