想用 AI 做游戏,我研究完发现引擎选错了全白搭
我用 TypeScript 写过几个 web 游戏,但总觉得天花板太低。想认真做一个、让 AI 写大部分代码,到底该选 Godot、Unity 还是虚幻?查了一圈才明白:AI 最擅长的引擎,不是训练数据最多的那个,而是它能整个读进眼里、自己跑起来、自己看着改的那个。
我用 TypeScript 写过几个 web 游戏,但总觉得天花板太低。想认真做一个、让 AI 写大部分代码,到底该选 Godot、Unity 还是虚幻?查了一圈才明白:AI 最擅长的引擎,不是训练数据最多的那个,而是它能整个读进眼里、自己跑起来、自己看着改的那个。
I built a few TypeScript web games but always felt the ceiling was too low. If I wanted to build a proper game and let AI write most of the code, should I pick Godot, Unity, or Unreal? After a lot of digging the answer surprised me: the engine AI is best at isn't the one with the most training data — it's the one AI can read entirely as text, run headless, watch, and fix on its own.
HBM isn't faster DRAM. It's DRAM rotated 90 degrees — stacked, drilled through with thousands of vertical wires, and bolted next to the GPU on a silicon interposer. That manufacturing nightmare is exactly why three memory makers just crossed a trillion dollars.
The same chip lives in your USB stick, your phone, and the petabyte SSDs feeding AI clusters. It got cheap by trading endurance for density — and that exact tradeoff is why AI is now dragging it out of cold storage and onto the hot path.
DRAM is a leaky bucket you refill thousands of times a second. That physical fragility is why it's fast, why it's volatile, and why it just hit a scaling wall at the exact moment AI demand exploded — sending RAM prices up triple digits.
I finance the machines AI runs on, and the single priciest, scarcest part inside the box isn't the logic die — it's the memory stacked next to it. This is why: inside a modern accelerator, raw FLOPS stopped being the binding constraint. Memory bandwidth did.
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