2,646 karma · joined July 20, 2016
It’s fine to talk about a “race” if jingoism is the thing that gets most people on board with funding Nasa. But we ought to know better.
And if one of the parties can put a stop to the race like that at any time, is it really an arms race? The current balance between the US and China when it comes to AI strikes me as much more lopsided than the balance between the US and the USSR when it came to nuclear weapons.
The results of the past few years of ai development have been disruptive largely in the area of white-collar work. Comparatively the results in ie ai-enabled medical advancements have been modest (AlphaFold being an exception); I think it's telling that the main achievement touted here is providing people with cheap medical counseling.
So if we pause here we're essentially at a point were the most salient results of our great Ai leap-forward are the vast disruption and increase in precarity in the job-market, while achieving hardly any of the frequently touted ultimate benefits (https://darioamodei.com/essay/machines-of-loving-grace).
So if the race here is between 2 American companies, this is obviously something that can be resolved with legislation, ie a solution that doesn't depend on the bargaining power of either party.
An arms race implies that the only solution would be either one side winning decisively, or both parties negotiating peace.
You might disagree: the fact that you mention the military "shooting back" when we're discussing a jet-engine being sabbotaged suggests that you believe a state is allowed to be / ought to be disproportionate in its violence towards its citizens.
If you're making any kind of even slightly ambitious 3d game you probably need to be using gdextensions (ie writing custom engine-extensions in C++). I'll add that the engine source is very accessible. It's deliberately pretty bare C++, so if you have a decent amount of C# / C experience you should be able to find your way around it pretty easily.
Unity is a bit better when it comes to performance foot-guns and messiness (and in some ways much worse). Unreal seems to be pretty frictionless for getting something working that looks impressive, but if you're not very experienced performance is going to be a big issue there too (there seem to be very few games made in Unreal that run well on mediocre / older hardware).
Godot's a mess in the sense that it is trying to expand in every direction at once right now. I think it'll be in a pretty different state in 2-3 years.
Is that bad? Maybe not! But it's unfair to tar the people here pointing it out as paranoid.