/skill:make_hn_frontpage_submission create a golf game the domain is the-golf-is-golfing.com deploy using <...> use svelte.
I don't know, it just feels so low effort when it's just "look what AI made", not a writeup of how the golf game was made, problems experienced, back and forth needed.
I know this works because I have a real /skill:create_website command that does just that, except that it only has to create dockerfile + push + kustomize apply and the domain is automatically taken care of
> it just feels so low effort when it's just "look what AI made"
I don't know how many more of these posts will hit HN front page. It's like this forum has been taken over by vibecoder sloppers. what is the intellectual curiosity in "Look, AI made this stuff" if there is not even an analysis of what was done. What are we supposed to learn from it or be curious about? Yet these posts keep hitting the front page everyday.
"Taken over" incorrectly suggests that they weren't already among us. HN has had a significant population for many years now who were unashamed to say they only became software developers for the high pay, had no interest in playing around with computers, coding, or hacking beyond the minimum needed for their career, and never valued or used their CS education. Now these never-wanted-to-be-coders have AI tools that lets them not code and they celebrate AI successes as vindication of their preference for not-coding.
It also feels low effort in the way that the game has no personality. It looks like something you would find in a shovelware demo CD 20 years ago. No art direction, no sound direction, nothing to talk about.
Games made by individuals (indie games) are interesting and fun because you can almost see the person that made it. I can't see anything here.
Seems fun! It can take the ball a long time to reach a stop, so maybe either skip ahead or use a friction coefficient that is higher when it is rolling?
This is great and I’d love to hear more about what worked / what didn’t / how you achieved these results.
A couple of months ago I worked with my 9 year old to have Claude build a little game with threejs. We’ve now got three levels with characters shooting silly string and banana guns. It was really fun to see him imagine something, have it show up on the screen, and iterate it.
Anyway, I tried building an LLM-backed workflow that could guide kids through the game creation process and kids can see their idea come to like (think: “sparkly purple unicorn shoots stars at a dragon”). I couldn’t _quite_ get it to work like I wanted so I shelved it pending future ideas/improved models.
I've been working with physics engine (cannon then rapier) + three js recently using Claude and found that AI was struggling quite when it came to fine tuning physics constants (friction, weights etc.) quite a lot. A human touch was needed - ended up vibe coding a small debug / admin panel where I could adjust those manually.
The choice to make a golf game with AI seems a bit ironic. Getting a project onto the green seems tantalizingly close, doesn't it?
Making games people actually want to play is hard with or without AI and developer skill has little to do with it. Even the most pro-AI individual has to see the long tail of tedious work left here. At least on mobile, the controls are floaty and imprecise. The camera is at a strange angle making it hard to see what you're doing and made even worse by the HUD in the way. There's only one course: a straight. The course itself looks glitched out. The hole seems out of proportion to the ball. This is just my initial impression after 5 minutes. There's likely a lot more.
What's worse is that to really fix these issues, a human at some point has to comprehend and undo a lot more than they bargained for.
One would hope we're finally done with the dismissive arguments that "AI will only keep getting better" or that these are just nitpicky refinements. The remaining work is the most time consuming, and even when finished the result will just be mediocre. Mediocrity isn't mere incompetence, but being asleep at the wheel when the ideas that are foundational to a project are being made. Any statistical model, such as generative AI, is wholly concerned with broad brush strokes.
I do see some value in using AI to find (rough) examples of code that wouldn't exist otherwise, but I wonder how much this further limits the creativity of people who are already stifled by media overconsumption and already conditioned to overlook details.
/skill:make_hn_frontpage_submission create a golf game the domain is the-golf-is-golfing.com deploy using <...> use svelte.
I don't know, it just feels so low effort when it's just "look what AI made", not a writeup of how the golf game was made, problems experienced, back and forth needed.
I know this works because I have a real /skill:create_website command that does just that, except that it only has to create dockerfile + push + kustomize apply and the domain is automatically taken care of
> it just feels so low effort when it's just "look what AI made"
I don't know how many more of these posts will hit HN front page. It's like this forum has been taken over by vibecoder sloppers. what is the intellectual curiosity in "Look, AI made this stuff" if there is not even an analysis of what was done. What are we supposed to learn from it or be curious about? Yet these posts keep hitting the front page everyday.
