A year ago I would have agreed with you on that. But the AI companies have had a learning curve that not all users want smiling and bowing LLMs. I donât remeber where, but I saw a documentary that claimed that the overdriven positivity of LLMs come from post training enforment made by human trainers. They disencurage the LLMs to give answers like âI donât knowâ. Thatâs one of the reasons LLMs tend to rather halucinate then saying ⌠nope canât find any infomation on that in my DB.
Iâd like to give an example from a question I asked Opus 4.7 just recently. This is unmodified including my typos:
Hasjime:
I have a flight simulator project which uses godot 4.6 and jsbsim as a basis.
What if I drop the dependency on Godot and try to make my own game engine by means of agentic coding instead. Would that be a good ideas?
Opus 4.7:
Honestly? For ProvPilot specifically, dropping Godot to build your own engine is probably a bad trade â but itâs a more interesting question than a flat âno,â so let me lay out the real tradeoffs.
What youâd actually be signing up to rebuild
Godot isnât giving you a game loop and a renderer. For a flight sim itâs giving you: a Vulkan/Metal rendering pipeline with frustum culling and LOD, a scene graph, an asset import pipeline (glTF, textures, your Blender workflow), input abstraction, an editor for placing things and tuning values, physics integration points, audio, and the packaging/export story for macOS that youâve already fought through. Terrain3D alone is a substantial chunk of engineering youâre currently getting for free. JSBSim is already external â that part of your stack doesnât even depend on Godot, so âmy own engineâ doesnât simplify the flight model at all.
Agentic coding is genuinely good at producing a lot of plausible code fast. It is much weaker at the things that actually make an engine: sustained architectural coherence across a large codebase, GPU driver edge cases, numerical precision over large world coordinates (a real flight-sim problem â floating origin / world shifting), and the long tail of âit renders but itâs wrongâ graphics bugs that take a human days to bisect. Youâd be the one debugging Metal validation-layer errors at 1am, not the agent.
When it would actually make sense
Thereâs a version of this thatâs defensible. If your real goal is learning how engines work rather than shipping ProvPilot, a from-scratch engine is one of the great learning projects in software, and you have exactly the right background for it â youâve already poked at Godotâs rendering architecture, the Metal backend, and shader optimization, so youâre not starting cold. A focused renderer (something like a flight-sim-shaped scene: terrain, skybox, a cockpit, instruments) is a bounded target, much more so than a general-purpose engine. Agentic coding shines when you can hand it small, well-specified, testable units â a quaternion camera, a glTF loader, a tile streamer â rather than âbuild me an engine.â
The trap is the middle path: trying to ship ProvPilot and write the engine. Thatâs two hard projects where you currently have one, and the engine work doesnât make the sim better â it just moves the goalposts back a year.
A cheaper way to scratch the itch
If whatâs bugging you is feeling boxed in by Godot rather than a concrete blocker, consider a custom rendering layer or GDExtension inside Godot (C++/Rust), keeping the editor and asset pipeline while owning the parts you care about. You also keep JSBSim integration untouched. Or build a standalone renderer as a separate learning project with no obligation to ProvPilot â thatâs where agentic coding is most fun and least risky, because nothing ships-critical depends on it.
Whatâs actually driving the question â are you hitting a specific wall in Godot (perf, rendering control, the Terrain3D/JSBSim seam), or is it more that the build-my-own-engine itch is back?
In this case it missed that I had removed the dependency on Terrain3D some time ago. There is some flattering involved : â and you have exactly the right background for itâ. Otherwise Itâs about the answer I would expect to get from a human as well.