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[–] 1 point 2 days ago (3 children)

For me, it depends on what is defined as an engine.

If an engine is a suite of prepackaged tools and editors—e.g. Unreal, Unity, Godot, etc.—then I dislike game engines.

If an engine is more like a library, or a framework—e.g. Raylib, SDL, LÖVE, etc.—then I very much prefer working with an engine.

I suppose the difference is akin to operating systems: on one hand, we have full suites of software, such as the BSDs and Godot; on the other, we have lots of seperate software, like Linux distros and SDL (+ the code and asset editors of choice).

My exception to all of this is writing ROMs for console emulators, and fantasy consoles like PICO-8.

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  • [–] 1 point 2 days ago (2 children)

    My point is, engines are fine.

    Even though I like my jam games hand-rolled C or JS with assets made in paint (or laid out in text!) it's a matter of taste. Even unity, which I could shit on at length, is fine.

    Running around hosting purity tests about engines, or AI, only hurts creators who are just trying to make something by whatever means are available to them.

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  • [–] 1 point 2 days ago (1 child)

    I have nothing against engines; I just don't enjoy using them.

    The trouble with jams is that the LLM is, legally, where the code came from, and said code should either count as an external asset or boilerplate, or the LLM needs to be considered a team member.

    Also, legally, the "vibe-coders" or "operators" aren't the creators of any AI-generated content.

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  • [–] 1 point 2 days ago

    I also don't believe in intellectual property.

    I think there are legal tools which people can employ lawyers against in an attempt to hurt each other.

    Indies don't have access to those legal tools in the first place, so if anything, 'It can't be our intellectual property' is likely a useful defense against large-scale aggressors, but ianal.

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