Alot of FOSS devs are ml members, including lemmy lol
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I agree. When I read their post, I thought good for them. It seems fair and they did a good job explaining the reasoning.
To me, this is the right approach. Contributors should not be submitting code that they don't understand and can't adjust.
qemu devs are ml members?
Policy seems like a fair and good compromise.
It's a hard problem. QEMU is currently reviewing it's AI policy and we're mindful to how helpful LLMs can be too someone new to the codebase while also capable of getting confused as the scope extends more widely over the repository.
We're open to wider changes being made with pre-approval but I suspect they will be special cases like guided re-factoring where they can remove the tedium from the engineer.
We've been experimenting with using models for patch review but again it can be a time sync if the models go off on a wild adventure. If they could reliably catch the common gotchas that would at least alleviate some of the pressure on maintainers.
The most important part of Godot's policy is the humans responsibility and ownership of the code.
Oh hell yeah! One company with some damned sense
The cursed way to start an index/array
I rather race against ghosts (mine or others) than fucking AI. Honestly, never seen a racing game with good 'AI'. The rubber banding ones are especially boring (easy to defeat.)
Online multiplayer would be great.
My bad broo , i started at #3 devlog 😂
Maybe I’m missing some of the background behind this, I saw the thing about building apps, but isn’t the Godot IDE built with Godot?
Making reusable components with actions wasn't fun to me. I tried it in GDScript and it worked somewhat, but doing it in Rust was a chore and barely worked. The major issue was that it couldn't be previewed.
Having the layout components was very nice, but they don't (or didn't?) support wrapping (once you add elements and reach the edge of the box, it doesn't add a new line).
And another issue was connecting events and having things update. For example editing a textbox and the value being displayed automatically in another UI component requires manually writing all that boilerplate.
There was probably more but I think I tried it a year ago. Things might've changed (I hope they did).
Really? I quite enjoy the UI system of Godot.
Stacking Margin, HBox, and VBoxes together feels quite intuitive to me
What did you not like?
If making apps is in the vision of the engine, I might bite the bullet and move my OBS overlay from JavaScript to GDScript, npm has been hell lately with the supply chain attacks, and CSS is a mess.
For creating interactive applications of all kinds: at least in my experience, it's a little of a chore to create frontends with Godot. Creating components with predetermined behavior was not easy.
I do understand that it wasn't the original goal, but now that it's in the vision, that might change.
devlog 3? where are the others?
:squint: :P
Ah those were the good old days indeed. Midtown madness.
Nice transition effect Thanks for sharing!
Fair suspicion in 2026. AI can write it! , which is exactly why I built the sandbox instead of leaving this as a wall of advice. The useful part is meant to be testable version specific AStarGrid2D behavior, reproduced gotchas, and an interactive grid you can poke at. If you see a specific mistake, vague claim, or Godot-version mismatch, point me to it and I’ll fix it.
Thank you Mr. ChatGPT
AI slop spam
AI slop
The best code is always in the comments