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Same, I've been working on some little projects and 3d environments, its quite enjoyable overall. This one is a procedurally driven voxel game - still a work in progress, but its turning out better than expected.

https://icemunk.github.io/voxelstrike-site/

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"Maybe we need yet another word for this kind of development."

I am fine with vibe coding by now. It captures the spirit quite well, if the vibe of the direction is good, you have a rush with one shotting amazing features - if the vibe is gone, it became a slob hell with the model going in circles. But this is not random for me, but depends how much I follow the architectural decisions (and not "great, go on"). So I would rather introduce "slob coding", for mindless prompting without control of what is happening.

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I want this to be a distinction too, vibe coding with benchmarks and evals and making good architectural decisions for the LLM coder based on them takes a lot of mental energy and engineering insight. I've been making a voice agent and Claude's initial attempts were all based on best practices from two years ago. I had to do a lot of paper reading and research consolidation to get any kind of consistent, useable quality results.
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The scope of what a single prompt can do continues to grow. I’m in the same boat as you but not as optimistic that it’ll be something I enjoy as a craft for much longer.
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I miss the craft, but enjoy very much, that I finally can build the games I always wanted on the side - and yes, I have fun playing them.
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At this point, isn't the building of the game the actual game?
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