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skeaker 17 hours ago [-]
Notably they were able to, in one update, essentially double performance and cut load times to a quarter of what they were while also maintaining both backwards and forwards compatibility for save files and without breaking 99% of the mods on the workshop. Genuinely impressive feat.
Sebguer 13 hours ago [-]
And yet they can't mention or admit that LLMs were involved or the gamers would rise up.
hexasquid 10 hours ago [-]
For a moment there this wasn't about LLMs
abc42 8 hours ago [-]
LLM use is normalized in just about every other area except in very fringe nerd groups who oppose it like it was an interdimensional threat.
No reason to mention using it any more than disclosing the text editor they used.
herbst 25 minutes ago [-]
Are you telling me every pizza and event place using the same AI pictures and flyers suddenly is already normalized?
jfyi 1 hours ago [-]
Wait, I want to know which text editor they used! Now that you mention it, this is an important factor in purchasing any software. This information needs to be tagged at point of sale.
9346830293 7 hours ago [-]
Fortunately brave resistance fighters like you take a stand for what's right.
And then everyone clapped.
Autious 6 hours ago [-]
They appear to have a pretty well-defined modding interface that didn't rely no unity's custom data structures. I'd suspect this project was started some time back, not just a one-shot port. Can't say whether or not any LLM's were used on tested in this project, but I get the feeling they set themselves up for making it portable from the start via some good old fashion thinking.
LLM's are still kinda shit at porting large in-house game projects. They can quickly and easily mangle codebases.
serf 51 minutes ago [-]
"the audacity of these people, they didn't even mention that they cheated and used emacs ! they sacrificed their pinkies for development time!"
teruakohatu 8 hours ago [-]
Not sure why you are downvoted. Gaming communities absolutely erupt when using AI for building games is mentioned.
nexus6 6 hours ago [-]
Thought that’s more about the art, voice and music. The more artistic side of things.
joshstrange 4 hours ago [-]
I think expecting understanding of the nuance of code vs art out of the gaming community might be asking a little too much.
rkagerer 11 hours ago [-]
Were they?
serf 47 minutes ago [-]
i'm pretty convinced that if you look at the cadence and tempo of updates on Steam among actively developed games that one could probably make pretty good guesses about which groups are using LLMs internally.
Doesn't prove anything, lots of stuff changes development house tempo, but to anyone watching things as a whole updates across steam games in active development are 1) quickening 2) narrowing 3) becoming predictably scheduled ; all of these point to more than just a single group refocusing on the work at hand.
I think builds are getting pushed out a lot quicker, and personally I know of a lot of anecdotes where groups' entire build and output chain are handled by LLMs invoked by cron (or a clone). That alone will add a lot of regularness to things.
raxxorraxor 8 hours ago [-]
I believe it to be very likely. AI is a development tool that allows you to implement things that simply weren't possible before due to time constraints.
You don't need a plane to get from America to Europe, but there are constraints if you don't use one.
I think most people are angry about the artistic portion like images and dialogue of games being AI generated more than the code. Code can be art as well in my opinion, but it still can be even if you AI just ported a large part of your code base to another target engine for example.
throwuxiytayq 8 hours ago [-]
[flagged]
abc42 8 hours ago [-]
Obvious troll is obvious.
throwuxiytayq 8 hours ago [-]
Shit, they got me. I underestimated how perceptive the HN crowd is. It’s uncanny.
JacobAsmuth 9 hours ago [-]
Oh noooo definitely not :) Nuh-uh no way no sir.
Ygg2 8 hours ago [-]
So, your proof is the absence of proof.
Tanjreeve 8 hours ago [-]
Why would they? They likely don't talk about what IDEs they use either.
xyzsparetimexyz 8 hours ago [-]
[flagged]
dasKrokodil 8 hours ago [-]
Wow, that's really cool! And rather unexpected (at least from my side, but I'm also not really keeping up with RimWorld news).
And then, at the end of the announcement, it says:
"RimWorld isn’t the only game on Waylith. We’re working on something new! It may be a little while before we can share more details, but we couldn’t resist telling you."
