And your comment also counts for jackshit since you provided no evidence of your claims, not even your own experience.
So you can fuck right off, buddy.
And your comment also counts for jackshit since you provided no evidence of your claims, not even your own experience.
So you can fuck right off, buddy.
I have worked on games, and have a good understanding of the workflows involved.
You'll obviously still need to do the creative parts manually (and should!) but the majority of the work involving the engine core build and the specific game coding, that can all be sped up borderline exponentially.
But I'm glad that someone with absolutely no understanding of the topic does their best to call out those who do show some experience on the topic just because they don't get a neatly pre-chewed and pre-digested reply detailing all the information they lack and are unwilling to look it up themselves. As a next step would you like me to cut your steak up and feed it to you byte by byte, or tuck you in at night?
See the main issue with that is you need to bundle everything into the app.
Modern computing is inherently cross-dependent on runtimes and shared libraries and whatnot, to save space. Why bundle the same 300MB runtime into five different apps when you can download it once and share it between the apps? Or even better, have a newer, backwards compatible version of the runtime installed and still be able to share it between apps.
With WASM you're looking at bundling every single dependency, every single runtime, framework and whatnot, in the final binary. Which is fine for one-off small things, but when everything is built that way, you're sacrificing tons of storage and bandwidth unnecessarily.
Alright I did read further and damn, you just keep going on being wrong, buddy!
Yes, you can fucking do "stand on the table and make a speech" work. You know how? By breaking it up into detailed steps (pun intended), something that LLMs are awesome at!
For example in this case the LLM could query the position and direction of the table compared to the NPC and do the following:
I've asked Perplexity (not even one of the best coding agents out there, it's mistake ratio is around 5%), and within seconds it spit out a full on script to identify the nearest table or desk, and start talking. You can take a look here. And while my Papyrus is a bit rusty, it does seem correct on even the third read-through - but that's the fun part, one does not need trust the AI, as this script can be run through a compiler or even a validator (which let's be honest is a stripped down compiler first stage) to verify it isn't faulty, which the LLM can then interact with and iterate over the code based on the compiler feedback (which would point out errors).
now mind you this is the output of an internet-enabled, research oriented LLM that hasn't been fine-tuned for Papyrus and Skyrim. With some work you could probably get a 0.5B local model that does only natural language to Papyrus translation, combined with a 4B LLM that does the context expansion (aka what you see in the Perplexity feed, my simple request being detailed step by step) and reiteration.
You'd also be surprised just how flexible game engines are. Especially freeroaming, RPG style engines. Devs are usually lazy so they don't want to hardcore all the behaviours, so they create ways to make it simple for game designers to actually code those behaviours and share between units. For example, both a regular object (say, a chair) and a character type object (such as an NPC) will have a move() function that moves them from A to B, but latter will have extra calls in that function that ensure the humanoid character isn't just sliding to the new position but taking steps as it moves, turns the right direction and so on. Once all these base behaviours are available, it's super easy to put them together. This is precisely why we have so many high quality Skyrim mods (or in general for Bethesda games).
And again, code quality in LLMs has come a VERY long way. I'm a software engineer by trade, and I'd say somewhere between 80-90% of all the code I write is actually done by AI. I still oversee it, review what it does, direct it the right way when it does something silly, but those aren't as minor functionalities as we're talking here. I've had AI code a full on display driver for a microcontroller, with very specific restrictions, in about 4 hours (and I'd argue 2 of that was spent with running the driver and evaluating the result manually then identifying the issue and working out a solution with the LLM). In 4 hours I managed to do what otherwise would've taken me about a week.
Now imagine that the same thing only needs to do relatively small tasks, not figure out optimal data caching and updating strategies tied to active information delivery to the user with appropriate transformation into UI state holders.
Okay I won't even read past the first paragraph because you're so incredibly wrong that it hurts.
First generation LLMs were bad at writing long batches of code, today we're on the fourth (or by some metric, fifth) generation.
I've trained LLM agents on massive codebases that resulted in <0.1% fault ratio on first pass. Besides, tool calling is a thing, but I guess if I started detailing how MCP servers work and how they can be utilised to ensure an LLM agents doesn't do incorrect calls, you'd come up with another 2-3 year old argument that simply doesn't have a foot to stand on today.
How do you think most game scripting engines work?
Nowadays game engines don't rely on strictly speaking hardcoded behaviour, but rather are themselves just a scripting environment to execute a specific format of code.
Skyrim is still the perfect example because it gives you the ability to literally do anything in the world, via a scripting language.
Instructing NPCs to behave in a specific way is also done through these scripts. And LLMs - especially coding fine-tuned ones which could be tied into the execution chain - can easily translate things like <npc paces around> to specific instructions so the NPC walks up and down at a specific distance or in a circle or whatever you want it to do.
You're seriously over-estimating the work it takes on even crappy, but modern engines to get certain things to happen. Especially when it comes to things that are already dynamically scripted. Like NPCs.
Yes it is trivial.
LLM can already do tool calling, emotion metadata output and so on. It would take minimal effort for a well tuned model to also output things like facial expressions, body language, hand and body movements and so on.
Oh, good to know. Last time I checked around WASM this wasn't really an option.