What about using Grok 3 as a debug assistant to speed-up Godot issues fixing? #11954
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Any contributor is welcome to develop their pull requests however they want. If they choose to use Grok or any other similar system, that is fine. It should still be reviewed the same. |
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Using language models and similar tools to write solutions for you is in my opinion a bad idea for many reasons, but the main problem is that anyone who makes a PR should understand what it is they are doing, and should be able to work on the fix and respond to feedback to it, which is not likely if they need these tools to write the fix for them |
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Just to clarify, when saying "a Dev" I meant a "Senior Dev" who knows well Godot and has already made some PR. So the idea was simply for them to try to use the AI to speed-up the bug hunting and solving phase. The AI might be able to do that in seconds rather than minutes or tens of minutes for the trickier ones. Of course they don't need AI to do that for them (in the same way they don't need a car to go somewhere, since they can go by foot) but maybe they could solve many more open issues per day using the AI as an assistant to "pre-process" the work and propose them solutions or at least hints. |
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Hi Godot Devs and Community!
I've recently switched from Unity to Godot and used Grok 3 to explain me things about Godot I couldn't totally grasp by myself. It looks like Grok has quite a good knowledge of Godot and its inner workings.
Since Grok has access via GitHub to the Godot source code, what if Devs used it to speed up fixing Godot bugs? Specifically, code-based ones that don’t need specific devices or human eyes/hands in the analyze and testing.
For example a Dev could pick a bug from the issues list and manually feed it to Grok via chat (no API integration needed just a message "Hey Grok, can you fetch Godot issue #xxxxx from GitHub, analyze the source code involved and propose a fix?").
Then Grok dives in the source code, traces the problem and suggests a fix in seconds.
The Dev verifies the answer, tests it and submits a PR if the fix is valid.
If effective, such a workflow could help shrink the issues list much faster, improving Godot's stability for the benefit of the whole Community.
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