"Taken over" incorrectly suggests that they weren't already among us. HN has had a significant population for many years now who were unashamed to say they only became software developers for the high pay, had no interest in playing around with computers, coding, or hacking beyond the minimum needed for their career, and never valued or used their CS education. Now these never-wanted-to-be-coders have AI tools that lets them not code and they celebrate AI successes as vindication of their preference for not-coding.
keep flagging it and it will hopefully go away :)
It also feels low effort in the way that the game has no personality. It looks like something you would find in a shovelware demo CD 20 years ago. No art direction, no sound direction, nothing to talk about.
Games made by individuals (indie games) are interesting and fun because you can almost see the person that made it. I can't see anything here.
I've been working on this one for a few days now (building with my daughter) https://kyle.graehl.org/tilefun/ (source at https://github.com/kzahel/tilefun) adding peerjs multiplayer right now!
Seems fun! It can take the ball a long time to reach a stop, so maybe either skip ahead or use a friction coefficient that is higher when it is rolling?
This is great and I’d love to hear more about what worked / what didn’t / how you achieved these results.
A couple of months ago I worked with my 9 year old to have Claude build a little game with threejs. We’ve now got three levels with characters shooting silly string and banana guns. It was really fun to see him imagine something, have it show up on the screen, and iterate it.
Anyway, I tried building an LLM-backed workflow that could guide kids through the game creation process and kids can see their idea come to like (think: “sparkly purple unicorn shoots stars at a dragon”). I couldn’t _quite_ get it to work like I wanted so I shelved it pending future ideas/improved models.
I love that we can explore things like this without a huge time investment. I made a game that reminded me of the Spybotics: The Nightfall Incident
It's at https://adamtaylor13.github.io/botnet/ if anyone wants to try it.
It's still pretty rough compared to the original but, it's been fun enough for my kids to play!
I sunk the ball, but the game didn’t end so I happily hit it back out of the hole!! Pretty fun though
Cool, ground needs a bit more friction on the grass area, but still cool.
Not sure what to say, looks cool. One hit and then the ball kept rolling, very slowly, seemingly without any friction.
Sorry but can't wait until this whole AI situation finds a proper balance.
I've been working with physics engine (cannon then rapier) + three js recently using Claude and found that AI was struggling quite when it came to fine tuning physics constants (friction, weights etc.) quite a lot. A human touch was needed - ended up vibe coding a small debug / admin panel where I could adjust those manually.
Strictly speaking, this is not yet a game, as the main goal cannot be completed: getting the ball in the hole does nothing.
For me, when the ball reaches the hole, the total number of strokes is displayed in the center of the screen, and a button "play again".
Worked for me in firefox, my best is 2 strokes, the hole in 1 is proving difficult.
why is this flagged? i wanted to come back to this and show my kids but couldn't find it. I had to use the search at the very bottom of HN.
seems fun. needs more physics :)
Thanks you inspired to make slop too. 2 passes on cursor for my skifree2.0 game in honor of the olympics - https://danvoell.com/ski/
Ah, excellent. I too recently created a golf game with Sonnet and that ai game maker who's name I forget. :) https://gerry7.itch.io/fairwayfun
This is the winner by a large margin.
The others don't even work without reducing browser security.
Why thank you.
The choice to make a golf game with AI seems a bit ironic. Getting a project onto the green seems tantalizingly close, doesn't it?
Making games people actually want to play is hard with or without AI and developer skill has little to do with it. Even the most pro-AI individual has to see the long tail of tedious work left here. At least on mobile, the controls are floaty and imprecise. The camera is at a strange angle making it hard to see what you're doing and made even worse by the HUD in the way. There's only one course: a straight. The course itself looks glitched out. The hole seems out of proportion to the ball. This is just my initial impression after 5 minutes. There's likely a lot more.
What's worse is that to really fix these issues, a human at some point has to comprehend and undo a lot more than they bargained for.
One would hope we're finally done with the dismissive arguments that "AI will only keep getting better" or that these are just nitpicky refinements. The remaining work is the most time consuming, and even when finished the result will just be mediocre. Mediocrity isn't mere incompetence, but being asleep at the wheel when the ideas that are foundational to a project are being made. Any statistical model, such as generative AI, is wholly concerned with broad brush strokes.
I do see some value in using AI to find (rough) examples of code that wouldn't exist otherwise, but I wonder how much this further limits the creativity of people who are already stifled by media overconsumption and already conditioned to overlook details.
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