The Godot Engine team recently posted about more issues with “AI slop”, including various pull requests that have become a big drain on resources.
You’ve likely seen other projects talking about this across the net, because AI agents and people who use various generative AI tools are generating code and submitting it to lots of projects to pump up their numbers - often while having no clue what the code does and not even testing it. This is becoming a bigger problem as time goes on.
We should help build an action/workflow that checks all PRs against common AI slop/tropes of code posting and flags any that are AI derivative as “WON’T MERGE” until the PR submitter can prove that they submitted it without the use of AI.
Godot should have a zero AI tolerance policy on this stuff. No AI anywhere near the game engine. The Godot devs should start enforcing that.
Edit: Editing my comment to include some resources that could help with this in case people were interested:
https://github.com/peakoss/anti-slop
and
https://github.com/mitchellh/vouch
are two approaches to try and combat this.
Also it looks like Github is aware of the issue and possibly doing something about it: https://www.theregister.com/2026/02/03/github_kill_switch_pull_requests_ai/
But it remains to be seen if they’ll actually address it, given that MS is their parent company and they own OpenAI…
I’m concerned that this AI slop will hinder Godot to become a better alternative to untiy/unreal. May the bubble pop soon enough.
Considering the latest news from Unity, all Godot has to do is exist to become a better alternative.
Man Unity has a knack for kneecapping themselves out of relevance.
Jesus christ, maybe it is actually time to jump off a bridge. I can’t handle this future being forced on us.
wait for it to actually all go down the drain. can always do it when it does. no need to be premature
I mean unreal is not a bad engine but the main problem with it is the company:
And there are in-house/bespoke engines that that ain’t for everyone.
But i hope godot does well.I’m biased but I would say unreal has been a “bad engine” (still better than unity regardless of parent company) because it encourages bloat and is bloated. Is it really that good once you remove it’s graphics fidelity? (Genuine question because I abandoned it before deep diving into it) We really need to go back to the roots of lightweight and optimized “apps” such as Godot.
I think the graphics part i agree, but isnt the main purpose developers use UE Over Unity is Graphics???
And for optimizations, I heard that its the developers fault for the optimization. (Or atleast one of my friends who is a UE dev told me)There’s probably a ton of reasons why someone would want to use unreal. Blueprints for example.
As far as “it’s the devs fault”, the unreal editor itself takes forever to load and requires installation vs Godot being nearly instant and portable binary. Systems like nanite or lumen while cool have been reported by some as traps that can make games feel really unoptimized.
Oh I see.
I forgot about blueprints as a alternative To C++ (sometimes simplified sometimes native)
I do not think the bubble popping will fix this.
- people are incentivized to make plausible looking submissions regularly for jobs. The bubble popping will not remove the need for jobs or metrics.
- the AI tools required to make OK submissions are already developed, with open source alternatives and many potential places they can be hosted. I think hosting will get cheaper if the bubble pops, as all those data centers come online and look to sell compute.
We need some combination of:
- Different incentives for contributors; companies stop caring about regular code contributions.
- Strict submission criteria that’s very cheap to enforce.
These are human problems, but annoying difficult ones.
Fucking clanker slop




