I’m currently porting ToriStory from GameMaker to Godot.
#undertaleI can tell how bad LLM-generated code is because I know a bit about graphics programming — or maybe graphics code just tends to be especially bad because the output is visual and hard to verify automatically. I’m leaning slightly toward the latter.
When making games, I inevitably end up wanting to do really niche or unconventional things. But there are plenty of situations where I have to give up or resort to awkward workarounds because of engine limitations. That’s why Godot being open source and so easy to fork is an enormous help.
I’m building a Chrome extension that automatically cross-posts to a bunch of social media platforms because posting manually to all of them is way too tedious.
When I’m coding with Anthropic Claude or OpenAI Codex, they’re usually really good across most areas. But sometimes they do things that are really annoying — for example, rewriting a 7-tap two-pass blur (horizontal + vertical) into a single-pass 7×7 blur with 49 taps.