Exciting!
stratos123 5 hours ago [-]
I think they're being a bit too optimistic about mod compatibility - from a cursory look, a lot of Rimworld mods do at least import UnityEngine (mostly for small utilities), so it'd take at least a recompilation. The fact they test with hundreds of mods does suggest they don't plan on leaving modders hanging, though.
serf 53 minutes ago [-]
I tested it with over 200 mods and a save from 1.6 and it worked.
the client bitched about the mods having incorrect version numbers, but after re-enabling them and loading the save nothing was broken (any more than it was in 1.6, at least.) -- and it loaded much faster.
I think there was a lot of in-situ handholding for unity API expectations.
mfost 4 hours ago [-]
They said they implement a lot of the Unity APIs for mods. If there's something like that used by 99% of mods, they would have easily detected it and implement it.
Someone tested the version with like 1500 mods and it launched.
rasz 7 hours ago [-]
>Older PCs: If your PC is more than 10 years old, 1.7 may not run on it.
surely not AVX-512 (2015), so what exactly? AVX2 (2015)?
mfost 4 hours ago [-]
The new engine is Vulkan based which released around 10 years ago if I'm not wrong.
KiloCNC 7 hours ago [-]
[dead]
basedpolymer 5 hours ago [-]
It's a shame they didn't mention the use of AI and how they used it. It's impossible to make such changes so quickly without a swarm of agents.
Dead_Lemon 5 hours ago [-]
Why does AI need to be involved in such a migration.
The original game was made by one guy.
Its a small team with a deep understanding of their project, it seems counter intuitive to outsource this to AI.
Narann 5 hours ago [-]
Mmh, impossible is maybe too strong.
> RimWorld isn’t the only game on Waylith. We’re working on something new! It may be a little while before we can share more details, but we couldn’t resist telling you.
I suspect Waylith is in dev since long time on this new project and they pushed it to make it prod proof before pushing the game further.
A statement about AI could be great, yes.
jurgenburgen 4 hours ago [-]
Is this site LLM News or Hacker News
SimonLarsen 3 hours ago [-]
80 % of the people on this site have been so permanently ruined by LLM usage, that they can't even imagine how other people might be able to do impressive things just simply by being good at their craft.
FromTheFirstIn 3 hours ago [-]
It’s very funny to watch people admit they can’t code by insisting that “no one could do X by hand!”
quantumspandex 2 hours ago [-]
Let's just wait until the truth comes out to see how smug you were
kirab 1 hours ago [-]
Why do you claim that this change was made "so quickly"?
Nowhere does it say how long they were working on the new engine.
mulr00ney 46 minutes ago [-]
Not impossible that this was under development for a longer time than just one version.
No reason to mention using it any more than disclosing the text editor they used.
And then everyone clapped.
LLM's are still kinda shit at porting large in-house game projects. They can quickly and easily mangle codebases.
Doesn't prove anything, lots of stuff changes development house tempo, but to anyone watching things as a whole updates across steam games in active development are 1) quickening 2) narrowing 3) becoming predictably scheduled ; all of these point to more than just a single group refocusing on the work at hand.
I think builds are getting pushed out a lot quicker, and personally I know of a lot of anecdotes where groups' entire build and output chain are handled by LLMs invoked by cron (or a clone). That alone will add a lot of regularness to things.
You don't need a plane to get from America to Europe, but there are constraints if you don't use one.
I think most people are angry about the artistic portion like images and dialogue of games being AI generated more than the code. Code can be art as well in my opinion, but it still can be even if you AI just ported a large part of your code base to another target engine for example.
And then, at the end of the announcement, it says:
"RimWorld isn’t the only game on Waylith. We’re working on something new! It may be a little while before we can share more details, but we couldn’t resist telling you."
Exciting!
the client bitched about the mods having incorrect version numbers, but after re-enabling them and loading the save nothing was broken (any more than it was in 1.6, at least.) -- and it loaded much faster.
I think there was a lot of in-situ handholding for unity API expectations.
Someone tested the version with like 1500 mods and it launched.
surely not AVX-512 (2015), so what exactly? AVX2 (2015)?
> RimWorld isn’t the only game on Waylith. We’re working on something new! It may be a little while before we can share more details, but we couldn’t resist telling you.
I suspect Waylith is in dev since long time on this new project and they pushed it to make it prod proof before pushing the game further.
A statement about AI could be great, yes.
Nowhere does it say how long they were working on the new engine.