Is there a large AI code model specifically for Godot?

Question

Nowadays, there are many good products for AI models that are open source and free, just like deepseek. But they often can’t answer Godot-related questions correctly when used on a day-to-day basis. Is there a large AI model specifically for Godot?

This is the only thing like that of which I am aware:

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Thank you for your reply.
I want a big AI model specifically for GODOT games with a lot of training data for Godot, so it should perform better when answering Godot questions. Maybe the community could organize such a project, although the current AI is not necessarily reliable, even if it is well trained.

Most large models such as those from OpenAI or Claude do a really great job at answering questions about Godot, I don’t think it’s necessary to have something super specific in this case, especially since at a certain point, feeding it more data will gradually matter less and less, and most modern models already reached that point.

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It makes sense.

That being said, be careful with learning programming with AI.
AI is very good at stating incorrect or wrong information as facts.
Furthermore, an AI answer might look good at first glance, and might even work, but AI is often really bad at picking the correct pattern to use, to write reusable code, it might couple different parts of the code together that should not be coupled, there will be plenty of design tradeoffs and the likes.

So using AI might go really well in the beginning, but as your game grows, the technical debt AI will accumulate for you will grind your development to a halt.

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It’s beyond expensive to properly train an AI hint: you need a bunch of human based pattern recognition paid by the piece to properly tag it all. Then, you need ungodly amounts of electricity (Bitcoin mining is cheap compared to that), and that’s why you won’t see a good “AI” for Godot for years unless someone finances it’s development.
Simple as that: money (and man hours)

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AI, like Google, is good at answering questions if you know the right things to ask. The more you know about a topic, the better answer you’re going to get. Asking it opinions is going to get you an opinion, but in programming there are often multiple acceptable answers.

If you ask how to make a controller for a CharacterBody2D, you’re going to get an answer. But it may or may not be the answer you want. I actually asked ChapGPT how to move a character in 8 directions(when it first came out), and instead of giving me the one-line appropriate answer var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") it was using trigonometry to figure out how to move in 8 directions on a circle and gave me an 8-line answer that didn’t work even after multiple refinements. At the time, ChatGPT had just come out the week before, and Godot was in version 3.x. I was just learning Godot, and I didn’t know the right question to ask.

Also, having an AI trained in programming is going to have inherent bias. There are plenty of discussions on here of Inheritance vs Composition for example. Knowing the difference between the two and when to use each is more important than all your answers being provided in one form or the other.

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What I hope is that the AI will have a better understanding of Godot’s features.The following AI answer is a typical misconception.(Godot does not support the use of AnimatedTexture as a mouse cursor and this class may be abolished)


But if I just ctrl+a, copy all the documents, and ask again, the answer will be much beter. (This is a way to learn a class quickly, but it needs to verify the AI’s answers.)

So I wanted to have an AI trained specifically for Godot. But as mentioned in the reply, it takes money, the effect may not be as good as imagined, and the most important thing is our own level.These replies are wonderful!

Over the years, I have definitely felt the progress of AI. Perhaps in the near future, we can also have better AI services!