Navigation
Recherche
|
Open Source GZDoom Community Splinters After Creator Inserts AI-Generated Code
jeudi 16 octobre 2025, 23:30 , par Slashdot
![]() 'Due to some disagreements -- some recent; some tolerated for close to 2 decades -- with how collaboration should work, we've decided that the best course of action was to fork the project,' developer Nash Muhandes wrote on the DoomWorld forums Wednesday. 'I don't want to see the GZDoom legacy die, as do most all of us, hence why I think the best thing to do is to continue development through a fork, while introducing a different development model that highly favors transparent collaboration between multiple people.' Zahl defended the use of AI-generated snippets for 'boilerplate code' that isn't key to underlying game features. 'I surely have my reservations about using AI for project specific code,' he wrote, 'but this here is just superficial checks of system configuration settings that can be found on various websites -- just with 10x the effort required.' But others in the community were adamant that there's no place for AI tools in the workflow of an open source project like this. 'If using code slop generated from ChatGPT or any other GenAI/AI chatbots is the future of this project, I'm sorry to say but I'm out,' GitHub user Cacodemon345 wrote, summarizing the feelings of many other developers. In a GitHub bug report posted Tuesday, user the-phinet laid out the disagreements over AI-generated code alongside other alleged issues with Zahl's top-down approach to pushing out GZDoom updates. Read more of this story at Slashdot.
https://games.slashdot.org/story/25/10/16/2041249/open-source-gzdoom-community-splinters-after-creat...
Voir aussi |
56 sources (32 en français)
Date Actuelle
ven. 17 oct. - 02:49 CEST
|