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It's a guideline, the maintainers won't collectively explode in a shower of pixels if generated but unmarked code passes review.
The problem with "they can just have the AI fix what's wrong" is explained a bit more in the contribution policy itself - https://godotengine.org/article/contribution-policy-2026/ - nice-to-have features often require design decisions which aren't obvious to outside contributors, but which can create a lot of work for maintainers, especially in game engines where backwards compatibility is a must.
A good example is their ongoing effort to restore C# support to web builds - https://github.com/godotengine/godot/pull/106125 - in Godot 3.x .NET integration was done through Mono, so web games could just bundle the Mono interpreter, but for 4.x which uses mainline .NET, the original plan of instead building WASM bundles (https://godotengine.org/article/platform-state-in-csharp-for...) was blocked by .NET WASM bundles not supporting dynamic linking, not by Godot itself.
The modal person asking "When is C# going to be supported for web games?" or prompting a fix likely won't know to ask "Does my fix need SharedArrayBuffer support?" and "Does my fix rely on patching the .NET runtime?", why those questions matter, and will get frustrated when the fix that works on their machine then can't be merged into the main project.
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It's a really tricky one, but I think it's the right call for Godot, but probably not for other projects. I'm the current maintainer of GodotJS (TypeScript bindings for Godot). LLMs can generate genuinely useful solutions for Godot e.g. a functional WebGPU implementation for Godot — https://github.com/godotengine/godot-proposals/issues/6646.
However, as a senior engineer with fairly deep technical knowledge in these areas, I'm now using AI in my own projects. Frankly, before even touching Github, I'm already drowning in code reviews generated by my own use of an LLM!
There are meaningful, generally good PRs waiting for my attention against GodotJS, and other projects I (somewhat) maintain e.g. MoonSharp, C# Lua runtime. I was already extremely difficult to stay on top of PR code reviews for reasonably technical projects — but when you're already somewhat burnt out from reviewing LLM code all day, it's so much more exhausting than it used to be.
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I feel like the topic has been discussed ad nausiem but:
* Software security - I.e. Mozilla blog post on using Mythos for software security [1]
* Algorithms - AlphaEvolve makes real progress on matrix multiplication [2]
* Open source - Backlog crushing in openvpn [3]
* Corporate - CloudFlare Oauth workers [4]
People are clearly using AI to ship real work that people end up using directly or indirectly. Projects like Godot are also in a weird spot though.
[1]. https://blog.mozilla.org/en/privacy-security/ai-security-zer...
[2] https://arxiv.org/abs/2506.13131
[3] https://stanislas.blog/2025/12/claude-code-opus-open-source-...
[4] https://github.com/cloudflare/workers-oauth-provider
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> If it's really better, people will join the fork.
That already happened. Redot is a major fork that's more community-driven and positive. They're also fine with AI use, as long as you review, understand, and take responsibility for everything you do with it. https://github.com/Redot-Engine/redot-engine
They're also building a brand new game engine from scratch! https://github.com/Redot-Engine/DraconicEngine
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> If it's really better, people will join the fork.
That already happened. Redot is a major fork that's more community-driven and positive. They're also fine with AI use, as long as you review, understand, and take responsibility for everything you do with it. https://github.com/Redot-Engine/redot-engine
They're also building a brand new game engine from scratch! https://github.com/Redot-Engine/DraconicEngine
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https://github.com/charlesrw1/MultiplayerFps, its pretty easy. And this is just my hobbyist engine Ive been solo orchestrating agents with. If you had a team of ~10 AI-enabled devs, you could easily reach feature parity with Unity in a few months.