So uh what game engines and frameworks have a strict no AI slop code policy?
So uh what game engines and frameworks have a strict no AI slop code policy?
Wait why did no one say SDL3? They seem to have a No AI policy? Am I wrong here?
@wildrose Sadly almost every foss software has a permissive AI policy or haven't made a public statement denying AI usage/contributions
The only big framework I'm aware of that has a strict noAI policy is LÖVE
@wildrose I know the picture is pretty dark, and many wish going back to that pre-slop world that wasn't perfect but certainly it wasn't as bad as this, but please don't stop doing the things you love just because AI, don't let those assholes take away your joy and desire for learning and creating, those are the things that make you better than any AI and you should not let anyone tell you otherwise.
I hope you the best, and just, keep up being you <3
@wildrose https://github.com/UZDoom/UZDoom
There's also UZDoom, which works if you want to make something Doom like, but I've seen people making non-Doom games like Dr. Robotnik's Ring Racers, haven't use it so I can't talk about the experience

UZDoom is a feature centric port for all Doom engine games, based on GZDoom, adding an advanced renderer and powerful scripting capabilities - UZDoom/UZDoom
@wildrose As of writing this, https://codeberg.org/KelvinShadewing/brux-gdk seems to be fine in terms of not having AI code and it's generally what I would recommend.
Unfortunately, I'm not fully convinced that will remain the case in the long-term.
(EDIT: obvious disclaimer: I have contributed a lot of code to it so I am rather biased)