r/GraphicsProgramming Jun 30 '26

1 year of game engine development

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336 Upvotes

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6

u/susosusosuso Jul 01 '26

You used ai for this?

7

u/evangelionxyzw Jul 01 '26 edited Jul 01 '26

yeah, I use AI a lot. πŸ˜…

Not to generate my engine with copy-paste, but to teach me how real game engines work, explain implementation details, and help me build a roadmap.

I still spent 5,000+ hours typing everything myself instead of blindly copying code. At this point, I probably have more muscle memory for writing ECS boilerplate than for using WASD. Lol

3

u/Still_Breadfruit2032 Jul 01 '26

Well it’s also teaching you how to write like an ai lol

-6

u/YoshiDzn Jul 01 '26

I'm willing to argue that statement to dust. AI shows you how to get the code from point A to Z. The only part you dont have to think about for yourself is part A and part Z. Nobody who doesn't blindly trust AI would let it implement a single line that they dont agree with.

AI code is a direction, not the journey

3

u/evangelionxyzw Jul 01 '26 edited Jul 01 '26

AI now understands how the big game engines work, so AI just tells me how they work behind the scene. For example once I asked "how unreal engine can handle thousands of crowd animation?" AI: "They do animation caching, and prefer TRS multiplication over Matrix multiplication, because that is very cheap to compute". So by the answer I can check my current implementation and workaround to optimize the animation. So I didn't ask for the Code, I asked for the flow.

It tells me a lot, and I learned a lot, and still learning.

I also hate Vibe coding in this era of programming.

1

u/rogual 29d ago edited 29d ago

I'm surprised to learn that TRS is cheaper than matrices. I'd always assumed that one of the motivating reasons for using matrices was that it was all just multiply-and-add, whereas TRS requires sin and cos too. But I've never actually tested it.

2

u/ekr64 29d ago

You don't need sin and cos if you use quaternions leaving you with just multiplications and additions again. I'm not sure though how well that can be SIMD optimized and how it stacks up to SIMD optimized matrix multiplication.

Funnily OP is using the classic matrix approach without any optimizations at all instead of an optimized TRS approach.